Hello Illumineers, welcome to Lorcana is Fun! Are you excited for the next Lorcana set, Wild Unknown? Because I sure am! This set welcomes new franchise into the game like Brave as well as introducing Pixar characters from Toy Story and Incredibles! We also have returning characters from Enchanto, Snow White and 7 Dwarves, Atlantis, Chip N Dale, and many more!

Overview
This set is a follow up from Winterspell where after the Ice has melted, the Glimmers and Illumineers are trying to find their way back home, which is why the theme is surrounded by desert and adventure cards! You as an Illumineer can also guide the Glimmers to their destination!

Sealed Format

For those new to the sealed format, let me do a quick explanation!
You will be given 6 booster packs (12 cards in each pack). From those packs, you will build a deck of 40-cards (minimum), and there are no ink restrictions, so play your top 40 cards from the pool!
Games are still played to 20 lore and standard game play still applies!
Potential Prizes

Beyond the thrill of competition, some events often come with tangible rewards that add extra motivation.
Some stores gives 1 additional packs for every win, while some uses the the prizes from the organized play kits as reward. Some might even have no top prizes and offers lucky draw instead! Do check out the event’s information for the shop before heading down!
By participating, you should get a Timon Promo card!
Pre Release Kit

Some shop might also do a Sealed using the Pre Release Kit! Inside you get some goodies, including
- 6 Wilds Unknown Booster Packs
- 1 of 6 promo card limited only in the pre release kit!
- 1 of 3 postcards also limited in the pre release kit!
- 4 Wild Unknown Dice that has Lorcana Symbol!
- 1 Card Box
- 1 Storage Box
Do check the store to see if they are using 6 random packs for the event or the Pre Release Kit!
Let’s Begin our journey…

You just started your journey in this wild place… anything goes… anyone can top…
you just need understanding… no one has their usual constructed cards, everything feels unfamiliar…
That’s the beauty of sealed. No one has their perfected constructed decks. No one has their comfort picks. Everyone is working with what they open, including you! And that’s exciting… but might also be a little overwhelming.
This is where sealed starts to separate players.
Because doing well isn’t always just about what you pull, it’s about how you understand the format, and how you adapt in the moment. The players who succeed aren’t always the ones with the best card, they’re the ones who know what actually matters in sealed!
Quick Tips!
If you don’t have time to read the full guide, here’s some quick tips for sealed games!
- Never have more than 40 cards in your deck: You will never pull more than 40 great cards, so just play out your best options and have better chances of drawing your win conditions!
- Play on a good ink curve (6 x 1 cost, 8 x 2 cost, 10 x 3 cost, 10 x 4 cost, 6 x 5+ cost)
- Keep your uninkable cards to a minimum unless really necessary. I personally will keep it to 8 maximum.
- Characters are usually better than actions, items or locations, so your deck should contain most of these!
- Follow the BREAD formula!
B.R.E.A.D
It is important to understand that you need BREAD to survive, literally and figuratively. Looks out for cards that fulfilled any of these condition first when looking through your pile!
| Bombs | Removals | Evasives | Aggression | Draw Engine |
| Your key cards that can win most of your games, usually hard to deal with or impactful. | Removals can range from indirect damage or removal or banishment effect to help eliminate characters | Evasives are hard to deal with, so they can help cheat in some lore. With that, Alert also becomes crucial to block your opponent from doing this! | End the game early so characters with more lore and durable or low cost have slightly better edge to close the game early! | Because having options is good, a good form of draw keeps your cards in hand healthy so you don’t end up top decking in mid game! |
Don’t worry, I will show you some good examples and you can related during your actual game!
Combos
In this set, you realised that there are a lot of combo cards that can sync well with one another! There are essentially a few combos that you can create!
- Toys – More toys can give more bonuses
- Madrigal – Healing and can combo when damage is being move
- Super Heroes- 2 or 3 characters that sync well can be a Bomb combo!
- 7 Dwarves – Usually gives some support effect with 2 different dwarves.
Card Reviews
Alright, I will attempt to review all 204 cards in sealed, you do not need to read all of them (I am happy if you do though 🙂 ), just keep a lookout for some key cards and some traps (cards that look good but actually aren’t) plus some quick tips you are ready to go!
Each card will be given 1 to 5 stars, based on their
- Power level
- Playability
- Synergy potential
⭐ = unplayable, do not choose this card for sealed.
⭐⭐ = niche or hard to set up, probably not good in your deck, but if you have no better choice, then sure, hope at least it’s inkable.
⭐⭐⭐ = playable and decent card, good for fillers.
⭐⭐⭐⭐ = strong in this format, usually fulfils the B.R.E.A.D formula
⭐⭐⭐⭐⭐ = format staplers, put them in your deck and just use them to win!
Common
In each packs, there are guaranteed to have 6 common cards, 1 for each ink color, so you are guaranteed to have minimally 36 common cards to work with! 50% of your foil card slot is also a common card, so you should see a bulk of them! Do anticipate some of them and also make use of them since they form majority of cards in your deck!

