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 sixth post, and is it also my very first writing on some tips and tricks to help you with your Set 10 sealed games!
Overview
Set 10 marks a fresh chapter for Lorcana, continuing to refine gameplay balance while introducing new mechanics that could shift how players approach both constructed and limited formats. As every new set lands, Sealed play becomes the perfect way to explore these changes, where creativity, quick adaptation, and understanding synergies matter more than ever. Whether you’re a competitive player hunting for the best value plays or a casual fan enjoying the thrill of opening packs, Sealed offers a level playing field where everyone starts from scratch.
The Sealed Format

In Lorcana Sealed events, each player builds a deck from a limited pool, typically 6 booster packs from the set. From those packs, you will build a minimum 40-card deck, with no strict ink identity requirement like in constructed formats. You can use any cards and inks you pull.
Games are still played to 20 lore, but Sealed play emphasizes adaptability and reading the board carefully. Since you don’t have access to a fully tuned deck, understanding card value shifts, such as favouring flexible removal, solid questers, and efficient cost curves becomes essential.
Sealed isn’t just about luck; it’s about recognizing which cards shine in a slower, grindier environment and knowing when to push for lore or hold back for board control. Each ink colour brings different strengths, and success often depends on combining those strengths effectively within your limited pool.
Potential Prizes

Beyond the thrill of competition, some events often come with tangible rewards that add extra motivation.
Many stores give winners additional booster packs, which can help you expand your collection or snag that elusive card you’ve been hunting for. Some events provide OP kits, which often include exclusive promo cards not available anywhere else, as well as collectible items like lore counters or ink pins, perfect for showing off your event participation.
By participating, you should get a Horseman Strikes Promo card! (Again depending on the shop on how they want to give it)
Of course, prizes aren’t always just physical items. The experience of opening your sealed pool and discovering rare or key cards can feel like a reward in itself, especially when those cards strengthen your deck or inspire new strategies. Whether it’s a shiny card, a unique pin, or just the satisfaction of building a strong deck under pressure, there’s plenty to gain from giving your best at these events.
How do I do well?
Well I know reading and understanding all the cards in the set is tiring, so if you are new or you really just want to have a good time and not overthink, how’s a simple sets on how to do generally well for a start!
Ink Distribution
| Ink | Common | Uncommon | Rare | Super Rare | Legendary | Total |
| 1 | 14 | 5 | 3 | 0 | 0 | 22 |
| 2 | 17 | 15 | 9 | 3 | 1 | 45 |
| 3 | 19 | 16 | 9 | 3 | 1 | 48 |
| 4 | 12 | 10 | 9 | 3 | 3 | 37 |
| 5 | 4 | 6 | 11 | 2 | 2 | 25 |
| 6 | 5 | 0 | 6 | 3 | 4 | 18 |
| 7 | 1 | 2 | 0 | 2 | 1 | 6 |
| 8 | 0 | 0 | 1 | 2 | 0 | 3 |
| Total | 72 | 54 | 48 | 18 | 12 | 204 |
So as you can see, this set has a wide range of card costs, from 1 to 8, with most cards clustered around costs 3 and 4. When you open your six packs, the first step is to organize your cards by cost and ink. Knowing how many cards you have at each cost will give you a clear picture of your options and make building a balanced deck much easier.
B.R.E.A.D
There are 5 key types of cards you should look for in a Sealed Game! Having some copies of these cards will be essential in your deck.
| “Bombs” | These are usually rares or higher-rarity cards with powerful effects that are difficult for your opponent to remove, it’s also something not everyone will have so they put you in an advantages position. “Bombs” can swing the game in your favour if played at the right time. |
| Removals | Cards that can damage, banish, or otherwise neutralize your opponent’s threats are extremely valuable. Some Rush cards that can immediately impact the board can also fall into this category. |
| Evasive | Evasive characters are especially strong in Lorcana Sealed, as they can often bypass non-Evasive characters and cheat in the quest, giving you steady progress while avoiding combat. |
| Aggression | The game ends when you have 20 lore, that’s why questing is important, have cards that can help you gain lore, maybe not in 5 turns but at least can bring the lore so you can close the game before your opponent! |
| Drawing Power | Cards that let you draw more cards are critical. Maintaining card advantage ensures you don’t end up top-decking in later turns, giving you consistent options throughout the game. |
Inkables
| Inkable | 168 |
| Uninkable | 36 |
There are far more Inkable cards in the set than uninkable ones, so ink management usually isn’t a major concern. You can safely include up to 8 uninkable cards in your deck. Just be careful, drawing too many uninkable cards at once can leave you stuck without the ink you need, so try to balance your deck to avoid hands full of uninkable cards.
Classifications
| Storyborn | 116 |
| Ally | 62 |
| Hero | 43 |
| Villain | 30 |
| Dreamborn | 23 |
| Detective | 19 |
| Whisper | 18 |
| Sorcerer | 14 |
| Floodborn | 11 |
| Gargoyle | 10 |
| Princess | 7 |
| Prince | 6 |
| King | 5 |
| Deity | 5 |
| Mentor | 3 |
| Fairy | 3 |
| Dragon | 2 |
| Queen | 2 |
| Ghost | 1 |
| Alien | 1 |
| Captain | 1 |
Some of the common keywords that you can combo are Detective, Whispers (Boost), Gargoyle, Hero and potentially Princess!
Types
| Ink | Characters | Actions (Non-songs) | Songs | Items | Locations | Total |
| 1 | 12 | 4 | 1 | 3 | 2 | 22 |
| 2 | 26 | 6 | 1 | 8 | 4 | 45 |
| 3 | 33 | 3 | 3 | 7 | 2 | 48 |
| 4 | 30 | 3 | 3 | 0 | 1 | 37 |
| 5 | 24 | 1 | 0 | 0 | 0 | 25 |
| 6 | 16 | 1 | 1 | 0 | 0 | 18 |
| 7 | 6 | 0 | 0 | 0 | 0 | 6 |
| 8 | 3 | 0 | 0 | 0 | 0 | 3 |
| Total | 150 | 18 | 9 | 18 | 9 | 204 |
Characters dominate this set, which isn’t surprising, but there are also a few strong removal actions that can shift the momentum in the late game. The cost of songs is capped at six in this set, so excessive song-based strategies shouldn’t be a major concern.
Keywords
| Boost | 18 |
| Shift | 12 |
| Bodyguard | 7 |
| Support | 7 |
| Evasive | 7 |
| Challenger | 5 |
| Ward | 5 |
| Reckless | 3 |
| Alert | 3 |
| Singer | 2 |
| Rush | 2 |
| Resist | 2 |
Alright, we have a bit more cards with the new Boost keywords in the set, we also have very limited yet valuable Evasive characters. Rush is also a keyword that is Rare but able to make differences.
Ratings
Now to the reviews, if you are keen to see more and learn more about the cards in this set, feel free to continue reading!
Each card will be given 1 to 5 stars, based on their
- Power level
- Playability
- Synergy potential
⭐ = unplayable, do not choose this card for sealed.
⭐⭐ = niche or hard to set up, probably not good in your deck, but if you have no better choice, then sure, hope at least it’s inkable.
⭐⭐⭐ = playable and decent card, we can’t have all high tier cards so some mid tier one could be inside to help us maneuver our way to victory.
⭐⭐⭐⭐ = strong in this format, usually fulfils the B.R.E.A.D formula
⭐⭐⭐⭐⭐ = format staplers, put them in your deck and just use them to your advantage!
Reviews are also based on Sealed Format, so this doesn’t apply to constructed!
Common
Unlike my usual reviews where I go through the cards by ink color, this time I’ll be reviewing them by rarity instead! Each booster pack guarantees six commons, typically one from every ink color, so you’ll end up with at least 36 commons from your six packs. On top of that, about half of your foil cards are likely to be commons too. That makes commons especially important in sealed: they form the backbone of your deck and often become your key cards simply because you’ll see them so frequently. Quite common, pun absolutely intended.

