Disney Lorcana Set 8: Reign of Jafar

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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 forth post, which is the forth set for the modern format, Reign of Jafar

Overview

Reign of Jafar marks a dramatic turn in the Lorcana storyline as the rise of power, control, and cunning ambition. Where Achazia’s Island felt exploratory and balanced, Reign of Jafar feels assertive and calculated, a true test of how far players can push manipulation and strategy.

This set continues with the dual ink, as well as introduce new keywords like Vanish. Mechanically, the set expands support-heavy synergies, and board control effects, fitting perfectly with Jafar’s theme of domination through intellect.

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).

From a collector’s perspective, the Enchanted cards continue to impress, each one exuding authority and flair befitting the set’s namesake.

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

Product Lines & Accessories

Similar to previous set, Reign of Jafar 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: Jafar, Rapunzel and Minnie Mouse.

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 Reign of Jafar booster pack 

The 2 starters available are Ruby Steel Mulan Stitch Challenge Deck or Amethyst Amber Enchanto Tiana Song Deck.

Each Starter is priced at SGD22.50 MSRP

Also in this set is an Illumineer’s Trove

The trove contains

  • Eight Reign of Jafar booster packs
  • 6 six-sided dice
  • 1 Lore Counter featuring Jafar
  • 6 Dividers (1 for each ink colour Amber Tiana, Amethyst Jiminy Cricket, Emerald Fred, Ruby Figaro, Sapphire Wardrobe, Steel Iago)
  • 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.

Also in this set is a Palace Heist.

The Heist contains

  • 1 Oversized Jafar Card
  • 1 Jafar scenario deck (50 cards) with a unique card back
  • 2 Prebuilt Disney Lorcana decks (60 cards each) (Including 2 Legendary Card: Amber Goofy and Amethyst Pinnochio)
  • 2 Oversized, double-sided battleground cards
  • 1 Palace Heist playmat
  • 1 Reforged Crown tile
  • 1 Jafar draw token
  • 5 Lore tracker tokens
  • 29 Damage counters
  • 1 Secret Victory Card (I shall not reveal it to you)
  • Palace Heist rules sheet

This is a way you can play the game in a PvE scenario where you and your family/friends can challenge against Jafar! The 2 prebuilt deck can also add cards to your collection! If like to enjoy the game by playing together instead of playing against each other, this is a fun way to do so!

The Heist is priced at SGD80 MSRP.

Additional Accessories in this set are:

2 deck boxes, with Mickey Mouse Wayward Sorcerer and Tinkerbell giant fairy! 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: Hades Double Dealer and Rescue Ranger Away. Playmat are standard size 24 x 14 inch. Each is priced at SGD 32 MSRP

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 the Nephews. Louie is okay for a 3 drop to provide 2 lore, the -1 can come in handy since he needs to be challenged by a 4 Strength to be banished. Still actions can take him down.

Rating: 2 out of 5.

A 4 drop with his stats is fine, just nothing else to get from him.

Rating: 2 out of 5.

Huey can be played in some deck to provide the -1 cost so it’s easier to play them put. Expect him to be challenged as he provides a lot of value in the early game. I think 2 drop for the cost reduce is a bit slow compared to Lanterns or Pluto.

Rating: 2 out of 5.

Our first Legendary and Goofy is a great card to heal your characters and also ready them, feel free to challenge with them and they can be healed by him, might need the right set up but can be useful to ready them.

Rating: 4 out of 5.

4 drop to search for any card is nice, but his low Willpower means you will most likely get to use this effect once before he is banished. The search engine is fine, just feels like you have to force it out after singing a song.

Rating: 2 out of 5.

Body is a decent Bodyguard, 8 Willpower is nice and her strength can increase to as high as 7. Can be used in a Racer Rush or Song Rush deck.

Rating: 3 out of 5.

Ludwig is an underrated card in Amber Sapphire! The ability to cause your opponent to discard an action of your choice can be lethal and damage their momentum! He can also enters into your inkwell upon banished so more ink for you. At 2 drop he already provides his full value to you.

Rating: 4 out of 5.

1 drop princess with 3 Willpower is decent.

Rating: 3 out of 5.

Tiana can help you to reduce strength for you to do some Cheesy combo. Singer 6 too so not too bad for a 4 drop.

Rating: 3 out of 5.

1 drop to cheat in that 1 lore can come in handy. A smaller shift target too.

Rating: 3 out of 5.

A perfect card for Rush deck! Simply play her and you get to play a 2 drop or less for FREE! She has 2 lore as well and such a great game early on to flood the board1

Rating: 5 out of 5.

2 drop Bodyguard with 4 willpower and inkable is a nice touch to protect your previous lore providers.

Rating: 4 out of 5.

Healing is nice, using a 1 drop Gene to heal can come in handy.

Rating: 3 out of 5.

2 Drop Perdita is a good lower cost for her shift. Potentially 5 Willpower too for a puppy deck.

Rating: 3 out of 5.

1 drop Rhino is a good shift target, he also can reduce Strength of an opposing character that can make it so much harder to challenge your characters!

Rating: 4 out of 5.

5 drop to cheat in that 2 lore can cause you to win the game, so nothing bad.

Rating: 3 out of 5.

