Welcome to Lorcana is Fun — where Disney magic meets card strategy!
For those new to my site, my name is Drew, I am Lorcana player and collector. Previously, I write on games that I have always loved: digging into game systems, piece synergies, and meta possibilities. Now, I’m turning that same passion toward Disney Lorcana!
This site is your stop for set reviews, card breakdowns, deck tech, and behind-the-scenes thoughts from a player who enjoys both high-level play and casual fun!
Whether you are a longtime TCG fan, a Disney enthusiast, or someone just getting started with Lorcana, my goal is to write in a way that is approachable, analytical, and fun.
This is my second post, which is the second set for the modern format, Azurite Sea.
Overview
Welcome aboard the next chapter of Disney Lorcana, Azurite Sea! After the festive highs of Shimmering Skies, Azurite Sea takes us into uncharted waters, steering us into swashbuckling adventures, high seas mystery, and aquatic wonder. As Lorcana’s sixth expansion, it brings new character options, fresh board dynamics, and a maritime flair that feels both bold and inviting.
Card Count & Structural Highlights
The main set comprises 204 cards (each in foil and nonfoil versions).
In addition, there are 18 Enchanted cards — 3 per ink color (i.e., one extra for each of the six inks).
Enchanted cards in this set embraces a nautical and pirate-themed setting.
This set also continue having Legendary cards with a special “pop out” effect.
Product Lines & Accessories

Similar to previous set, Azurite Sea also has booster packs.
Each pack consist of
- 6 commons (1 of each colour)
- 3 uncommons
- 2 rares and above (chance of super rare, legendary)
- 1 foil card (chance of enchanted)
1 booster box will have 24 booster packs, 1 case having 4 booster boxes.
The 3 designs for each boosters are: Stitch, Yzma and Baxmax.
Booster packs are sold at SGD8 MSRP

This set also comes with 2 Starter Decks
Each Starter consist of
- 60 cards (including 1 super rare foil, 1 rare foil, 4 rare)
- A player’s guide booklet
- A small paper playmat
- One lore tracker token
- 11 damage counter
- One Azurite Sea booster pack
The 2 starters available are Amber Jim Hawkins + Ruby Tigger or Emarald Gogo + Sapphire Gadget
Each Starter is priced at SGD22.50 MSRP

Also in this set is an Illumineer’s Trove
The trove contains
- Eight Azurite Sea booster packs
- 6 six-sided dice
- 1 Lore Counter featuring Pirate Stitch
- 6 Dividers (1 for each ink colour, Amber Jim Hawkins, Amethyst Yzma, Emerald Pirate Stitch, Ruby Pirate Tigger, Sapphire Baymax and Steel Hercules)
- 1 Storage Box
I always will strongly recommend a trove as it is the same MSRP as getting 8 booster packs! You also get dice, lore counter, dividers and a storage box for your cards!
The Trove is priced at SGD64 MSRP.


Additional Accessories in this set are:
2 deck boxes, with Winnie the Pooh Honey Wizard and Scar Vengeful Lion as the art. Each is priced at SGD7 MSRP.
2 Sleeves, with the same 2 characters as the card back art. Each pack contains 60 sleeves and priced at SGD13 MSRP.

Also in the set are 2 Playmat: Elsa Fifth Spirit and Donald Buccaneer. Playmat are standard size 24 x 14 inch. Each is priced at SGD 32 MSRP

Also in this set is the Stitch Collector Gift Set that comes with
- 4 x Azurite Sea Booster Packs
- 1 Stitch-themed 9-Pocket card portfolio (holds 252 standard cards)
- 1 Stitch – Alien Buccaneer foil promo card
It is priced at 40USD and unless you really like the Stitch Portfolio, feel free to skip this item.
Card Reviews
Now to the reviews, each card will be given 1 to 5 stars, based on their
- Power level
- Playability
- Synergy potential
⭐ = unplayable
⭐⭐ = niche or casual fun
⭐⭐⭐ = playable with the right set up
⭐⭐⭐⭐ = strong or meta-relevant
⭐⭐⭐⭐⭐ = format staple or game-changer
Reviews are also based on Modern Constructed, which is Set 5 and beyond, so no infinity or sealed or draft.
Let’s dive into it!
🟡 Amber
Amber focuses on healing and rush strategies, thriving in fast-paced gameplay. In the current meta, Amber decks excel at racing to 20 lore before your opponent can even set up their defenses. Why play the long game when you can simply outpace and outshine your opponent from the start?

We kick things off with Owl and for a Amber card at 3 drop, it does not provide a lot other than reducing an opposing character’s strength, it’s also limited to once per turn which I think doesn’t justify the card.

This is what we call Zombie Lilo. 2 Lore and you can constantly play her, even exerted is fine, because it adds pressure to your opponent and they will need to keep contending with her if you keep playing her. You don’t need to play her all the time, but in the discard pile she acts as an option for your Rush deck.