We kick things off with a Headless Manhorse, funny name. I think he can be tough body in your deck, 10 Willpower and 5 Strength can get rid of a lot of character and survive! Inkable too, just ensure you don’t have too much high cost characters in your deck.

A 1 drop with 2 Strength 2 Willpower is decent, given how crazy the stats can be in this set. Is a Detective so maybe some combos can be set up.

3 drop Bodyguard is nice, you can don’t exert him when played if you have nothing to protect.

A 1 drop with 2 Strength Support is nice. She allows your character to challenge and banish higher Willpower folks with that Support.

2 drop for Healing can come in handy, can put him in your considering zone first. Remember to challenge first before playing him to make full use of the heal.

4 drop with a 6 Willpower Bodyguard is tough to break through, can aid in your team as well.

An easy pick for the lore, she lacks Strength so she is purely used for Singing and questing.

The Strength boost will come in handy but do note that this character will be exerted, if you see any potential ways he could be banished via a challenge, maybe not play him out that turn. He does provide 2 lore and the Strength Boost for detective so not too bad.

The reduce Strength can come in handy to prevent someone from having enough Strength to banish your characters. It stays till start of your next turn too so definitely can value from this. Stats are good too.

A decent support character to ready your Boost characters so they are not exerted. Although the 4 drop is a bit expensive and her stats are decent at best. Probably pick if you really have a nice Boost character that she can tapped on.

2 cost song for a potential Strength Reduction and most importantly card draw is very valuable, so will keep this card solely for those. Strengths are too high in this set, some reduction is definitely nice.

2 drop healing item is great and Items usually can sneak pass the board due to lack of counters. If you pulled a Gurgi this will be a no brainer to add to your deck! Btw there is only one Gurgi in the set so in case you are looking.
The healing can help characters remove damage counters so they can less likely to get Banished or make it harder for your opponent to banish.

A 1 drop with 2 Strength 2 Willpower is decent, perhaps if you have a Shift target this can be the cheaper options.

5 drop for the massive Strength and Willpower can be considered in your deck, inkable as well.

Demona has great stats and potentially 6 Strength. Don’t worry about the Stone by Day trait, you can play out your cards properly so she will ready every turn. If not just keep her exerted, no one will want to challenge him for the 4 damage anyway.

Magica can do some disruption to move a card from your opponent’s discard to their deck, that being said, maybe a bit too cringe of a move, you can use her to cycle back a character in the discard but I think if you have a better 3 drop, that would be nicer.

A simple lore burst card, just have another Boost character that’s boosted in play and play her for the extra lore.

2 drop Evasive is definitely valuable and 3 Strength is scary as well. Your opponent probably don’t have the resource to banish her and her 3 Strength can take down some beefy folks!

3 drop for a nice Elsa and also a card draw is so worth. Simple but the most effective card.

4 drop for the stats is amazing, provides 2 lore as well so can be a mid game play that helped you close the game.

Removals doesn’t not come in handy, Begone is a bounce effect so technically it is a removal so I will just include this in my deck in case I need to block someone from questing or challenging. Can bounce your own characters also if you need to.

