Disney Lorcana Set 7: Archazia’s Island

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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 third post, which is the third set for the modern format, Archazia’s Island.

Overview

Welcome to the next chapter of Disney Lorcana, Archazia’s Island! With Set 7, Lorcana dials up the charm and introduce next keywords and even new dual ink type cards! After Azurite Sea’s oceanic adventure, Archazia’s Island feels like a paradise island beckoning you to explore.

This post will take you through everything you need to know about Archazia’s Island — the theme, the new mechanics, the card pool, and what to expect from Enchanted cards and competitive play. Whether you’re in for flavour, strategy, or collection, let’s dive in and see what surprises this island has in store.

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).

The Enchanted cards in Archazia’s Island feature a beautiful storybook art style inspired by classic Disney backgrounds, blending island scenery and emotional character moments into richly illustrated collector pieces.

The set introduces Dual-Ink cards, where a card can belong to two inks — unlocking hybrid strategies and new flexibility.

This set also continue having Legendary cards with a special “pop out” effect.

Product Lines & Accessories

Similar to previous set, Archazia’s Island 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: Mirabel, Mad Hatter and Bolt

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 Archazia’s Island booster pack 

The 2 starters available are Ruby Sapphire Beauty and Beast Item deck or Amethyst Steel Jafar Iago Illusion deck.

Each Starter is priced at SGD22.50 MSRP

Also in this set is an Illumineer’s Trove

The trove contains

  • Eight Archazia’s Island booster packs
  • 6 six-sided dice
  • 1 Lore Counter featuring Bolt
  • 7 Dividers (1 for each ink colour Amber Pongo, Amethyst Queen, Emerald Pete, Ruby Mushu, Sapphire Baxmax, Steel Ms Bianca and 1 Lorcana Logo)
  • 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 Cinderella Ballroom Sensation and Ursula Deceiver of All Enchanted 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: Tigger In the Crew’s Nest and We can be Immortal featuring the Big Hero 6. Playmat are standard size 24 x 14 inch. Each is priced at SGD 32 MSRP

Also in this set is the Lilo Gift Set that comes with

  • 5 x Random Booster Packs from Set 2 to 6.
  • 1 Lilo Escape Artist Alternate Art Promo
  • 1 card Storage Box
  • 3 Dividers

Each Gift box is SGD40 MSRP. Comes with 5 booster packs and a good Lilo card, so no harm getting your hands on this if you want a Lilo and some extra packs.

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 Rhino, I feel like a 6 drop for dual ink and uninkable must be something very good, unfortunately, it is not. Extra Willpower is nice but coming in at only turn 6 may be too late and not useful to keep this card in the early game.

Rating: 2 out of 5.

Perdita kick start with a Puppy deck where you can reduce their cost when she quest and give them ward. Great support for them.

Rating: 3 out of 5.

5 drop vanilla for a Rush deck is not exactly the best given he only has 1 lore.

Rating: 1 out of 5.

An underrated card for Amber Steel, Bolt can come in in the mid game and use him effect to gain lore, which forces your opponent to take him out or contend with the other characters to prevent you from sneaking in the extra lore.

Rating: 3 out of 5.

Roger can aid a Puppy deck, a potential 1 drop where you can heal them when he quest.

Rating: 3 out of 5.

2 drop for Support might not be so important for rush deck. If only he has 2 lore.

Rating: 2 out of 5.

A potential option for Lemon Lime rush where she helps you to draw cards so you don’t have to top deck.

Rating: 3 out of 5.

4 drop Vanilla is a bit expensive for Rush deck. Great stats but may not be impactful for Rush deck.

Rating: 2 out of 5.

Mittens provides Bodyguard but the combo feels very niche to only increase lore for Bodyguards. It feels like a mid game lore burst but at 5 drop and uninkable she is a bit expensive.

Rating: 2 out of 5.

With enough smaller characters on the board, Tramp can be played as little as 0 cost. The second effect allows you to do some Filter and also put things like Lilo Escape Artist into your discard pile. A stapler for Lemon Lime Rush. Can help to sing more expensive songs too.

Rating: 5 out of 5.

Troubadour can help you to sing more expensive songs for an Amber Steel deck. He has 3 Willpower with Resist too so very durable for 2 drop. Can sing more prominent songs like Strength of Raging Fire and Beyond the Horizon.

Rating: 4 out of 5.

Amber Ruby usually focus on Racers and Wendy Darling doesn’t gel well with either colour and she is a 7 drop. Nice effect but lacks synergy and too expensive.

Rating: 2 out of 5.

Mirabel can aid in an Amber Amethyst deck, heck, you can form a Dumbo combo with her and she can help sing more expensive songs.

Rating: 3 out of 5.

Aurora can fit into a princess deck and be played early. I do feel that the effect is nice but not easy to trigger or requires a lot of set up. Maybe use her as a potential 2 drop to Sing something costly.

Rating: 3 out of 5.

Glass Slipper is not a good play, so setting her up is too slow. 4 drop for all this to get 2 lore is very inefficient.

Rating: 1 out of 5.

Mariano even for 3 drop and gets 2 lore is decent, but you need to fit a playable Dores into your deck, maybe just play someone else.

Rating: 1 out of 5.

More Racers in this set, Candlehead can be the team’s healer if needed.

Rating: 3 out of 5.

