Disney Lorcana Set 10: Whispers in the Well

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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 seventh post, which is sixth set for the modern format, Whispers in the Well.

Overview

Whisper is the Well is the newest set and it is also the first set in the new rotation that has almost 99% new cards! The theme for this set is based on Mystery solving as well as some Halloweenish tone so it’s a bit “darker” compared to other sets. Nevertheless, this set offers new keywords as well as some interesting ways to play the card!

The Enchanted in this set is also darker due to the theme, but not by any means it’s bad, it’s unique and the theme continues the storytelling of us trying to uncover some mysteries in the lorcana world!

Card Count & Structural Highlights

The main set comprises 204 cards (each in foil and non foil versions). Only 2 of them are reprints from Set 1 to 4.

In addition, there are 18 Enchanted cards — 3 per ink colour. 18 Epic cards – 3 per ink colour. 2 Iconic card featuring Hades and Ariel!

This set also continue having Legendary cards with a special “pop out” effect with the legendary, epic, enchanted and iconic rarity logo at the bottom having the shiny effect as well!

Product Lines & Accessories

Similar to previous set, Whispers in the Well 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 iconic, enchanted or epic)

1 booster box will have 24 booster packs, 1 case having 4 booster boxes.

The 3 designs for each boosters are: Demona, Gaston and Detective Daisy.

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 rainbow foil, 1 rare foil, 4 rare)
  • A player’s guide booklet
  • A small paper playmat
  • One lore tracker token
  • 11 damage counter
  • One Whispers in the Well booster pack 

The 2 starters available are Whisper Decks (Emerald Megara + Amber Simba) and Detective Decks (Sapphire Judy Hopps + Steel Robin Hood)

Each Starter is priced at SGD22.50 MSRP

Also in this set is an Illumineer’s Trove

The trove contains

  • Eight Whispers in the Well booster packs
  • 6 six-sided dice (these glow in the dark)
  • 1 Lore Counter featuring Ariel
  • 6 Foiled Dividers (1 for each ink colour, Amber Simba, Amethyst Demona, Emerald Megara , Ruby Beast, Sapphire Detective Daisy and Steel Robin Hood)
  • 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 dividers and lore counter are also foil for this set!

The Trove is priced at SGD64 MSRP.

Also in the set are 2 Playmat: Mickey Brave Little Prince and Jasmine Steady Strategist Enchanted Art. Playmat are standard size 24 x 14 inch. Each is priced at SGD 32 MSRP

There are no sleeves or deck boxes for this set unfortunately, hopefully those come back soon!

Card Review

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

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?

Baloo is so expensive for a Bodyguard, the support is fine but the stats and even the lore don’t justify a 6 drop. Even you play him for free it takes a while to set up just to play him. Not impactful enough for the investment.

Rating: 2 out of 5.

Gaston is an interesting card, he blocks a character from challenging so you can use him against some prominent Challengers. Stats are good too so nothing bad, can aid your rush team.

Rating: 3 out of 5.

Rapunzel is an amazing card. The Support can come in handy but can also prevent a character from taking damage the first time! You can use it offensively to survive a challenge or defensively since your opponent now need to damage that character twice! She is a princess too, so with Aurora’s help, she can be played at 1 cost!

Rating: 5 out of 5.

6 drop for an ember card is a bit too high, plus no other effect to trigger even if you can play him for free. Not ideal but I like the stats, just not ideal to play competitively.

Rating: 2 out of 5.

1 drop with the stats is nice, but not needed for Detective and also not rushing enough for an Amber deck.

Rating: 2 out of 5.

A perfect Bodyguard! Rajah has good stats for a Bodyguard, anyone swinging into him will need to take the 3 damage and also 4 Willpower is no pushover! A standard Bodyguard for Amber decks!

Rating: 4 out of 5.

1 drop for 2 Strength Support is such a great card! Plus, can be played at 0 with Aurora from Set 9. Can help your Amber guys to challenge as well and she herself can take down some early game characters.

Rating: 4 out of 5.

A niche way to cheat in a lore to a Shift or Boost card, not bad and the stats are okay. A lower cost Scrooge for shift as well.

Rating: 2 out of 5.

3 drop for the stats is alright but 2 lore makes her hard to banish in challenges in the early game, but the catch is you need a Boost or Shifted characters in play.

Rating: 2 out of 5.

I don’t think Amber need much healing, and with only 1 lore, Gurgi won’t be in my top choice.

Rating: 2 out of 5.

4 drop Bodyguard is not bad but only 2 Strength makes it hard to include in your deck solely because she can’t threaten the challenger as much.

Rating: 1 out of 5.

3 drop for the stats is scary, for an Amber character standard so if you need some tough body and challenger, this is a good character to consider.

Rating: 3 out of 5.

Shanti is a decent Singer, but for Amber Singer 5 is an awkward number since you are either going for 3/4 or 8. I don’t think she is worth 3 drops for the singing. At least not now.

Rating: 2 out of 5.

3 drop for 2 lore is nice but being exerted feels like someone will challenge him. I rather use Rajar for the Bodyguard and use others to quest.

Rating: 2 out of 5.

5 drop for the stats and Support is expensive for Amber and he only helps you retrieve back Hen Wen which is so limited…

Rating: 2 out of 5.

I think if you want to be hyper aggressive, look no further, a 3 lore 2 drop is definitely aggressive enough. 2 copies is enough if you don’t want so much uninkable.

Rating: 3 out of 5.