A decent filler to aid an aggressive character so they are safe from challenges.

Initially a free draw, however, lore is low Strength is low and uninkable, will not use him if i don’t have to.

2/2 for 1 cost is decent, a Toy as well.

If you have Chip this is definitely a good option for a potential 2 lore with 6 Willpower, other than that, maybe a filler at best.

A great filler for your 4 cost slot, good stats and Support can come in handy.

2 cost for the Strength is great for tempo games, the Singer can come in handy too.

Great stats, can fill up your 5 cost slot.

5 cost for the stats is decent and 2 lore. Peeking at your opponent’s cards in hand is fine, probably they will be in top decking mode so I won’t depend too much on that.

Great filler for 3 cost, if you have Woody or Jessie in your deck, then this becomes essential!

1 cost character that can aid your team whenever she is played or quest! The healing effect will come in handy and can help trigger the Damage removal combo.

6 cost for the stats is not too bad and the draw effect is not too hard to trigger in late games too. Can be your filler for 5+ cost characters.

Any challenge can come in handy, can be your win condition but you must first have enough aggressive characters in early game for this to work. Luckily it’s a song and you get a card out of it!

Rush with 3 Strength can catch characters off guard! He keeps the aggression player in check.

A late game Evasive can be scary. Decent stats but provides 2 lore! Can also help to challenge some pesky Evasive characters.

7 Cost is a bit risky to play, you most likely will ink him. 7/7 is great but takes too long to set up. Unless you can pull him out with the Action card.

Great way to cheat in one extra lore and that might close the game! 3/4 is also a good stats from a 3 cost character!

Great stats at 3/3 for a 2 cost!

A good way to gain lore but you must first have another Princess or Seven Dwarf. Alone he should be deprioritized but with his friends, he is definitely an option in your deck.

A great damage moving mechanic even by herself! Just keep someone else to challenge and she can transfer damage to make the challenges in your favour!

Evasive can always sneak in the lore if uncontested.

A great aggression card to get the early game lore then later on if banish can go back to your hand and act as resources!

4 cost with 3/3 is bad and you get to draw only 1 card and you must have a Super or Hero… Only 1 lore as well.

A great 1 cost to challenge others and 3 Willpower is a nice touch!

4 cost action to bounce back a Hero so you can trigger their effect again and draw 2 cards is not bad, it’s not a song though and at 4 cost, you might not have enough ink to play the bounced character. I think it’s very specific, can work in some character but a bit niche to set it up.

Decent filler card that has Ward.

3 cost Evasive can keep other lower cost Evasive in check and can do some work in the mid game!

Standard 1/3 1 cost filler.

5 Cost Evasive feels heavy but the catch is the double lore, so a good consideration for your 5 cost slot! Inkable too so nothing too bad.

The best way to play her is for a good challenge trade that banishes 1 or 2 characters of yours or playing actions or banishing items so you can play her out for 2 cost! The 5/4 stats is so beefy!

5 cost for 2 lore is decent, the lore lost is also okay but not super good that you will definitely put her in your deck, still a filler 5 cost card.

1 cost for 2/1 is nice but what is great is she can be a 4/1 if your opponent has a damaged character! You can really make use of a low cost character to take out their high cost character!

2 cost for 3/3 is always amazing and a great 2 cost filler!

Amazing card, you will pay the 1 ink to challenge or quest to make favourable trades or early game lore! Best 1 card character in the game and really don’t worry about the 1 ink payment, the stats is worth the cost!

A great early game aggression card. If challenge your opponent has to discard a card which is very crucial to deplete their cards in hand early in the game!

Let’s not waste time with this card, it’s a glorified item and location counter, I think not that important or crucial to use it in sealed.

2 cost item to deal 1 damage and then paying 1 ink to banish it and deal another damage can come in handy. If you have no other removals, this should be prioritized, if not filler spot seems right.

1 cost for 2/2 is always a decent filler.

Great stats for a 3 cost, good filler.

6 cost for Evasive feels very expensive and probability include only if you do not have any other Alert or Evasive characters to deal with opposing Evasive threats.

Perfect card, can come in handy to take down some complacent characters that quest thinking they are safe!

Milo has great stats for 3 cost. If he has 2 lore, he will be even more valuable! Not hard to trigger the condition!