Bolt is expensive for 4 drop and the Support Strength is not exactly very high to make much difference. Not fitting for a Rush deck.

Rating: 2 out of 5.

More Evasive characters for Amber Amethyst. 3 Lore as well so can help sneak in a few lore. However 4 Ink and uninkable might be a bit redundant in the first 3 rounds.

Rating: 2 out of 5.

King Candy is a great control card for your Racer deck! Just use them to quest or challenge and if they are banished your opponent will have to banish their own characters, so they will think twice. Not hard to use action to take him down, but he does provides his value at 4 drop.

Rating: 3 out of 5.

Penny is a great card for Amber Steel! First she can heal, and gives Resist + 1 and she is an inkable 2 drop that provides 2 lore, what more could we ask for.

Rating: 5 out of 5.

Felix needs to combo with other Racer and the effect allows your Racer to challenge, sing again or just be in ready position. I dislike that he is a 5 drop though, feels slow to set this effect up.

Rating: 2 out of 5.

Thunderbolt is a great card for Puppy deck! You can shift any puppy into him and the Bodyguard with 7 Willpower will come in handy! 2 lore as well.

Rating: 5 out of 5.

The Prince is a great Bodyguard for Rush deck. That 5 Willpower will be an issue in the early game. Uninkable but it’s fine because you are going to play him anyway.

Rating: 4 out of 5.

Isabella has 4 freaking lore but low Willpower. You will need to sing every turn to protect her from Challenge but she is still vulnerable to actions. 5 drop and uninkable, so not exactly the best card to use in a deck.

Rating: 2 out of 5.

Calhoun can keep retrieving back Racers from your discard pile, Shifting her is the best play so you can go ahead and rush with your Racers and then use her to take them back from Discard pile.

Rating: 3 out of 5.

Ralph is expensive, and it requires your characters to be banished on your turn to get extra lore. So it doesn’t synergize well with the Rush mechanic.

Rating: 1 out of 5.

A great Lady Shift card to be played even in the early game! She can take back some characters from the discard pile and she provides 2 lore with good stats. Try to filter her away in the first 2 turns so you don’t up with 4 of her in hand.

Rating: 4 out of 5.

Pongo also supports in a Puppy deck. You can ramp up to 6 drop and then play him and play all the puppies from your inkwell so you are technically investing your puppy early into the inkwell to use Pongo to get them out later, it’s a viable play.

Rating: 3 out of 5.

Kenai is nice but requires a turn 5 play to exert him and then ready another character, which is very inefficient for your resources just to ready 1 character.

Rating: 1 out of 5.

Minnie can be very underrated, just play her and then play as many characters in a turn to boost her lore and she can close the game. Very fitting in a hyper aggressive team. She can also reduce someone’s strength so they cannot banish anyone in your board.

Rating: 3 out of 5.

Perla feels expensive because she doesn’t compliment well with the Lemon Lime rush. Feels a bit expensive for 3 drop.

Rating: 2 out of 5.

Snow White can work in a Princess deck when you play her early and she cannot be challenged. Just need to give her Ward and it’s almost free 2 lore every turn.

Rating: 3 out of 5.

Koda is a potential rush card to give 3 lore at 3 drop. The Willpower is low enough to be taken out easily so do play him cautiously.

Rating: 3 out of 5.

Shift Mirabel is nice but the effect to retrieve only 3 cost or lower son limits her potential since Amber Amethyst songs will usually be more costly. Unless you are playing low cost songs and characters to close off the game.

Rating: 2 out of 5.

Your smaller Calhoun for shifting. The effect can come in handy but 3 drop feels like the stats can be better.

Rating: 2 out of 5.

Pepa works well in a song rush deck, simply sing a song and get free lore.

Rating: 3 out of 5.

A good 2 drop song to not only draw 1 card but to give someone Bodyguard which is a useful keyword for Rush deck.

Rating: 3 out of 5.

Both Princess and Puppy decks can benefit from this card, 3 damage is a lot for 1 drop and if not, the draw effect is nice. Inkable in the very least.

Rating: 3 out of 5.

A niche song that forces you to play a Madrigal deck, but I feel Amber Amethyst has so much other potential so you don’t have to limit yourself to this card just to get back 1 more song and Madrigal.

Rating: 1 out of 5.

1 drop to heal 2 every turn is nice, but Rush deck don’t really need to focus on healing since characters are usually banish entirely instead of being left with damage.

Rating: 2 out of 5.

2 drop to gain 1 lore feels okay but to be honest, if you are rushing, just play a 2 drop character with lore or supporting mechanism instead.

Rating: 2 out of 5.

1 drop to boost a Puppy’s Willpower is decent, but no Puppy keyword so keep that in mind.

Rating: 2 out of 5.

2 drop and exerting a prince just to search for a princess feels very slow, you can just pack 4 copies of any princess and hope you draw it, because setting this item and limiting to 2 per deck feels so much trouble just for someone.

Rating: 1 out of 5.

🟣 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.

Kuzco allows some bounce effect, you can use it to counter an opposing character or return a character of yours and also draw a card. Not bad just 5 cost Uninkable and you need to Ink something to trigger the effect so it’s more of turn 5/6 play which feels very long to set up for something simple.

Rating: 2 out of 5.