Ariel Whisper helps you to draw card once when you sang a song. Can be used for a Song deck for your draw engine.

Rating: 3 out of 5.

Scrooge is a good way to Boost your Whispers immediately upon played, so they might trigger their effect almost immediately! You also save some ink from Boosting them. Can be considered in some deck with Whispers.

Rating: 3 out of 5.

Jungle Boy is a fantastic card for Amber! You can make your opponent drop a non-character which they might be saving up to counter your team! You can also peek at their hand to see what if their next move!

Rating: 5 out of 5.

Don’t overlook Simba just yet, if you are doing some Circle of Life combo, you can first play him in and hopefully the Boost can play another character for free! Highrolling but can cause some problem if you manage to play 2 7 drops in one turn and in the early game.

Rating: 3 out of 5.

4 drop to only reduce 1 Strength and only when played is not the best use of an Amber deck’s ink.

Rating: 1 out of 5.

Della supports your boost folks, I think potentially can combo with characters but the fact they can’t challenge or quest feels like they are only readied to prevent from challenging. 4 drop for it feels underwhelm, might as well have Sven from Set 5 that does the same but not limited to Boost…

Rating: 2 out of 5.

Mickey is a simple yet helpful support for your Amber folks! The +2 Willpower will come in handy and he might be able to sing 8 cost song all by himself!

Rating: 4 out of 5.

Shift Goofy is not bad but for 8 drop or Shift 8, the 1 Strength reduction needs to be prominent enough for your characters and him to safely quest. You still need a cheap Goofy to shift into him. Might be a bit too much effort for too little.

Rating: 2 out of 5.

Gazelle is nice for a Singer 7 and her play effect helps to put a song that is in your discard on top of your deck so you can use it again! Pretty much a decent move so you can reuse a song over and again. The stats are not bad and definitely usable in a singer deck.

Rating: 3 out of 5.

4 drop to make an opponent discard 2 cards only if they have more cards than you is a bit redundant, I mean why not use the 4 drop on something more powerful and impactful. The discarding is nice, but as an Amber player, I am not sure if we should be disturbing the opponent’s hand, for all you know, you are the one with more cards in hand.

Rating: 2 out of 5.

3 drop song to retrieve a character is fine, but I think Amber decks doesn’t need to use a song to get someone back, just replace this card with a character.

Rating: 2 out of 5.

2 drop song for the card draw is all that matters, the reduction in Strength will come in handy too since it last till your next turn.

Rating: 3 out of 5.

This is such a good removal for Amber decks! The anti-Evasive will help you combat Evasive folks! Can draw a card as well, you can even find ways to see if you can make someone Evasive for this action to trigger!

Rating: 3 out of 5.

I think 2 drop item to get a character is not bad, the effect is mainly for Boost characters so might come in handy.

Rating: 3 out of 5.

A draw effect for your Boost characters, not a bad effect, once you are out of cards to play, your ink can be use for boosting and for this to draw some cards. Can consider 2 copies to aid your boost cards.

Rating: 3 out of 5.

Before you start judging this item, let me say that the Black Cauldron can be a game changer. You can have 1 or 2 copies in your deck for the late game, where you are top decking for a rush deck, and using him, you can spend 1 ink to pick something up from your discard pile first, and next turn 1 ink to play that character!

Rating: 3 out of 5.

2 drop for healing is decent but not needed for Amber at this stage. You probably won’t play Gurgi too to trigger the second effect so I won’t bother with this item.

Rating: 2 out of 5.

The economy of the card don’t make sense, I mean you can use it to reduce a character’s cost but you also need to put a character into the location. I just don’t like the Willpower of the location being so low so once you play it out, your opponent will try to take it down

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.

Minnie aids your Amethyst characters, probably meant for a rush to Midrange deck so after the Amethyst character is banished in challenges, you get to draw a card. She is also an easy target to pick if your draw power is too good.

Rating: 3 out of 5.

A cheap Shift if you manage to pull it off, you can potentially bounce back a character to your hand after they are banished in a challenge, just need to discard a card, you can even just discard them away if you have no use of them.

Rating: 3 out of 5.

5 drop for the stats and only Evasive feels risky. The effect is nice to exert a character when he quest, but the fact that he only has 3 Willpower and so many Alert and Evasive characters can banish him. I think not terrible, just that I expected more.

Rating: 2 out of 5.

1 drop for the stats is fine, it’s also the cheapest Horned King for a shift target.

Rating: 3 out of 5.

Great stats but Amethyst doesn’t really need the beefy stats, they just need 5 drops that does good stuff, so this will be passable for most decks.

Rating: 2 out of 5.

A sleeper piece and with potentially 6 Strength she can take down anyone and almost survive! 4 drop so not too bad, can keep characters in check.

Rating: 3 out of 5.

I don’t need you need to put cards back to your discard nor spend 3 cost to mess around your opponent’s discard, at least not this meta.

Rating: 1 out of 5.

A simple way to gain free lore but with the stats and at 4 drop, I think there are better things to do, and not like you are rushing with Amethyst as well.

Rating: 2 out of 5.

2 drop for a Challenger 5 is nice, can take down a lot of nonsense. Do understand he has no retaliation when challenged, so that’s why he is not top tier for his cost.

Rating: 3 out of 5.

2 drop Evasive for the stats is just alright given that so many other Evasive characters have better stats or abilities.

Rating: 2 out of 5.

3 drop just to draw a card feels underwhelm, plus she is a 3 drop and the Strength isn’t that much better.

