Deck Review: Amber Steel

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Hello fellow Illumineers!
Welcome to the next instalment of my Meta Deck Review series!

As you know, every Lorcana deck is built from two inks, and with six inks currently available, we have 15 unique pairings—each with its own strategy, strengths, and identity. Today, we’re taking a look at a classic aggressive archetype: Amber Steel Rush.

Amber brings explosive early-game pressure with low-cost characters that can quest for 2 or more lore right from the start. Steel complements this perfectly with indirect damage, efficient challengers, card draw boosts, and surprisingly solid mid-range support. Together, these inks form a deck that’s fast, relentless, and still capable of disrupting your opponent’s setup.

While Amber Steel can also be built with a Song-focused package, this review focuses on the pure Rush variant—the version most players encounter on the ladder and at events. It’s consistent, fast enough to punish slow decks, and extremely hard for many archetypes to stabilise against. In many matchups, your plan is straightforward:
Quest quickly, refill your hand, pressure every turn, and challenge only when needed to stop your opponent from getting ahead.

As always, this review is based on my own testing and observations. I’ll break down what I see as the core cards, good-to-have options, and flex slots for the archetype. If you’ve found success with different builds or tech choices, feel free to share them—our community grows stronger when we learn from each other!

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.

Your perfect one drop to kick off the rush. Don’t worry about giving your opponent the card because you might filter away non character cards for them. 4 Willpower and 2 lore so great for early game!

Your key to success, basically when you run out of juice by playing all your characters, you can play him and draw 2 more cards and keep the momentum going next round!

Another key card to block away Actions that can take down Rush decks! Pretty much stop any actions so your character will not be board wiped next turn!

When you run out of cards, simply play Lilo from your discard and start to put more pressure on your opponent! 2 drop for 2 lore and can keep coming!

Your key win condition. Basically Tiana allows you to be played early and then you can start exerting her so your opponent reduces their character’s Strength unless they pay 3 ink, which in the early game is super punishing! Definitely can keep the challengers in check.

Basically a great turn 3 card to play, can drop another 2 or 1 drop with her so you can pressure your opponent even more! Good to pair with Doc.

1 drop for Shift Rhino and the play effect is very underrated, it can block someone from banishing your characters in challenges.

A fantastic Rhino, shifts at turn 2 and has great Strength, able to Resist as long as he has no damage and 2 lore, very versatile card for the deck!

Your key card to play Tiana at turn 2! Can even play 1 drop Mulan for free!

Once you built up your board, this is a very lethal card, can take down a lot of characters for you! Can be sung be your 3 drop characters.

Another Princess but also used to protect a character from the first damage received! Basically Support the Bodyguard so your opponent has to challenge them at least twice!

A perfect Bodyguard that can be played on turn 3 to start protecting and the stats is crazy, can strike back the challenger!

Such an important card to get rid of opposing non character cards in hand, with him and Pete, pretty safe to say that a board wipe action won’t be coming to you soon.

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.

2 drop Bodyguard with 4 Willpower can protect your rush characters. Good for early game as well.

Another scary Bodyguard, with enough protection Pluto has 5 Strength and they have to sacrifice someone to take him out. Great way to protect your Rush characters in the mid to late game.

I don’t think she is a key card, but if you prefer, Calhoun can also challenge the opposing board and control a bit and gain lore in the process.

If you prefer a tougher Bodyguard at 2 drop, Prince is here, but uninkable so you really have to play him out.

A 1 drop to consider for you to throw away some unwanted card or Lilo to the discard.

Another 1 drop to consider for you to challenge fellow early game cards.

Another Rush card to consider! 3 lore and has Resist, totally not easy to get rid off and can put tons of pressure early on!

Not a core card in my opinion, but can take down some fellow early game pieces, you can see how much you want to put in.

1 drop for the Support can be useful, can be used to give characters like Doc extra 2 Strength so they can pose a threat and banish another opposing character! Princess too.

If you prefer a Bodyguard that is 2 drop with some Strength to hurt back, this is an option.

Why not have a Lexington to fight Evasive folks if you like to.

More options for damage effect, maybe 2 copies is enough as you might be hard casting this most of the time.

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.

Sven can help you to ready some of your characters in the mid to late game so they are protected from challenges. Maybe 1 or 2 copy will do, he can quest for 2 lore as well.

If you have the space, this can be a quick way to get some lore early and also be used by the Dwarves to deal 2 damage once per turn!

Another option for Rush card, provides 2 lore and has Resist so not easy to take down.

I am okay with Bolt, but you do need to Shift into him and then later on gain a lot of lore from his effect, ensure that you have Bodyguards and enough characters on board to make him work.

A singer to help you sing Strength of Raging Fire or Hurl his Thunderbolt in turn 3! Has Resist so not easy to get taken out too.

Penny is still viable due to the lore and also can heal someone up and give Resist to them.

Solely for Shift Bolt if you want, can filter cards for you too.

Another way to sneak in 2 lore to close off the game.

If you need to sing a song to get more characters on board, this is a way to do so.

A mid game piece to challenge and can also be durable and can give you 2 lore!

If you need more 2 drops that safely give you 3 lore, he is an option

Extra Willpower to your Amber folks will be very useful! Imagine the amount of efforts needed to banish a Rhino or even a Lilo.

Once you have enough cards in discard, instead of top decking, you can consider 1 or 2 copy in your deck and play it and start getting your discard pile resources to rebuild your board!

Conclusion

Amber Steel Rush remains one of the most efficient and punishing decks in the meta. Its ability to push lore aggressively while maintaining just enough control to slow opponents creates a powerful and difficult-to-answer game plan. Whether you’re racing against mid-range decks or pressuring control lists before they stabilise, Amber Steel excels at forcing opponents into uncomfortable positions from turn one.

If you enjoy fast games, constant pressure, and keeping your opponents on the back foot, this deck is absolutely worth trying. Give it a go—and always remember: Lorcana is Fun!

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