1 drop for exert is nice, a good way to get Assertive and board control by forcing your opponent to exert someone so you can feed on them during your turn. Play this when they only vulnerable characters on board so anyone they exert will hurt their tempo.

3 drop song to draw plus exert someone is nice, can be used early or block a late game 1 or 2 drop from closing your opponent’s game.

A great draw effect, simply play it early or any phase and pay an ink, so essentially 3 ink for 2 cards which is a good trade to begin with!

2 drop purely for the high Willpower is worth being considered in your deck, inkable too.

A 1 drop with 3 Willpower is decent, probably slot him if you need more 1 drops, other than that I think there are stronger characters in the pool.

3 drop for a 4 Strength Evasive is great. Can be used to take down other Evasive folks or sneak around to get lore every turn.

3 drop for Ward and 2 lore is so valuable. However, you might want to be careful of Questing to prevent being banish in challenges. You can put on board first and when the time is right then go for the quest.

1 drop to boost Strength can change the dynamics of the game! A valuable 1 drop.

1 drop to potentially pay 2 ink to bounce a 2 Strength or below characters is amazing, 47 characters in this set falls into that category and more if you have some Strength reduction! You can also time the matter and use him only when necessary!

6 drop for the stats, 2 lore and also item counter is a great value overall. Just keep him in case of some items that you have difficulty dealing with !

7 drop is expensive the stats are alright for a 7 cost, the damage only hurts characters is that damaged, so might not come in handy. Again I think 7 drop might be too high of a curve to ink in sealed

Location counter can also come in handy, I think 1 of him is fine and the stats are decent as well. Location are easier to get rid of because they can be challenged.

3 drop for a potential 3 Strength is nice, you do need to pay 1 ink to get the extra Strength. Nothing bad just not enough value compared to most cards.

Amazing action to banish an item, 2 drop to fight another Item that might be higher cost is an easy trade, if not that, the extra Strength helps too. With so many useful items in this set, this action is much needed!

1 drop to deal damage only to damaged character is nice, but it’s not Fire the Canon. Can come in handy but I think a bit hard when you have no legal target and this card doesn’t feel used.

3 drop with Evasive and 3 Willpower is great, try to play it when your opponent doesn’t have Violet and Flotsam or Alert folks so he can sneak in the 2 lore every turn!

1 drop for 3 Strength, can just pick her as she can take down most fellow.

3 drop for the Strength is enough, the moving part is secondary, can help you to take down some high Willpower folks.

2 drop for 3 Strength 3 Willpower is nice stats and doesn’t have Vanish.

A perfect combo in the late game to Challenge multiple times, you can quest with him first then play the 5 Strength or higher folks and then challenge with that amazing stats. I see a combo coming, so do include some 5 Strength and above guys for him.

1 drop for the Strength is amazing and you can potentially pumped her to a 4 Strength, so much Strength for a 1 drop.

One of the only 2 characters with Rush, can catch your opponent off guard so will just include this in the deck.

6 Strength for 3 drop is crazy, Reckless so can just focus on clearing your opponent’s board for you. Don’t worry about Stone by Day, no one should be crazy enough to challenge him while he is exerted.

2 drop for Evasive and the stats is amazing. Stone by Day curse so will use him more for an Evasive counter rather than sneaking in lore every turn because that may be blocked with his Stone by Day effect.

4 drop for the 5 Strength is great and can control your opponent by lowering their lore.

4 drop to exert lower Strength characters might not be that useful since most characters have 3 Strength or higher. Unless you have a combo you build, otherwise I think you can move pass this card for now.

A great action to simply banish a character, once your opponent has 5 ink this keep a lot of characters in check.

A good way to filter card to see if you should draw it or take a chance at a potentially better card. Simple yet effective effect in the game.

4 drop for the 4 Strength support is worth keeping in your deck and she provides 2 lore so nothing bad.

2 drop for Support is decent, put in your considering list first.

2 drop to fight Evasive is great, we have some Common Evasive that might cheat the lore so having Cri-Kree to challenge them keeps them in check.

5 drop to reduce Strength is fine, but apart from that 1 time use and the 2 lore, she doesn’t really provide much… I hate the reduction only last till your turn ends…

3 drop for 2 lore is nice, can even give himself Ward so he can immediately quest for 2 later.

3 drop for 2 lore and 4 Willpower is worth considering.

5 drop for the 7 Willpower and 2 lore is also worth consideration. Detective too, might be able to sneak in some combo.

A perfect card to play to ramp up and save you the trouble to ink later or just ramp to higher cost card. Simply play and ramp. Save you that 1 card to ink.

A good way to filter your cards, maybe can give to your Bombs earlier than expected, 1 drop and inkable so no harm including it.

A sneaky card that can close the game with the 1 lore and Support that might be necessary to make someone else takes the challenge.

Unless you are building a detective, the utility is the resist which might come in handy. Anyway if you are playing a late game this would be great to add some Resist for your characters.

A boost for Detective but can be a bit niche unless you have a few cards set up. Stats are good so can just include him solely for that.

6 drop for the stats is okay but feels expensive, perhaps not something you want to include just yet.

3 drop for 4 Strength with Resist is nice, can help you be more durable in challenges.

A 2 drop Bodyguard is always nice, plus good stats as well.

1 Drop Nick for your Shift Target or the basic stats or a fellow Detective.

Basil can be your easy target for early game lore. Try to play Detectives so he gets Resist and he is not hard to challenge.

2 drop for the stats is good but most importantly can also do other things and the draw and discard effect will come in handy.

The Alert Keyword can help take down some Evasive character, so Minnie can give detective the keyword which is nice.

