core_es

60 cards · EmeraldSteel
10
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17
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4
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Cards (60)

1 ×4 Darkwing Duck Crime Fighter
Character · Storyborn · Super · Hero · Detective · Common
(no ability)
⚔ 2❤ 2◆ 1
1 ×2 Flynn Rider Spectral Scoundrel
Character · Storyborn · Hero · Prince · Whisper · Uncommon
Boost 2 {I} (Once during your turn, you may pay 2 {I} to put the top card of your deck face down under this character.) I'LL TAKE THAT As long as this character has at least one card under it, it gets +2 {S} and +1 {L}.
⚔ 1❤ 2◆ 1
1 ×4 Tod All Alone
Character · Storyborn · Hero · Common
(no ability)
⚔ 2❤ 2◆ 1
1 ×1 You Broke My Smolder
Action · Uncommon
Discard your hand. Draw 2 cards.
2 ×4 Hudson Determined Reader
Character · Storyborn · Mentor · Gargoyle · Common
FINDING ANSWERS When you play this character, you may draw a card, then choose and discard a card. STONE BY DAY If you have 3 or more cards in your hand, this character can't ready.
⚔ 2❤ 4◆ 1
2 ×4 Launchpad Trusty Sidekick
Character · Storyborn · Ally · Common
WHAT DID YOU NEED? {E} — Draw a card. Then, choose and discard a card unless you have a character named Darkwing Duck in play.
⚔ 2❤ 3◆ 1
2 ×4 Little John Sir Reginald
Character · Storyborn · Ally · Uncommon
WHAT A BEAUTIFUL BRAWL! When you play this character, choose one: - Chosen Hero character gains Resist +2 this turn. (Damage dealt to them is reduced by 2.) - Deal 2 damage to chosen Villain character.
⚔ 2❤ 2◆ 1
2 ×4 The Terror That Flaps in the Night
Action · Common
Deal 2 damage to chosen opposing character. If you have a character named Darkwing Duck in play, deal 3 damage instead.
3 ×4 Angela Night Warrior
Character · Dreamborn · Ally · Gargoyle · Super_rare
SHADOW POWER When you play this character, you may give chosen character Challenger +2 and Resist +2 until the start of your next turn. (They get +2 {S} while challenging. Damage dealt to them is reduced by 2.) ETERNAL NIGHT Your Gargoyle characters lose the Stone by Day ability.
⚔ 2❤ 3◆ 1
3 ×2 Darkwing Duck Shadowy Superhero
Character · Storyborn · Super · Hero · Detective · Common
PREEMPTIVE STRIKE When you play this character, you may deal 1 damage to chosen character.
⚔ 2❤ 5◆ 1
3 ×4 Mushu Stealthy Dragon
Character · Storyborn · Ally · Dragon · Legendary
Evasive
Evasive (Only characters with Evasive can challenge this character.) TIP THE SCALES Whenever this character quests, if an opponent has more cards in their hand than you, you may draw a card.
⚔ 3❤ 2◆ 1
3 ×3 The Huntsman On the Queen's Orders
Character · Storyborn · Ally · Uncommon
Ward
Ward (Opponents can't choose this character except to challenge.)
⚔ 4❤ 3◆ 1
3 ×4 Vixey Forest Friend
Character · Storyborn · Ally · Uncommon
Evasive
SHOWIN' UP If you have a character named Tod in play, you pay 1 {I} less to play this character. Evasive (Only characters with Evasive can challenge this character.)
⚔ 1❤ 3◆ 2
4 ×4 Angel Experiment 624
Character · Storyborn · Ally · Alien · Legendary
UNTOUCHABLE While you have no cards in your hand, this character gains Resist +2. (Damage dealt to them is reduced by 2.) GOOD AIM Once during your turn, you may choose and discard a card to deal 2 damage to chosen character.
⚔ 3❤ 3◆ 1
4 ×4 Elinor Renowned Diplomat
Character · Storyborn · Mentor · Queen · Super_rare
COORDINATED EFFORTS At the end of your turn, if you have 3 or more exerted characters in play, deal 1 damage to chosen opposing character, gain 1 lore, and draw a card.
⚔ 3❤ 4◆ 1
4 ×2 He Hurled His Thunderbolt
Action, Song · Uncommon
(A character with cost 4 or more can {E} to sing this song for free.) Deal 4 damage to chosen character. Your Deity characters gain Challenger +2 this turn. (They get +2 {S} while challenging.)
4 ×2 The Queen Devious Disguise
Character · Storyborn · Villain · Queen · Sorcerer · Legendary
EVIL SCHEME When you play this character, you may draw a card. If you do, each opponent gains 2 lore. JEALOUS HEART While an opponent has more lore than you, this character gets +2 {L}.
⚔ 5❤ 3◆ 1
5 ×4 Broadway Sturdy and Strong
Character · Storyborn · Ally · Gargoyle · Uncommon
Bodyguard
Bodyguard (This character may enter play exerted. An opposing character who challenges one of your characters must choose one with Bodyguard if able.) STONE BY DAY If you have 3 or more cards in your hand, this character can’t ready.
⚔ 4❤ 6◆ 2

Strategy Guide

LEGALITY: LEGAL  (60 cards, inks: Emerald, Steel)

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HOW TO PLAY: core_es.txt
Inks: Emerald / Steel   |   60 cards   |   43 inkable (72%)
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## 1. IDENTITY & WIN CONDITION
Tribal go-wide — flood the shared type, snowball its payoffs, race lore.
Primary plan: Tribal go-wide — flood the shared type, snowball its payoffs, race lore. 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          33  ######
  Draw          100  ####################
  Removal       100  ####################
  Aggro speed   100  ####################
  Late game       0  
  Consistency    93  ##################
  Ink safety     89  #################
  Finishers      50  ##########
  Tribal synergy 100  ####################

## 3. STRENGTHS
  + Good card draw — refuels and avoids running out of gas.
  + Plenty of interaction/removal to control the board.
  + Fast, low curve — applies early lore pressure.

## 5. OPENING HAND (keep/mulligan)
  Simulated 20,000 openers: keep ~65%, avg 5.0 inkable.
  Ink-screwed opener (<2 inkable): 0%   Flood (>5 inkable): 35%
  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):
    - Broadway - Sturdy and Strong (ink-safety 7/10): high cost with low early value — good ink fuel
  Do NOT ink early (protect these):
    - Angel - Experiment 624: hold until ~turn 6. provides removal, control — keep it for the plan
    - The Queen - Devious Disguise: hold until ~turn 6. provides draw — keep it for the plan
    - Mushu - Stealthy Dragon: hold until ~turn 5. provides draw — keep it for the plan
    - The Terror That Flaps in the Night: hold until ~turn 4. provides removal, control — keep it for the plan; cheap enabler — you'd rather play it
    - Hudson - Determined Reader: hold until ~turn 4. provides draw — keep it for the plan; cheap enabler — you'd rather play it
  NON-INKABLE (can't ink at all): Darkwing Duck - Shadowy Superhero, Elinor - Renowned Diplomat, He Hurled His Thunderbolt, Launchpad - Trusty Sidekick, Little John - Sir Reginald, You Broke My Smolder
  * 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 Darkwing Duck - Crime Fighter  /  +1 HeiHei - Bumbling Rooster  [ramp, 70% conf]
       Adds ramp (weight 9), the axis your deck is weakest in (Ramp: 0/100). Darkwing Duck - Crime Fighter 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