Rating: 2 out of 5.

4 drop for the stats and 2 lore is fine, maybe one day Dragons become a thing he will stand out.

Rating: 2 out of 5.

3 drop for only Rush is not bad but mainly a support piece for Boost characters. Can potentially support a character but at the same time boost someone.

Rating: 3 out of 5.

4 drop and can potentially bounce back to hand is nice, but with 3 Willpower, he feels like he might get banish via non-challenge so the ability won’t work in your favour.

Rating: 2 out of 5.

A great card for a rush deck, you can combo with Zombie Lilo from set 6 and he gets 3 lore that turn. Potentially workable.

Rating: 3 out of 5.

A reprint from Set 4. Tick Tock has Evasive and is super beefy and hard to get taken out, a great addition for Evasive deck and your opponent will have issue getting rid of him and also he can take down most Evasive characters for you. 1 or 2 copies wouldn’t hurt since he is inkable.

Rating: 3 out of 5.

5 drop to gain lore only if you have 2 Gargoyles is very limited and uninkable too, easily skippable as you have better 5 drops to choose from.

Rating: 1 out of 5.

Moving Damage is nice when you boost someone during your turn, but I think 5 drop is too expensive for what she does, you want the damage transfer to be instant!

Rating: 2 out of 5.

I think 3 cost to get back another 2 drop or less character from your discard is fine, you can use it to cycle back some key cards. Can come in handy.

Rating: 3 out of 5.

In no world will you keep a 7 cost uninkable just to shift 7 to a Magica De spell just to draw 4 cards, in no world should you do so much.

Rating: 1 out of 5.

A great card to allow you to exert all opposing character, so this bypasses Ward! She can also replenish your cards in hand to 3! Solid mid to late game card and definitely a great addition to your Amethyst deck!

Rating: 5 out of 5.

Hades has so much value! You can either 2 draw cards or banish a character! Simply pick someone your opponent treasures and you most likely can just draw 2 cards! Inkable too and a great support and disruptive character altogether!

Rating: 5 out of 5.

A great card to bounce back another character of yours, just need him to leave the play. 2 Strength as well, so can take down some folks in the early game and let you reuse someone else!

Rating: 4 out of 5.

A great support and rush card in the early game! Provides 2 lore and the boost allows you to draw a card when he is banished in a challenge! 3 Willpower as well, so not too bad, mainly for an aggro mid range Amethyst build.

Rating: 3 out of 5.

A great card that can catch your opponent off guard. 5 drop but just need a little boost to gain Evasive and quest for 3 lore! Sturdy as well so be patient and boost her first.

Rating: 3 out of 5.

A great card to transfer damage consistently! All you need to do is just play him and boost and start transferring damage!

Rating: 4 out of 5.

I don’t think you need to spend 3 ink to bounce stuff and limited to only 3 drop and below. You can bounce back your own stuff but I rather Madam Mim from set 5 to do the job instead.

Rating: 1 out of 5.

4 drop song to sort of move all damage to one character and it should banish them! Also an indirect heal and banish card.

Rating: 4 out of 5.

Underrated action, can be used to force your opponent to choose a character to exert, which can catch them off guard, it bypasses Ward as well.

Rating: 3 out of 5.

I think 2 drop to draw cards is not bad, but most of the time you are going to use it on 2 or even 1 lore characters so might as well pack some better draw mechanic.

Rating: 1 out of 5.

3 drop for a draw effect is fine, you can also exert a 2 or 1 drop character. Feels limited for the effect and can’t really affect higher cost folks.

Rating: 2 out of 5.

Perfect item! For only 2 drop you can play it and only when you need it, spend the 1 drop to draw 2 cards! Inkable and can be your draw engine for the deck!

Rating: 5 out of 5.

You might not want to rely on a book to gain lore when exerting an opposing character, but the second effect can come in handy to give both 4 and 6 drop Demona Rush which can be scary.

Rating: 3 out of 5.

2 drop and can let some character have draw effect while here. Best to use when you have the resources to play this and send multiple characters into the location, because 3 Willpower can be taken down with ease.

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.

A 2 drop with the Stats is not bad, but it’s neither controlling or rush, so might not see to much in play.

Rating: 2 out of 5.

Similarly, as much as I like the vanilla stats, no reason to play him with so much better 1 drop.

Rating: 2 out of 5.

In this meta where Alert is everywhere, you might not get to use Flotsam well with that 2 Willpower.

Rating: 2 out of 5.

Same effect and stats as Prince Philip from set 6, and that card is way more useful so this is outclassed.

Rating: 1 out of 5.

A great card to boost the Strength of one character, you can also use her as Shift Target for the big Webby!

Rating: 4 out of 5.

Don’t overlook this 1 drop, he can potentially bounce all the 2 Strength and below characters, just need to pay 2 ink after he is played!

Rating: 4 out of 5.

6 drop for Item destroyer is not very efficient, since 1 drop Clarabelle exist. But if you need someone to consistently destroy items, then you can consider him.

Rating: 2 out of 5.

4 drop for 3 lore is fine, but it’s going to give you 3 lore and get challenged next turn, for 4 drop I think 3 lore is not that much if he is not consistent.

Rating: 2 out of 5.

Too expensive for the effect and you don’t even have Evasive. What’s worst is the 3 damage only applies to damaged character…

Rating: 4 out of 5.

5 drop for the stats and 2 lore is fine, but Emerald will benefit if you have some game breaking nonsense, which he lacks.

Rating: 2 out of 5.