6 drop and requires a location to trigger the 2 damage feels overly expensive. Stats wise is fine but I think for a 6 cost we kind of expect a little bit more.

4 drop for the Bodyguard stats is nice in the mid game, can be used as a Shift target too.

1 drop action to give Challenger and Alert can come in handy! 1 drop song too so anyone can sing this.

A great way to safely let your characters quest without some stronger Challenger bothering. The card draw is an icing on the cake too.
PAUSE!
Thanks for reading this much! Now we all see the power of the commons, here is a summary before we moved on:
| Strength | No. of Characters | Ink Average |
| 0 | 1 | 3 |
| 1 | 7 | 2 |
| 2 | 15 | 2.1 |
| 3 | 14 | 2.8 |
| 4 | 9 | 3.9 |
| 5 | 7 | 5 |
| 6 | 5 | 5 |
| Willpower | No. of Characters | Ink Average |
| 1 | 4 | 1.2 |
| 2 | 11 | 1.9 |
| 3 | 14 | 2.6 |
| 4 | 14 | 3.2 |
| 5 | 5 | 4 |
| 6 | 7 | 5.4 |
| 7 | 2 | 5 |
| 10 | 1 | 6 |
Stats alone don’t win games — while having strong numbers helps, a good Sealed deck needs key cards that provide draw power, removal, board control, or evasive options. These are the tools that let you manage different game states and outvalue your opponent.
Common Mistakes Players Make
- You don’t need to ink every turn.
Always be aware of your ink curve, like what’s the average ink cost of your deck? In most Sealed decks, around 5 ink is a good ceiling. You only need to ramp higher if you have several 6- or 7-cost cards you plan to play. - You don’t need to play just one character per turn.
If you have 5 ink, don’t feel forced to drop a 5-cost card, sometimes a 3-drop plus a 2-drop gives you better board presence and tempo. - Vanilla cards are fine, but abilities matter more.
Stats are good, but effects win games. A 3/3 with no ability can’t compare to a 2/3 that draws a card or challenges effectively for example.
Uncommon
Uncommon cards aren’t exactly “rare,” but they’re often the backbone of a strong deck. Each booster has 3 uncommons, and about a quarter of foils are uncommons too, so you’ll usually have enough to build around. Commons form your core, while uncommons act as upgrades or synergy pieces that tie your strategy together.

Our very first Boost card. Gaston allows you to block a character from Challenging, a turn 2 play and maybe you can use your spare ink to boost him and trigger the effect. It’s annoying for your opponent to have the Strength and Willpower but not able to challenge anything on their turn.

Apart from the nice stats, the boost support is also nice, but last only 1 turn so you need to time him.

3 drop for potential 2 lore is nice, 6 Willpower is crazy though, so you can go ahead and just quest with her.

3 drop for the raw power is nice.

5 drop for the raw power is nice and Support can make someone gain 5 Strength which is incredible. Hopefully you got a Hen Wen then this will be an incredible combo.

Discarding effect is very lethal, you can make an opponent lose cards in hand. This can be triggered when your opponent has more cards than you in hand and then you can do some disruption. The lore gain is a bonus.

3 drop to return a character is nice, it’s like a draw effect but you get to get back a character of your choice. Song so can be sung, generally nothing bad.

A perfect item, allows you to get a character card and then using the effect to boost which is so economical if the Boost character requires more than 1 ink to Boost!

A consistent draw effect, when you Boost you can pay 1 ink to draw which is a great effect, but see if you have enough Boost character, if not this will be not necessary.

5 drop for Evasive is nice, the effect to make your opponent exert someone is great as well so you can use your characters to challenge them. Great card overall.

Challenger 5 can take down so many characters in this set, please use this card.

3 drop for Rush is great, you should use the banish effect to boost too, so time the Rush and make some nice boost combo on the way out.

4 drop to keep bouncing back to your hand isn’t that bad, but indirect damage can shut this off and for 4 drop with the stats feels okay at best, not a terrible card but just know the limitation.

3 drop to bounce a 2 drop is nice and probably do it only if you need to stop a game from concluding. Can keep in case but if not needed you can just ink this card.

1 drop to return another character in play is fantastic in the late game where you can reuse some play effects or allows you to reuse a character who has taken a lot of damage! Great stats for 1 drop too and definitely can trigger the effect.

A great card that you can just boost him and then quest and if he banished during challenges can let you draw 2 cards. If left uncontended, you can just do some lore burst over time.

A great card to draw cards in any phase of the game. Try to use it on double lore folks so you draw at least 2 cards. 2 drop for 2 cards is worth the trade.

A great location that can be used in the late game for draw power! Play the location then transfer characters there and tap them to draw 1! Best use of your resources to boost cards. Provides 1 lore too. Expect this to be banished immediately so do make use of the effect before playing it!

3 lore is crazy, but expect him to get banish almost immediately after exerting. Potentially can get Ward, actually I will play him only when he has Ward to safely go for 3 lore.

5 drop for the stats and lore can be considered.

7 drop Evasive is massive, if your opponent has no Alert or Evasive or they are not strong enough to hit Kaa, then he can just sneak pass the lore. I think 7 ink is a bit too much still, maybe you need to plan some ramp effect if not you might not see him in action in some games.

2 drop for a boost support is nice, can help you save some ink. Great combo with Boost, if not use her as ink.

1 drop and can be efficient with the resource, turn 1 play, turn 2 Boost and quest and if your opponent banishes him, they probably lose that character too.

1 damage AOE to every opposing character will hurt, a lot of Characters in this set has high Strength and the Willpower might not be that high, so the 1 damage can throw them off. 2 lore so can go ahead and quest and not worried about her getting banished in challenges.