We have Characters that can reduce cost and not limited to pirates, so Winnie is outclassed in that sense. Plus, Pirate specific decks are not that prominent now.

4 drop is a bit expensive for Amber decks, even though it provides 2 lore, but it doesn’t provide anything else.

2 drop with only 1 strength is not exactly what a rush deck needs. Only 1 lore as well.

Chip can catch people offguard, because that 1 extra lore can change the game. That being said, 3 drop to push that 1 lore feels a bit slow and only good to finish the game.

Dale requires you to play Chip first, unless you are okay to exert it. 3 drop to provide 2 lore and very high stats is worth consideration. Not the best use of 3 cost but not the worst as well.

David needs Nani, to have 3 lore for 3 drop. I think if you can somehow squeeze a Nani into your rush deck, then 1 or 2 David in your deck is fine.

Prince Naveen should be played in turn 3 for the 2 lore and also a good body guard. You do need to play 2 drop Prince Naveen in turn 2 for this to work. Nevertheless, this is inkable so nothing bad.

This is the 2 drop Prince Naveen for the shift to work. Work considering because of the high willpower at 2 cost.

Chief Bogo is fine, 4 drop for it’s stats and potentially singer 6 is decent, but too slow for Song Rush deck.

Chip with Dale can use Support, and that can come in handy. 2 lore as well so nothing too bad.

Monterey Jack has crazy Willpower at 4 drop. I think it’s not easy to challenge him, so could pull off an upset with a few copies of him in your deck.

Playing Chip and Dale isn’t so bad if you can shift into this! Every turn when you ink you can retrieve back a card from your discard pile. They also have very high Strength and Willpower and gives you 3 lore. Uninkable so many not 4 copies in any deck.

Judy Hopps is a late game card for Amber. She can Support and also helps to ready a character every turn so they are not vulnerable to challenges. Maybe 1 copy is enough if you really want to make use if her.

Your perfect Rush card. Tiana can be played as early as turn 2 with Aurora Holding Court from Fabled. During turn 3 and every other turn, you can keep exerting her and then your opponent’s characters suddenly becomes weaker unless they pay 3 ink, which in the early game that is such a painful cost. A basic stapler for Rush deck!

Aliens are not that prominent in the game now, so that extra lore might not benefit everyone. Might see more of them in play in the future.

Dale can great reduce a character’s strength, but other than that he doesn’t do much for a 4 drop.

Nani is expensive for what she does. The -1 Strength for 2 ink feels expensive. I think Amber deck just focus on rush and only play good high cost characters that can be game changer.

Simba can be useful for your team, simply exert him and then you can ready everyone else so they can be immune from challengers. Best to play him early or shift so he can be exerted on the turn he is played.

Kanga protects another character from being challenged, but at 3 cost and uninkable, it’s a heavy cost for the effect. Might as well pressure your opponent with more high lore characters.

Rabbit is a nice 1 drop that heals 1. Nothing bad to be honest.

Roo at 2 drop reduces character’s strength when played, I think 2 drop is a bit expensive for this effect and only 1 lore.

Mr Litwak can be in ready position most of the time, but he can’t challenge or quest multiple times, probably can be a good singer but at singer 3, the number of songs he can sing is quite limited too.

Jim Hawkins must play around a Pirate deck, and in the meta, it’s not as prominent and as an Amber card, at 7 cost is high and his effect triggers only upon played.

Good Job can change the gameplay, at 1 drop and provides 1 lore, that could be the difference maker.

An Amber deck usually will have a lot of characters in the discard pile, instead of using Be My Guest, I won’t Give in can work as well to get a character from your discard pile. Song as well so can be sung by characters.

With a Rush deck and enough characters, this action can help to reduce a lot of strength from a character so nothing bad in general, just that you do need something else to combo with to make it work.

2 cost to protect 1 character is fine, but feels better to throw a 2 drop for consistency. Moreover this card is uninkable.

Songs are not that prominent for Amber, at least not for a higher value song. So this item may not come in handy.

1 drop item to later return a Pirate character feels very specific and since Pirate decks are not meta, this shouldn’t see play.

A great item for consistency Strength removal! Simply tap one of your characters and use the effect. Great for Removal or Challenging purpose.

A location that shouldn’t be overlooked, your opponent will try to take this location down and while doing so, the character inside is left uncontested and can quest next turn.

The required car for a Racer Rush deck, don’t pay for the location fee, simply use the Starting Line to move a character here for the effect.
🟣 Amethyst
Amethyst revolves around drawing cards and exerting characters. With its strong draw engine, Amethyst ensures you always have options in hand — and in Lorcana, more cards mean more power. It’s a colour that rewards clever timing and resource management.