7 drop Evasive feels awfully hard to farm and doesn’t provide much threat apart from the 3 lore. Might not be worth your time to farm.

Rating: 2 out of 5.

A good boost support character. You can use her to boost someone instantly, try to ensure the boost is 2 or higher so you gain more value.

Rating: 3 out of 5.

Flint can be very powerful in the early game, he can provide 2 lore and 3 Strength which is fantastic for 1 drop. His boost may seem heavy but in grant scheme of things, he is going to give you value, especially for a mid range deck.

Rating: 4 out of 5.

I think with Mean Malicious Scary around, you don’t need a character to deal AOE damage and she triggers only when she is banished via challenge.

Rating: 2 out of 5.

4 drop for Location counter might not see play due to Locations not being common and you don’t need a 4 drop to get rid of it anyway.

Rating: 2 out of 5.

Great stats but uninkable so might not see much in play.

Rating: 2 out of 5.

Shift Baloo is not bad the effect can boost you both with a card or force a discard, just ensure you have nothing good to discard if choosing the latter. Decent card, might see some play in some decks.

Rating: 3 out of 5.

A great control card, just boost her once and start questing for 2 lore and then each time she is challenged, your opponent would need to discard a card! Your opponent has to plan out well to not lose cards unnecessarily.

Rating: 4 out of 5.

For the sole fact that Locations are not common, she might not trigger her effect. Location decks are nice, but feels like all this to gain 1 lore feels very slow.

Rating: 1 out of 5.

A great character that can potentially banish someone but need a turn to do so. Evasive as well so not too bad. Just pray your opponent has no response to him after the turn you played him.

Rating: 3 out of 5.

A great early game card for rush and also filter cards in hand. You can also bounce him back whenever challenged so he is not easy to banish. Do note the draw and discard effect is mandatory.

Rating: 4 out of 5.

3 drop and only boosting the stats is decent at best, you can spend the 3 cost for so much more stuff.

Rating: 2 out of 5.

Goofy is like an Emerald Chromicon. He can start banishing characters each time your Emerald characters is banished via challenges. They also gain Ward so most removal should be via challenges! Definitely can see some play.

Rating: 3 out of 5.

Little John is scary, you can potentially one turn kill with him! Just play him and then quest and use all sorts of method to boost him and he keeps questing! Hard to set up but can be pulled off!

Rating: 3 out of 5.

A perfect ramp card for Emerald! This is so controlling such that your opponent will be wary of their ink, she can catch up the ink to them so to you it’s like a free ramp! Try to shift her at turn 2 for the value. Also, she has WARD, seriously… not easy to take her down.

Rating: 5 out of 5.

2 drop for item counter can come in handy, 1 or 2 copies won’t hurt. The extra Strength can come in handy too.

Rating: 3 out of 5.

6 drop song that cannot be sung together might be hard to trigger. The effect is nice, discarding and reducing lore can be a thing but just hard to sing and uninkable.

Rating: 2 out of 5.

What I hate about the card is the 2 damage but only to damaged character, feels like it might not have legal target most of the time.

Rating: 1 out of 5.

A perfect AOE damage card. Simply give everyone damage and this bypass Resist and Ward! You can combo with Prince Philip Super Rare from Set 9 to do a board wipe!

Rating: 5 out of 5.

A decent item to deal some damage, you can also banish it to make all opponent damaged character reckless so they are unable to close the game!

Rating: 3 out of 5.

A control card to block rush or even someone from closing the game but feels a bit slow and might not see value especially if your opponent is rushing.

Rating: 2 out of 5.

2 drop item and if you can keep playing characters, you can make full use of the extra lore.

Rating: 3 out of 5.

A great item to support Boost and can also gain lore when your Boosted characters are challenged!

Rating: 3 out of 5.

If you manage to squeeze in a lot of characters, then you can use this as a lore gainer or a bait for challenges.

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.

A great Diablo that not only has great stats but 2 lore as well.

Rating: 3 out of 5.

2 drop for the stats is alright, he is more of a boost support, allowing your Boost characters to ready after someone is boosted. Can combo with some boost folks.

Rating: 3 out of 5.

3 drop for Evasive is not bad, moreover provides 2 lore, can be considered in a Ruby Amethyst Evasive heavy deck.

Rating: 3 out of 5.

1 drop 3 Strength is crazy, can take down a lot of stuff and also the cheapest Tinker Bell for Shift target.

Rating: 3 out of 5.

3 drop just to move to a location for 1 less feels very expensive for what she does and the card is uninkable too. 5 Strength is great but not much use for Locations.

Rating: 2 out of 5.

The cheapest shere Khan for your troubles, he also has great stats.

Rating: 3 out of 5.

6 drop to ready and potentially avoid being challenge after playing a 5 Strength or greater character, that being said, too expensive to set up just for this.

Rating: 2 out of 5.

1 drop and potentially can get 4 Strength, I prefer Tinkle Bell for the direct 3 Strength, but Mother Gothel is also the cheapest for her shift target.

Rating: 2 out of 5.

3 drop for the stats is great, just that 4 drop I think can we use it for more prominent stuff.

Rating: 2 out of 5.

3 drop for Rush is not bad, but 3 Strength is a bit low for a turn 3 move.

Rating: 2 out of 5.

Beast can help you to negate some lore, however you need to boost him first. I think the effect is decent but he has low Willpower which is a concern.

Rating: 2 out of 5.

3 drop and can pack a punch, Bronx has a crazy 6 Strength, so can take down most character, just that it is Reckless, but fret not, you can use it solely for challenging.

