core_aa

60 cards · AmberAmethyst
8
8
4
16
7
8
0
0

Cards (60)

1 ×4 Besties, Assemble!
Action · Common
Look at the top 4 cards of your deck. You may reveal a character card and put it into your hand. Put the rest on the bottom of your deck in any order.
1 ×4 Higgins Undercover Officer
Character · Dreamborn · Ally · Detective · Common
(no ability)
⚔ 2❤ 2◆ 1
1 ×4 Luisa Madrigal Pushing Through
Character · Storyborn · Ally · Madrigal · Common
Challenger
Challenger +2 (While challenging, this character gets +2 {S}.)
⚔ 0❤ 3◆ 1
1 ×4 Pot of Honey
Item · Common
I'M STUCK! Banish this item — Chosen exerted character can't ready at the start of their next turn.
2 ×4 Grandmother Willow Ancient Advisor
Character · Storyborn · Mentor · Uncommon
SMOOTH THE WAY Once during your turn, you pay 1 {I} less for the next character you play this turn.
⚔ 1❤ 2◆ 1
2 ×4 Hamm Piggy Bank
Character · Storyborn · Ally · Toy · Uncommon
LOOSE CHANGE {E} — You pay 1 {I} less for the next character you play this turn.
⚔ 2❤ 3◆ 1
3 ×4 Cheshire Cat Inexplicable
Character · Storyborn · Whisper · Super_rare
Boost 2 {I} (Once during your turn, you may pay 2 {I} to put the top card of your deck facedown under this character.) IT'S LOADS OF FUN Whenever you put a card under this character, you may move up to 2 damage counters from chosen character to chosen opposing character.
⚔ 3❤ 4◆ 1
3 ×1 Ohana Means Family
Action · Legendary
Remove all damage from chosen character of yours. Draw a card for each 1 damage removed this way.
4 ×3 Dumbo Ninth Wonder of the Universe
Character · Storyborn · Hero · Legendary
Evasive
Evasive (Only characters with Evasive can challenge this character.) BREAKING RECORDS {E}, 1 {I} – Draw a card and gain 1 lore. MAKING HISTORY Your other characters with Evasive gain "{E}, 1 {I} – Draw a card and gain 1 lore."
⚔ 3❤ 3◆ 1
4 ×4 Isis Vanderchill Ice Queen of St. Canard
Character · Storyborn · Super · Villain · Common
CHILL OUT When you play this character, exert chosen opposing character.
⚔ 4❤ 4◆ 1
4 ×3 Nakoma Waiting Out the Storm
Character · Storyborn · Ally · Common
(no ability)
⚔ 4❤ 6◆ 1
4 ×2 Sven Leaping Reindeer
Character · Dreamborn · Ally · Super_rare
ChallengerEvasiveRush
Rush (This character can challenge the turn they're played.) Challenger +3 (While challenging, this character gets +3 {S}.) Evasive (Only characters with Evasive can challenge this character.)
⚔ 2❤ 3◆ 1
4 ×4 Tigger Bouncing All the Way
Character · Storyborn · Tigger · Common
SPLENDERIFFIC BOUNCE When you play this character, you may return chosen character, item, or location with cost 2 or less to their player's hand.
⚔ 4❤ 3◆ 1
5 ×4 Gaston Superior Archer
Character · Storyborn · Villain · Uncommon
WATCH THIS! When you play this character, you may banish chosen character with 5 {S} or more.
⚔ 3❤ 4◆ 1
5 ×3 Luisa Madrigal Confident Climber
Character · Floodborn · Ally · Madrigal · Legendary
Shift
Shift 3 {I} (You may pay 3 {I} to play this on top of one of your characters named Luisa Madrigal.) I CAN TAKE IT 1 {I} — Move up to 1 damage from chosen character of yours to this character. Then, if this character has 3 or more damage, move all damage from this character to chosen opposing character.
⚔ 6❤ 4◆ 1
6 ×4 Creeper Loyal Lackey
Character · Storyborn · Ally · Rare
(no ability)
⚔ 5❤ 4◆ 4
6 ×4 Demona Scourge of the Wyvern Clan
Character · Storyborn · Villain · Gargoyle · Sorcerer · Legendary
AD SAXUM COMMUTATE When you play this character, exert all opposing characters. Then, each player with fewer than 3 cards in their hand draws until they have 3. STONE BY DAY If you have 3 or more cards in your hand, this character can't ready.
⚔ 5❤ 6◆ 2

Strategy Guide

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.
Generated by your Lorcana deck lab · decks.twofound.cv