5 cost character, with decent stats and 2 lore, good for filler spot. Don’t worry about the ability, it’s a May effect.

You can banish toys, including Joe himself to make characters Evasive! This is very good and puts you in control!

Great stats for early game, potentially played for free for the extra aggression or pressure on board.

A decent character that can do some lore reducing. Stats wise is rather wise, I think you can use him solely for any form of toys combo.

A decent card to boost Strength and draw a card, it’s basically a card replacement for 1 strength boost. Not too bad, can be a 1 cost filler.

A card to catch someone off guard with the extra lore and Evasive. Only 2 cost and will come into use and can be sung too!

This is a typical trap card, you are essentially getting 1 card using 1 card and 1 ink. The random discard effect can cause more harm if you discard something you want. You shouldn’t need to take unnecessary risk like this, just use a character instead!

A decent 1/3 1 cost filler.

Unless you are pulling off the Willpoer combo, if not 1 Strength might not come in handy for only 1 lore.

Amazing card, the 2 Strength and Support will come in handy! Great 1 drop card.

4 cost for her stats is decent, the healing effect is okay too, just nothing too incredible. Can be your standard 4 cost filler.

3 cost and inkable for Alert and 4/3 is worth your slot! Can take down most Evasive threats!

Decent 2 cost filler with a bit of strength reduction effect.

I doubt any item is worth retrieving, so include her only if a combo can be paired with her.

A good 3 cost card for the stats but most importantly you can peek at your next card!

I think 6 cost for the stats is alright but the play effect doesn’t really impact much and requires some RNG, I would much rather include another high cost character in my deck.

This card will come in handy for a sudden board challenge where you want to have super favourable challenges against almost every opposing character. Inkable in the least so no harm putting this inside if you have enough characters.

This card can combo with Madrigal but it’s very conditional and you need certain of them to work. It’s basically a lore gainer and healing effect all for 1 cost. If you don’t see common triggers with your card pools, then move onto other cards.

4 Cost Location but very sturdy. You can use the location for healing to combo with the Madrigals or healing in general. 2 lore as well, expect this to be challenge as soon as your opponent could.

A decent 1 cost filler with 2/2.

A great character to give Alert so Evasive threats can be dealt with. 4/3 is great for a 3 cost too.

Good stats for 2 cost and Bodyguard can really cause some issue in any point of the game!

3 cost for potential 5 Strength is a good filler.

2 cost for the stats is decent and can also gain 1 lore which is a bonus! Not hard to trigger but don’t prioritise him just for this.

1 drop Alert can cause some issue against opposing Evasive threats, but 2/1 is also a good stat.

A great way to boost Strength for a character, but most importantly the double lore is very aggressive in early game. You can also save her for the mid to late game where the play ability makes a lot of value.

Amazing card, Great strength and provides 2 lore so it will really take down the challenging character with him.

A great and super study card, can be considered as your late game play and he can challenge almost anyone and survive. The 2 lore and resist is also a bonus.

4 drop for a 5/5 is crazy, definitely a key card for your deck. 2 lore as well and even when he has damage on him, 2/5 is still tough to get rid of.

I think if you have a good 40 card deck, no need for the filter effect.

A good lore gainer when you see the opposing board is empty or weak to deal with this. Still Locations should be prioritised.
Uncommon
There are 3 uncommon cards in every pack, you should have 18 of them to work with, although not a lot, that’s still 25% of your options. They usually add more flavour and spice to your deck and sometimes even optimize it, so do pick those that are useful as well!

2 cost for 3/3 is nice comes in with 1 damage, you can make use of it for damage transfer combo or take it for a 2 cost filler.

A great support character in the long run! Just use his exert ability to reduce cost so you potentially can play out your high cost characters in no time! Don’t worry about being challenge, the stats are not weak and once you trigger at least once he has done his job!

Very Woody Specific but for 3 cost and 2 lore, she is worth the filler slot. Combos well with Woody too.

Chip allows you to return a character which is a good way to get a card back to hand. I think he is a good filler spot for an indirect card draw so can be considered.

3 cost for the stats is decent, Singer 5 is very situational but can combo with the Damage removal effects.

Another Woody in the set, this version helps search for Toys or Andy’s Room, I think if you don’t have enough toys this might end up filtering away cards that are useful. Stats wise not exactly super good for 4 cost too. Only use him if you have enough Toys in your deck.

A simple strength reduction can come in handy and makes challenging slightly unfavourable for the opponent. Decent filler for 2 cost.

Unless you really need the Strength buff, this shouldn’t be prioritize for your deck.

2 cost item to get back a character you need that might be your BOMBS, then you can banish the item to draw that card at the end of your turn so nothing bad. If you have enough uninkable slot, this is worth consideration.

