robust_evolved

60 cards · EmeraldSteel
16
4
9
4
17
4
3
0

Cards (60)

1 ×4 Alien True Believer
Character · Storyborn · Ally · Alien · Toy · Rare
WE ARE ONE This character gets +1 {S} for each other Toy character you have in play. HE HAS BEEN CHOSEN During your turn, when this character is banished, return another character card named Alien from your discard to your hand.
⚔ 1❤ 1◆ 1
1 ×4 Carl Fredricksen Loving Husband
Character · Storyborn · Hero · Uncommon
TAKE MY HAND When you play this character, you pay 2 {I} less for the next character named Ellie Fredricksen you play this turn.
⚔ 1❤ 2◆ 1
1 ×4 Minnie Mouse Curious Adventurer
Character · Dreamborn · Hero · Common
(no ability)
⚔ 2❤ 2◆ 1
1 ×4 Roo Hunny Rogue
Character · Dreamborn · Ally · Hunny · Uncommon
Ward
Ward (Opponents can't choose this character except to challenge.) ELUSIVE EXPERTISE While you have another Hunny character in play, this character gains Evasive. (Only characters with Evasive can challenge them.)
⚔ 1❤ 1◆ 1
2 ×3 Buzz's Arm
Item · Uncommon
MISSING PIECE If a character named Buzz Lightyear was banished this turn, you may play this item for free. SOME ASSEMBLY REQUIRED {E} — You pay 1 {I} less for the next action or item you play this turn.
2 ×4 Kevin Flightless Bird
Character · Storyborn · Ally · Uncommon
BACK TO THE NEST Whenever this character quests, put this card on the top of your deck.
⚔ 1❤ 3◆ 3
3 ×4 Chief Seasoned Tracker
Character · Storyborn · Ally · Uncommon
GOOD RIDDANCE {E} — If an opposing character was banished in a challenge this turn, draw a card.
⚔ 2❤ 5◆ 1
3 ×1 Flynn Rider High-Climbing Rogue
Character · Storyborn · Hero · Prince · Common
WE CAN WORK THIS OUT Whenever an opponent chooses this character for an action or ability, they choose and discard a card.
⚔ 3❤ 2◆ 2
3 ×3 Kaa Suspicious Serpent
Character · Storyborn · Villain · Common
Ward
Ward (Opponents can't choose this character except to challenge.)
⚔ 3❤ 2◆ 2
3 ×1 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 Mr. Incredible Taking Out the Trash
Character · Storyborn · Super · Hero · Uncommon
KA-POW! When you play this character, you may deal 2 damage to chosen opposing Robot or Villain character.
⚔ 4❤ 4◆ 1
5 ×4 Donald Duck Along for the Ride
Character · Storyborn · Hero · Common
COMIN' THROUGH! When you play this character, you may banish chosen item.
⚔ 4❤ 6◆ 2
5 ×4 Dr. Bushroot Evil Botanist
Character · Storyborn · Super · Villain · Rare
Ward
Ward (Opponents can't choose this character except to challenge.) FAIR IS FAIR Whenever this character is challenged, chosen opponent chooses and discards a card.
⚔ 4❤ 3◆ 3
5 ×4 Lord MacGuffin Clever Swordsman
Character · Storyborn · Ally · Uncommon
WAIT FOR IT... This character may enter play exerted to deal 3 damage to chosen damaged character.
⚔ 6❤ 4◆ 2
5 ×4 Mushu Sneaky Dragon
Character · Storyborn · Ally · Dragon · Uncommon
SNOWY SURPRISE When you play this character, deal 2 damage to chosen character.
⚔ 3❤ 2◆ 3
5 ×1 Sprout Experiment 509
Character · Storyborn · Alien · Rare
Resist
Resist +1 (Damage dealt to this character is reduced by 1.) BOTANICAL EVIL When you play this character, you may choose and discard an Alien character card or a location card from your hand. If you do, deal 2 damage to chosen character.
⚔ 4❤ 4◆ 2
6 ×4 Vladimir Ceramic Unicorn Fan
Character · Storyborn · Ally · Common
HIGH STANDARDS Whenever this character quests, you may banish chosen item.
⚔ 5❤ 6◆ 2
7 ×3 Tod Knows All the Tricks
Character · Floodborn · Hero · Legendary
EvasiveShift
Shift 5 {I} (You may pay 5 {I} to play this on top of one of your characters named Tod.) Evasive (Only characters with Evasive can challenge this character.) IMPRESSIVE LEAPS Twice during your turn, whenever this character is chosen for an action or an item’s ability, you may ready him.
⚔ 6❤ 6◆ 2

