LEGALITY: LEGAL (60 cards, inks: Amber, Amethyst)
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HOW TO PLAY: core_aa.txt
Inks: Amber / Amethyst | 60 cards | 50 inkable (83%)
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## 1. IDENTITY & WIN CONDITION
Go wide and race lore before the opponent stabilizes.
Primary plan: Go wide and race lore before the opponent stabilizes. Use removal to trade up and protect your tempo. Deploy finishers once you're ahead on resources, then close fast. Don't durdle — quest aggressively and keep the pressure on.
## 2. DECK DNA (0-100)
Ramp 0
Tempo 100 ####################
Draw 57 ###########
Removal 89 #################
Aggro speed 100 ####################
Late game 67 #############
Consistency 100 ####################
Ink safety 100 ####################
Finishers 88 #################
Tribal synergy 25 #####
## 3. STRENGTHS
+ Plenty of interaction/removal to control the board.
+ Clear win conditions to actually close games.
+ Fast, low curve — applies early lore pressure.
## 5. OPENING HAND (keep/mulligan)
Simulated 20,000 openers: keep ~33%, avg 5.8 inkable.
Ink-screwed opener (<2 inkable): 0% Flood (>5 inkable): 67%
KEEP hands with 2-4 inkable, at least one early (<=3) play, and ideally a ramp/enabler or interaction. Mulligan no-early-play or <2 inkable hands.
## 6. INK GUIDE
Ink FIRST (safe fuel):
- Demona - Scourge of the Wyvern Clan (ink-safety 7/10): high cost with low early value — good ink fuel
Do NOT ink early (protect these):
- Creeper - Loyal Lackey: hold until ~turn 8. provides finisher — keep it for the plan
- Dumbo - Ninth Wonder of the Universe: hold until ~turn 7. provides draw, finisher — keep it for the plan
- Tigger - Bouncing All the Way: hold until ~turn 6. provides cost_reduction, removal — keep it for the plan
- Gaston - Superior Archer: hold until ~turn 6. provides removal, control — keep it for the plan
- Ohana Means Family: hold until ~turn 5. provides draw — keep it for the plan
- Besties, Assemble!: hold until ~turn 3. provides draw — keep it for the plan; cheap enabler — you'd rather play it
NON-INKABLE (can't ink at all): Grandmother Willow - Ancient Advisor, Isis Vanderchill - Ice Queen of St. Canard, Sven - Leaping Reindeer
* Base rule: never ink a core engine piece before its best turn unless you hold a duplicate or already have that line running.
* Duplicate rule: a second copy of a unique/late card is much safer to ink.
* Matchup rule: vs aggro, slow finishers become inkable early (you need to survive); vs control, protect draw/finishers and ink spare removal.
* Board-state rule: don't ink a board wipe while you're behind on board.
## 7. GAME PLAN BY TURN
Turns 1-3: hit ink drops, deploy cheap enablers/ramp, don't over-commit into open removal.
Turns 4-6: establish your engine (draw/ramp/payoff), trade with removal, start building your win condition.
Late: deploy finishers when ahead on resources and close. Use board wipes only when behind on board.
## 8. COMMON MISTAKES
- Inking a core engine piece before its turn (see §6).
- Over-extending into an open board vs a wipe/removal.
- Durdling with a control hand and no clock — have a way to win.
## 9. UPGRADE SUGGESTIONS
-1 Luisa Madrigal - Pushing Through / +1 Owl - Pirate Lookout [ramp, 70% conf]
Adds ramp (weight 9), the axis your deck is weakest in (Ramp: 0/100). Luisa Madrigal - Pushing Through is a low-impact body you won't miss.
Risk: Verify it fits your curve before locking it in.
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Generated by Lorcana AI Deck Coach (deterministic analysis). Verify card text/legality before a tournament.