Hades is a control card in a late game. You do need a lot of characters in play, at the same time, there are lots of bounce effect and throwing characters into inkwell, so those negates the banish effect which makes you farming for 6 cost essentially useless.

Your perfect card to make a lot of changes to the dynamic of the game! By giving Challenger +1 to every of your other characters, you make challenging so much easier and that +1 could make a lot of difference. Definitely a good card to run in Amethyst deck and only for 2 drop.

3 Drop for 4 Strength is something nice, but I feel like there are better ways to play Amethyst character.

5 drop for a potential 5 Strength character is nice, but we do need to be wise on the cost spend. Sisu doesn’t provide much else.

A great card to simply gain lore, just play it. Your opponent cannot do anything to stop you as well. Stats wise is great for 3 drop too.

Juju plays on moving damage, which you can work around. That 1 damage transfer can cause hindrance to your opponent.

1 drop for 2 Strength 2 Willpower is nothing bad.

3 Drop Evasive is okay, can combo well in an Evasive deck.

3 Drop Evasive is okay, can combo well in an Evasive deck.

Carpenter can make characters exerted, even yours! So any exert effect can trigger, he can also exert an opposing character so you can challenge it.

Iago is nice but 2 Willpower is vulnerable to a lot of actions and he might not get to be bounced back to your hand.

4 Drop for the stats is fine, but nothing much we can tap on him.

Rush and Challenger is nice, but 6 cost is too hefty and only 4 Willpower so you might end up just trading with another character.

Tinker Bell provides extra lore to your fairies. The stats is amazing and has Evasive too. Try to shift on a smaller Tinkerbell for the value.

Excellent 1 drop for Amethyst deck. You can go ahead and quest with Diablo or banish it if needed to, that 1 card draw is almost guaranteed. Inkable too.

4 drop with Rush is decent but only 2 Strength, which is a bit underwhelm.

3 drop for 3 Lore, I think can consider in some Rush deck with Amethyst.

9 Drop or Shift for 7 is a bit expensive to just provide a draw mechanic which might only trigger when you ink a card…

Perfect 4 drop for Genie. Evasive, lets you drop upon using, 2 Lore and 4 Willpower, this is the full package and a must for any Amethyst.

So much effect for a 4 cost uninkable to add a Dragon to your hand. Dragons are rare and not commonly use, this card won’t see play as of now.

I think if we want to gain lore consistently, this is not the way to do so. 2 ink and discard a card to trade for 1 lore can come in handy, but too expensive of a deal.

Excellent card for Amethyst deck that plays on rush. Once you deplete your hand, Yzma will be here to help you draw back.

Mama Odie plays on moving damage, however only if you play a song. Damage transfer deck probably will focus more of challenging and moving damage, songs are probably not in their mind so might be hard to trigger her effect.

Peter Pan has a chance for you to exert characters consistently, however the exertion is only for opposing character, which you have other characters to do for you. 4 drop and uninkable feels expensive.

Mad Hatter is an easy 1 drop that anyone can appreciate. You can quest with him first to filter before drawing cards. Simple and good.

Unless you are trying to deck out your opponent, if not this might not be worth adding to your deck.

This Genie is such a suicide move. After playing him, you will need to use up all cards in hand and you need to top deck game play using him, since all your cards are placed on the bottom of your deck. You could shift into him, then play as many cards to draw that many, then quest and banish him from some effect, so he doesn’t cause you the penalty. Regardless this so much set up for something that is detrimental to your deck.

Making Magic combos with Damage transfer deck, you can also draw a card. 1 damage is a little small though and Amethyst do have better draw effect for 3 drop.

This is a great action stop a character from getting ready, you can also just exert them if you like to challenge it. Definitely will come in handy. Inkable and only 2 drops.

You need to play a sorcerer deck to play this card for as little as possible, if not you can bank on Finder’s Keeper for more consistency. Not much low cost and good sorcerer for you to use this efficiently.

This item must work alongside all your bounce mechanic so you can gain lore while bouncing stuff. I think might just work in an era of bounces.

Decking out is not a great play now, so the resources should be spent elsewhere.

We have a lower cost item to provide Evasive, the Challenger 2 is nice but 4 cost Uninkable and you still need to pay 2 ink to trigger the effect feels expensive.

A simple 1 drop to provide that 1 lore is decent. Inkable too.

A good card to add to a damage transfer deck. No lore is fine, I think 2 drop inkable is harmless to add to your deck.
🟢 Emerald
Emerald loves disruption and control, often forcing discards or creating frustrating conditions for your opponent. It’s a tricky colour to face, not flashy, but relentlessly annoying in the best way, keeping your opponent constantly on edge.

A smaller Stitch is nice, you can pay 1 ink to increase his Strength, I think for Emerald this is the cheapest Stitch but so far nothing much you need to shift on.