Strategy Guide

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

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HOW TO PLAY: robust_evolved.txt
Inks: Emerald / Steel   |   60 cards   |   48 inkable (80%)
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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          67  #############
  Draw           29  #####
  Removal       100  ####################
  Aggro speed   100  ####################
  Late game      58  ###########
  Consistency   100  ####################
  Ink safety    100  ####################
  Finishers     100  ####################
  Tribal synergy  92  ##################

## 3. STRENGTHS
  + Plenty of interaction/removal to control the board.
  + Clear win conditions to actually close games.
  + Fast, low curve — applies early lore pressure.

## 4. WEAKNESSES
  - Thin on card draw — can run out of gas in long games.

## 5. OPENING HAND (keep/mulligan)
  Simulated 20,000 openers: keep ~42%, avg 5.6 inkable.
  Ink-screwed opener (<2 inkable): 0%   Flood (>5 inkable): 57%
  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):
    - Kevin - Flightless Bird (ink-safety 6/10): a plain body — safe to ink an extra copy (best of a protected list — ink when it's your least useful card)
    - Flynn Rider - High-Climbing Rogue (ink-safety 6/10): a plain body — safe to ink an extra copy (best of a protected list — ink when it's your least useful card)
    - Minnie Mouse - Curious Adventurer (ink-safety 6/10): a plain body — safe to ink an extra copy (best of a protected list — ink when it's your least useful card)
    - Alien - True Believer (ink-safety 6/10): a plain body — safe to ink an extra copy (best of a protected list — ink when it's your least useful card)
    - Kaa - Suspicious Serpent (ink-safety 6/10): a plain body — safe to ink an extra copy (best of a protected list — ink when it's your least useful card)
  Do NOT ink early (protect these):
    - Dr. Bushroot - Evil Botanist: hold until ~turn 8. provides finisher — keep it for the plan
    - Vladimir - Ceramic Unicorn Fan: hold until ~turn 6. provides removal, control — keep it for the plan
    - Donald Duck - Along for the Ride: hold until ~turn 6. provides removal, control — keep it for the plan
    - Tod - Knows All the Tricks: hold until ~turn 6. provides item_payoff, tribal_payoff — keep it for the plan
    - Mr. Incredible - Taking Out the Trash: hold until ~turn 6. provides removal, control — keep it for the plan
    - Sprout - Experiment 509: hold until ~turn 6. provides removal, control — keep it for the plan
    - Chief - Seasoned Tracker: hold until ~turn 5. provides draw — keep it for the plan
  NON-INKABLE (can't ink at all): Lord MacGuffin - Clever Swordsman, Mushu - Sneaky Dragon, Roo - Hunny Rogue
  * 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 Minnie Mouse - Curious Adventurer  /  +1 Ransack  [draw, 70% conf]
       Adds draw (weight 8), the axis your deck is weakest in (Draw: 29/100). Minnie Mouse - Curious Adventurer is a low-impact body you won't miss.
       Risk: Verify it fits your curve before locking it in.
  -1 Roo - Hunny Rogue  /  +1 HeiHei - Bumbling Rooster  [ramp, 70% conf]
       Adds ramp (weight 9), the axis your deck is weakest in (Ramp: 0/100). Roo - Hunny Rogue 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