5 drop for a character with potentially 5 Strength 3 lore is a bit expensive for a Rush deck and you need a lot of Puppies to make this work, I mean if you have a lot of puppies you are winning.

Rating: 2 out of 5.

Chief Bogo plays around Bodyguard and it’s a High Roll play where your opponent Banished your Bodyguards and he can RNG a character into play. For 6 drop I do expect more and the free character is only 5 drop or less and it must be the top card reveal, this would super hard to pull off.

Rating: 1 out of 5.

I think 2 Strength Bodyguard is nice to protect your characters with high lore, when banished allows you to draw a card as well. Decent pig in the early game, if anyone is playing Amber Amethyst, this is worth considering.

Rating: 3 out of 5.

Shift 5 Bruno is decent, you can sing with him and draw as many cards as the characters you have. Probably a good way to boost your hand. Unkinable so you have to be stuck with him for a few rounds and shift onto a smaller Bruno. A lot of dependencies to pull him off.

Rating: 2 out of 5.

A decent way to control your opponent with a -2 Strength and let them gain Reckless. I think 4 drop uninkable is too heavy for Lemon Lime Rush, and the effects can be replicated through other means. I mean it does provides 2 lore so not too bad.

Rating: 2 out of 5.

A good support piece for your Lemon Lime Rush. Just shift onto 2 drop Tramp and then that 8 Willpower is so hard to banish and if your opponent banished your characters, you get to draw cards too. Great too add to the deck!

Rating: 4 out of 5.

3 Drop for the stats is fine and can retrieve back Racers from the discard pile. Inkable too so not too terrible for a Racer Rush.

Rating: 3 out of 5.

7 Drop and retrieving back a Racers from your discard pile feels expensive, I mean shift 5 to play him early and the retrieve effect can gain lore so not terrible. Just feels a bit of set up to do to make him work, might as well rush through the finishing line.

Rating: 2 out of 5.

1 drop Puppy with Ward and 2 lore is perfect.

Rating: 4 out of 5.

A good way to ramp with your Amber Sapphire, doesn’t necessary need to play a Puppy deck, that free ramp is good enough.

Rating: 3 out of 5.

If you play around a Puppy Deck, Perdita can be the big Ink burst you can find, once she is played, you can put all the Puppies into your inkwell and start to ramp or Pongo to use his effect.

Rating: 4 out of 5.

6 drop for Amber Steel is so expensive and no Bodyguard no Resist, the Support is unnecessary since the deck doesn’t really want to challenge. Too expensive for it’s own good.

Rating: 1 out of 5.

Bolt has that 4 lore, which can be very dangerous. You just need a way to Bodyguard him or ready him. He can be challenged easily at turn 3 onwards, but if you manage to sneak in the 4 lore, he has done his job.

Rating: 3 out of 5.

The perfect card for Amber Steel. For one, it has Resist while it has no damage and your opponent would need someone with 5 Strength to banish it entirely. It’s also a turn 2 play to Shift from the smaller Rhino and then either challenge, sing or quest!

Rating: 5 out of 5.

Antonio is not a character I would see play, which means no reason to play his Jaguar for that 1 lore. 2 drop is nice, but spend the ink for something better.

Rating: 2 out of 5.

6 drop Bodyguard in an Amber deck is expensive, unless you are doing some highroll cheesy play. Otherwise, no reason to play her.

Rating: 2 out of 5.

Your staple card for Amber Emerald. Lady not only can quest for 3 lore, but is able to pump up her strength so high up that she is able to hit a beefy character! Versatile and only 1 drop and Inkable, what more could you ask for.

Rating: 5 out of 5.

Amber Amethyst relies on song, so not surprised to see Alma and her effect. The sing effect is nice, so your characters can sing songs then ready from her effect so they can quest or challenge. Pretty okay, just need to set up for the turn 6 play.

Rating: 3 out of 5.

3 drop with Bodyguard, 2 lore and Singer 4 is decent. Might not even want to keep him in Bodyguard position so he can go for the 2 lore next turn.

Rating: 3 out of 5.

I don’t hate the effect, just that in any Amber decks you usually have 1 Bodyguard, so for 3 drop to heal only Bodyguards is not something I would need in most gameplay.

Rating: 2 out of 5.

This is a very Cheesy play where you have to play the Piggy Bank to make him cheaper. You can use other characters to draw cards for you though so you will always have cards in hand, not too bad though, just too expensive for 8 drop.

Rating: 2 out of 5.

More Dalmatian for your Puppy decks if you need, please don’t put 99 in your deck.

Rating: 3 out of 5.

2 drop to draw a card is decent, you can use it on a low drop character for the sudden boost. A Racer deck can have 1 or 2 inside just for those with Rush.

Rating: 3 out of 5.

Healing for 1 drop is fine, might come in handy, but limited to Amber Steel.

Rating: 2 out of 5.

A nice bounce card for Lemon Lime, they should be able to reduce opponent’s strength. You can retrieve back a card from discard too. 4 drop is expensive, so maybe 1 copy is enough, since you will be rushing most of the time.

Rating: 3 out of 5.

An expensive song to sing but can come in very handy to revive all your previously banished character. Sing together makes it easier too. That cost reduction works even if the characters are not the one you retrieve from the discard.

Rating: 3 out of 5.

