iTechGuides is reader-supported. When you buy through links on our site, we may earn an affiliate commission. As an Amazon Associate I earn from qualifying purchases. Learn more
You can improve a Disney Lorcana starter deck without rebuilding it from scratch: keep its two inks as your starting constraint, decide what the deck should do, then make a few swaps that improve its curve, inkability, consistency, card draw, or answers to opposing threats. A constructed deck must meet the game’s deck-building limits, but the best mix of cards within those limits depends on the plan you choose.
Start with the rules and the deck you own
Before changing cards, check the deck list and confirm which edition of the starter deck you have. Ravensburger’s Into the Inklands product description, for example, lists a preconstructed 60-card deck, 11 game tokens, a quick-start rulebook, and one randomized 12-card booster pack. That is a description of that product, not a guarantee that every Lorcana starter release has identical extras or cards.
For constructed play, the official quick-start rules set three limits: a deck must contain at least 60 cards, it may have no more than four copies of any one card, and it may use no more than two ink colors. Different versions of the same character count as different cards for the copy limit. These are rules, not strategic suggestions.
The Tool Desk
Outbyte Driver Updater FREEFix the driver behind crashes, sound loss and screen glitchesFind Drivers →Outbyte PC Repair FREEClear out junk files and repair common Windows errorsFree Scan →Ravensburger recommends staying at exactly 60 cards in most cases. Sixty is the legal minimum; the reason to avoid adding more is consistency. When you add cards, you make it less likely that any particular card you want will appear in a draw. There can be unusual strategic reasons to go above 60, but a new player generally has a clearer starting point by keeping the deck at 60.
#1 Best Overall
- ADVENTURES AWAIT: Explore the enchanting world of Lorcana in this extraordinary trading card game. Discover stunning original artwork that beautifully captures the essence of beloved Disney characters.
- EASY TO LEARN, ENGAGING TO PLAY: Dive into a welcoming gameplay experience designed for casual players and newcomers, but also offers strategic depth to satisfy competitive pros. Disney Lorcana can be played by 2 or more players ages 8 and up and takes about 10 minutes per player.
- BEAUTIFUL AND EXCITING ART: Discover over 200 breathtaking pieces of original Disney art in every set, making it the largest collection of original Disney artwork ever assembled in a single product.
- COLLECT, TRADE, AND CHALLENGE: Embark on an epic journey to build your ultimate deck, collect rare cards, and challenge fellow Disney enthusiasts.
- HIGH-QUALITY COMPONENTS: A Single-Player Deck contains 60 cards (including 2 foil cards), 11 Damage Tokens, 1 Rulebook, and 1 BONUS Booster Pack of 12 randomized cards.
Make a working copy of the list
Write down or enter the current list before making changes. Record each card’s name, ink cost, whether it can be put into your inkwell, and how many copies you own and include. This makes it easier to spot the role a card fills and to avoid accidentally exceeding the copy limit when you add replacements.
Do not assume that the cards in a starter deck are all meant to stay together permanently. Treat the preconstructed list as a playable baseline: it gives you a legal starting point and a way to see what kinds of plays you enjoy. If you use a booster or cards from another source, first check that each candidate fits your chosen ink pair and your deck’s plan.
Choose one central plan before choosing swaps
A deck becomes easier to improve when you can describe what it is trying to accomplish in a sentence. A plan might be to build a board and quest, use a character or card synergy, or answer an opponent’s threats. These are broad examples, not exclusive archetypes. The useful question is whether each card helps the deck do its chosen job or helps cover a weakness that would otherwise stop it.
Sort the current cards by role
Rather than judging every card in isolation, give each card a practical role. A card may help establish your board, support a synergy, provide card draw, or answer a threat. Some cards may be included because they are flexible or because they help the deck function at a particular point in the game. A card that is powerful on its own can still be a poor fit if it does not support the plan or if the rest of the list cannot use it effectively.
- Plan cards: the cards that directly help the deck carry out its main approach.
- Support cards: cards that make the plan work more reliably or shore up a weakness.
- Card draw: effects that help you avoid running out of useful plays.
- Answers: cards that can deal with opposing threats.