Rating: 3 out of 5.

More ways to exert a character, you can use Tinker Bell shift to exert 2 Strength or below character!

Rating: 3 out of 5.

A great way to boost your characters in late game by allowing you to draw a card when they are banished on your turn! You can also let someone gain Rush!

Rating: 3 out of 5.

The anti quest effect might come in handy, but mainly is for your opponent not to have 2 ready characters. I think he is fine but at 6 drop, he doesn’t provide much and even the ability is so restrictive.

Rating: 3 out of 5.

Hercules is a beast, he can’t be dealt damage so your opponent need indirect effects on him. He can also do the same for Heroes.

Rating: 3 out of 5.

Goliath is great in a Gargoyle team, however, I think too specific to make him work, might as well play something else or Shere Khan from set 9 to gain the lore instead. The stats is good though.

Rating: 2 out of 5.

2 drop Evasive for the stats is good, can strike down a Dumbo!

Rating: 3 out of 5.

I think Lumiere from set 9 exist, so the +1 to Ruby folks isn’t that appealing from donald. Your ruby folks only gain 1 more lore if they have 7 or more strength, feels too much to set him up just to get the boost.

Rating: 2 out of 5.

3 drop to provide up to 3 lore is nice, the set up isn’t hard but feels like you really need to build around her to get the 3 lore. Stats wise is fine, just too much set up for 3 lore.

Rating: 2 out of 5.

Aladdin allows Reckless to quest, but if you are playing Reckless, they probably don’t need Aladdin to boost them since they are not meant to quest anyway.

Rating: 2 out of 5.

A way to recycle your actions in discard, I think a lot of set up needs to be done but she can quest and play a discard pile action for free so not too bad.

Rating: 3 out of 5.

Headless Horseman can help you banish character with 2 Strength or less. The second effect can come in handy. A good game changer in mid game.

Rating: 4 out of 5.

3 drop Mulan can take no damage from Challenges as long as you boost someone. I think can find some combo with her.

Rating: 3 out of 5.

Brom can be anti Rush as long as he challenges 2 Strength or below characters, I think can set him up to slow down your opponent. The stats is great too.

Rating: 3 out of 5.

8 drop but can shift at 5 and can keep readying as long as he has the resistant and ink to do so.

Rating: 3 out of 5.

A great action to play for free and start hitting someone over and again.

Rating: 3 out of 5.

1 drop to play a location from discard for free is not too bad, you can keep cycling banished locations and can be considered for Racer Rush deck!

Rating: 3 out of 5.

If your character ever got useless for you, simply use this to banish them and draw cards!

Rating: 3 out of 5.

Ruby alone has no exerted effect, so this action is great, it allows you to Exert all opposing character of Strength 2 or lower so you can start challenging them!

Rating: 3 out of 5.

A banishing action is never a bad thing, simply banish anyone with this card.

Rating: 4 out of 5.

A great 1 drop item to provide Rush and then later can spend 2 ink to provide Rush again! I think this can catch people off guard!

Rating: 4 out of 5.

Movement of 2 ink to move someone here and they must have 5 strength or higher for the draw effect.

Rating: 2 out of 5.

The location is essentially a way to gain 2 lore and Evasive, I think 3 ink can be spend better without so much effort.

Rating: 2 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.

3 drop to be able to banish an item so nothing bad, but 3 drop for item counter isn’t that worth since you need to have another Detective first, might as well use Judy from set 9 to banish directly.

Rating: 2 out of 5.

Hen Wen allows you to do some filtering of cards, but 2 drop Sapphire is very awkward, since you will be ramping, might as well spend on Vision of the Future from set 5 that can get you at least 1 card instead of just rearranging.

Rating: 2 out of 5.

4 drop for the stats and support is nice, can come in handy, can combo with Queen and Princess.

Rating: 3 out of 5.

7 drop for 3 lore is decent but feels like you want to ramp up to 7 to do something more prominent.

Rating: 2 out of 5.

2 drop for only support is decent at best, since we have Basil from set 5 at 1 drop.

Rating: 2 out of 5.

2 drop for Alert and 3 Strength can be considered to take down some Evasive stuff.

Rating: 3 out of 5.

5 drop and Princess seems fair, however, the -3 reduction might not combo with the Amber Sapphire combo, she can fit in with Emerald for more Strength reduction effects, that being said, I do feel like I expect more for her cost.

Rating: 2 out of 5.

3 drop and 2 lore to provide Ward is nice. Can even give Ward to himself.

Rating: 3 out of 5.

3 drop for the stats is decent, but feels like you might want to invest in more game breaking effects.

Rating: 2 out of 5.

Similarly, vanilla cards are nice, but 5 drop I kind of expect more effects than just pure stats. You could consider in Sapphire Steel for an extra Ally.

Rating: 2 out of 5.

5 drop for Ward and 2 lore is decent, but feels like nothing much Scuttle can do, might want someone more impactful.

Rating: 2 out of 5.

A decent ramp card but you first need to play a 5 drop, might as well play a Kida from set 7 to get a guaranteed ramp.

Rating: 2 out of 5.

Whisper Jasmine can aid to heal, you can use her in a Princess deck for the heal so nothing too bad.

Rating: 3 out of 5.

A great way to provide Detective Alert and Resist 2. You can shift into her at turn 4 and she can also support your Alert folks!

Rating: 3 out of 5.

1 drop 2 lore is never bad, can be considered if you want to rush using him.

