Hello fellow Illumineers!
Welcome to the second instalment of my Meta Deck Review series!
As you know, every Lorcana deck is built using two inks, and with six inks currently in the game, we get 15 different ink pairings—each with its own identity, strengths, and unique playstyle. Today, we’re taking a closer look at one of the most explosive and relentless decks in the current meta: Amber Emerald, often known for its infamous Sea Dogs combo!
Amber Emerald is, at its core, an aggressive deck. Your goal is simple—win fast and overwhelm your opponent before they can stabilise. But what makes this deck special is that it’s not just any aggro deck; it actively disrupts and shuts down the usual counters that other decks rely on. It forces opponents into awkward positions by denying answers, clearing key threats, and applying constant pressure.
While Amber Emerald can be built as a midrange deck, I strongly believe the aggro version remains the more consistent and threatening approach. The speed, the pressure, and the sheer efficiency of the aggressive build give it the edge in most matchups.
As always, these reviews are based on my own experience and observations. I’ve broken down what I see as the core cards, good-to-have cards, and flex slots for the archetype. If you’ve tested different combinations or found other tech options that worked well, I’d love to hear about them—sharing insights helps the whole community grow!
Core Cards
These are the heart and engine of the deck. Without them, the deck simply does not function the way it’s meant to. These cards form the backbone of the deck. They enable the core strategy and are non-negotiable in competitive builds.

You can never go wrong with Daisy Duck, 1 drop for 2 lore and 4 Willpower is crazy, the definition of rush.

Having this item rocks, just put in play and your opponent will sweat, because they need to banish your characters to stop you from rushing, but the item allows you to bounce their characters when your characters is banished on your turn! Such a controlling card and definitely makes challenging more careful, for your opponent.

You will have very little cards to play in the late game, having Lilo in your discard and ready to play makes the aggression so much stronger and when they don’t have enough characters to challenge, Lilo can put that extra pressure! Great to be kept in the discard.

One of the only Evasive cards you need to deal with Evasive folks or prevent from being challenged. Her effect can also help you to close games if your opponent is not careful!

With enough smaller characters on the board, Tramp can be played as little as 0 cost. The second effect allows you to do some Filter and also put Lilo in your discard. Having a 7 drop on board makes singing easier and also can block things like spooky sight!

One of your few cards to help you take cards back from discard so you can play them! Can be shifted too, if you know your opponent is going to give you ink, you can even save her for the late game play!

3 drop and can play another 2 drop or lower for free makes a good rush card! She can be a target to shift as well.

Another Lady and this one can be used for rush to get 3 lore or can increase her strength so high up that she can finish off a high willpower character!

One of the best 1 drop to allow you to draw 1 card then discard so you have better options or put Lilos into discard.

If you ever need ways to throw away your opponent’s song in hand, she is a way to do so, since most answers against Rush are songs, she will be super useful!

2 to 3 copies is enough, with enough 1 drop, you can sing this song! Essentially used to sweep away your opponent’s board or at least remove some so they don’t have enough to challenge your characters. Can also be used against a fellow rush deck to sweep their board away!
Support Cards
These cards enhance the deck’s performance but are not mandatory. These cards provide stability and push the deck’s power further. They’re flexible, and while not essential, they significantly improve overall performance.

MerryWeather can help you to fully utilize your ink in the late game by giving the Strength boost, it will come in handy in challenges!

If you need to do more controlling, simply use the item to reduce opposing character’s strength to either Under the Sea them or challenge them and make your characters survive the challenges!

If you need more 2 lore characters for the rush, look no further, another target for Shift Lady as well.

You can play a 2 drop for only 1 cost and many singing slightly easier. You can also boost someone’s strength which can come in handy as well!

You will have enough Tramps to shift onto, and this card can boost your hand if needed to, as long as you flood the born and some of them gets banished.

Jungle Boy combos with Ursula to throw your opponent’s action away! Might even throw some location or items away, also gives you ability to peak at their cards.

Webby is a great card to boost strength if you prevent not to pay ink for 2 strength, then 1 strength from her will do. Great for shift Webby as well.

In an environment where Inks are given by your opponent or your opponent keeps ramping, she is a great card to ramp along as well and has Ward so not easy to get rid of!
Flex Slots / Tech Choices
These are interchangeable options that let you adjust the deck based on local meta trends or personal preference. They fill similar roles or offer tech answers depending on what you’re expecting to face.

Fred is decent for a 1 drop, your opponent might just give you the 2 lore and banish him early, which is good for you anyway.

A card to give everyone else Ward when he quest so they have to challenge your characters and no kinky single target effects on them! Maybe 1 or 2 is enough if you want.

1 copy for the sneaky win to give someone 2 lore and might close the game with her.

If you need more ways to get characters, you can use a 2 drop to sing it.

More rush card wouldn’t hurt, you also make your opponent discard a card upon challenging into it.

Allows you to do some bouncing against cards like Tiana, so you can clear some characters on board while you safely quest.

The draw and discard effect is great and he is clearly a rush card. The second effect allows him to be bounced when challenged so you can trigger the effect again!
Conclusion
Amber Emerald continues to be one of the most explosive decks this season, rewarding tight sequencing, early pressure, and smart threat management. Whether you’re aiming for fast wins, climbing in competitive events, or just want to pilot a deck that keeps your opponents constantly on the back foot, this is definitely an archetype worth exploring.
Have fun testing, refining, and mastering the deck—and remember, no matter the ink pairing or meta shift… Lorcana is Fun!

Leave a comment