Exerting effects are great, just that you need another Madrigal characters in place, if she cannot use her play effect you can always ink her away.

6 cost for the stats is alright but this is very song driven and you might not pull enough to establish the lore burst from Dopey. So please pick another high cost character.

4 cost to potentially draw a card is fine, just that you need to have another Dwarf or Princess which is conditional. Include him if you can at least guarantee the draw.

Great Evasive character, 4 Strength for 3 cost is also good and the damage transfer effect is a bonus that you should make full use of it!

A good way to prevent a character from being readied. You can also trigger the effect next turn so quite versatile to stop some aggression or freeze a strong character. They are uninkable so I will put them under filler and see if you really need them in your deck.

4 cost for potentially 5 Strength is good and has 2 lore so can be a solid 4 cost in your deck.

Mickey can provide some Draw power so you can keep your momentum going. Stats wise not too bad, can be your form of draw.

Setting this up is hard and you need a good amount of sheer luck to make the combo works, I don’t recommend you try in your sealed games unless your deck is full of Dwarves and princesses.

A good item in the long run, the lore gain is a bonus but what you need is the consistent draw for 2 ink! Can act as your main draw engine and a lot of Heroes are in this set so it shouldn’t be hard to trigger the effect!

5 cost and uninkable is a bit of risk and the damage dealt is situational. Not terrible just not prioritized as a must for sealed, good filler though.

4 cost for Evasive is okay but the effect is great to do some filtering of cards and it’s a May effect, so you can choose not to do so!

3 cost for 2 lore is good for aggression.

Donald is a late game punishment card. Once his is in play, you can make your opponent discard cards in hand almost every turn as long as you play characters. It keeps your cards in hand as minimal as possible so they will be stressed out by this. Stats wise is sturdy and provides 2 lore as well! A good 5 cost.

A decent 2/2 with a filering effect, the second ability is nice as well to make your opponent lose lore. A good filler at 2 cost.

3 cost for 4 Strength is good, the Ward part is even better so no one can really snipe him away, they have to challenge into him. A good filler for 3 as well.

This is a good anti aggro card, it’s a song so you can sing it to replace itself with the card draw and you make 2 characters unable to quest so that can buy you turns too!

A good ramp to reduce Item and Action cost. Playing for free is nice, but 2 cost is not expensive too. Do include only if your deck is action or item focused.

A great item to give Evasive almost every turn as long as you can pay the 1 ink for it! The second effect can come in handy to stop a win so I wouldn’t count that out! This should be one of your only items in the deck.

Amazing stats for 5 cost but he enters play with 4 damage, so what you MUST do if use it to combo with some damage removal combos! The last thing you need is someone throwing 1 damage effect to banish him… You want to make full use of his stats or at least the 3 lore while he has no damage on him.

Amazing, Roller Bob is as good as having Rush with a 4/3 stats and only 3 cost! Can catch your opponent off guard! Having 2 characters in discard is not too hard to trigger!

Hand in the Box is okay for 2 cost, but fantastic if played for free! You can put a Toy character into your discard then move it to your deck and play this for free! Inkable too if you have a better play in mind.

Daisy has decent stats for 3 cost but she also helps you to ready a character, best combo with a character with a lot of lore and vulnerable to challenges and just ready them for at least a turn!

6 cost for the stats is very beefy and provides 2 lore as well, good consideration for your 6 cost slot in your deck.

I love this character, basically an anti Evasive guy. 3/3 is solid and with Evasive he can keep all the Evasive threats in check!

I think Rush with 6/5 is powerful, just that he is uninkable so he does occupy a card in your hand until you can play him, if you like this card, so do be careful of your uninkable count and your 5+ cost count too!

A fantastic removal card! You can use it to banish any character if possible if the second condition is fulfilled!

DON’T USE THIS! Your deck should never be location focus and you will never need to use this effect.

4 cost for 4/5 is decent and has Ward, nothing too crazy but okay for a filler spot at 4 cost.

A great card with 3/3 and 2 lore, so good for early game aggro. The item effect can come in handy but I will play him purely for the stats.

0/4 is a great stats for early game lore gain because it will take 2 instance of challenge to get rid if zipper early in the game! Nothing too crazy but worth the 1 cost slot.

Luisa is a healer and the stats is decent, but at 7 cost, it’s too expensive to set up any good combo and she might not be durable enough to take the 3 damage for more than a turn. Too much commitment to play for her effect.

Kashekim is decent, can have a ramp effect so you stop inking from hand after he is played. I will treat him as a good filler since ramping at 5 is a bit too late, but overall his stats and lore is still okay.