A low drop song to reduce Strength of a character so they are unlikely to banish any of your characters. Can come in handy.

Rating: 3 out of 5.

You need a cheap Donald Duck to pull this off so you can play this for 1 drop to play the 8 drop Donald for way lesser. The Item is uninkable and the effect is nice but too much effort to set up.

Rating: 2 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.

A perfect 1 drop for most Amethyst deck. 1 drop for 4 Willpower is very beefy and Vanish is a good keyword to bait out actions so they overlooked the higher cost illusion.

Rating: 4 out of 5.

4 Drop for a 5 Strength Character is decent, very beefy Willpower as well.

Rating: 3 out of 5.

Decent card for Damage transfer deck, you can deal 2 damage so you can use it to transfer those damage or basically just use it to bounce a 2 drop. She can value add so nothing bad.

Rating: 3 out of 5.

Hades is another support card for the Damage Transfer deck. You can use him for the draw engine. 7 drop uninkable is a bit ridiculous, I think there are better drawing effects.

Rating: 2 out of 5.

3 drop Evasive and can ping 1 damage is nice, can come in handy to take down some pesty characters.

Rating: 3 out of 5.

Abu can quest high as long as your opponent has someone with high lore. 6 drop is expensive, you do need Jafar to bring him out for free. Vanish is risky though so don’t play him out in case a 1 drop action takes him out.

Rating: 2 out of 5.

I believe this is cheapest Bruno for the shift. A decent to prevent a character from readying, most likely use him for the shift and that’s about it.

Rating: 2 out of 5.

Another 1 drop that is great in most Amethyst deck, as long as he draw cards, he will get stronger and he can take down some Beefy characters in any phase of the game.

Rating: 4 out of 5.

4 drop to bounce a 2 drop feels okay at best, the stats is not that great for his cost though.

Rating: 2 out of 5.

Megara needs Hades to swing hard, but we see a lot of Hades in Blurple so can be considered.

Rating: 3 out of 5.

A great way to pump up someone’s Strength and provides 2 lore, can come in handy.

Rating: 3 out of 5.

4 drop for only Evasive is expensive. I mean why not just play a Genie.

Rating: 2 out of 5.

2 drop for 3 Strength can come in handy.

Rating: 3 out of 5.

3 Drop for the stats is decent at best.

Rating: 2 out of 5.

3 Drop for 4 Strength can be considered.

Rating: 3 out of 5.

Elsa can be a source to exert opposing characters. As long as you got cards to discard, she can exert characters for you.

Rating: 2 out of 5.

Pinocchio can be your consistent draw engine, 4 Willpower with Evasive is nice, 2 lore as well so nothing bad overall.

Rating: 3 out of 5.

Jiminy counters Rush, so can use him to Stall cards like Elsa Fifth Spirit.

Rating: 3 out of 5.

Bambi can help to gain lore and then that freaking 3 lore can really catch your opponent offguard. However, 1 Willpower only so actions can take him out easily. I won’t risk pulling him off.

Rating: 2 out of 5.

An underrated card that once he is on board, can help you wipe the board as long as you have cards in hand. 2 copies in your deck is enough and inkable too so nothing bad.

Rating: 4 out of 5.

Nero is a bit weird, you want to get damage so you will challenge using him, then you have to wait for 1 more turn to transfer that 1 damage on him to an opposing character. Your opponent might just challenged him.

Rating: 1 out of 5.

5 cost and uninkable just o bounce 1 card to draw 1 card feels bit underwhelmed.

Rating: 1 out of 5.

Kuzco is great, best is to shift him early and then get rid of a character. Great stats and 2 lore as well and can help you to song high cost songs!

Rating: 4 out of 5.

6 drop to search for Wrong Level is super gimmicky and also waste of resoruces, I mean if this is a shift ability then it’s not too bad, but no, hard cast 6 ink just to search for 1 action…

Rating: 1 out of 5.

6 drop for the stats is nice, just shift onto the 2 drop Madam Mim and then use this Beefy stats to your advantage! Remember to keep 1 card for the bounce.

Rating: 3 out of 5.

Mother Gothel helps with the damage transfer deck for that 2 damage and Challenger 1. Still I think not much value for the damage transfer deck, so just use someone else.

Rating: 2 out of 5.

2 drop Evasive and Support is nice. I mean just these 2 keywords is good enough.

Rating: 3 out of 5.

Anna is a nice support characters for Blurple since most have Elsa. She can provide the support of 3 Strength and also quest when Elsa is around to draw 1 card. Probably need a smaller Anna to shift from.

Rating: 3 out of 5.

Play Sultan in the late game where after questing with your Illusions, you exert your opposing characters so you can challenge them down. 1 copy is enough since he is uninkable and make sure you get all the value on the turn you play him since he is the first target for Vanish.

Rating: 3 out of 5.

The Jafar that supports the Illusion deck. After questing he can summon an Illusion so all is well.

Rating: 3 out of 5.

5 drop to keep getting bounced feels very unnecessary. I think there are ways to spend the 5 drop better. Nice stats though but not what we need in a 5 drop.

Rating: 2 out of 5.

3 drop for filter is not bad so you can draw in a better card.

Rating: 3 out of 5.

5 drop for a challenge turn is not worth the effort. Would be good if this is a song.