A great AOE damage as well, simply put 1 damage counter on all opposing character, this bypass Ward and can be sung, and sort of a removal effect.

A great way to stall some turns, simply pay 1 ink to block a lore from an opponent, somethings you cannot win early but could lose early and this card slows down your opponent and render some of them useless!

A great item for Boost support, can help to gain lore and save the ink for Boost.

2 drop for Reckless can help to take down characters, but most important he is also a Boost support card and can ready characters when you do so. Pretty solid for a 2 drop, include him if you have enough Boost characters.

4 drop with 6 Strength is worth consideration in your deck.

Beast is definitely a challenger, simply boost him and start challenging and you can gain lore and your opponent loses lore, try to survive the challenge so you don’t waste 2 ink trying to Boost him.

There is only the Common Tinker Bell in this set, so Shifting might not see in play. At 5 drop you can exert characters of Strength 2 or below, but other than that the stats doesn’t justify a 5 drop. You might not have anyone to exert as well.

If you pull enough Gargoyles, you can use Goliath to get the lore after they challenge! Don’t worry about Stone by Day, it’s not hard to get to 2 cards in hand in sealed after some time. Even if you don’t play other Gargoyle the ability works on him too.

3 drop and potentially can keep banishing characters and survive! All it takes is a Boosted character and she can challenge and survive. Pretty useful if you manage to get Boosted characters.

A great draw effect, once your character has ran out of use for you, you can banish them and draw 2 cards from this action or even 3 cards for shift or boost targets!

1 drop to give anyone Rush is scary. You can use 2 ink and banish this item to give Rush again. Definitely not a turn 1 play and can catch your opponent off.

3 drop and 1 ink to move a character and needs them to quest to gain 2 lore immediately can be a way to close the game, niche but can work.

A great item counter and great stats as well for 3 drop. You can even use her to ramp up if you have an item in play.

7 drop for the stats is nice, 3 lore as well so can be the late game finish for your deck. Ink him if you don’t feel like you can reach 7 ink.

5 drop for 2 lore and 5-5 stats is nice, Ward as well so your opponent have to challenge him to get rid of him!

Jasmine can be your team’s consistent healer, just Challenge with others and she and some can quest and you can heal up! The healing is for everyone so it’s definitely worth the investment!

Ichabod is a great card, because he gives you 2 lore and if your opponent banishes him he goes to your inkwell so free ink. Definitely someone you want to slot into your deck for the extra advantage.

If you ever want to reuse an Item that has been banished, simply use Pluto! Even if you have no Detective on board, you can put the item on top of your deck and draw it! Items can be helpful for you so using Pluto to trigger can form some sort of combo!

4 drop song to get up to 2 cards is amazing! Can be sung too.

4 drop removal is nice but only do it if you have no other choice. You are helping your opponent to ramp twice, so make sure the removal is worth it, if not your opponent will get crazy value in the long term! Still a useful card but needs to be timed right.

2 drop item to draw a card is fine, can be put in place to fight Evasive folks which I will always appreciate!

2 drop with 3-3 Stats is worth consideration.

3 drop for the stats is great and can hit Evasive folks too.

I love indirect damage, you can use this to take down some characters with 2 Willpower or below or weaken some others and find ways to take them down. Great card in general.

More Gargoyle and don’t go to the Bodyguard just yet if you don’t need to start protecting. You can leave him exerted to keep him in Bodyguard position, otherwise the 2 lore is nice. Hope you can do some Gargoyle challenge combos.

3 drop Boost to get 4 Strength 5 Willpower is crazy and the 2 lore can keep giving you the value, Boost is always appreciated.

Fantastic card, 4 drop to deal 4 damage is perfect and can be sung or hard casted. You can also increase someone’s Strength!

2 drop to boost Location is very limited and may or may not come in handy, feels a bit hard to pull off and if you have no location this card is not useful.

A great way to deal indirect damage! You can keep this item on board and when you need to, spend 1 ink to throw the 2 damage to someone!

A great location in the early game to gain lore and also to do some filtering effect. Your opponent will take this down so maybe use it for card filter during the late game.
PAUSE!
When building your deck, look for combos as well as raw stats. Some commons and uncommons pair beautifully, like Boost and Detective cards, for instance, can turn average effects into game-winning plays. A card that looks mediocre alone might become your MVP in the right combo setup.
Rare
Each booster pack guarantees at least two Rares, and if you see fewer, it means you’ve pulled something more valuable! Foil Rares appear roughly once in six packs, so you’ll likely have 9–12 Rares from your 6-pack pool. Rares can often swing games, especially if your opponent doesn’t expect them. However, don’t include a card just because it’s Rare, synergy and playability always come first.

6 drop for a Bodyguard feels a bit costly, I mean he is not bad but with all the crazy Strength around, the 8 Willpower might not be too much of a value. Has Support so can be something worth considering, can keep in consideration first.

I like Sebastian solely because of the 3 lore at 2 drop, it’s a perfect early game card and if you can set up with Bodyguards to protect him, he can keep giving the value!

There might not be too much songs in this set, so Ariel might not come in handy for the draw effect. For 2 lore she is still quite okay so a decent card overall.

Scrooge is a boost support, I think it’s best if you can shift into him, but 6 cost for the stats and consistent Boost support is fine, they can get boosted the moment they are played. A must if you manage to find boost cards.

A simple yet efficient ability to give Amber characters extra Willpower! You should have at least 10 Amber cards for this to be worth. No obligations to play but if you have a lot of Amber cards, then the +2 will make a lot of differences! Potentially can be a singer 8 too.