Jasmine is a great card to stall an aggro deck or prevent your opponent from questing. The exerting is conditional, however, giving Reckless will be an issue and can force one of their characters to challenge and potentially banish itself.

3 drop to provide 2 lore is great, but what is even better is that when challenged, you get to draw a card, 4 Willpower too, so not easy for an action to get rid of it. Cost efficient.

Pirate Stitch is fine with the stats, but the retrieving of cards is a bit sad that you don’t retrieve back to your hand but instead at the top of your deck, so you ned 1 turn or a draw effect to get it. Uninkable too.

Gogo is a surprised card that you need to be aware, don’t stack too much damage on a character, because she will swoop in and take that many lore. Evasive and Inkable so this is a stapler for an Emerald deck. When you see Green, expect this card to be inside.

Honey Lemon has 2 lore, I think that’s the way you can include her in a Rush deck. The 2 ink to force a discard will come in handy, but the 2 lore is more important for a 2 drop.

Fred is another Stapler that a Green deck must include, it’s an easy way to sneak in 2 lore or it stays in the board and keep questing because your opponent don’t want to give you that 2 lore. Either way great 1 drop and inkable too.

1 drop 2 Strength 2 Willpower is never a bad thing.

4 drop for the stats is fine. 2 lore is nice, but for 4 cost we do expect more.

4 drop with Ward is good, but 3 Strength 3 Willpower might be easily banished in challenges. 2 lore also so not too bad.

An Evasive Basil is nice, can take down Dumbos for you.

Donald needs to have a Pirate on board for you to go for the 3 lore. I think might be able to pull off in a Rush deck with some pirates.

Daisy requires you to play a Pirates deck with a location. The draw mechanic can be consistent too. I think can work around these for a stable pirate deck.

1 drop for 3 Willpower can come in handy in some deck.

3 drop Ward is good and Prince Philip can sneak in the 2 lore, you can also use him as a shift target for bigger Prince Phillip.

Jasmine is a great control card, you can use her to bounce your own characters so you can use their play effect again. You can also bounce all your opponent’s exerted character to stop their control or rush. She can change the dynamic of the game.

Peter Pan would be great but it’s easy to bypass. Your opponent just need someone to challenge him and that’s it. Sorry Peter Pan.

6 drop for 3 Willpower doesn’t feel durable especially when he has 6 Strength to challenge. Uninkable and need to spend 3 ink to deal 1 damage feels overly expensive.

Items are not common, and to play this character to get that 1 lore feels too specific.

Gazelle allows someone to gain Evasive to challenge another Evasive character or simply avoid getting challenged. Definitely can see play in some deck.

Goofy is really underrated. He has 3 lore and has Ward and provides Ward too. 4 Willpower is not the best for 5 drop but the Ward keyword can be a difference maker in the end game.

Bellwether can be the consistent source to give Reckless. I think 2 copies in some control decks is fine. Can be a turn 3 or 4 play.

Basil can be your source of discard, discarding mechanic is slower, which is why someone like Basil can cause problems for your opponent. You can shift into smaller Basil and use the effect consistently to make your opponent discard each turn.

Olivia is a good card for a rush deck, provides 3 lore at 2 drop. The only concern is the 1 Willpower but if you manage to rush in at least 2 turns, she already provides the value for her cost.

This is such a devastating card, it forces your opponent to go into top deck mode. 7 cost is hard to get, but can change the game around. Also, 1 copy is enough, it shouldn’t be your end game move also as this will be a hindrance to deal with in your starting hand.

1 drop to boost Strength is nice, even if not for a pirate. Inkable too so won’t go wrong.

A great 2 drop song to block a character from questing and also draw a card. Great for both early and late game.

A great card to simply put 1 damage counter on someone. Go for damage transfer deck and also bypass Resist.

3 drop to ready a character is fine, but I think there are better character cards to do so. Uninkable too and not a song so you really have to hard cast the 3 cost.

2 drop to counter an item or banish damaged character can be underrated. Perhaps 1 copy in your deck for emergency is enough.

Bouncing cards is nice, but 2 drop and 1 ink to do so feels expensive. The target selection is limited too. Uninkable as well so a lot constraints.

Moving to a location for free is great, some location are overly expensive but with this item, it’s easier to do so and only a 1 drop item. No other hidden cost and it’s inkable too if you don’t need it.

More discarding effect for your deck, simply put a character here and go ahead with questing. Characters challenged here requires your opponent to discard a card. The location is sturdy with 8 Willpower as well and provides 1 lore. 3 Cost is not too bad.

Owl Island revolves around playing actions. Your action cards can be as cheap as 0 cost and when you play the second one, you can gain 3 lore. Can work in a action heavy or song deck. I think 2 to 3 copies is fine, your deck should have other source of questing as well.
🔴 Ruby
Ruby is all about tempo and challenge control. These cards excel at taking charge of the board, trading efficiently, and keeping your opponent’s key characters in check. Ruby decks often define the flow of the game, dictating when and where the action happens.