Minnie can go in for the aggression, she basically quest for 2 lore indirectly as long as you play characters and the best part is that she is inkable!

I don’t think you will need to retrieve back an item or re use it, and the lore gain is quite minor for the 2 cost. Perhaps another 2 cost card would be better.

Another Trap that might seem good. Foresight is nice but if the card don’t enter your hand immediately you kind of waste your resource to choose a “better card”. The resource could be use to just play out those better cards instead.

Same reasoning, I think seeing the next card is not too important and the second effect is not crucial too since you are not going to be using much item.

4 cost for 3/4 is decent and 2 lore is a bonus. He can also give someone Resist so they are more durable against challenge or towards one. Definitely a good 4 cost that you can play if your uninkable ratio is manageable!

The chances of you shifting is really not high, but you can attempt to try to get this out in turn 2 to get the play ability as well as beefy stats in early game.

The effect is too niche for it to be consistent, however the 4/4 stats is not too bad, still, will not prioritise him if possible.

Dingwall can make someone gain challenger 3 and exerting him is fine, just that he is a bit costly so will keep him as a potential filler option.

Maudie is very durable, stats wise I think not too bad, can be considered for a 3 cost filler.

2 cost Goofy can act as a removal to ping the 1 damage every turn! Just play another character when he quest so you can trigger the effect. Can come in handy and low cost as well. Will rate him higher if he is not uninkable.

A great removal effect! You can deal 2 damage to a character and 1 damage to 2 other characters! Inkable too and can definitely cause some issues for your opponent!

2 cost action to draw 2 cards is amazing, just have to banish an opposing characters in a challenge and keep the momentum going!

This item is not that useful unless you play Locations and even so, there are a lot of 3+ cost characters who can take down your locations easily…
Rare
Now we are going to see some of the spicier cards in this set! Rare cards are not easy to find, although there are 2 Rare and above cards in a booster pack, you might get a Super Rare or Legendary and same for your opponent, they are not easy to find, so if you have the chance to, you can make use of them!

Excellent card to put in your deck! 2 Cost with 3/1 is great and he also has Bodyguard which is a great ability, what is good is that if he is banish during your opponent’s turn you gain a lore! He most likely can take down the challenging character in early game!

Fantastic early game rush to get 3 lore. Don’t worry about the ability, you can definitely play a character with 4 Willpower by turn 3. Quest carefully though, you don’t want an unfavourable trade!

A good way to block a character from challenging your characters. Decent stats and 2 lore and the ability can help accelerate your aggression!

A good BOMBs to potentially close the game with the right card, you can play healers and damage moving effect to gain lore when she is in play! This can be an easy win condition for sealed games!

Another aggression character, 2 lore can cause a lot of issues and can put you in a good driver seat. Quest carefully and don’t lose him in unfavourable trades!

Another common traps, it’s hard to even find a Shift character in your card pool and getting the correct Shift targets is impossible, now you need the correct cards to be in the discard for this to work… The set up is tedious.

A great song card to play a character for free! You can make use of singers or 3 cost character to play a character for free then use your ink to play another character or something else to even up the board!

Andy’s Room is good for a character to be more sturdy and more lore to close the game early! It’s more for a late game set up where you are almost closing in the game, you can definitely use this as your win condition over time!

Mrs Incredible is versatile, she acts as both an Evasive and Aggressive character to quest if needed to and to challenge Evasive if required to! Stats wise is good and can fill up your 5 cost slot.

Edna with a line of Super Heroes can go for the aggression win! You can first bounce an item to draw a card which you can decide if you want to do that in your deck, if not she provides 2 lore and also give your Supes 1 extra lore so you can really go aggressive in a turn! You do need to combo with Supes for her to work well.

Exerting effect is nice, but it’s a 5 cost and have to wait for a turn so might be a little slow. Nevertheless, good stats, 2 lore and an ability that can come in handy, no harm keeping her as an option for the filler slot.

Alma combos with the damage removal combo too, shifting her early is advantageous but even without, 5 cost is fine too. You can use her to exert characters to take them out, so this can be used to gain some control in the mid to late game!

6 cost Rush is nice, but ensure you have another Supe in order to exert an opposing character that he probably can challenge into! 2 lore so not too bad, impactful just need some combo.

This is hard to set up, you need 2 Dwarves and this to work. You can keep this in the filler slot and include as your 5 cost if you are confident to get 2 Dwarves for this effect. You want to max out the effect for this.

I don’t think you need to use this item just to recycle characters back into the deck. Discard pile is another resource but not threatening enough for this card to secure a slot in your deck.

A good way to gain lore using exerted characters, you can slowly build up lore with this location. I think can be considered as a way to get lore even while challenging since they just need an exerted character inside. Sturdy Willpower too.