4 Drop vanilla is not exactly useful for Amethyst, not that the stats is crazy in any way.

Rating: 2 out of 5.

A great card for Amethyst Steel to draw card as long as you have illusions in play, provides 2 lore too.

Rating: 3 out of 5.

Honeymaren can give you that 1 quick lore however, if you are not playing a rush deck, this might not be too prominent.

Rating: 2 out of 5.

A great card with huge Willpower and Evasive. I think you need to see the match up, especially against Steel, if you are facing them perhaps inking this card would be better as the Vanish effect can cause you some ink disadvantage. Other than that he is a great character on board.

Rating: 3 out of 5.

5 drop to exert one character feels expensive and your opponent can select someone they don’t mind not readying. Also they need to exert a ready character for the second effect to take place, if all are already exerted then his effect is useless. 5 drop for the trouble sounds inefficient.

Rating: 1 out of 5.

Jafar is can help you bounce Illusions, but I feel you just play Illusions for what they provide and not build your deck around it, because bouncing them back is nice but your 4 cost can be spend on other resources that is more consistent.

Rating: 2 out of 5.

Hades would fair well in a damage transfer deck, however for 6 drop just to banish a 3- cost character may be a bit slow, so don’t focus on this effect. He does give you the damage to your characters so you can continue the combo. 2 Lore and 4 Strength if all else fails, maybe 1 or 2 copy is enough since he is uninkable.

Rating: 3 out of 5.

The damage effect is nice for you to do some damage transfer but the second effect won’t come in handy, since decking out is not a meta play.

Rating: 2 out of 5.

10 drop or shift 7 for the stats is amazing, and the effect allows you to banish a character as long you exert them during your turn. Inkable but it’s a late game card, so if you don’t wish to, you can just ink it, perhaps 1 copy just in case is enough.

Rating: 3 out of 5.

2 drop for a cheaper Elsa that can provide you 2 lore if Anna is on board. Can be used to shift into other Elsa.

Rating: 3 out of 5.

6 drop to consistently exert characters is fine, just that it might be too late of an effect, it’s like a turn 6/7 effect which might be too slow, stats wise not exactly wonderful also.

Rating: 2 out of 5.

Excellent card for Amethyst Steel, 3 drop for a 4 Strength 4 Willpower is amazing and the fact that you can cheat in the 2 lore is an icy on the cake. Vanish is fine because you already got the value from it. No reason not to run it.

Rating: 5 out of 5.

A smaller Te Ka for you to shift into. Great stats too.

Rating: 2 out of 5.

Yzma has high strength and is able to bounce back to your hand when banished, however requires you to have more cards in hand. Very conditional so might want something more consistent.

Rating: 2 out of 5.

Bucky is decent, the draw effect when banished is fine but restricted to being challenged. 2 Willpower isn’t too hard to banish in non challenge situation so wouldn’t want to rely too much on him.

Rating: 2 out of 5.

Pain is a nice 1 drop with 3 Willpower.

Rating: 3 out of 5.

2 drop for 3 Strength 3 Willpower is amazing. Raja is an illusion but you can use it to bait your opponent’s action. Solid stats for his cost regardless.

Rating: 4 out of 5.

Kronk helps you to block any discarding effect. However for 5 drop and uninkable he can be a bit restricted in the early game. Perhaps 2 copies would be fine. Has ward too so not the worst, just don’t ready him. Can pair with any discarding effect, including yours.

Rating: 3 out of 5.

Your staple for a damage transfer deck, just challenge with your characters and she can transfer damage which can cause a lot of issues. 3 drop too so can be used as early as turn 3.

Rating: 4 out of 5.

Blurple honestly don’t need a Rush fellow with 2 strength because Elsa Fifth Spirit has the same effect and not restricted to Blurple. The strength reduction is fine, but totally outclassed by Elsa.

Rating: 1 out of 5.

2 drop evasive with Challenger 2 is nice and can combo well with Dumbo and able to challenge if needed to.

Rating: 3 out of 5.

Merlin plays a lot of RNG, you can try to guess a card to get from ramp on turn 2. I mean not a bad way to ramp, but Blurple needs 1 drop that can challenge rush deck, so Merlin might not be the best 1 drop this season.

Rating: 2 out of 5.

Yzma should be shifted at 5 and her effect causes some madness because you can bounce characters into their player’s hand and then they discard 1 card. You can set it up such that you don’t lose out from her but she can also screw your opponent’s gameplay if done correctly. Evasive too so nothing bad.

Rating: 3 out of 5.

In a standard blurple match, you might not need this Elsa as Elsa fifth spirit can already exert and is inkable. 4 drop Elsa Ice Maker has no proper turn to play, because you need to play a smaller Elsa first and you will be 1 dropping or ramping in the first 2 turns.

Rating: 2 out of 5.

Kenai has great strength for 3 cost but the effect is a bit weird, that it bounces back to your hand after it banishes someone in challenge. The 1 lore is nice but it means your board loses 1 character. This sucks if the challenge could have make him survive. Not terrible just too inconsistent.

Rating: 2 out of 5.

4 drop Kuzco is nice, Evasive and able to make both players discard or draw, too bad the Willpower is low and he does not have Ward to protect him from the meta actions.

Rating: 2 out of 5.

Anna is fine for her card, the play effect can stop some aggressive deck but the fact she is Blurple is restrictive and Blurple clearly have stronger 4 drops.

