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 distinct ink pairings—each offering its own strategy, strengths, and identity. Today, we’re diving into one of the most widely played and dependable decks in the current meta: Amethyst Steel.
Amethyst Steel is a classic midrange deck with incredible balance. It handles aggressive Rush decks extremely well thanks to Steel’s efficient challengers and indirect damage tools, while also holding its own against Control decks through Amethyst’s card draw, exerting abilities, and sneaky win-condition pieces. This pairing excels in both shaping the board and closing out games before opponents stabilise.
One of the reasons this deck is so consistent is its play pattern—you’re often developing characters every turn, drawing enough cards to maintain momentum, and constantly keeping the tempo in your favour. When piloted well, Amethyst Steel can pressure, defend, and pivot between roles better than most decks in the format.
As always, this review is based on my personal testing and observations. I’ll go through what I consider the core cards, the good-to-have options, and the flex slots for the archetype. If you have your own successful tech choices or variations, 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.

Easily the best Amethyst card, able to combat Evasive, has Rush and exert someone upon play, can definitely control the board in turn 5!

I mean a good or a lucky player relies on this card, which is nothing wrong, because you can safely play out everything and Doc being the last card and you get 2 cards just like that. He is the card you need in the late game.

I will always include Genie in an Amethyst deck because of the value! 4 drop to draw a card and also has Evasive and 2 lore. Allows you to keep your tempo!

2 drop and can control the board, she can also help you gain lore while doing so! So efficient for 2 drop!

This is such a game changer, not only does the Cobra has great stats but able to gain 2 lore almost instantly can close the game for you.

Because you have so many characters on board, this is going to hurt! Your key damage card!

A key turn 5 card where you can force your opponent to sacrifice someone or allow you to draw 2 cards, either way, you are in an advantageous situation!

A good replacement for Belle, Cheshire Cat allows you to do some damage transfer and in situation where you have more ink than cards to play, the boost will be a useful tool!

I love this card for Amethyst Steel, because it solves your drawing power issue. You can include just 2 copies since you are playing a Mid Range deck, and once he is out, you can keep replenishing your cards in hand so you always have things to play and hopefully flood the board!

This is such an annoying card, able to take down most Evasive folks and the stats being so crazy at 3 drop.
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.

Madam Mim has very good stats and can stay on the board for very long, bouncing is no issue, you can always bounce back a 1 drop or even your doc back! I put her not at the core cards as no everyone prefers to pilot her in the deck.

In case you need to increase someone’s strength this is the card to do so. The drawing power is a bonus. Can help to get rid of Vanish as well.

If you are worried about counter action, simply include a few Petes and block them, just like that. Great stats too.

Not everyone wants to do a White Rose, but then 3 drop for a lore and can close the game with this is such a beauty.

1 drop for extra card will never hurt, moreover it can help to sneak in the lore early in the game.

One of your options for mid game draw effect. Simply play out everything and use Yzma to draw 3 cards!

4 drop for more Evasive options but the stats is crazy, you can use Cobra to bait out single target actions and then flood your board with Iagos and they are not easy to deal with !

Perfect 1 drop for the Willpower and also bait for single target actions.

More options for 1 drop, Hook will always be a great 1 drop for the challenger and also can survive combating some rush cards!

An Evasive Build can still work, so run your deck around Dumbo and they can still pilot well! Not a core card as not every deck needs him!

2 damage can take down some early game cards so this is still a good card to include, but you can put 1 to 4 copies depending on your playstyle!

A potential late game play and you can use it to replenish your cards in hand and also exert all opposing character so you can take down their board and get some board control!

An option for draw effects! Simply put 2 ink to play first and 1 ink to draw whenever you feel like it.

More source of damage, but this is uninkable so maybe not too many in your deck. Can boost Hades’ strength as well.
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.

With so many drawing power, you might not want to go with the Finder’s Keeper route, but again, it’s a consistent 5 drop for 3 cards so nothing bad!

I won’t count Madam Mim out just yet, I believe some people still prefer the challenger 1 effect so you can take down a lot more characters!

If you are running a heavy Evasive build, look no further and include Tinkerbell inside for a solid Evasive girl with 2 lore or combo with Dumbo!

More options for Evasive and can take down a Dumbo.

A great card to boost someone’s Strength is never a bad thing, provides 2 lore as well.

Another 1 drop to consider with good Strength and able to filter some cards in the early or late game for you!

More Evasive options with good stats.

If you are able to keep up the pace, Namaari enable you to keep filtering cards so you have better options for cards per turn.

With a lot more drawing power, you don’t really need Desperate plan, but anyway 1 card wouldn’t hurt if you really can make use of it.

With a lot more mid range folks and Chesire Whisper being an option, Belle may not be too much of a key card, however, she is still great so you can still keep her if you like her playstyle.

With at least 1 other Evasive character, having Q Mouse on board gives you the rush aspect so nothing bad.

An item counter in case you have trouble against Emerald Chromicon

More evasive options.
Conclusion
Amethyst Steel remains a staple of the meta for good reason. Its mix of card advantage, board interaction, and flexible win conditions makes it one of the most reliable and adaptable decks this season. Whether you’re preparing for local events, competitive leagues, or simply want a deck that feels strong in almost every matchup, this pairing is a fantastic choice.
Give it a try, experiment with the flex slots, and see which version fits your style best—and always remember, no matter what you play… Lorcana is Fun!

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