The ability is nice, but in sealed you might not be able to catch any action in your opponent’s hand, even if you do, the impact might be minimal and for a 3 cost and the stats Lenny does feel a bit slow and might not aid much in the long run.

If you can make this character at least a 3/1 then not too bad, and you are unlikely to trigger the other ability to retrieve back an Alien card as this is the only Alien in the whole card pool. Filler at best.

Buzz can combo well with low cost character, he has good stats but most importantly you can trigger his effect to deal 1 damage which can act as a good removal! You just have to pay 2 cost or less for a character, so means a Shift with 2 ink works, a discount cost works as well!

Merida has a nice stats, what is annoying is that if your opponent challenges while she is exerted, you get to fling 1 damage and she doesn’t even need to be the target! Your opponent most likely will just challenge her but combo with a Bodyguard she can be annoying. Nevertheless, a good filler at 5 cost.

4/4 is not bad but 4 lore is crazy, she can put so much pressure on board and after questing you can also banish a damaged character! I will just keep her in my 6 cost slot, inkable too.

6 cost for 5/5 feels okay and she can also deal damage almost every turn. I think a bit too high cost and late game for the damage effect so will consider her at the filler slot first for 5+ cost cards.

A great removal effect that can come in handy. Uninkable at 4 cost so means you cannot have too much high cost uninkable cards in your deck. You can Banish a low cost character that has done what they need to do and bounce back an opponent high cost or threat on board! Not a one time effect so can really be counted as a removal if you don’t have anything else better!

A good fit for aggression characters, keeping them inside after they quest can put pressure on your opponent as they can give you more lore. The location is also low cost and high Willpower! One of the few location that I think you can consider playing in your deck!

6 cost for the stats is alright, I don’t like that he is uninkable and his play ability doesn’t do much and needs you to overturn 2 cards in your deck to take back an action, and it’s limited to 4 cost… Too risky to keep in your deck.

A great draw mechanic for your deck! You can make favourable trades and then draw cards as those characters banish on your turn! Probably never to exert this character if not needed to.

If you can play this card as low as possible, please do so as it’s a good 5/5 with 2 lore, okay at 5 cost, good at 4 cost, great at 3 cost and perfect at 2 cost! Include only if you have a lot of toys in your deck!

Queen of Hearts is scary, I mean she can quest and give Rush to your next character so you can really do some board control over time! Great ability overall!

4 cost with Evasive and 2 lore can sneak in a good amount of lore, just be very careful of opposing Alert and Evasive! A bonus ability to lock down items too!

This is a great win condition card! Once you are ready to take control of the board, you can use this card to make Heroes do favourable trades so you can steal some lore!

I think the card is alright but I don’t think overturning your own cards is helpful given that your deck only has 40 cards and you might throw away some crucial card for an alright location.

The location is alright, just that your opponent can always banish their lowest cost character, it’s too easy for them to control their fate and make you waste your 4 cost on this.

5 cost for the stats is alright and the Resist is not too bad too. I think nothing too crazy so will keep her as a 5 cost filler first.

2 cost for an item support is very specific, unless you need to keep reusing an item for a very resourceful turn, else please pick another 2 cost. Ward doesn’t help her much too.

A good combo with the damage removal effects to indirect get a card. You can also use his healing effect to combo with the first ability so he can be very dependant. A good support card and draw engine.

Cindy helps to ramp but understand that this is a turn 5 ramp which doesn’t really add much value. The stats wise is also weaker for a 4 cost and only 2 lore. I like the character, just not fan of the abilities.

A potential turn 4 ramp but the stats is decent so nothing crazy or too bad.

A 5 cost action for 1 card draw and 1 ramp. Getting everyone Ward is not bad but you need to sing this out. Feels too expensive for the effect and it’s uninkable. Only good if you have multiple low cost singer to help sing this out.

This is like a lowkey removal effect, it’s not hard to trigger just very costly and uninkable. I think you can consider this if you have no other removal effects or if you don’t like taking the risk, you can ignore this entirely.

This is a great item, not only does it give lore potentially to close the game, Support also makes challenges favourable for you! No exert require, just play and enjoy the effect!

Stats wise she is okay but the ability is not going to help much unless you have a location that you need to keep reusing. Even so, the set up is slow.

A decent location support character, stats wise is decent with 2 lore, but I think I will prioritize other 4 cost for their stats or abilities.

6 cost for the stats is decent, the only way to buff it is to Shift it on turn 4, but that feels a bit hard to set up for it to work. If you feel confident, go ahead, if not I think will keep it as a filler card.

Great aggression card with 1 cost for 2 lore! You can don’t quest if your opponent have an answer for it!