Pirate Mickey is nice, you can easily find a 1 drop Mickey to shift onto. It’s thematic around Pirates so the utility isn’t there. I am a big fan of Mickey, just not this Mickey.

4 drop with 5 Strength with Rush is nothing bad, can definitely take down some threats for you.

Giving Evasive is nice, just too focus on Pirate themes and they are not meta at the moment.

3 drop with 2 lore is nice, reducing lore is also a nice touch. Inkable too so nothing bad.

Raya is really underrated, you can ready characters using her effect as long as you ink something. It allows someone to challenge or sing twice. She also provides 2 lore which is nice.

A pirate themed character, it’s not hard to get a low cost pirate to give her 2 strength 2 lore for 2 drop. Evasive too so if everything doesn’t work, this keyword is nice to have.

John Silver can work with a Challenger or Damage transfer deck, that 1 damage shouldn’t be an issue and you can allow someone to challenge or sing again, or simply ready them .

Vanellope can be considered in a Racer Rush deck where she stays in a location and provides you that 1 card draw and 1 lore every turn.

1 drop 2 Strength 2 Willpower is never a bad thing.

2 drop for 2 Strength and 3 Willpower is okay, but nothing more to it.

4 Drop for Evasive is fine, with 2 lore as well. Just low in Willpower.

5 drop for 4 Strength rush feels expensive given that you want to do something impactful at that cost. He is uninkable as well so that doesn’t help with the cost justification.

I love Mickey, but not this Mickey. 3 drop for potential 4 Strength is okay, but you need to send him to a location which is not very resourceful.

If you are using a Racer deck, she can be considered given that you can send her to the Starting Line location that she has the high Willpower to take damage and get 2 lore. Not easy to get rid off too.

Moana has great stats for a 1 drop, you just need another Pirate to allow her to challenge, worst case is you just quest with her.

2 Drop with only 1 Strength and nothing else is not too favourable.

You need 1 cost Aladdin to play this on turn 2 and get a good 3 Strength to challenge and subsequently 2 lore to quest. Inkable too so in case you can’t pull it off.

Minnie allows you to retrieve back a location, I don’t think a deck should be overly relied on a location that you will use her in the deck.

Location dependant character too. Moana is nice if you have a location and move everyone inside for the effect and also the lore gain. Inkable too so nothing bad. Just need the right set up.

3 Drop for a massive 5 Strength can be worth considering for a Challenger deck.

Goofy is underrated, yes his uninkable but 5 Strength 5 Willpower with Evasive and Rush can surprise a lot of opponent. Maybe 2 copies in a deck is enough.

One of the best card in the set. Maui has so many effects, first he is Evasive and has a massive 7 Strength. He can also retrieve back an action from the discard pile after he challenges. The best part is he provides lore after you play an action, so great in a lot of decks, one of the best Ruby card!

5 drop Hades to be able to banish more characters with 3 ink feels expensive, you still need to tap him and banish one of your own characters. Yet he is uninkable and stats wise isn’t that great.

Tigger is great in an action deck, where you can keep playing action and he gets stronger and more lore and you can either go aggressive with the questing or swing down some big targets.

5 Drop with 3 lore is fine, but the damage effect is something nice. Can be considered in a damage transfer deck but uninkable so it’s bit annoying if he ends up in your hand early.

1 Drop to gain a lore and reduce 1 opposing lore is nice and may steal the win. Inkable too.

I don’t mind the action to provide extra Strength, this can come in handy in the right deck.

If you ever need a location on your board, this is a good way to sing it and search for it.

7 cost to banish a card is great. The draw effect is nice too. Uninkable so maybe 1 card is enough for the end or mid game play.

2 drop and 2 ink to make someone Evasive is nice, but this card is uninkable, and it’s a mid game play, you might as well just play an Evasive character.

1 Drop and 1 ink to ready a character is nothing bad.

Some deck might benefit that 1 Strength but feels like you can spend the slot on other cards that is more consistent.

2 drop to gain lore and your opponent decrease lore every turn is nice. Expect your opponent to challenge this soon.

2 drop location that is useful for pirates to gain lore every turn and increase their strength. Pirates themed card.
🔵 Sapphire
Sapphire specializes in ramping and resource acceleration, letting you ink faster and play powerful cards earlier than your opponent. Whether you want to drop big characters ahead of curve or multitask across turns, Sapphire gives you the tools to stay ahead.

Ben at 4 drop has a massive 4 Strength support, this definitely can come in handy one day in some meta deck.

Aunt Cass is more of a support for Inventor to give that the extra lore that might be what you need to close the game.

Gadget can go crazy in an item deck, but since items are not meta, she might not get the boost she needs for the lore burst.