Rating: 3 out of 5.

A potential Ramp but feels like he needs to be banished for you to take advantage of the ramp, which you might missed your turn 3 play, he can give you 2 lore but the 2 lore might be a trap to bait you to get 2 lore but sacrificing your late game play.

Rating: 2 out of 5.

Scar is decent, the boost effect can reduce someone’s strength drastically so they become very weak, you still need to do something with that effect so hope you can capitalised with it. Might be able to combo well.

Rating: 3 out of 5.

Shift Daisy has Support and can also make your opponent’s ramp slowed down. I think not too bad, but you need to play her very fast to do some effect, it forces your opponent to always be one ink behind. You could potentially screw their turn 3 play if she is your turn 3 play. Hopefully during the disruption you can do a lot of things. I am not grading him 5 star because she is most effective only when you go first.

Rating: 4 out of 5.

The broken card for the set. She is not overpowered, she is just efficient. As long as you can keep playing characters, you can ramp and filter your hand cards! It’s just very efficient and can be a turn 3 ramp and play a 6 drop during turn 4!

Rating: 6 out of 6.

4 drop to be able to find more Detective, might work in some Detective deck, can keep trigger the effect as well.

Rating: 3 out of 5.

2 drop Pluto can help you to get back an Item, I think not too bad to recycle items back to your deck, but needs Detective in order to get it back to hand.

Rating: 2 out of 5.

The Sapphire support champion. She allows you to filter cards after your Sapphire characters quest, not too bad, maybe 1 copy for some filtering.

Rating: 3 out of 5.

Another way to ramp, you can boost Kristoff and then each time you quest, he can ramp for you.

Rating: 3 out of 5.

A reprint from set 2, a drop in Rarity. This former Legendary Alice is great for a deck with high Strength so they can either use support to boost others, or to boost herself to provide the 5 lore!

Rating: 4 out of 5.

1 drop to do some filter but I think Develop your brain from set 9 would be better since you also get a card along with it.

Rating: 2 out of 5.

2 drop to only provide 1 lore and Support for a turn feels expensive, unless you can think of someone who can truly benefit from this.

Rating: 2 out of 5.

This is a great song for you to get 1 character and 1 item! Can be sung too so good for an item deck, even for 1 character is also not too bad.

Rating: 3 out of 5.

A way to get rid of a character if you really need to do so. You also give them 1 ramp so be careful of who you target. It’s an inkable card in the least.

Rating: 3 out of 5.

A perfect anti rush card! Simply put 3 drop or lower characters to their inkwell! Can even counter a mid range deck.

Rating: 5 out of 5.

1 drop and can consistently give Resist and Detective to someone so not too bad if you can set this up. Can come in handy for certain decks.

Rating: 3 out of 5.

I prefer a more consistent way of ramping, not everyone will play draw mechanic per turn, you also cannot play anything to trigger the effect, so must be purely your opponent’s decision.

Rating: 2 out of 5.

An item to potentially gain Ward for your Princess, I think might be viable in a Princess deck.

Rating: 3 out of 5.

A great item not only to draw a card but also gives your character Alert to fight Evasive folks!

Rating: 3 out of 5.

An item support Location, however I think most items doesn’t need to be tapped so this location might not support well.

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.

Robin hood is decent, but the 2 x 1 damage might not hurt anyone in the mid game after he is played and boosted, might want to invest the 4 drop in someone else.

Rating: 2 out of 5.

One of the newer Detective, Donald simply gives Challenger to a fellow Detective, not too bad but Jafar from set 9 can do the same at 2 drop and not limited to Detective, so sorry donald.

Rating: 1 out of 5.

The best Steel card in the set! Goliath allows you to have minimally 2 card and so does your opponent! Such a good control and support card, and definitely worth in any steel decks!

Rating: 5 out of 5.

8 drop is hard to farm, but the effect is nice if you can pull off, first it disrupts your opponent’s hand, then you can deal up to 12 damage to a character! More suitable for Sapphire Steel to ramp up.

Rating: 3 out of 5.

6 drop for the stats and lore is a bit too expensive for what he does, at least he is a Detective.

Rating: 2 out of 5.

3 drop for the Stats and resist is pretty solid, can aid in challenges and not get banished.

Rating: 3 out of 5.

An option for a Cheap Bodyguard that also inflict damage back.

Rating: 3 out of 5.

The cheapest Nick Wilde for Shift targets and one of the cheapest Detective too.

Rating: 3 out of 5.

For Basil to get super durable, you need to keep playing Detectives, which might not be too viable in the late game, why not just invest the 3 drop on something else.

Rating: 2 out of 5.

A good effect for hand cards filter and has great stats too.

Rating: 3 out of 5.

2 drop to provide Alert is nice but limiting to only Detective makes her a bit limited.

Rating: 2 out of 5.

2 drop for the stats is amazing, can be included in a Mid range deck purely on stats alone.

Rating: 3 out of 5.

Your greatest anti Evasive character, has great stats and can make Evasive folks scared of him. Inkable as well and even if no opposing Evasive target, the stats is just great for 3 drop.

Rating: 4 out of 5.

3 drop to throw 2 damage is nice, at the cost of 1 card. Can come in handy so nothing bad.

Rating: 3 out of 5.

4 drop Bogo simply gives everyone Detective! He can also challenged without fearing of taking damage, just ensure the turn he is played you can maximize his abilities. Regardless, I do feel risky because of the 1 Willpower, he can be taken out easily.