5 cost for the stats is alright, I think this card will be super powerful in constructed but in sealed, I don’t foresee any major 4+ cost action for it to work and you also need to deplete your cards in hand first. Feels like a filler card for 5 cost.

Location support card to draw cards, I won’t want to rely on this for card draw as it is inconsistent.

The Remote can do 2 things, you can use it to go aggressive and block out a good opposing challenger! You can also set up a banish against or one of your robot and then discard your hand and draw 2 cards! (of course discard when you have no cards in hand). Need some set up but not terrible.

The Robot boost effect is specific, but the second ability is what is great. You can use characters inside to challenge to deal 2 damage! An indirect source of damage can be considered as a removal. You can consider it if you have no removal effects.
Super Rare
If Rare cards are hard to find, Super Rare are even harder! There are only 1 Super Rare card in every 2 packs! So everyone should have 3 to work with and that’s not a lot! You are less likely to see them so make full use of them as most of the time, your opponent will not be anticipating them!

Jessie should be paired with toys so you can at least draw a card as she quest. I think decent filler card unless you are sure you get to draw cards every time she quests. The second ability can come in handy too.

This card is mainly for Strength reduction, takes a bit of effort to set up for the -2 strength. I think you can deprioritized this unless you really need a 4 cost slot.

Playable if your deck has a lot of toys, like really a lot so you can get 2 cards from this. Else, just play other cards for more consistency.

Pepa can be your draw engine if you manage to have another damage removing effect. She also deal 1 damage to your characters when played, so that might not come in handy. I think a bit risky to play her unless your deck if filled with the damage removal combo so the 1 damage don’t get affected.

Excellent card! You can really put a lot of pressure when he is on board, paired well with some location and when you are ready to accelerate, he can get the job done and the 8/8 is just crazy. Don’t worry about exerting and not readying part, your opponent will be focusing on taking him out first. You can still cards normally anyway so nothing bad!

Play and use this card, it’s basically free 2 lore for 4 cost, your opponent also needs to send someone to get rid of him! If needed to, he can challenge too.

7 cost for 3 lore and 5/5 is really okay at best, apart from Ward, Milo still needs you to discard a card to bounce a character. I don’t hate it, just feels overly expensive and conditional to trigger the effect. I will keep it as a filler just in case if I really need a removal effect.

The condition to trigger Elinor’s effect is not too hard, you will use this to gain a card, a lore and deal a damage. She doesn’t have to be the one exerted. I think generally a good card, just look out for the uninkable ratio in your deck.

8 cost to get rid of 3 characters is not a bad trade, just that this card is uninkable and you have to hold onto it, not a song as well. I will really not put this card in my deck as the chances of using it is very very very low.

Jack Jack is very versatile but can also hurt your deck since you are overturning cards, but the trade can be worth if you can get the extra lore or banish effect. Very RNG and most likely you will get the +2 strength. No reason to dislike this adorable baby but keep him in the filler for consideration first.

Play Hercules when you have no cards in hand to return back a card in your discard so you can use it again! Stats wise is good and the effect is not mandatory if you don’t need it!

You will not farm till 10 ink and even if you do, you still to have 2+ cards entering your discard for you to trigger the banish effect, that’s so hard to trigger and even harder to hard cast this out !

Unless you are trying to combo with Support or item, she might not come in handy. She has very weak stats for her cost too…

Zipper is very beefy and the +6 Strength can really make some challenges unexpected! I think Shifting him is the best, if not I think 0/6 is not really useful on board, so will keep him in the filler first.

Isabela can heal others and eventually herself, good effect and the 3 lore is really rewarding. She change the dynamic of the game play after being played so definitely a good card that I will use for my 5+ cost slot.

Syndrome has to be played with a lower cost Syndrome and an expensive Robot for him to be valuable upon play. That is super hard to set up, feels like you need the stars to align first which is not consistent in a sealed game. Happy to deprioritise him.

Fergus is expensive and is a location support character, it’s hard to combo with his ability and I won’t want to save my resource for those effects…

Diablo can becomes very dangerous in no time, just a villain can turn him to a 3/3 with 2 lore! He can also protect your villains, overall a good 2 cost that can turn stronger with the right card!
Legendary
Well well, if you ever pull one of these in a sealed game, congraluations! Legendary are the highest playable rarity card in the game! Your opponent will not prepare for them and you can safely use most of them to your advantage. Anyway, there is about 1 in every 4 to 6 packs, so it’s really not easy to get 1!

Woody is a great card, he can allow you to play more 2- cost characters for free and draw more cards. The +1 Willpower for Toys is a bonus too! Shifting him out would be ideal, even if you can’t getting the extra lore and character creates a definite advantage after triggering this!