Rating: 2 out of 5.

Donald can cause chaos, making your opponent require 25 lore to win the game can buy you some turns or allow you to have some time to turn the tide. Cheesy yet, but can be the reason why your opponent don’t win.

Rating: 3 out of 5.

Queen is a card that probably does 1 time trick to gain the 3 lore and then your opponent will banish her. Also sometimes your opponent doesn’t have 3 cards in discard pile. When the day comes where discard pile is a resource pool, she will shine, until then, she is gimmicky.

Rating: 2 out of 5.

Panic is great in a damage transfer deck, he is good in some decks as well to transfer the 2 damage, which can help banish some characters! Inkable too and has 2 lore.

Rating: 4 out of 5.

The lowest cost Archimedes in case you need to shift him. If your opponent targets him, you get to draw too, so nothing bad.

Rating: 3 out of 5.

3 drop with 4 strength can come in handy.

Rating: 3 out of 5.

Doloroes is an underrated card because seeing your opponent’s hand can be an advantage. Singing a song is not hard too.

Rating: 3 out of 5.

An Amethyst Steel deck will never need this card because it’s expensive. The stats wise is nice though, just too costly for it’s dual ink.

Rating: 2 out of 5.

This is an underrated action, you can bounce back something and then exert a character so your characters can challenge them or do something that needs them to be exerted. 2 drop and inkable too, maybe 1 or 2 copies in case.

Rating: 3 out of 5.

2 drop to gain 1 lore and draw a card is nice, it’s a song too so nothing bad.

Rating: 3 out of 5.

If needed to, make both players draw, I think this is great for a rush deck so you boost your hands for options and then just rush out your opponent.

Rating: 3 out of 5.

This is usually a game changer in the end game when you can exert every opposing character then challenge them to gain lores and hopefully closes the game with this card.

Rating: 3 out of 5.

A decent card for damage transfer deck but 3 cost uninkable feels very inefficient as you still have to ink cards to trigger the effect.

Rating: 1 out of 5.

🟢 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.

4 drop for a 4 Strength might come in handy.

Rating: 3 out of 5.

Grewnge is able can aid in an action deck, still I feel like songs are very prominent and you probably won’t have to hard cast some actions.

Rating: 2 out of 5.

2 drop for 2 lore is nice, and he has 3 Strength so anyone that dares challenge him in the early game could risk being banished.

Rating: 3 out of 5.

3 drop for 4 Strength is nice and has ward, should be able to challenge and banish anything early.

Rating: 3 out of 5.

This is the cheapest pete to shift into. You may just use him to banish items. Anyway good for an action deck.

Rating: 3 out of 5.

If you manage to shift something onto Hiro, you can draw a card which is nice. Can be the smaller Hiro to shift from.

Rating: 3 out of 5.

Cheshire cat is decent, but 5 drop to deal damage only to damaged characters feel very restricted, and for 5 drop this shouldn’t be the case.

Rating: 2 out of 5.

4 drop for 4 lore is never a bad card.

Rating: 3 out of 5.

Basil is a late game card and is able to make character reckless when he quests. 3 lore and high willpower, good for a late game control deck.

Rating: 3 out of 5.

Mad Hatter is a support for the Wonderland deck, however, for 6 drop the support might comes in too late.

Rating: 2 out of 5.

A great Queen of Heart that should be played on turn 3 so everyone gets 1 damage counter when played, that could banish some characters instantly and she is great for her stats too. A staple for the Wonderland deck.

Rating: 3 out of 5.

Hiro is a great support for the Floodborn deck, I mean he can even be considered in an Emerald Sapphire deck where you give all your Floodborn characters with a card under them Evasive and Ward, 2 very strong abilities that pretty much nothing can touch them.

Rating: 4 out of 5.

Yokai can aid with a Floodborn deck too, that 1 lesser cost to shift can be a game changer.

Rating: 3 out of 5.

Donald for 2 drop is nice and has 2 lore. He is easy to challenged but the good thing is you can retrieve back a song from the discard. Can be used in a rush deck that relies on actions.

Rating: 3 out of 5.

3 drop for 5 Willpower is nice but might not see too often in play.

Rating: 2 out of 5.

A great card for Lemon Lime rush where you can get 2 lore if Tramp is on your board. 1 drop with 2 lore is never a bad thing.

Rating: 4 out of 5.

A smaller Yzma to shift from. The effect is nice too with the filter effect.

Rating: 3 out of 5.

Pacha can potentially have 3 lore as long as you have more cards than your opponent. However, rush deck usually can’t trigger the effect, so it might end up not doing much for you.

Rating: 2 out of 5.

Tweedle Dee and Dum can aid in a Wonderland deck when you bounce damaged characters. It’s a late game play but can help control the board. You can also bounce back your own guys.

Rating: 3 out of 5.

A great shift card, you can shift anyone into Baymax! Shift at 4 would be best and he has great stats for 4 drop. Definitely a must for an Emerald Sapphire deck.

Rating: 5 out of 5.

Emerald Steel usually plays more aggressively, but this card can come in handy, just need something to damage an opposing character and Gizmoduck can challenge them without them exerted.

Rating: 3 out of 5.

Fidget can provide Evasive for a Ruby Emerald deck. See no harm with giving Evasive.