5 drop for the stats is fine, but Singer isn’t so useful unless you got something to combo with. It’s also a play effect so feels like a lot of things just to put back a song card. Uninkable too so I will prioritize it lower than the others.

Evasive characters are not easy to deal with, this card can keep them in check. You can also use other cards to make them Evasive then Banish them with this. I think you can keep it just in case you need to counter some pesky Evasive guys. Gives you the card draw as well.

The effect for the location is decent, but remember that you are paying 2 ink to send someone inside so the 2 cost reduction isn’t that much of saving. Instead you can use this card to bait your opponent to challenge it so they don’t give you the value. Of course I will take a solid character over this location at any time.

Minnie gives you the drawing power, you need to ensure that there are at least 10 Amethyst characters in your deck for her to have value. The 2 lore from her helps too.

To set up for the extra 2 lore from Horned King is not easy, you need some cards to take back or affect discard pile. Probably a lot of effort for the 3 lore, you might want to deprioritize this card unless you are super confident to set up the combo.

4 lore is fantastic, he can be the pressure point to add in the late game and your opponent will have to let you quest with him for the massive 4 lore!

Include him only if you have enough Gargoyles, because the last thing you need is saving up to an uninkable 5 drop and not get the 2 lore bonus…

Damage transfer is nice, but you need some Boost card to do so. 5 drop for that effect is decent, again up to you to see if you have enough Boost card to include her in your deck.

Ursula with Boost is amazing and she delivers 3 lore and gets evasive. Probably your opponent is saving up to take her down but you might just be able to sneak in with the 3 lore after the boost! You can also bait your opponent’s Horseman strikes by not going Evasive just yet!

Perfect removal card, basically exerting them leaves them vulnerable to challenges and moving all damage counters (yours and your opponent’s) to the character most likely will banish it. I see this as a good way to heal as well and do take down your opponent’s character first so they don’t benefit from the heal. Can be sung too!

If you have ways to exert an opponent, this is a great card to get some extra lore. If you are lucky to pull Demona, this is a must to give her Rush as well!

5 drop for the stats is great at the cost of this being uninkable, I think you can keep in consideration first in case you have too many uninkables in your deck.

Baloo is nice, best if you can shift into him early. He provides that free draw or discard effect and his stats are okay for a 5 drop too.

A great boost character, just give her the boost on turn 4 and she can keep on questing and your opponent will have to play their cards right because challenging her will cause them to lose 1 card! Great pressure point character.

A location counter, I think for the stats and lore I will deprioritize him, most people might not want to include locations in their deck so you might end up not .

Goofy is amazing, once you have 10 or more Emerald characters in your deck, he becomes an Emerald chromicon! Not only that, your Emerald characters gain Ward so a challenge or AOE effect is requires to get rid of them! Glad that he is not inkable, if not he will be too overpowered!

6 cost song for the disrupt feels expensive but trust me, this will hurt them! The -1 lore will cause them not being able to close the game or the discard 2 will get them to top decking mode in the late game! Can be sung too so no issue including this card inside, just make sure you have enough inkables!

An easy way to gain 1 lore, but understand that unless you are playing 2 copies of 1 or 2 drops every turn, this might not work! And you shouldn’t build your deck around 1 card in case you don’t draw this…

A great location to put some pressure for 1 turn, imagine having 3 or 4 characters inside, your opponent would be forced to challenge this location to prevent you from getting the lore every turn.

2 drop for the stats is great and what makes Diablo even better is the 2 lore he provides. So great for early game to get the 2 lore.

Donald is great if you have 10 or more Ruby characters, because the Strength boost helps in challenges and also blocks them from some effect that affects lower Strength characters. The lore boost also make some of them super efficient in questing!

Elisa plays well if you manage to get a lot of high Strength characters in play. 3 drop for 3 lore and her stats is great, but uninkable and need some time to set up so do see if your deck can fit her in.

Aladdin is a Reckless support, Reckless characters can’t quest but Aladdin solves that by allowing them to indirectly quest when he is boosted. 3 lore for the stats is great for challenges and when the time comes he and your other Reckless character can quest too.

Hopefully you can shift into him, if not 8 drop is so hard to trigger, but essentially he is able to clear the board repetitively when you use his ability to keep readying him. Stats is humongous though, anyway he is inkable so 1 copy wouldn’t hurt.

A potentially free action to let you challenge twice per turn for a character, nothing bad, good for board control and also gain some lore.

1 drop to play a location is not too bad but limit to 3 cost and below. Doesn’t do anything else so many you can keep this card unless you really want to do some Location set up.

4 drop location to later pay 2 ink to send a 5 Strength or above character here to draw a card, this feels a bit limited and slow and the 7 Strength can be taken down at least in mid games or later. 1 lore doesn’t really help with the cost, so I will deprioritize this.

A usable ramp card in the mid or late game where after playing him on turn 4, quest with him on turn 5 and play a 5 drop character to take a free ramp. 2 lore so not too bad.

A great detective support, simply give them Resist and Alert, stats are okay as well.

1 drop with 2 lore is a good rush card, you can set it up first and quest when there are some Bodyguards around.

A good Sapphire card support, the resist will come in handy but the better part about it is the filter ability whenever a Sapphire character quest, you can filter your deck to potentially get what you want. Similar with the rest, include her only if you have 10 or more Sapphire characters to trigger.

Another great card to ramp. Kristoff allows you to ramp after he quests as long as he boosted. 3 drop for 2 lore and able to provide extra ink is nice.