These categories are a review tool, not a demand for a fixed number of each kind. A useful list balances its theme with enough support to keep it functioning. If a card does not contribute to the central plan, provide needed support, or fill a role the deck otherwise lacks, it is a candidate to reconsider.
Keep the original ink pair as your first constraint
A constructed deck may use one or two inks. When upgrading a starter, begin by staying within the pair it already uses. This keeps the first round of decisions focused: you can evaluate whether a new card improves the existing deck without also changing its color structure. Adding another ink is not an option under the two-ink limit; changing an ink means replacing one of the starter’s colors and reworking the list around the new pair.
For a first set of changes, resist adding cards just because they look appealing in isolation. A candidate that falls outside the starter’s pair does not fit the current build. Even a legal change to a different two-ink combination creates a broader rebuilding project than a few targeted swaps, so it is usually more useful to learn what the original pair can do first.
Inspect the ink curve and inkability
The ink curve is the distribution of a deck’s cards across ink costs. Its purpose is not to hit a universal numeric formula; it is to help you see whether the deck has useful plays at different costs. A list weighted toward expensive cards can have difficulty making early plays, while a list made almost entirely of cheap cards may lose momentum later. The right distribution depends on the plan and on the specific cards in the deck.
Rank #2
- ADVENTURES AWAIT: Explore the enchanting world of Lorcana in this extraordinary trading card game. Discover stunning original artwork that beautifully captures the essence of beloved Disney characters.
- EASY TO LEARN, ENGAGING TO PLAY: Dive into a welcoming gameplay experience designed for casual players and newcomers, but also offers strategic depth to satisfy competitive pros. Disney Lorcana can be played by 2 or more players ages 8 and up and takes about 10 minutes per player.
- BEAUTIFUL AND EXCITING ART: Discover over 200 breathtaking pieces of original Disney art in every set, making it the largest collection of original Disney artwork ever assembled in a single product.
- COLLECT, TRADE, AND CHALLENGE: Embark on an epic journey to build your ultimate deck, collect rare cards, and challenge fellow Disney enthusiasts.
- HIGH-QUALITY COMPONENTS: A single-player deck contains 60 cards (including 2 foil cards), 11 tokens, 1 Rules sheet, and 1 BONUS booster pack of 12 randomized cards.
Use the curve to diagnose a real problem
Arrange the list by ink cost and look for a concentration at one end. Then compare that picture with how the deck actually plays. If you repeatedly have little to do early, check whether the list has enough useful lower-cost cards. If you get early plays but struggle to keep pressure or make meaningful later plays, inspect whether the deck has suitable options at higher costs. Do not replace cards merely to make the curve look evenly distributed: a card still needs to support the plan.
When comparing two candidates for one slot, ask whether the deck needs that cost more than it needs the effect of the card being removed. A lower-cost card is not automatically better simply because it smooths the curve, and an expensive card is not automatically worth including because its effect looks strong. The aim is to let the deck spend available ink consistently while still advancing its chosen plan.
Count inkable and uninkable cards separately
An inkable card can be placed into the inkwell; an uninkable card cannot. Uninkable cards can be powerful, but each one is a card you cannot use to build your inkwell. Too many can make it harder to develop ink at the pace the deck needs.
Free tools Windows power users keep installed
One-click scans. No signup required.
Ravensburger’s 2025 deck-building guidance gives 11–13 uninkable cards in a 60-card midrange deck, with 47–49 inkable cards, as a suitable guideline for many decks. Treat that range as a starting point rather than a rule or a universal target: the same guidance says the ideal balance depends on strategy and card quality. A deck’s needs can differ, so review how often uninkable cards compete with the need to build the inkwell rather than copying the range blindly.
For each uninkable card, ask what it contributes that justifies the constraint. Does it advance the plan, provide a needed answer, or fill an important role? If you have several uninkables that do similar jobs, consider whether the deck needs all of them. Conversely, do not remove a valuable uninkable card solely to hit a number if the list depends on its effect.
Choose card counts for consistency without losing flexibility
More copies of a card make it more likely to show up, which can help if it is essential to the plan. But drawing multiple copies is not always useful. Duplicates may have diminishing value, a card may be expensive, or it may be uninkable. Those are reasons to consider fewer copies even when the card is strong.