Rating: 3 out of 5.

Mr Smee can help ready Pirate characters but pirate decks are not common and they are not as strong for meta decks, so the effect is too specific and activates only for a non-song action.

Rating: 2 out of 5.

8 drop to bounce stuff is nice, just a few problems, this is 8 drop, this is uninkable, the bounce target is not chosen by you, activates only when you ink. Not worth the time to set this up.

Rating: 1 out of 5.

John Silver could be played at 6 cost, however the effect is alright, it resolves around the non-song action which is not that prominent compared to other meta decks, and the effect he brings is only 1 damage to chosen character which is very little.

Rating: 2 out of 5.

A great card for Lemon Lime rush to given extra strength to someone and potentially can be played 1 cost.

Rating: 4 out of 5.

A good card for the wonderland deck, don’t ever let him exert. Just give damage to opposing characters and then they cannot challenge your characters. Uninkable so 2 to 3 copies is enough.

Rating: 3 out of 5.

2 drop for 3 Strength will come in handy.

Rating: 3 out of 5.

3 drop 2 lore 2 strength is nice, but your opponent might take it down using non challenge effects and they don’t get the discard penalty. Giving her ward would solve the issue.

Rating: 3 out of 5.

Shifting from Pete into Space Pirate would be ideal and you can with him on board you force your opponent to hard cast their songs! Such a good control card and has Resist for pirates too.

Rating: 4 out of 5.

Lady Tremaine is a nice to do some bouncing effect, but expect her to be taken out when you use her effect. 6 drop uninkable too, maybe if you really want to use her, 1 is enough.

Rating: 3 out of 5.

This card can be overlooked, the bounce effect can catch your opponent off guard. You can even bounce your own characters.

Rating: 3 out of 5.

1 drop song is nice and can come in handy to increase someone’s Strength.

Rating: 3 out of 5.

This card can work, it does take some effort but it can work. The problem is that your opponent benefits more because on their turn, they have a free character which can range from 1 cost to 10 cost depending on who they play. A bit RNG unless you know that they have nothing costly to play.

Rating: 2 out of 5.

Ink Gey can cause chaos, however, Emerald Sapphire would need all the ink in your inkwell to do stuff, so no reason to reset yourself to 3.

Rating: 1 out of 5.

3 drop to give someone Evasive is nice, but uninkable and probably only use once a turn.

Rating: 2 out of 5.

🔴 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.

Grandmother Fa has 2 lore for 2 drop which is nice, the 1 Strength 1 Willpower makes her vulnerable to a lot of things, she can provide 2 strength to another character so can work around what she has.

Rating: 3 out of 5.

A great 2 drop with 4 Willpower and potentially 4 Strength. Can be the cheaper target for her shifts too.

Rating: 3 out of 5.

4 Drop with decent stats but Matchmaker can drop your opponent’s lore, if you can ready her multiple times in a turn, she can help you control the board and slow down the pace.

Rating: 3 out of 5.

A good Reckless character for the challenger deck, inkable as well and has Resist +2 so very tough to take him down.

Rating: 3 out of 5.

4 Drop uninkable with Rush and only 3 Strength feels expensive.

Rating: 2 out of 5.

I am sorry Belle but Item deck really isn’t working right now. She can essentially shift for 0 if you have enough items, but they are just not good enough for you to farm to this Belle, at least not now.

Rating: 1 out of 5.

Cy-Bug get can a lot of Strength if you can flood the board, however I think the resource is better used to build other characters that might provide more.

Rating: 2 out of 5.

5 Drop to reduce 1 lore feels too expensive.

Rating: 1 out of 5.

A good 1 Drop to potentially get 3 Strength.

Rating: 3 out of 5.

Cogsworth can swing for 5 Strength, but that requires an item. Doesn’t need to revolve around Item deck, maybe just a simple item will do the trick and let him get that 5 Strength.

Rating: 3 out of 5.

1 Drop with 3 Strength is crazy and can take down most characters in the early game.

Rating: 3 out of 5.

A Ruby Sapphire card that doesn’t revolve around items, Beagle Boys are nice, they can give Rush and Resist and provides 2 lore, both are great keywords and can aid you in board control.

Rating: 3 out of 5.

Li Shang can challenge Ready Characters, that alone makes him a good card to control your opponent, much needed for a Challenger deck.

Rating: 3 out of 5.

Moana has Evasive and a massive 4 Strength and can increase Strength for another character so they can hit so much harder. Great for Challenger or Damage transfer deck.

Rating: 3 out of 5.

2 Drop Rush with 3 Strength is great in the early game.

Rating: 3 out of 5.

6 Drop and uninkable and you still have to tap him, use 2 ink and banish 2 items just to deal 5 damage to a chosen character, too much cost for too little effect, very hard to set up too.

Rating: 1 out of 5.

A great support piece for Challenger deck. You can use him to provide Resist or gain lore when they challenged and banish a character.

Rating: 4 out of 5.

4 Drop with 5 Strength is great, but the effect is meh. You get to draw only 1 card upon play and have to banish an item, the second effect is harder to set up. 2 Willpower is very vulnerable too.

Rating: 2 out of 5.

7 Drop is nice, Goofy needs to challenge for your other characters to gain 1 lore and maybe you can quest out with them. He does put pressure on the board but 7 drop might be a bit late.