Rating: 1 out of 5.

A great card to stall 2 opposing characters and get 1 card.

Rating: 4 out of 5.

This is not easy to pull off, sure it’s fun to sing with 9 characters to get 9 card and 9 lore, but it’s really not worth the set up. Uninkable too and there is nothing you can use before the set up,

Rating: 1 out of 5.

A great card for Amethyst Emerald to get 2 cards in the early game. Can use the discard effect if you are controlling down your opponent’s hand.

Rating: 3 out of 5.

Perfect Song for Blurple. Only 3 drop and it’s a song to eliminate an opposing character. You can even do on your own for the 1 extra ramp.

Rating: 5 out of 5.

Great for damage transfer deck. Super cool to heal all your characters and then just travel it one opposing character.

Rating: 3 out of 5.

2 drop to retrieve an illusion is nice so they can cheat in things like Giant Cobra.

Rating: 3 out of 5.

2 drop item to counter another item. Can exert an opposing character too.

Rating: 3 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.

3 drop vanilla card is alright, though we do have the expect more from the card.

Rating: 2 out of 5.

Excellent control card, when you drop him, you are looking to control your opponent’s board and hand, when played, he bounces a character and later on disrupts your opponent’s hand. Great for Emerald Sapphire since 7 drop is no issue for them.

Rating: 4 out of 5.

3 drop Ward can aid in a Lemon Lime deck, however, 3 drop is a bit heavy for what he does, maybe 1 or 2 copies if you really want to use.

Rating: 3 out of 5.

4 drop to give Reckless can be disruptive but only if Tippo is in play which makes it so hard to get the trigger. Tippo is common but still not consistent.

Rating: 2 out of 5.

2 drop Evasive is decent, can combo with Dumbo.

Rating: 3 out of 5.

1 drop for potential evasive, nothing bad, but why not just play a 1 drop evasive directly, lesser efforts too.

Rating: 2 out of 5.

4 drop to deal 2 damage is okay but what sucks is he only damage damaged character… I think 4 drop is too heavy for this.

Rating: 1 out of 5.

3 drop for 2 lore and item destroyer is fine. Can keep 1 or 2 copies just in case.

Rating: 3 out of 5.

3 drop at best for 4 Strength 4 Willpower is fine, but requires Don Karnage, too much effort for something simple.

Rating: 1 out of 5.

1 Drop for 3 Willpower will come in handy, cheapest Dale for your Shift as well.

Rating: 3 out of 5.

Amazing control card, 3 drop to give someone Reckless and with his high Strength, it may force someone to challenge this character and banishes them! Great move for early game to get rid of their support or rush pieces!

Rating: 4 out of 5.

3 Drop for 6 Willpower can be very useful for certain decks, 3 Strength as well.

Rating: 3 out of 5.

Chip for 4 drop is expensive to only discard 1 card.

Rating: 2 out of 5.

This is a great card to Shift Fred into. A good way to filter out your Floodborn characters, even if the filter doesn’t work, he is a 7 cost with 3 lore, so nothing bad to shift into.

Rating: 3 out of 5.

4 Drop to potentially drop a card is fine, but the Willpower is lore. At least she provides 2 lore, if not this will be terrible.

Rating: 2 out of 5.

A great way to ready your characters in the late game for them to quest, challenge or sing again, very powerful once you are in the late game!

Rating: 4 out of 5.

5 drop with Evasive and 2 lore is great. She can stop an opposing character from questing, making them slow down their questing. Very controlling and not easy to challenge as well.

Rating: 4 out of 5.

Flynn essentially gives you 3 lore, when he is challenged, your opponent has to discard a card too, so nothing bad.

Rating: 3 out of 5.

The Wonderland deck plays on having characters with damage counter, putting 1 directly into them can banish characters or weakened them, which is nice. Just that it is dual ink, so very restrictive to the deck.

Rating: 3 out of 5.

I think the issue now is that there are no 2 drop Emerald or Ruby Alice for her to shift from. She can deal AOE damage counter so you can start triggering the damage effects.

Rating: 3 out of 5.

I think she can potentially quest for 6 lore, will take some effort but doable. She will be the win condition so expect your opponent to try to take her out.

Rating: 3 out of 5.

A lower cost Hiro for your Shift Hiro to Shift from. The ability is nice too, you can exert him to ready a Floodborn character so they do more stuff this turn.

Rating: 4 out of 5.

Go Go is a great card but you need to shift the smaller 2 drop Gogo from. 4 drop shift to put a chosen character into the Inkwell is such a great removal effect. Evasive too so nothing bad.

Rating: 4 out of 5.

Don Karnage plays the Emerald Steel action combo, so this is workable if you can play actions and force your opponent to challenge into things like 1 drop Fred or Cursed Merfolk. 2 Willpower is dangerously low but at least he has Evasive.

Rating: 3 out of 5.

It’s not hard to Shift Captain Hook, 1 drop Captain Hook is very common. You can revolve around the Emerald Steel pirate to provide them with Resist and Extra Strength so they can survive a challenge! Even for a 3 drop the stats are great.

Rating: 3 out of 5.

6 drop is nice for the effect and provides 3 lore as well. 2 damage can clean sweep the board and the item or location destroyer can come in handy. Maybe 1 copy is enough as you want to focus on songs.