Rating: 2 out of 5.

6 drop just to throw 2 damage is a bit small and the fact that they can only do so if you have a location? What rubbish. Not offense to the Twins.

Rating: 1 out of 5.

Shift Nick makes your detectives stronger by allowing you to draw a card after they banish someone in challenges. Can be considered in a Detective deck and best to play at turn 3 and maybe start challenging.

Rating: 3 out of 5.

Mayor horse is a great mid range card that has great stats for 4 drop!

Rating: 4 out of 5.

7 drop is expensive and the effect might be double edge sword that hurts you back. Too expensive for a Rush deck, too double edge sword for other decks. Effect is not terrible, just risky to play.

Rating: 2 out of 5.

5 drop for Bodyguard feels expensive, the stats is nice but I think not worth the 5 cost.

Rating: 2 out of 5.

Pluto is the champion for Steel, I think the item destroyer is nice and allows your Steel characters to gain lore after challenging!

Rating: 3 out of 5.

I think there are better removal effects, you might make an opposing character better after you banish one and the next one comes in. Too risky to pull off in my opinion.

Rating: 2 out of 5.

Whisper Zeus can be boosted to get 4 Strength 5 Willpower, nothing bad, is a good option for a beefy 3 drop, suitable for mid range.

Rating: 3 out of 5.

4 drop for the Bodyguard is decent. Can be a potential target for Shift. However I feel like the stats could be higher.

Rating: 2 out of 5.

1 drop song can be sung by anyone and he can give characters Alert and Challenger, nothing bad.

Rating: 3 out of 5.

2 drop to block someone from challenging and the card draw effect is nice, good for Rush deck and also allows the draw.

Rating: 3 out of 5.

4 cost song to strike 4 damage is very lethal and definitely a must for any Steel deck! You can take down a lot of characters with this.

Rating: 5 out of 5.

2 drop to move characters to location is decent, might be able to trigger so unorthodox effect. Just need to set up.

Rating: 3 out of 5.

1 drop to deal 2 damage but needs to be timed seems okay, you can consider in a rush deck so you are not stucked with Fire the Canon from set 9.

Rating: 3 out of 5.

This is so anti Hades and Maui. But on the other note, it’s a good card to gain lore when your character banish another character in a challenge.

Rating: 3 out of 5.

The Time Bomb allows you to spend 2 ink to draw and discard a card and also deal 3 damage which is not bad, but because it’s uninkable, I will still think other damage source are better and not limited to 5 ink to do so.

Rating: 2 out of 5.

3 drop and can potentially increase to more lore for every other location in play. I think it’s a bit risky to run locations only deck, although the effect is nice.

Rating: 2 out of 5.

1 drop card to provide 1 lore every turn is nice. The effect allows you to do the hand cards filter so nothing bad.

Rating: 3 out of 5.

A great location in the early game to give Challenger and Resist so characters can challenge better.

Rating: 3 out of 5.

💎Epics

In this set, we continue with the Epics! Epics are essentially one of the cards in the set but have a clearer border and has foil effect. Each booster box has around 1 to 2 Epics, some even 3! They don’t affect the gameplay, just provides you a nicer looking version of the card! I won’t rate the Epics here, I will just showcase a gallery of them!

💎Enchanted

In each case of booster packs, you can typically expect around one Enchanted card — though some unlucky cases might have none at all. That rarity makes Enchanted cards truly precious collector pieces!

These cards feature alternate artwork of existing cards from the same set. They don’t affect gameplay, but they stand out as highly desirable collectibles thanks to their unique presentation and limited pull rate.

Some Enchanted cards also hold notable resale or trade value, depending on the character’s popularity and competitive relevance.

For this section, I’ll focus on their cost and collectability instead of gameplay performance. Since market prices fluctuate over time, I’ll use the following value rating system instead of fixed dollar amounts:

💰 = Very affordable — you won’t feel a pinch picking this up
💰💰 = Reasonable — roughly the price of a few boosters
💰💰💰 = Premium tier — approaching or hitting the three-digit mark
💰💰💰💰 = Expensive — comparable to the cost of a booster box
💰💰💰💰💰 = Luxury tier — your wallet wants to have a word with you

This Enchanted Goofy presents him as a bumbling detective, which gives the card a fun and quirky charm. It’s a refreshing visual direction for the character and will appeal to collectors who enjoy Goofy’s slapstick personality. While the art is amusing and unique, the card sees almost no competitive play, which keeps its price on the lower end despite being an Enchanted.

💰💰

Simba’s illustration captures a floating, almost spiritual presence that sets it apart from other Lion King Enchanteds. The soft glow and airy composition create a strong sense of movement, making the design memorable. It’s visually impressive and reasonably priced, and while it finds a place in specific decks, its gameplay value isn’t universally strong.

💰💰💰

The Black Cauldron card surrounds the relic with the eerie Cauldron Born, giving the piece a darker, atmospheric feel. Compared to the Legendary version, this one feels bolder and more visually cohesive, though adding additional characters could have amplified its dramatic weight. It’s affordable and playable in some niche strategies.

💰💰

The Horned King stands menacingly with the Cauldron Born looming in the background, adding sinister energy to the artwork. A closer look reveals impressive attention to detail in his posture and expression, elevating the card’s presence. It plays reasonably in some setups, and the price remains modest for what is a striking villain piece.

💰💰

This Demona keeps things visually straightforward, with sharp red eyes and a darker tone that differentiates it from her Legendary form. While the artwork is clean and moody, it feels like it could have showcased more of her powers for greater dramatic impact. Despite that, the card performs well in gameplay and commands a respectable price.