Rating: 2 out of 5.

The AOE damage is nice, but the 2 damage will hit everyone including your own guys and he can only do this twice before he is banish by him out effect. 3 lore is nice but 8 drop though, feels expensive but the AOE effect will cause some issue.

Rating: 2 out of 5.

Mulan leads your other characters in battle, just let her challenge on the turn she is shifted and then everyone else can challenge ready characters which makes it so fun and your opponent might not see her coming!

Rating: 4 out of 5.

Getting 7 Strength is crazy. Protecting your characters with 7 Strength is nice, just that he is 6 drop uninkable and it’s not easy to get the 7 strength for lower cost characters.

Rating: 1 out of 5.

A decent way to cheat in some lore by playing actions. Can be used in a song rush deck. Do expect him to get banished after you utilise him too much.

Rating: 2 out of 5.

Sir Kay is a nice 2 drop with 2 Strength 2 Willpower and 2 lore!

Rating: 3 out of 5.

Milo can revolve around action decks, that 2 strength can come in handy.

Rating: 3 out of 5.

5 drop for the stats is great, might come in handy in some decks for the raw power.

Rating: 3 out of 5.

A great card to support your challenger deck and can pair well with What do you got. If not you can just ready all your characters so after they challenge or quest, you ready again and repeat.

Rating: 3 out of 5.

7 drop to banish a character is nice, what could go wrong. Just need to farm to 7, it’s inkable too so nothing bad.

Rating: 3 out of 5.

Simple 2 drop item to give 2 strength to someone as long as you ink.

Rating: 3 out of 5.

Good item for the item deck, you can banish and put the 3 drop Belle and then play some item for 2 less. Rating it lower as item decks are not that great now.

Rating: 2 out of 5.

More items, this one helps to return item cards back for you to reuse them. Rating it lower as item decks are not that great now.

Rating: 2 out of 5.

A nice 2 drop that can provide 1 lore consistently.

Rating: 3 out of 5.

🔵 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.

4 drop with Support is nice, but the boost only helps with Support character. For Sapphire I think the 4 drop is very important because they allow you to have an ink advantage, this feels normal.

Rating: 3 out of 5.

If only item deck is more prominent, then Scrooge would be great. Playing him for free would be great and playing him allows you to find more item. Rating him a bit lower as items are not prominent.

Rating: 2 out of 5.

Mattias gives Ward to your Queens, this is fairly underrated and you will be able to protect your Queen. 2 drop with 3 strength is great too.

Rating: 3 out of 5.

3 drop for 6 Willpower is massive, but I don’t see a use for this just yet.

Rating: 1 out of 5.

Another Item deck engine, I think you won’t put a lot of items in your deck as they are not meta now, so you won’t see much use of him for now.

Rating: 1 out of 5.

3 Drop for the stats is decent.

Rating: 3 out of 5.

3 drop for the stats is decent, but the best way to cast her is to banish an item and hopefully get her out in the early game. I think can make her work, maybe a 1 drop item.

Rating: 3 out of 5.

Very situated around Puppies, has 2 lore and can gain more puppies, so nothing bad.

Rating: 3 out of 5.

1 drop to filter cards is nice. Having multiple of him is great, you can potentially filter multiple cards.

Rating: 3 out of 5.

Mr Crab… If only Item decks were stronger. Anyway, you can run your item decks around him. Simply quest with him and then play any item for free. Too bad the engine for item is so much slower now. That being said, he is still a decent card, would be a perfect card if the item decks are more prominent.

Rating: 3 out of 5.

Heihei is a risky move, but if you are playing an Ally deck, you can use Scar to trigger the effect to draw more cards. Probably don’t play him out early if you have good cards in hand.

Rating: 2 out of 5.

Kida is another card you can consider for Ramp. She is 4 drop and is able to do a turn 4 ramp for you and might even do it consistently. A great addition for your ramp.

Rating: 4 out of 5.

1 drop for the stats is decent.

Rating: 3 out of 5.

2 drop to reduce strength is nice, 2 lore as well, so nothing bad.

Rating: 3 out of 5.

3 drop and able to make your Puppies a resource when banished! You can ramp up to high cost cards eventually.

Rating: 3 out of 5.

Simple 2 drop to reduce Strength so they might not be strong enough to banish your characters.

Rating: 3 out of 5.

I think shifting is nice, so is removing damage, might come in handy.

Rating: 3 out of 5.

3 drop for Support is nice, but doesn’t really do much other than that.

Rating: 2 out of 5.

2 drop with potential Ward, provides 2 lore as well. With Ward it feels like your opponent will really need to challenge her and she swings back with 2 strength.

Rating: 3 out of 5.

One of the more underrated Bodyguard. 7 Willpower and Ward is tough. Great for an Ally deck.

Rating: 3 out of 5.

Jasmine can combo well with Ally deck, however I think Scar is the new way of draw engine, but no harm putting them both in your deck.

Rating: 3 out of 5.

3 Strength Support is nice but 4 drop for a 1 time Resist feels limited.

Rating: 2 out of 5.

I think 5 drop to potentially filter for 1 Floodborn is a bit expensive. Only 1 lore as well so not exactly the best is stats.

Rating: 1 out of 5.