Ravensburger’s guidance says four copies can make sense for essential cards, while three or fewer can be better when duplicates have diminishing value, or when a card is expensive or uninkable. That is a strategy decision layered on top of the four-copy maximum: the limit applies to each individual card, while the useful count depends on how the deck plays.
Use redundancy for effects the plan needs
If your deck depends on a particular effect, you do not necessarily need to rely on four copies of one card to find it. Multiple different cards can perform similar roles. Ravensburger calls this the “Rule of Eight,” a strategy concept for building useful redundancy, not an official game rule. The point is to make the deck’s plan more dependable by including several ways to access a needed effect.
Rank #3
- ADVENTURES AWAIT: Explore the enchanting world of Lorcana in this extraordinary trading card game. Discover stunning original artwork that beautifully captures the essence of beloved Disney characters.
- EASY TO LEARN, ENGAGING TO PLAY: Dive into a welcoming gameplay experience designed for casual players and newcomers, but also offers strategic depth to satisfy competitive pros. Disney Lorcana can be played by 2 or more players ages 8 and up and takes about 10 minutes per player.
- BEAUTIFUL AND EXCITING ART: Discover over 200 breathtaking pieces of original Disney art in every set, making it the largest collection of original Disney artwork ever assembled in a single product.
- COLLECT, TRADE, AND CHALLENGE: Embark on an epic journey to build your ultimate deck, collect rare cards, and challenge fellow Disney enthusiasts.
- HIGH-QUALITY COMPONENTS: A single-player deck contains 60 cards (including 2 foil cards), 11 tokens, 1 Rules sheet, and 1 BONUS booster pack of 12 randomized cards.
When applying that idea, compare what the cards actually do and whether they fit the same role in your plan. Similar effects are not automatically interchangeable: costs, inkability, and other effects can make one option a better fit than another. Redundancy should make the deck more reliable without filling so many slots with one role that it loses card draw, answers, or a useful spread of costs.
Preserve card draw and ways to answer threats
Two roles are easy to overlook when focusing on a theme: card draw and removal. Card draw helps you keep finding useful plays rather than running out of options. Removal can deal with opposing threats. Ravensburger’s official deck-building guidance treats both as important parts of a balanced constructed list.
Before cutting a card, check whether it is one of the deck’s few sources of either role. If a list has a coherent theme but cannot replenish useful plays or deal with relevant threats, it may be less functional than a less tightly themed list with those tools. This does not mean every deck needs the same number of draw or removal cards; it means those jobs should be considered deliberately rather than sacrificed accidentally during upgrades.
When deciding between a candidate card and one already in the deck, compare the jobs they perform. A new card might strengthen the theme but duplicate a role the deck already has, while the card it replaces could be the only source of an answer or draw. Weigh the full effect on the list, not just whether the new card is appealing by itself.
Make a small batch of deliberate swaps
Changing a few cards at a time makes it easier to understand what improved or weakened the deck. This is a learning method, not a claim that a particular set of swaps has been tested. Keep the deck at 60 cards while you compare versions, and maintain a written list so you can reverse a change if it does not serve the plan.
- Write down the plan. State what the deck is trying to do and note any weakness you want to address, such as an awkward cost spread or too few answers.
- Mark the current roles. Identify the cards that support the plan, provide redundancy, draw cards, answer threats, or fill particular cost points.
- Check each candidate against the constraints. Confirm it uses one of the deck’s inks, fits the two-ink limit, and will not take the total above the maximum number of copies of that individual card.
- Compare the slot, not just the cards. Look at plan fit, ink cost, inkability, overlap with existing effects, the value of drawing multiples, and whether draw or answers would be lost.
- Make only a few changes. Record what came out and what went in. Keeping the number of changes small helps you connect later observations to the choices you made.
- Review how the list plays. Notice cards stranded in hand, costs the deck struggles to use, and whether it can carry out its plan. Use those observations to decide what to change next.