Zipper is a great ally with Ward and can provide 2 lore. He can also give someone Resist so nothing bad.

Oswald is definitely an item deck staple, highrolling into a free item is nice, he also provides 2 lore if needed to. Grading it lower as Item decks are not meta.

Yokai is another Item deck support for you to bounce an item to play an item for 2 less. Not bad just not in the meta right now.

Pleakley is a great ramp card, once he enters play you can ramp one more time this turn and he does have good stats for 3 drop.

Hiro can help you find a robot or item if needed. An easy shift target as well.

HeiHei is an item counter and also has Evasive on your turn. The stats are fine, just not the best use of a 2 drop Sapphire card.

A great Ally to provide 2 lore and also reduce an opposing character’s strength.

Nick get get extra Strength with some Support characters but doesn’t provide much else besides his stats.

Wasabi can hit Evasive guys but at 4 cost, he is more of an Item counter, and since Items are not common, you might have a better 4 drop to use in your deck.

A 1 cost Shift is nothing bad, but the stats is like a 1 drop card, Apart from singing I don’t see much use of this card.

Vanilla Gadget is nice if you need more inventors but doesn’t add too much else.

4 Drop for 4 Strength is Nice but doesn’t provide much. Decent Ally and Alien.

Tadashi can do well in an item deck to get higher stats, but for 6 drop I feel like he needs to be more impactful when played.

Hiro is a decent card to provide resist to Inventors and also can help you filter cards, but 4 drop is too much of a cost.

This is such a great double ramp card! Your opponent wouldn’t want you to ramp twice so he might be left uncontended, and then you go ahead and quest multiple times!

It’s possible to play Baymax at 2 cost and then play him out for the 2 lore. Robot too and the Ow ability can come in handy.

One of the best Sapphire cards in the set. Baymax can help to heal your other characters almost every turn, at the same time you get lores from it! Such a great card, simple yet effective.

1 drop 2 Strength 2 Willpower will never be bad, had Inventor and Villain keywords too.

2 drop 3 lore is a good rush card.

Yokai shift is a late game card, but I don’t need you need to build Microbots around him. Card draw is nice too but you need to reduce opposing character’s Strength and all of this for card draw feels very inefficient. In the early game you might just end up Inking him.

Alice is a great 3 drop with 2 Lore and has Ward, she also gives Ward when she quests so definitely a great card that can work around. Too bad she isn’t a princess.

This is a good song to give Inventor Resist but also good for you to ramp for 1 turn. This can be your turn 4 ramp by getting a 4 drop to sing this.

The best ramp card for Sapphire. Sail allows you to ramp 2 times when you play this and you getting to draw a card is an icing on the cake. Inkable too so in the late game you can ink or simply draw.

1 drop to draw a card is fine, support can come in handy.

1 drop to ready items or robot characters is fine too, just need to play around them. Again grading it lower as Item deck are not prominent.

2 drop to heal is nice, but I think we have use 2 drop to do something better for Sapphire decks.

2 drop to reduce Strength is decent, plays around Yokai shift, it’s just too niche already.

This is nowhere as good as popsicle. 3 drop to draw only 1 card and heal everyone feels like an upgrade but the card itself is uninkable, the tempo is way slower than popsicle.

A potential turn 3 ramp for your deck, play on turn 3 and put characters inside to get consistent ramp until the characters inside is banished or the location is gone.

1 drop location is fine, but plays around Inventor, you can put an Inventor here to gain that 1 lore every turn and they get extra Willpower too.
⚪ Steel
Steel excels in indirect damage and resilience, often punishing opponents for their moves rather than striking head-on. Its cards can chip away at threats, remove key pieces efficiently, and provide sturdy defense when paired with other inks. Steel doesn’t always hit the hardest — but it controls the pace and wears opponents down over time.

1 drop to deal 1 damage is fine, but you need another Pirate, not the worst but I think Steel has better 1 drop.

7 drop and uninkable all just to deal potentially 3 damage is ridiculous. I mean you need to farm all the way to 7 and then play it just to discard a pirate card to deal 3 damage.

2 drop for potential 2 Strength 4 Willpower is fine, just nothing too crazy to tap on. Unless you need to shift to a bigger Jim Hawkins.

4 Drop for 3 lore is nice, very nice actually, just that the 1 Willpower is very dangerous as actions can banish him easily. Uninkable too. Also 1 strength characters are more common than you think.

Mr Smee is a great character that can hit Evasive for 2 cost. Pirate and Ally too.

If you wanted to, you can shift into a bigger Mr Smee, but you will need to build around Pirates. Uninkable too so not as consistent.

Mullins has great stats for 5 drop and potentially resist + 1 as well, unfortunately he doesn’t provide much other than the stats.

Kohut is a simple 2 cost with 2 Strength 3 Willpower.

King Hubert is 3 drop Vanilla with 3 Strength 4 Willpower, probably won’t see much use in meta.

