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.