This may seem like a great counter, but I think 6 drop and uninkable is risky. It’s limited to only 3 cost and below and affects yours as well so it can be a double edge sword or might not be efficient when it triggers. You may also help your opponent to ramp up and next turn he/she plays a lot more characters on board to counter pressure you…

Ramp is nice but dependant on your opponent’s draw effect which might or might not come, a bit too inconsistent for a ramp effect, can focus on other cards instead.

An item support, but I think not many items in this set that benefits from tapping twice. You also need to pay 1 for this location and 1 to move someone inside and then quest with them to do so, no lore provided by the location and it’s definitely not an early game play. Too much resources for this to work.

A great way to deal indirect damage! Simply quest with him when he is boosted and you can fling 2 x 1 damage. 2 lore as well and inkable so can help you take down some 1 Willpower characters.

He simply gives everyone Detective but at 1 Willpower he is very vulnerable. 4 Strength can challenge a character during your turn and survive so nothing too bad, just feels like you are using him solely for the Detective support.

A great support for Detective! Hopefully you can shift into him, but has great stats and helps you with drawing power when you challenge with your detective. Even if he is the only one, he triggers the draw effect as well! Great support piece that can challenge.

4 drop for the stats is amazing but uninkable so depends if you have the capacity to include him.

A great support for Steel, even if you don’t have 10 Steel characters, Pluto works well because after playing another Steel character, you can banish an item. You can also make all of them into a Calhoun that helps you gain lore when they banish someone.

Not a lot of Deity to swing down from this set, but allows you to gain extra lore if your characters challenges and banish other characters during your turn. Doesn’t need to be tapped, can happen anytime and a consistent item that can help you control board and gain lore!

3 drop to later on throw some indirect damage for 2 drop is fine, can help to take down some characters. You need to spend 2 ink to banish this item which is why I am not rating it very high but still playable as a potential removal effect.

2 drop to provide 1 lore and then gives Challenger and Resist is very good, can make any character strong while here. Will definitely force your opponent to take this location down.
Super Rare
Super Rares appear in about 1 in every 2 packs (sometimes even 2 in a single pack!), so expect 3–5 total. These tend to act as your “bombs” or strong support cards, the kind that can turn a game if played at the right time. Don’t rely too heavily on them though, since you’ll rarely pull duplicates.

Early game discard effect is great, for one, you can look at your opponent’s hand and see what surprises he/she has, then you can also make him/her discard a non-character card which can hurt the momentum! 2 drop inkable, no reason not to include him.

Simba can help you to summon as many cards as possible! If you are able to build characters to support him, he can bring a lot of characters to your board! As long as you can keep putting cards underneath him, he can potentially play characters for you! It’s a bit high rolling but if it works, it will give you the momentum! I mean if you don’t think you can pull him off, just ink him.

Shifting Goofy will be the best, if not 8 drop is a bit high to reach. Regardless, he can reduce Strength for all opposing character so they are less likely to banish your characters. Not too bad, can include him if you have a Goofy.

Horned King is great, best to shift at 2 but playing at 4 cost is fine too. He allows you to bounce back a banished character and you discard a card instead, so more choices for your hand is nice and you can play out someone over and again!

Shift 7 is high and uninkable, the draw effect only works if you shift to play her which is hard to set up, so if you don’t think you can pull that off, you can exclude her from your deck.

Damage movement can help you to get rid of ready characters, so Chesire Cat plays a more controlling character on board! Just have him on the board and use the boost and take down some characters!

Perfect 2 drop! Allows you to filter cards when played, provide 2 lore and can be played over and again if challenged! Which you can use the filter effect again! Perfect card and no harm playing.

Little John can be your end game quester, where you ready him then Boost him for 3 ink then quest again or keep him in ready position. Can’t say it’s overpowered but definitely someone you can consider as a stable quester in the late game.

A great item to place damage every turn! Not even transferring, simply place the counter. If you are playing the long game, this will work and if needed to, banish this item to give Reckless to all damaged opponent and block them from closing the game!

A late game play where you can draw cards for each banished character, doesn’t have to be only on your turn or through challenges! He can also give Rush to someone, basically a great support piece to change the dynamics of the game when he is on the board!

A little controlling card to block King and Queen from questing, including yours. You can use him as a possible way to gain lore and force your opponent to exert all their characters to lock out his effect. Not overpowered but useful enough to want to farm to 6 ink to play him.

A great card but need an action to combo with, basically you can played a used action for 2 cost using her boost effect. Can combo well but needs the right card.

5 drop for the stats is alright, the boost can reduce Strength so can make challenging easier since it only last till your turn ends. Can come in handy but will be stronger if the reducer stays on your opponent’s turn.

Some highrolling effect where you need some detective to trigger. You can use her as an indirect draw effects but there’s a chance the 3 cards has no detective, so do include her only if you have about 10 or more detective so you have better odds of triggering her effect.

2 drop item to provide Ward to Princess is nice, can come in handy, just make sure you have enough Princesses first.

Headless Horseman is best to shift into since the play effect is quite deadly, forces all players to discard cards at random and able to deal up to 12 damage! Other than that, can be a bit expensive to set him up and there’s a chance he deals 0 damage if no actions are discarded. Stats are okay for an 8 drop, inkable anyway so ink him if you are not able to set this up.

Fairy Godmother is one of the best removal in the set. It’s a bit highrolling but if you really need to banish someone, you just have to take the chance to use her boost effect to banish that character. As long as the new character or item is lower cost, you don’t lose the value, or if you are using it to get rid of one of the rarer character, there’s a chance the new character is less effective.