Hercules is able to swing with 4 Strength, however, I think 4 drop is a bit expensive for what he does.

John Silver is a great card to block someone from challenging, it’s great for a rush deck so you can safely quest without worrying about someone challenging into them.

Mr Arrow is a great card for Rush deck, 2 drop and provides 2 lore and Resist + 1 to make him so much harder to banish for a 2 drop.

Jim Hawkins has very good stats but best if you can shift into him on turn 3. He can deal that 1 damage and may take down another character or simply quest for 2. Uninkable so a few copies is enough.

5 drop vanilla is nice, but doesn’t provide too much other than the sturdy stats.

Bily Bones will be great in an environment that has a lot of location or item, other than that, he is not too bad, can provide 2 lore before he banishes.

Pluto is a great Bodyguard for your Rush or Ally deck. He has a solid 5 Strength 5 defense for 4 drop when he has no damage counter! Most characters will be banished after challenging it.

Mickey is decent, I mean 2 lore is never a bad thing and can aid your Pluto with the Resist too.

Cobra at 5 drop is fine, but the effect is not that useful, I mean filtering cards shouldn’t be that expensive. He doesn’t have a 5 drop worth of stats for a Bodyguard too.

Gantu has 4 lore, I mean that speaks a lot. You can have some in your deck just to put that pressure on your opponent! Inkable anyway.

Ralph is okay for a 6 drop, but his effect is quite hard to trigger for the 2 lore. Unless item or locations are hard to deal with, he will not see much play in the meta.

A great control card. Calhoun can help you to put some pressure on the board, she has Resist and with 3 Strength, is able to deal with banish most characters in the early game. Uninkable is fine because you most likely will play her.

Amelia is a pirate support, decent stats overall, she gives Resist to your other characters too so that can be something to make them more sturdy against challenges. Inkable and 2 lore so might fit into some decks.

5 drop to deal 1 damage each turn from inking is not efficient. The stats are bad too.

John Silver can be very underrated. Shifting at 5 cost is the best, he gets Resist +2 and can deal damage to ready characters every turn so it forces them to exert or take the risk of getting damaged. With the right set up he can really be a threat in the late game.

A great song to provide Resist and also draw 1 card is great. This can help protect characters or simply draw that one card in any phase of the game.

This is another underrated card, being able to deal 2 damage twice by discarding a card is lethal to some decks.

Ambush would be perfect if it’s an item, as an action, it’s not too bad either, you can use this to deal damage instead of challenging with your characters. Uninkable too, if not will rate it higher.

3 drop to deal 2 damage feels expensive, given other actions is cheaper or can deal more damage. The second effect will come in handy, but I don’t see much items now.

This card would be great if you are the one choosing the target, but your opponent will most likely choose to deal to characters that they benefit the most or suffers the least from the effect.

I think Prince and Kings deck are not synergized so you can leave this item for now.

2 drop and 2 ink to give Bodyguard to a character is nice, I think it can aid you in any phase of the game.

4 Drop to have the filter effect is expensive, characters can do the same for much lesser.

5 Drop to gain 2 lore consistently is okay, the effect is best when more characters are inside, but expect the location to be challenged as soon as it drops.

This is not a bad location, you can have a low cost Alien or Robot played and then turn 4 to drop this and move that character here and you have a consistent 1 lore every turn!
💎Enchanted
In each case of booster packs, you can typically expect around one Enchanted card — though some unlucky cases might have none at all. That rarity makes Enchanted cards truly precious collector pieces!
These cards feature alternate artwork of existing cards from the same set. They don’t affect gameplay, but they stand out as highly desirable collectibles thanks to their unique presentation and limited pull rate.
Some Enchanted cards also hold notable resale or trade value, depending on the character’s popularity and competitive relevance.
For this section, I’ll focus on their cost and collectability instead of gameplay performance. Since market prices fluctuate over time, I’ll use the following value rating system instead of fixed dollar amounts:
💰 = Very affordable — you won’t feel a pinch picking this up
💰💰 = Reasonable — roughly the price of a few boosters
💰💰💰 = Premium tier — approaching or hitting the three-digit mark
💰💰💰💰 = Expensive — comparable to the cost of a booster box
💰💰💰💰💰 = Luxury tier — your wallet wants to have a word with you

The Enchanted version goes for a warmer, treasure-map palette fitting Azurite Sea’s theme. The close-up framing of the duo makes them extra adorable, it’s the perfect piece for any Chip ’n’ Dale fan.
Value-wise, it’s fairly priced, not overly common but not wallet-breaking either. A fun and charming card that captures the set’s light-hearted tone.
💰💰

Tiana takes centre stage here, surrounded by the lively jazz band and waitstaff, a scene bursting with joy and colour. It perfectly captures her warmth as a Disney Princess.
Being a Legendary card already drives its base price up, so the Enchanted version naturally follows suit. Pulling one of these would feel like hitting the jackpot.
💰💰💰💰