Rating: 3 out of 5.

A great support for the Emerald Sapphire deck where you start shifting your characters and she starts bouncing your opponent’s character.

Rating: 3 out of 5.

4 drop to potentially cheat in 2 lore is nice, can be considered in a Lemon Lime deck for that unexpected win.

Rating: 3 out of 5.

3 drop for item counter is nice, 2 lore as well and can help filter your hand.

Rating: 3 out of 5.

3 drop action to banish an item might not come in handy, maybe can consider 1 card for an Emerald Steel deck in case you need to banish an item, if not can just ink it.

Rating: 3 out of 5.

8 drop song but inkable and can be sung together is a great bounce card for some decks. You can use this to bounce your opponent or simply bounce yours to trigger an effect again.

Rating: 4 out of 5.

A great card for Emerald in general to bounce a card, can be used in Emerald Amethyst to remove a character instead after you combo with Pull the Lever.

Rating: 4 out of 5.

2 drop for discarding effect is okay, just that it’s not a song and the combo can’t work with Emerald Steel because of the Ruby part…

Rating: 2 out of 5.

3 drop for a Pirate Emerald Steel deck can work. You can put 1 or 2 of this action and when the time is right, use your Pirates to banish damaged character and do some board wipe!

Rating: 3 out of 5.

The extra Strength from the item is nice, but limited to your Shift characters, I think most Shift characters have enough Strength to take out anyone, so the boost is an overkill…

Rating: 1 out of 5.

An unorthodox way to ramp, you can consider this in an Emerald Sapphire deck where you let your opponent challenged your character and then you get ramp.

Rating: 3 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.

More Racers for your Racer Rush deck, Gloyd’s ability is alright but the cost is very heavy, might want to focus on the other racers instead.

Rating: 2 out of 5.

6 Drop for the stats is alright, a bit too expensive to farm till 6 only for a Vanilla card.

Rating: 2 out of 5.

3 Drop for Evasive is fine, however, the effect might come in handy but since it’s a dual ink card I do expect a lot more, I mean when you drop him you can’t even Rush with him and the reduction last only until your turn ends…

Rating: 2 out of 5.

2 Drop for Evasive is nice, 3 Strength as well, both Princess and Racer so nothing too bad. Can banish a Dumbo.

Rating: 3 out of 5.

4 drop for the Strength is nice, the lore gain can come out of nowhere, but for 4 drop to get 2 lore after banish and needs to trigger the condition feels tiresome.

Rating: 2 out of 5.

3 drop for potentially 5 Strength is alright, just need time to set up which might not be worth the effort.

Rating: 2 out of 5.

4 drop Alice can ready a character, but the limitation is so annoying. 2 lore at least, can be the shift target, just hope the cost was lower.

Rating: 2 out of 5.

2 drop for 2 lore is great, can get away with the Evasive as well and not hard to trigger, just need an item in your discard!

Rating: 3 out of 5.

4 drop to boost strength is fine, but at the expense of an item which is too much effort for the 2 Strength, his stats is alright at best too.

Rating: 1 out of 5.

A great way to give Rush to your character! This can be super devasting for anyone that drops in your turn so your opponent will be very passive after seeing him on board.

Rating: 4 out of 5.

4 drop for potentially 3 lore, possible to set up.

Rating: 3 out of 5.

5 Drop for the 7 Strength is dope. Can make use of him in some decks.

Rating: 3 out of 5.

3 drop for item counter is decent, but most usable items are okay to be exerted which does not impact them. Maybe next time this will get stronger.

Rating: 1 out of 5.

2 drop for a Damage boost that can come anyway is great. Can cause some wary for your opponent before they exert their characters.

Rating: 3 out of 5.

3 drop to boost only Racers is very limited, you might want to rush with Racers instead of boosting Strength. The 4 Strength is nice though.

Rating: 2 out of 5.

A great card for your heavy hitters, simply play them and then boost their strength to get the 2 lore!

Rating: 4 out of 5.

Lilo is a great card for Action heavy decks. Once you play 3 actions, you can play her for FREE! She can also ready character upon play and provides 2 lore and 4 Strength 4 Willpower! Inkable too in case you don’t have the trigger.

Rating: 4 out of 5.

Probably more useful in an item deck, anyway the effect probably will be used once before your opponent banished him.

Rating: 2 out of 5.

Shifting Lumiere at turn 3 is the best or just hard cast him. Evasive too and potentially can keep boosting up the lore after you banished an item.

Rating: 3 out of 5.

2 drop to gain 4 Strength and Evasive is nothing bad.

Rating: 3 out of 5.

Challenging Ready character will always be useful. Mulan also has Evasive on your turn, so someone you can use to control the board.

Rating: 4 out of 5.

Shift Mushu is great for a challenger deck so when they are played, Mushu gives them Rush, Reckless and Evasive so they can challenge upon played. You can always quest next turn.

Rating: 4 out of 5.

3 drop to draw 1 card upon banish is a bit slow, the stats isn’t fantastic to make up for this too.

Rating: 2 out of 5.

2 drop for 2 lore is always nice.

Rating: 3 out of 5.

Potential for a 3 lore from a 4 drop that has Evasive and 4 Willpower. Can perform in some decks.