💰💰💰💰

Anything featuring Elsa tends to shine, and this Enchanted builds on that with a strong ice theme wrapped in darker tones consistent with the set. The swirling frost and heavy shadows complement her expression beautifully, giving the piece emotional depth. It’s also highly functional in play, which supports its stable price.

💰💰💰💰

Webby’s Enchanted captures her cheerful, adventurous personality as she opens a glowing book, fitting perfectly with her curious nature. The art feels lively and storybook-like, making it one of the more charming pieces in the set. Its strong gameplay presence keeps demand high on both the collector and competitive sides.

💰💰💰💰

This Baloo card opts for a very simple presentation of him carrying fruit, which unfortunately makes the artwork feel a bit flat compared to other Enchanteds. A more dynamic pose or additional characters could have made it more exciting. Its lack of competitive relevance further keeps its price low.

💰💰

Featuring Hook Hand, Big Nose, and Vladimir, this card bursts with personality. The trio’s expressions and poses create a vibrant, theatrical scene that stands out artistically. It’s also quite relevant in gameplay, making it a strong choice for collectors and competitive players alike.

💰💰💰💰

This version of the Headless Horseman leans heavily into the horror aesthetic, with a glowing pumpkin head and ominous red eyes behind him. The lighting gives the piece a haunting presence without overwhelming the composition. Beyond its excellent art, it’s genuinely strong in gameplay, which keeps demand high.

💰💰💰

Lady Tremaine radiates dark elegance, wrapped in a sinister glow that makes her feel truly threatening. Aurora’s faint presence adds to the tension in the background. Despite the beautiful art, the card offers little competitive value, which keeps its market price accessible.

💰💰

The artwork shows Hercules in a dramatic mid-strike moment, illuminated by a divine glow that gives the card dynamic energy. It feels like a proper heroic Enchanted, with motion and intensity. The card sees play in certain builds, putting it in the middle tier for both price and demand.

💰💰

Judy appears in full detective mode, inspecting something off-screen with sharp focus. The art captures her personality well and feels like a snapshot from an investigation. While not a top-tier competitive card, it still fits into some deck types and maintains steady collector interest.

💰💰💰

This Cinderella illustration is all grace and sparkle, wrapped in swirling magic that highlights her elegance. It feels like a celebration of her classic look, making it highly desirable for Disney collectors. The card is also meta-relevant, which pushes both demand and price upward.

💰💰💰💰💰💰

This scene of the Headless Horseman cornering Mickey, Donald, and Goofy is one of the most cinematic Enchanteds. The tense atmosphere and dramatic lighting tell a full story in one frame. Paired with its strong gameplay impact, it’s a standout Enchanted in both art and utility.

💰💰💰💰

Goliath towers over Castle Wyvern holding a glowing book, giving the card an imposing yet strategic feel. The mixture of stone textures and magical energy is visually captivating. It’s also a powerful card in the current metagame, explaining its high valuation.

💰💰💰💰💰

Nick inspects a shiny object with his trademark sly curiosity. While the art suits him well, having another character present could have made the composition more engaging. Still, the card fills a role in certain decks, giving it both casual and competitive appeal.

💰💰

Items generally struggle to stand out visually, and this one opts for simplicity: a clean depiction of Hercules’ sword striking against a chain. It’s serviceable but not particularly flashy. Its gameplay uses are situational, leading to a relatively low price point.

💰

💎Iconic

Well, congrats you have come so far and we have the highest rarity card in this set, the Iconics! These are rarer than Enchanted and no one knows how easy or hard they are to pull! We have people buying 30 boxes and not a single Iconic is pulled! They have better card finish than Enchanted and definitely a great add on to your collection!

Ariel appears in her human form, singing gracefully with soft, elegant lighting. The piece is visually lovely, though a bit more magical flair could have elevated it to iconic status. Even so, it remains a popular and relatively valuable Iconic with solid gameplay application.

💰💰💰💰💰💰💰💰

Hades lurks in the shadows, smirking like he’s plotting his next deal. The devilish expression and dim lighting give the card a strong villain energy. It’s a high-demand card due to strong meta relevance, making it one of the pricier Iconics in the set.

💰💰💰💰💰💰💰💰

Conclusion

Whispers in the Well marks a clear tonal shift for Disney Lorcana, trading bright, whimsical stories for a darker, more mysterious atmosphere. The set introduces a new layer of intrigue with the “Whisper” cards, abilities that lean into hidden knowledge and adding a fresh dimension of decision-making to gameplay.

One of the biggest shakeups is the new defensive tech: characters with Alert that can finally strike back at Evasive units. This single mechanic dramatically changes how players approach tempo decks and forces Evasive lists to adapt. Combined with the set’s noir-styled detectives and thematic art direction, Whispers in the Well feels unique both visually and mechanically.

On the competitive side, this set is absolutely stacked. The Legendaries are some of the strongest we have seen in recent releases, with several immediately redefining archetypes or outright creating new ones. Whether you’re experimenting with aggro, control, tempo, or midrange, there’s something in this set that will catch your eye.

As the dust settles from the meta shakeup, all signs point toward a seamless transition into the next chapter — Winterspell — a cold, snow-covered set that continues the storyline while shifting the mood once again. If Whispers in the Well brought the shadows, Winterspell promises the chill and together, they are shaping one of the most exciting rotations Lorcana has seen.

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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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