Do not treat one awkward draw as proof that the whole list is wrong. The purpose of reviewing play is to look for recurring friction: cards that are often difficult to use, a part of the curve that regularly leaves you without a play, or a plan that lacks a necessary supporting role. Make the next change in response to a pattern you can describe, not just a single frustrating moment.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.A practical checklist for each card swap
When two candidates compete for one slot, use the following questions. This is a decision aid based on Ravensburger’s published deck-building guidance, not an official scoring system.
Do these 3 things before closing this tab:
1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errors- Plan: Which card more directly supports the deck’s central approach or covers a weakness?
- Cost: Does either option help fill a cost point the list currently lacks?
- Inkability: Can the card be placed into the inkwell, and how does that affect the deck’s overall balance?
- Redundancy: Is the effect already covered by another card, or does the deck need more ways to access it?
- Copies: Would drawing more than one be useful, or would duplicates be less valuable?
- Balance: Does the change leave the deck with card draw and ways to answer opposing threats?
If the choice is close, use the card that solves the most important problem in the current list without creating a bigger one. For instance, a card that supports the theme may not be the right addition if the deck already has enough of that effect and needs to smooth its costs or retain an answer. This method keeps upgrades tied to the deck’s needs rather than to a general claim that one card is always better.
Rank #4
- A TEAM OF CHARACTERS: Each of the two prebuilt decks is filled with special versions of Disney friends called "glimmers" that are ready to join you on your adventure. With Disney Lorcana Gateway, you’ll learn both how to play them and ways they can work together.
- GET READY TO CHALLENGE: As with any Disney adventure, you’re bound to run into a few obstacles, whether it's a villain, a rival, or some friendly competition. Clear your path to victory by sending your glimmers to challenge these adversaries. The guides in the box show you how and help you sharpen this skill for an even faster win.
- YOUR QUEST TO WIN: Every round is a race for a magical story star. The more “lore” you collect, the closer you get to that prize. We’ll show you how to make the most of every quest with the help of your glimmers.
- UNLOCK MORE CARDS AS YOU GO: As you progress, you’ll unlock different gates letting you add more card types to your hand. You’ll discover songs, items, and Floodborn glimmers as well as how these help you along your quest.
Use official tools if you want help tracking the list
The official Disney Lorcana Companion App offers deck-building and fine-tuning features, and it also provides quick-start rules. It is an optional aid for organizing a list; you can use a written deck list instead. Consult the official rules when you need to verify a construction limit or clarify a rule, rather than relying on a remembered version of the rules.
Whether you track the deck in an app or on paper, keep a clear count of card copies and the ink pair. A list that records costs and inkability also makes it easier to inspect the curve and see whether a proposed swap improves the balance you are trying to address.
Common upgrade mistakes to avoid
Adding cards without removing the same number
Adding a card may feel harmless, but going above 60 changes the consistency of the list. Since 60 is both the minimum and the recommended size for most decks, make a replacement rather than simply expanding the deck when testing an upgrade.
What’s actually slowing this PC down?
Pick the symptom - the matching free tool is one click away.
Chasing a card without checking the ink pair
A card can look useful and still be a poor candidate if it requires moving away from the starter’s ink pair. For the first round of changes, focus on cards that fit the existing pair so you can evaluate individual improvements rather than rebuilding several parts of the deck at once.
Filling the list with expensive or uninkable cards
Strong effects do not remove the practical cost of cards that are difficult to use at the right time or cannot go into the inkwell. Check both cost and inkability before adding a card, then consider whether the list still has useful plays across costs and enough flexibility to build ink.
Cutting support for theme alone
A deck with a clear theme can still struggle if it loses card draw, answers, or the cards that let its plan function. Before removing a support card, identify its role and check whether another card in the list covers it.
Changing too much to learn from the result
If you replace a large share of the deck at once, it is harder to tell which changes helped. A few focused swaps give you a more informative comparison and a simpler path back if the revised list performs worse for the way you want to play.
Crashes, No Sound, or Screen Glitches?
Random freezes, missing sound and display glitches usually trace back to one bad driver. Find and replace yours safely.Free scan · under a minuteWindows Errors? Fix Them Before They Spread
Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallQuick Recap
Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