Rating: 3 out of 5.

A great 3 drop with 5 Strength and Willpower! Good for damage control deck because you have someone who stacks damage for you to transfer.

Rating: 3 out of 5.

A great song to sing together, then challenge and ready them, you can challenge again.

Rating: 3 out of 5.

6 drop to banish a character is decent, just limited to Ruby Sapphire. Possible to return an item card back, which is nice if it does. Maybe 1 or 2 copies is enough, you don’t want to flood your starting hand with this.

Rating: 3 out of 5.

A low key good card that can catch your opponent off guard. 1 drop to deal damage is nice. Probably add in if you need more indirect damage effect other than fire the canon or Strength of Raging Fire.

Rating: 3 out of 5.

Evasive is a good keyword and 1 drop inkable card to provide them with it can come in handy.

Rating: 3 out of 5.

7 drop card can help you close the game and also banish a chosen character. Uninkable but can keep 1 copy if you want to try pull this off. I think there is potential, Maui Shark can keep taking this card back as well.

Rating: 3 out of 5.

1 drop item to keep readying a character is great, you can make them challenge or sing again!

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 6 Willpower is decent, but 4 drop Sapphire cards really need to do a lot other than just vanilla card.

Rating: 2 out of 5.

3 drop to give everyone else support is fine, but I think 4 drop Alice does the work just as well and more consistent.

Rating: 2 out of 5.

3 drop to support Puppies with Resist, however I think you are fine without this card since she doesn’t have the puppy keyword to trigger most things.

Rating: 2 out of 5.

1 drop with 2 Strength is nice, can reduce opponent’s strength to let other characters quest with peace. Not too bad.

Rating: 3 out of 5.

3 drop to ramp is nice, just need a 2 drop Elsa to be in play to ramp faster. She provides 2 lore as well so can be an extra ramp card.

Rating: 3 out of 5.

5 drop just for support is not the best use of the ink. Support for 3 seems a bit low for his cost too.

Rating: 2 out of 5.

2 drop Gogo allows you to Shift a Baymax or Gogo on her and then ramp up. Potential fit for a floodborn deck.

Rating: 3 out of 5.

Wardrobe allows you to discard an item card to draw 2 cards, more consistent just in case you don’t need that item. That being said, do expect your opponent to take her out once you exert him out,.

Rating: 2 out of 5.

Mrs Potts instead banishes your item for 1 card, but she needs to be exerted as well, too much effort for 1 card draw.

Rating: 1 out of 5.

1 drop Jasmine is always great for any Shift Jasmine to shift from. The Resist can come in handy too.

Rating: 4 out of 5.

Little Sister does some healing for 1 drop but I think not much Sapphire plays on healing.

Rating: 2 out of 5.

2 drop vanilla with the stats is alright, just probably not in a Sapphire deck.

Rating: 2 out of 5.

4 Drop to give a character Resist when she uses the tap ability, the second part will come in handy, just a lot of abilities but doesn’t equate to value for your board state.

Rating: 2 out of 5.

Stitch can be played out early, just need to find a way to put him in your discard then discard an inkable card to play her for free. Do note that the penalty exists regardless of how you play him. Helping your opponent to ramp for this card is very risky, you might get a bit of advantage early on, but expect your opponent to catch up in 3 to 4 turns and that 1 extra ink might punish you.

Rating: 1 out of 5.

Ratigan for 8 drop seems hard to cast, but Sapphire decks won’t have an issue. Has Ward 7 Willpower and provides 4 lore so nothing bad for his cost. You just need to ink every turn after he is in play.

Rating: 3 out of 5.

King Arthur can combo well with the Ally. For 4 drop he has a crazy stats so can take down a lot of characters and provides 3 lore. There are combo to work with him so you don’t lose out in the trade.

Rating: 3 out of 5.

Bernard allows you to draw a card when played, simple but effective as long as you got an ally in play.

Rating: 3 out of 5.

Aladdin has such a high Willpower, good to protect your characters. Unfortunately a bit too expensive and in the late game expect him to be one hit KO.

Rating: 3 out of 5.

You can shift Jasmine at turn 2 for that Beefy stats and then you can quest with her to search for Ally.

Rating: 4 out of 5.

Roquefort is an item counter which can come in handy, you can use it to counter an item or use it to do your own ramp!

Rating: 3 out of 5.

4 drop Jumba is nice, but I rather use for other cards with higher strength or better effects.

Rating: 2 out of 5.

Geppetto is an item deck support, however, even in a deck filled with items, to discard an item to gain a lore from questing a 5 ink character can be a bit underwhelming.

Rating: 2 out of 5.

A great action to reduce strength for Under the Sea or any effect that targets low Strength characters. The healing is nice if you manage to use, can sing together too.

Rating: 3 out of 5.

2 drop to reduce strength of a character and then give them evasive for 1 turn can make a different in the early game.

Rating: 3 out of 5.

This is a high roll card, just sing with a 6 drop character and then see if you can plant more 6 drop.

Rating: 3 out of 5.

3 drop TV to filter for Puppies should your puppies not be enough.

Rating: 3 out of 5.

3 drop item to ramp after banishing an item. However there are better ways to ramp, and this feels a bit slow and not consistent.