Maid marian helps to protect your Ally, basically you get to throw damage when your Ally is damaged. She gives Lady Kluck Resist too so that can combo well.

Rating: 3 out of 5.

1 drop to only filter is expensive.

Rating: 1 out of 5.

5 drop to ramp 2 cards is nice, hopefully you can sing it instead.

Rating: 3 out of 5.

2 drop to reduce a character’s strength is nice, but limited to the number of times you ink.

Rating: 2 out of 5.

An item that works around Floodborn deck to draw.

Rating: 3 out of 5.

⚪ 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.

Dr Calico potentially has Resist 2, with his stats he can take down some nice target for you, but at 4 drop and no Evasive feels decent at best.

Rating: 2 out of 5.

2 drop with 3 Strength is very scary, especially early game.

Rating: 3 out of 5.

2 drop with Challenger 3 and Evasive can take down some pesky target. 4 Willpower too.

Rating: 3 out of 5.

Bolt is great, can be the smaller shift target and also allows you to filter 1 card when he quests.

Rating: 3 out of 5.

1 Drop Heihei for your shifts and good stats as well.

Rating: 3 out of 5.

3 drop to gain Resist is nice, can play her out early using Aurora and 4 Willpower with Resist is not easy to deal with. provides 2 lore as well.

Rating: 3 out of 5.

2 drop Bodyguard is nice, but doesn’t swing back damage and although resist 2, feels like someone with 3 Strength can banish it.

Rating: 1 out of 5.

Fa Zhou is great for a challenger deck, that 2 lore will come in handy.

Rating: 3 out of 5.

Razoul is decent to banish items. Can be considered in your deck for that purpose but mostly for Amethyst Steel.

Rating: 3 out of 5.

3 drop and have great stats and also provides Challenger +2 when played can change the dynamic of the early game! 2 lore as well.

Rating: 4 out of 5.

5 Drop for Evasive would have been nice, but requires a Pirate. Not hard to trigger, but for 5 drop might seem costly for the effect.

Rating: 2 out of 5.

Kakamora can potentially go for 4 Strength 6 Willpower, but requires pirate, not hard to trigger but doesn’t do much other than that.

Rating: 2 out of 5.

Mulan is great, the filter effect will benefit any decks in the early game.

Rating: 4 out of 5.

3 Drop with 4 Strength is nice but needs to have Ms Bianca or Bernard to gain Evasive which I think is decent. The stats alone is fine.

Rating: 3 out of 5.

Do have an ally in your team to play her at 4 drop. The stats is great if played at 4 drop.

Rating: 4 out of 5.

4 drop for the stats is fine but doesn’t do anything much.

Rating: 2 out of 5.

4 Drop to play Ally for free is always great. Provides 2 lore as well. You can play 2 copies of him in your Ally deck.

Rating: 3 out of 5.

A great Ally and Bodyguard. The 4 Strength is scary and when banish during your opponent’s turn he can deal AOE damage!

Rating: 4 out of 5.

4 drop to block Actions is an overkill, but you can stop the actions from being overly used.

Rating: 4 out of 5.

Decks can work around 2 Drop Mickey for him to play something big for free.

Rating: 3 out of 5.

A great action to block challenges and can be used for your end game to quest out and do it again next turn.

Rating: 4 out of 5.

2 ink to deal 1 damage to 2 different targets doesn’t hurt as most of them requires 2 damage.

Rating: 2 out of 5.

2 drop to filter regularly is nice. You can get till what you want with the card’s filter. Unkinable and might be hard to use on early game.

Rating: 2 out of 5.

Consistent item to provide 2 Strength at the cost of tapping this card and 1 ink. Inkable item anyway so it’s fine.

Rating: 3 out of 5.

💎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

Aurora’s Enchanted is stunning, the art effect gives it a fairy tale dreaminess that matches her perfectly. As one of Disney’s classic princesses, her inclusion feels fittingly elegant.


Naturally, being Aurora means it’s pricey. Although decent in gameplay, the aesthetic and collector value make it one of the most sought-after Enchanteds of the set.

💰💰💰💰

Mirabel’s Enchanted blends Amber and Amethyst tones beautifully, surrounding her with a touch of Encanto magic. The colours feel lively and hopeful, a true reflection of her character.


The card is not too expensive but also not a staple in gameplay. More of a collectible piece, especially for Encanto fans who love the visual storytelling.

💰💰💰

Bolt’s Enchanted art is electric, quite literally. The lightning effects and his determined pose make for a striking card that captures his heroic energy. Who doesn’t love a brave puppy?


The card is both adorable and playable, making it one of the stronger Enchanted to own this set.

💰💰💰

The Enchanted Glass Slipper zooms in on the slipper itself, giving it a polished, shiny focus that feels both elegant and minimalistic. While the art is pretty, it might come across as too simple for collectors looking for more dynamic visuals.


This is one of the more affordable Enchanted likely because it’s unplayable in most decks. Still, it’s a nice display piece for Cinderella fans or collectors who appreciate understated beauty.

💰💰

Jafar’s Enchanted is majestic, with his cobra staff in the background completing his imposing look. The art gives him a regal, commanding presence.


It’s fairly priced for a Legendary alternate. It needs the right setup to be effective, but collectors will appreciate the art’s intensity and detail.

💰💰💰

Donald’s Enchanted shows him mid-spell, with magical energy swirling around. It’s playful, colourful, and true to his chaotic charm. Donald never misses.