A location boost where you can make this location provide as many lore as your locations on board. Still playing only location is not consistent and hard your opponent can just challenge this if they are giving too much value.
Legendary
Legendaries are even harder to find, about 3–6 in every 24 packs, meaning most players won’t see one in their Sealed pool. If you do, you’re lucky! Some are playable, others are more for collection value, but remember: use them only if they fit your deck. Otherwise, just enjoy the bragging rights.

A perfect Support character, just use Support on your characters so they cannot be damaged till the start of your turn! This is good in challenges and also questing since they cannot be banish through challenges! No reason not to play her, can definitely change the board state. Do expect her to get taken out, so Support conservatively !

Black Cauldron is a nice item for you to take back things from the discard pile! It acts like an extra hand for you so you can store all the cards under the item and then play them at only 1 ink extra!

Demona is a perfect 6 drop, she can come in and exert every opposing character so you can start taking them out! She also boost your hand to at least 3 cards so you can play her when you have no cards left in hand!

Hades is a good 5 drop to give you 2 cards, you can pressure your opponent into banishing that character or give you 2 cards, either way, he has done he job. Stats wise is okay but act as Draw or Removal effect makes him so valuable!

Shere Khan is scary, as long as he quest, he can banished a damaged character! Then he can put a damage counter on someone else and can do the combo again next turn! Feels like your opponent needs to keep him in check but as an Evasive character, if might not be easy. Not giving him the 5 star as he still can be dealt with since your opponent has 1 turn to respond or ensure he doesn’t value from the questing.

4 drop can act as your ramp unit! If you are able to shift into her will be nice, if not, 4 drop for 2 lore and Ward is good enough. Can give you the ramp effect too. Your opponent will take her out but as long as you quested 1 and ramp once she has provided her value.

A great character to support your Heroes, you can go ahead and Quest them and don’t worry about indirect damage because they can’t hurt Hercules or other Heroes! The 5 Strength feels like the challenging character will be banished. 3 Willpower feels low but you can also Challenge other characters and not take damage! Probably the only way to get rid of him is non-damage removal and being Challenged which is something your opponent has to set up to deal with.

Headless Horseman can help Banish a low Strength Opposing character. He also can increase Strength of your characters whenever an opposing character is banished during your turn. The things I dislike is that he is 5 drop uninkable and the stats is horrible… In the late game the play effect might not banish anyone. Not terrible though, can keep in consideration.

Well if you can play her at 4 drop it will be the best. Regardless, she can create some difficult situation for your opponent where their ink enters exerted so they can’t use that ink on their turn which means they will always be at an -1 ink disadvantage. You need to exert her though so she is vulnerable to Challenges but at 4 Strength 6 Willpower might need some time to get rid of him. Best to shift on her, if not, hopefully she can do some disruption before getting banished.

Well Cinderella can help you to ramp consistently, just play a Princess every turn when she is on board to ink something at the end of the turn, so you can ink an uninkable card but most importantly the draw effect is perfect! Even if you have no other princesses, her one time play effect is value. You can include some princess for her sake.

Goliath is a great hand control card! He made sure everyone only has 2 cards in hand, so it shuts down your opponent’s draw effect and ensure they only have 2 cards by end of each turn. It also ensure no one is top decking, which can aid you such that you will also have 2 cards every time! A great disrupt and support character to put in your deck.

Prince Charming is expensive, but when he is only board, only one character can challenge each turn, including yours, so which means everyone will be rushing for the lore race! Do play him only when you are confident to close the game and just quest out since the challenger have to bypass him. If you don’t think you can run this combo, just ink him.
Epic
Epics continues in this set and incredibly rare, roughly 1–2 per 24 packs. They’re foil variants of existing cards with a distinctive border. They don’t change gameplay but are excellent collector pieces that you can use in your deck.
Since they have no changes to gameplay, I will just show you a gallery of the Epics in this set:


















Enchanted
Above that, are the Enchanted cards, about 1 in every 96 packs. These have alternate art, full foil treatment, and are some of the most valuable cards in the set. If you pull one in your 6 packs, congratulations, that’s a moment to remember! You can use them in your deck, but let’s be honest, most players will be too thrilled to even focus on building after pulling one.


















Iconics
Finally, the new Iconic rarity surpasses even the Enchanted tier. As of now, their drop rate is unknown, you could open 50 boxes and still not get one! This set features Ariel and Hades as the second Iconic cards, both with stunningly shiny artwork that looks even better in person.


Quick Summary: Sealed Building Pointers
- Distribute your curve from 1 to 8 ink after opening your 6 packs, focusing around 4–5 ink as your average.
- Pick your key cards using the B.R.E.A.D method (“Bombs”, Removal, Evasive, Aggro, Draw).
- Include combo pieces if they synergize with your deck theme (Detective, Princess, Boost, etc.).
- Limit uninkables to around 8 (fewer if they’re high-cost).
- Don’t chase rarity, pick cards because they work, not because they shine.
- Test your draws. Shuffle your deck, check your opening 7 and first 3 turns to make sure the flow feels smooth.
- Have fun! No Sealed deck is perfect, and even the best players are bound by their pulls. If your deck feels weak or your draws don’t line up, focus on learning and enjoying the experience. Everyone’s improving together, that’s what makes Sealed so fun!
Building in Sealed is about making the best of what you have, experimenting with synergy, and adapting on the fly. Win or lose, every event teaches you something new, and sometimes, the real win is just pulling that one card you’ve been hoping for.
Hope this helps, and do let me know if you have any feedback or comments, or if you think some of the cards are overrated or underrated! I haven’t played the sealed games myself, so these are all based on my own theories and analysis. Hopefully this has been useful for your upcoming games, and good luck pulling something amazing!
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