Rating: 2 out of 5.

2 drop to give Resist and Support is nice, but the 2 ink to do so feels a bit too much effort for it, might be not be worth the effort.

Rating: 2 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.

A 7 drop with amazing stats and 3 lore can come in handy and not someone your opponent wants to deal with at all. Can have 1 or 2 copies in some decks as a Late Game play.

Rating: 3 out of 5.

3 drop for a 4 Strength Bodyguard won’t go wrong, the 2 Willpower is a bit vulnerable though.

Rating: 2 out of 5.

3 drop for the stats and lore is great and don’t worry about Vanish, you can use it to bait out your opponent’s action.

Rating: 3 out of 5.

2 drop to counter only princess is not exactly the best, plus some Princesses like Tiana will be more than willing to let you exert them.

Rating: 1 out of 5.

1 drop to deal that 1 indirect damage can come in handy.

Rating: 3 out of 5.

A reprint Captain Hook but a great one nevertheless! 1 drop for potential 3 Strength can take down a lot of characters early.

Rating: 4 out of 5.

3 drop for a beefy guy is fine, just not much use other than being durable.

Rating: 2 out of 5.

5 drop for the stats is okay, but feels like 5 drop we can do so much more with other characters.

Rating: 2 out of 5.

Genie can help take down some pesky Evasive and might just survive with the 4 Willpower. Great card to keep Evasive characters in check.

Rating: 3 out of 5.

2 drop for a very durable character is nice, but doesn’t do much for us.

Rating: 2 out of 5.

5 drop for the stats is nice, I think we just expect more from the higher cost guys since we are comparing all the 5 drops.

Rating: 2 out of 5.

3 drop for potential Evasive and also can be played at 2 drop is value if you can pull it off. Stats wise for a 2 drop is great too.

Rating: 3 out of 5.

4 drop for the crazy 7 Willpower if you have something in mind for him.

Rating: 3 out of 5.

A control play for your opponent, once Vinnie is in play, banishing your other characters is now a difficult choice because you can gain 1 lore, great for early and mid game!

Rating: 3 out of 5.

4 drop to potentially keep sneaking pass the 2 lore is nice, just have to have at least 1 character exerted. You opponent will keep the action cards against him so do get as many lore before losing him.

Rating: 3 out of 5.

2 drop for the stats is crazy, you just have to challenge or damage an opposing character first before playing him for the value.

Rating: 3 out of 5.

A great 7 drop for an Ally deck, 8 Willpower is tough and provides 3 lore and can deal 3 damage to someone upon play. A lot of value and also inkable so nothing bad.

Rating: 4 out of 5.

Your perfect support card for a Steel deck, she can bump up her Strength to as high as your discard pile thickness. However, the great thing comes from the fact she helps you filter cards every turn so you end up with what you want most of the time! Great support card for the mid to late game.

Rating: 4 out of 5.

10 cost Mickey feels impossible to play but there are ways to cheat him in. Once he is on board, the stats can overwhelm any opposing character and the 5 lore is no joke. Bodyguard too so everyone has to bypass him. Once banished he deals 5 AOE damage too. Just have to find a way to bring him in and he can do wonders.

Rating: 3 out of 5.

A great card for Challenger deck and even some Steel decks. Can help to challenge and also boost your hand and gain lore, combo with Space Suit Lilo to make him stronger. Pretty decent character to have a few copies in some decks.

Rating: 3 out of 5.

A great card to help you boost your hand when you have nothing else to play. Keep only 1 copy in your deck because 2 copies in hand and it’s the last 2 cards in your hand is devasting. Great for any steel decks in general.

Rating: 4 out of 5.

More drawing power for Steel decks, it’s a sing together card and you can draw 3 more cards when you are depleted with cards in hand. You can also make your opponent discard cards in hand and draw 3 which can hurt his/her momentum.

Rating: 4 out of 5.

2 drop to deal 1 damage feels weak, the draw boost is nice, but just focus on Fire the Canon and Strength of Raging Fire.

Rating: 2 out of 5.

3 drop item to later pay 1 ink to give resist only to characters with no damage feels a lot of condition for the effect. Not inkable too so hard to find a slot in my deck for this.

Rating: 2 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.

The Reign of Jafar Enchanted brings back the colourful theme for each card, I think pulling any of them will be a thrill!

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

Lady’s Enchanted design stands out for its elegance, she’s shown with the stroller and her friends Jock and Trusty in the background, a thoughtful nod to her story’s gentler moments. It’s rare to see such warmth captured outside the spaghetti scene, and this one nails it beautifully. The card’s playability helps justify its decent price, making it a solid pick both visually and in decks.

💰💰💰

Ralph’s Enchanted artwork is pure chaos, running through in an RV while grabbing a Cy-Bug mid-action. It’s a bold and funny concept that captures his “wrecking” spirit but also gives him a heroic edge. Unfortunately, the card’s utility doesn’t quite match the excitement of its art, which explains the modest pricing.

💰💰

Perdita’s art shines with her surrounded by her puppies, not quite 101, but just enough to deliver that heart-warming impact. The added music note details give a subtle, charming touch to the piece, showing care went into the design. While not a meta staple, Perdita finds her way into a few supportive decks, reflecting her nurturing theme well.