Once you put this card into your deck, the way you play the game will be different, all high Willpower characters are super valuable to you and you can make a lot of changes to challenges!
One trap is to pick only characters that has high Willpower, but you still need to draw and play dale, so don’t pull all your eggs with Dale just yet! Still put him in your deck and take favourable trades after he is in play!

Snow White is great, if you have a Seven Dwarf to bounce, that’s a good way to replay them and draw a card, if not she bounces back to your hand after banishing in a challenge. Can act as a good resource overall.

Luisa can combo with the damage removal characters and effect, she can also heal your characters as long as you have the ink to pay for it! That’s not all, she can still transfer damage to an opposing character so she acts as a great removal effect! Shift her early if possible, if not, 5 cost is great for this effect as well! The 6/4 is good and don’t worry about taking too much damage for the transfer, her ability comes first before game state check!

Queen with 5/3 is okay, you may also draw a card to let your opponent gain lore first which is fine, because she has a chance to gain 2 extra lore as well. Stats wise the Strength is huge and this card is inkable so nothing bad. You can also use another 4 cost character if they have better value!

Buzz has a great art, unfortunately for Sealed, he is too expensive even if you shift him. You need to run actions to make him work and I think that is a bit too focused and there are no good high cost action for him to trigger with to justify spending 7 ink for him. You can keep boosting a character’s lore using action, but remember that’s still cards in your hand that you are setting up to gain lore, unless you can go for the win, you might deplete too much resource in a turn that is hard to bounce back.

With so many toys around, I see Sid totally as a good win condition! You can banish one character of yours and they do the same, and if you can banish toys during your turn, can gain lore! There are a lot of toys in this set so he will come in handy. Stats are lore wise is decent too.

Mr Incredible is a great support engine! Just like your Super challenge a character and you get to draw a card! He also gets stronger when more ppl are there. You can also shift him out early to start the ball rolling!

Kida is super expensive, but she can sort of help you solve a lot of issues down the road. Firstly everyone gets up to 5 free ink and then the next ability is to use 7 ink to get a card which can come in handy. I think you can shift her at 6 cost or save up 8 cost. I just feel 8 cost is a bit too high unless you have a smaller Kida to shift onto. Luckily she is inkable so at most just use her for ink.

Ursula is very aggressive! She can give extra lore to anyone and then potentially ramp up cards for you. Just play her and see if you can get lore asap! She is only 3 cost so nothing bad!

Merida combo with Three Arrow and any actions that deal damage! The trap is that Three Arrow is the only action card that deals damage and it’s the only way she is superb in this sealed environment! Otherwise she is a bit normal for a 5 cost uninkable.

Mrs Incredible gives Resist to everyone so that’s good. I don’t like her stats for 7 cost, kind of feel like you need to shift her for the value. She can make your aggressive character ready after long as someone else is banished in a challenge! She is however expensive for what she does
Epics
Epics are even rarer than Legendary, they are however just a nicer finish for a common, uncommon or rare card with foil effect, pop up art and borderless! You can use them like how you would use their lower rarity version! There are about 1 to 3 Epics in every booster box, so they are hard to come by and if you pull one, consider yourself lucky!
I will just showcase a gallery of them since they work the same way as their lower rarity variant.


















Enchanted
If you see the art of an Enchanted card, you will know why people want to chase them! They are totally different art, usually way nicer than their lower rarity version! They act the same way but gives a different Aura when you play them (trust me, it does give a different aura).
Enchanted comes by 1 in every 100 packs, so consider yourself very very lucky if you can pull one in the sealed event! Here is a gallery of those that you can pull in this set:


















Iconic
If you thought Enchanted is the highest rarity, you are wrong! Disney Lorcana has introduce a even higher rarity in Iconic! In this set, the Iconic are Merida and Buzz! They have alternative art from their Legendary variant but the foil effect is even more than an enchanted! No one really knows the rarity for an iconic, even those who bought a lot of cases are not guarantee! So do feel super lucky if you pull one!


Summary
Alright that’s a wrap! To sum up:
- Play on curve and keep the tempo in your favour (trade favourably and quest passively unless require to rush)
- Look out for traps and ensure you don’t add them to your deck unnecessarily.
- Understand that there is still luck involved, so even with your best build deck, it’s not guarantee a win
- Most importantly, have fun!
Conclusion
I hope this review has been useful for you, all the best for your pulls for the sealed pre release event! I will do a comprehensive review for constructed soon, in the meantime, have fun and if your pulls for a session is not ideal, there’s always next time!
Image Credit: https://dreamborn.ink/cards?setId=012
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