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 ink pairings—each offering its own strategy, strengths, and identity. Today, we’re diving into another powerful control archetype: Emerald Sapphire.
Sapphire gives this deck the ability to ramp extremely quickly, often reaching 7 or 8 ink far earlier than most opponents. That early ramp allows you to drop your heavy-cost Emerald cards well ahead of schedule—setting up a strong grip on the game while stripping away your opponent’s threats and resources.
To be completely honest, Emerald Sapphire is one of the strongest and competitive decks but it’s not the easiest to pilot. It requires strong decision-making, patience, and stamina, especially across long tournaments. The deck shines in the mid to late game, but you may struggle into hyper-aggressive lists, so some players choose to tech in early-game resilience at the cost of a bit of late-game power.
Once you stabilise, build your hand, and establish control, Emerald Sapphire can lock down the board and safely close out the match.
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 your insights—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 key card in this deck, Shift Clarabelle allows you to boost your cards in hand as long as your opponent has enough of cards in their hand. Great stats as well and definitely your key card to maintain cards in hand.

A great turn 2 ramp card and allows you to play more expensive card in the early game.

Another best ramp card that can be played on turn 2, allows you to draw a card instead, typically Sapphire ramp cards.

Prince Philip is your key card, you can even hard cast him instead of Shifting. Do make sure that every opposing character has damage counter on that so he will do a board wipe!

Your best card to play at turn 3 onwards for the extra card draw. Don’t worry about your opponent getting the extra card because Clarabelle will benefit from it as well!

Can’t call a control deck without this card. Under the sea can flush away some low Strength folks and can be sung easily with your high cost characters as well.

This one perfectly sets up your Prince Philip board wipe.

Cindy is a great ramp card, play her at turn 3 and then start ramping up to your 7 and 8 cost stuff!

7 cost is so easy to farm with your deck and it’s a simple answer to most problems.

You can shift Clarabelle using this 1 drop Clarabelle, you can also hard cast the Clarabelle, either way 1 drop and potentially can banish items is a nice touch.

A great song as a removal and also boost your opponent’s cards in hand for you to draw more cards as well!

A great card to block characters from Questing and very solid stats, can stop rush decks and also some mid range deck from sneaking in the lore.

Great bounce card that can stop key cards and then later on disrupt your opponent’s cards in hand. With Sapphire, this is very easily farmed.
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.

You can shift Clarabelle using this 1 drop Clarabelle, you can also hard cast the Clarabelle, either way 1 drop and potentially can banish items is a nice touch.

A great filter card that you can include, once you have the ink, this is like using 2 ink to find for the card you want to answer your opponent.

You can also use small Prince Phillip to shift into the 9 cost one, he has Ward so your opponent cant really take him out easily!

1 or 2 copies of this can help you to stop rush decks from winning. Try to balance this with Under the Sea because both are uninkables are you don’t need too many of both in a deck.

A great card to pair with Under the sea! Can reduce strength of opposing character so most likely everyone will be sweep away!

Apart from Vision, this is a good card to filter for cards you want in the early game.

More ramp options if you need.
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.

A key card to bounce an opposing character and also extra card for Clarabelle shift to draw.

I think discard their hand will be so torturing but with draw effects being more common and everyone might keep their cards in hand to 2 at all times, this might not be very effective. Still it’s a good card that can caught someone off guard, 1 copy if you enjoy the effect.
Conclusion
Emerald Sapphire is a deck built for players who enjoy long-term planning, resource management, and precise gameplay. When piloted well, it rewards patience with overwhelming control and late-game dominance. While aggressive matchups may require thoughtful tuning, the deck’s overall power and stability make it a good contender in the current environment.
If you enjoy outlasting your opponents, drawing more cards, and winning through sheer inevitability, this is a deck worth mastering. Give it a try—and no matter which ink pairing you choose, always remember: Lorcana is Fun!

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