💰💰💰

This Enchanted might be the most visually complete of the set — Simba, Nala, Timon, Pumbaa, Rafiki, and Zazu all share the spotlight without overshadowing one another. The globe composition gives it a unity that truly embodies Hakuna Matata. It’s the kind of art that radiates positivity, and while its play value isn’t extreme, collectors will easily see it as a must-have.

💰💰💰

Bambi’s Enchanted is gentle and serene, with the young deer peacefully asleep surrounded by flowers and birds. The simplicity works beautifully for this character, keeping the tone pure and nostalgic. While not a strong gameplay card, it’s one of those designs that quietly wins hearts through emotional appeal.

💰💰💰

Kuzco’s Enchanted version is hilariously on-brand, opening the very canister that turned him into a llama and somehow looking happy about it. The expression and color work perfectly capture his overconfident yet lovable personality. It’s a fun collectible with moderate play value, keeping it accessible for fans of The Emperor’s New Groove.

💰💰💰

Mother Gothel’s Enchanted card captures her sly nature perfectly, her sinister gaze, paired with the glowing magical flower, sets a haunting mood. The castle faintly visible in the background adds depth, but some might find the composition a bit restrained for such a commanding villain. It’s a nice thematic fit and still functional in certain deck builds, even if it isn’t the flashiest pull.

💰💰

Mirabel takes center stage in this colourful, family-filled Enchanted art, with the candle illuminating her loved ones. The piece really captures the essence of Encanto: joyful, musical, and full of life, while keeping the focus on Mirabel herself. It’s not the most playable card, but fans of the movie will easily find it enchanting enough to collect.

💰💰

Elsa’s Enchanted radiates power and elegance, surrounded by sharp ice spikes and a frosty blue palette. The simplicity works to her advantage, emphasizing her commanding presence without overcomplicating the scene. As expected from a popular Disney icon, this card holds one of the steepest prices, and rightfully so, as it’s also meta-relevant.

💰💰💰💰💰💰

Rapunzel’s Enchanted captures her in motion with her bright smile, golden hair swirling around her in a moment of pure joy. It’s one of the most fitting portrayals of her free-spirited personality, full of life and optimism. Beyond aesthetics, it has some solid deck synergy, which, paired with her princess status, explains its strong demand.

💰💰💰💰

Captain Hook’s Enchanted art oozes confidence, steering his ship with that signature scheming grin. The inclusion of his ship’s holographic projection adds a unique visual layer, making this one of the most complete compositions in the set. A strong thematic hit with decent play potential, it’s a satisfying pull for both collectors and players.

💰💰💰

This Enchanted card is pure Emperor’s New Groove humor, with Kronk’s guilty expression as he pulls the wrong lever is iconic. The background featuring different exits (and a glimpse of Yzma) adds a hilarious touch for fans. It’s a fun, playable card that embraces Disney’s comedic side beautifully.

💰💰💰

Lilo’s Enchanted brings out her quirky side — dressed in her Scrump outfit, standing confidently by her sandcastle with a mischievous glare. The tropical palette and beach details make it instantly recognizable to fans of the series. It’s also surprisingly playable, making it a great combination of charm and function.

💰💰💰💰

Mushu and Cri-Kee take flight against the desert-like backdrop of Reign of Jafar, which cleverly ties into the set’s theme while keeping their comedic energy intact. The Cobra Castle imagery in the distance grounds them perfectly in this world. It’s a flavourful design that shines best in specific decks, rewarding creative builds.

💰💰💰

While this Enchanted isn’t as vibrant as others, it does stand out for its concept, Shan Yu’s sword splitting open a timer made of gold. It carries a sense of raw, historical weight rather than flashiness. Unfortunately, item cards tend to see less play, which keeps this one more as a visual collectible than a powerhouse card.

💰

This Enchanted bursts with energy, multiple Stitches running wild, with one breaking free in the center. It’s chaotic, adorable, and exactly what fans expect from everyone’s favourite blue alien. The card may not see much competitive use, but its playful design makes it a top-tier collectible.

💰💰💰💰

Jasmine’s Enchanted steps away from her usual imagery, no Aladdin, no carpet, just her and a majestic Rajah illusion. This independence mirrors her strategist role and adds a regal air to her character. Its usefulness in certain decks and her princess appeal easily justify its higher price.

💰💰💰💰

The showdown between Namari and Raya is beautifully illustrated here, both mid-air, reaching for the crown, perfectly embodying the tension of their rivalry. The motion and emotion packed into the scene make it a striking finale among the Enchanteds. It’s playable too, rounding off the set with a satisfying mix of art and utility.

💰💰💰

Conclusion

Reign of Jafar cements itself as a well-balanced and thoughtfully designed set. While it doesn’t boast any jaw-dropping chase cards outside of the Enchanteds, it delivers consistency, nearly every ink colour finds something valuable to work with. The dual-ink trend continues to shine, giving players the flexibility to experiment across archetypes.

From a collector’s angle, the Enchanteds are easily among the most visually captivating to date, showcasing both heroic and villainous sides of the Disney universe in equal measure. Whether you’re chasing value, aesthetics, or new strategies, Reign of Jafar feels like a rewarding addition that bridges competitive play and collector appeal, not flashy, but deeply solid at its core.

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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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