This card sits comfortably in the middle tier. It needs some deck setup to shine, but from a collector’s standpoint, it’s hard to go wrong with such a classic character.

💰💰💰

This Enchanted action card features Maleficent: elegant, menacing, and a perfect representation of a Disney villain at her peak. The art feels cinematic, elevating the card beyond its simple mechanic.


It’s moderately priced and carries decent utility. It’s not the strongest action in competitive play, but as a collector’s piece, it’s one that really showcases how Amethyst cards thrive on draw power and control.

💰💰💰

The Enchanted Tramp perfectly captures the Lady and the Tramp spaghetti scene: iconic, warm, and instantly nostalgic. The art direction is spot-on, though it’s a pity there’s no matching Lady card in this set to complete the moment. Still, as a standalone piece, it’s beautifully composed.


In terms of gameplay, this is a must-have for Emerald players who enjoy rush builds. The price sits around the mid-100s, making it a bit of an investment, but one that feels justified given Tramp’s charm and playability.

💰💰💰

The Enchanted Mad Hatter is as eccentric as the character himself, vibrant colours, chaotic energy, and full of personality. It might not appeal to everyone, but it nails the whimsical tone of Wonderland.

It’s an accessible card for collectors. It’s a bit slow for gameplay, but the sheer character expression makes it a delightful addition to any Enchanted binder.

💰💰

Hiro’s Enchanted captures the futuristic energy of Big Hero 6, showcasing him surrounded by tech brilliance. It’s a natural continuation of that film’s tone, and fans will appreciate the thoughtful detail.


It’s a fair pick-up. The card itself requires some setup, so not every deck will make good use of him, but thematically, it’s a great Enchanted that bridges nostalgia and innovation.

💰💰

This Enchanted features both Hercules and Megara together in a retro animation style. It’s simple, but nostalgic. The design intentionally mirrors the old-school feel of their film.


It’s moderately priced and best appreciated for its thematic execution rather than gameplay utility.

💰💰💰

Ratigan’s Enchanted version gives him a stylish magician’s flair, a clever twist on his original villainy. The art style feels unique without being over-the-top, a refreshing take that truly fits his cunning personality.


Despite being one of the cheaper Enchanted, it’s surprisingly solid in appeal. While not game-breaking, it’s a fun collectible for fans of The Great Mouse Detective, and not bad utility-wise in decks needing sneaky Amethyst options.

💰💰

Belle’s Enchanted is charming, she’s in a hot air balloon, evoking a sense of exploration and freedom. It’s adventurous and romantic, fitting perfectly within her story.


The price is a bit on the higher side but worth it for fans. While not competitively strong, the art alone makes it a memorable collectible.

💰💰💰

The Enchanted Devil’s Eye Demon feels simple, perhaps too simple. While the composition is clean, it lacks the dramatic flair that defines most Enchanted this set.

It’s among the cheapest, and for good reason: the card’s gameplay use is limited and hard to fit into decks. Still, it’s a decent filler piece for completionists.

💰

Tamatoa’s Enchanted design steals the show, like literally! Featuring his two-faced look and glowing shell, it’s one of the most striking visuals this set has to offer.


This is the chase card of Archazia’s Island. While it requires the right deck to shine, its design and rarity make it a crown jewel for collectors.

💰💰💰💰💰

This Enchanted is a touching family moment, featuring Elsa, Anna, and their mother. The art radiates warmth and emotion, reminding players why Disney storytelling resonates so deeply.


It’s one of the pricier Enchanted but entirely justified. It’s also playable, which adds to its charm, a card that connects both heart and strategy.

💰💰💰💰

Mickey’s Enchanted sees him in full knight armor, bold, confident, and heroic. It’s a wonderful design that pays homage to his adventurous spirit.


This card is reasonably priced and fits certain setups well. It’s not top-tier playable, but the appeal of Mickey alone makes it a standout in any binder.

💰💰💰

This Enchanted showcases a panoramic view of Atlantis, vast and glowing, though the composition leans a little simple compared to other Enchanted. Still, the colour palette sells the mystical underwater vibe.


It’s a lower-cost collectible that requires the right deck setup to truly shine. Great for Atlantis fans and those who love location cards, even if it’s more niche in competitive use.

💰💰

Conclusion

Achazia’s Island continues Lorcana’s trend of pushing creativity while refining balance. The set feels like a tropical storm of possibilities, such as the duo inks card.

While Achazia’s Island may feel less impactful due to the decline of Item-focused decks, it’s by no means a weak set. Instead, it offers a refreshing shift in pace, emphasizing creative deck-building and versatile playstyles rather than straightforward combos. The cards here might not immediately dominate the meta, but they introduce subtle mechanics and synergies that reward strategic players over time.

Visually, the enchanted cards continue to impress, capturing the mystical and adventurous charm of the island theme. Achazia’s Island might not make waves right away, but it’s a set that will quietly shape how players approach future builds, like a calm before the next storm.

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Welcome!

Hello fellow Illumineers! This site is dedicated to all things Disney Lorcana — from sealed event tips and deck-building guides to Enchanted and Iconic card reviews. Whether you’re new to the game or a seasoned player, I share insights, strategies, and fun discussions to help you enjoy Lorcana even more!


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