A candy-colored track filled with cheering spectators, this Enchanted captures the thrill of the race beautifully. The zoomed-in perspective near the finish line adds great energy.
The card’s price sits in the middle range, not cheap, not outrageous. Simple, sweet, and thematically spot-on.
💰💰

The close-up art highlights Rafiki’s joy and calm power, no flashy effects needed. Some may call it plain, but the emotion it conveys is magical.
The card itself isn’t strong in play and Rafiki isn’t a top fan favorite, keeping the value lower, though the art deserves more love than it gets.
💰💰

Yzma’s Enchanted version leans into a bronze tone, surrounded by flasks and bubbling chemicals, fitting her villainous flair perfectly.
This is one of the more playable Amethyst cards, and being a Legendary keeps it on the pricier side, though not unreasonably so.
💰💰💰

At first glance, it’s just the staff, but look closely, and you’ll notice Maleficent’s shadowy presence in the background. The art feels mysterious and elegant.
As an Item Enchanted, it won’t reach the value of top characters, but the Maleficent connection gives it steady collector appeal.
💰💰

Daisy takes the helm of her ship, wind in her feathers, sailing boldly across the Azurite Sea. The art oozes personality and adventure.
Despite its charm, the card remains underrated, perhaps due to low playability. That makes it a hidden gem for Daisy fans and collectors who appreciate unique themes.
💰💰

Basil’s artwork cleverly shows two disguises beside him, highlighting his detective skills and keen eye for detail. The muted tones fit his thoughtful nature.
He’s not a common pick in gameplay, and his name isn’t widely recognized, which keeps prices low. Still, it’s an elegant and clever card.
💰💰

This card radiates warmth, Lilo and Stitch laugh together in a candid, emotional moment that perfectly fits the title.
Though it’s an Action card, the storytelling in the art makes it special. Value-wise, it’s moderately priced and beloved more for sentiment than meta use.
💰💰💰

Raya rides into battle with determined focus, the background full of dust and motion. The dynamic angle gives this art a cinematic flair.
While her popularity isn’t universal, the artwork stands out. Its affordability makes it a good choice for casual collectors.
💰💰

Tigger proudly stands on the top of the ship with three more Tiggers bouncing in the background, cheerful and full of energy.
This Enchanted is fun but not widely played, keeping its price low. Still, it’s a joyful pull for fans of Tigger.
💰💰

The scene shows Maui in full power, lifting an island from the sea and surround by his hook, you can almost feel the tension in the art.
Despite its epic design, the card isn’t commonly used in decks. That keeps it surprisingly affordable for how impressive it looks.
💰💰

Surrounded by her inventions, Gadget’s Enchanted brims with personality and movement , a great tribute to her tinkering spirit.
Since she’s a lesser-known character, her card remains inexpensive. Still, the attention to mechanical detail makes it visually satisfying.
💰

The minimalist close-up of Baymax with a butterfly on his finger perfectly captures his calm, gentle nature.
It’s simple but effective, and that simplicity keeps the price in the lower range. Still, fans of Big Hero 6 will find it heart-warming.
💰💰

All six heroes appear in their combat armour, backed by a storm of microbots — a visually stunning, cinematic Enchanted.
Despite the scale and detail, it remains surprisingly affordable. A must-have for fans who appreciate ensemble pieces.
💰💰

Rendered in pixel art with his signature punch icon beside him, this Enchanted feels nostalgic and true to his arcade origins.
Not a major chase card, but it’s priced fairly. Great for collectors who appreciate Wreck-It Ralph’s retro flair.
💰

Captain Amelia poses confidently beside her ship, the horizon glowing behind her. The sea tones and lighting make this one stand out.
Her popularity may not rival other characters, but the balance of grace and command keeps the card in a comfortable mid-tier price range.
💰💰

This Enchanted zooms into the glimmering Mountain of the Azurite Sea, a perfect thematic closer for the set.
Being a Location Enchanted, it’s relatively cheap, but the art captures the adventure and mystery that define the expansion beautifully.
💰
Conclusion
Azurite Sea continues to impress with its strong thematic direction and a good mix of playable and collector-worthy Enchanted. There are a lot of meta cards in this set and the overall art direction feels cohesive, the underwater and oceanic motifs are beautifully represented, and many characters receive designs that genuinely stand out.
From a gameplay perspective, this set also brings some fresh mechanics that encourage creativity without feeling overwhelming, making it accessible for both casual and competitive players. Collectors will find plenty to chase, and the Enchanted this time feel well-balanced between iconic characters and new surprises.
Overall, Azurite Sea feels like a confident expansion that keeps the Lorcana world moving forward as fitting to the theme as venturing into a different world.
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