Lorcana

Deck Guide

Lorcana Deck Guide: Amethyst-Steel Mickey Combo!

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Let's check out a very fun deck, focused on the synergy between two Mickey cards in Lorcana, and put an enourmous 10/10 in play as early as turn THREE!

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translated by Antonio Carlos

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revised by Antonio Carlos

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The Face of Disney!

Hello, everyone!

It's hard to think of anything from Disney and not also think of Mickey - after all, the character is the face of the company, a symbol of the brand, and also a reminder of how their whole story began!

And boy, is that story long: Mickey is almost 97 years old! And in Lorcana, there's no shortage of cards paying homage to the little mouse. Today, we're going to show you a really fun deck based on a synergy between several Mickeys in the game! Let's go!

Amethyst-Steel Mickey Combo!

Our deck today will highlight the largest character in the game, just released in the new set Reign of Jafarlink outside website: Mickey Mouse - Giant Mouse!

The gigantic Mickey is a powerful 10/10, who generates five Lore and also has the Bodyguard ability, protecting your entire board! It's really impressive!

However, he also costs TEN ink! In other words, without using ink ramp - something specific to the Sapphire color, which is not part of the deck - it would be necessary to wait until turn 10 to play Giant Mickey fairly.

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So, to help us in this mission, we're going to use another Mickey: Mickey Mouse - Inspirational Warrior! When, on your turn, Warrior Mickey defeats an opponent's character in a Challenge, you can play a character for free!

Our game plan is set: we want to do a combo, a combination, in which we use a Mickey Mouse - Inspirational Warrior to defeat an opponent's character and, having Mickey Mouse - Giant Mouse in hand, we can play it for free!

The other cards in our deck will basically have two roles: provide support for Challenges, since the little Warrior Mickey, being a 1/1, will usually need help to defeat another character; and to draw cards, in order forthe plan of finding the two Mickeys to be consistent.

Let's present the deck list and talk more in depth about each card.

The Decklist

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Fun fact: our deck actually has a very low ink curve - thirty-eight cards cost 2 ink or less. Of course, we also have eight cards that cost nine or ten ink, but as explained, we want to play them for free, so the bigger the better!

The crucial part of the plan is to achieve a balance between how many slots we'll dedicate to the combo between the Mickeys, the support needed to give consistency to the plan, and some specific cards that act as Plan B if things don't go as planned.

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The Main Plan - Mickey Combo

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We've talked about both Mickeys before, but it's also worth highlighting Mickey's loyal friend, Goofy - Knight for a Day.

Goofy has the same stats as Giant Mickey, meaning it's also a 10/10. However, it generates 4 Lore - 1 less - and doesn't have the Bodyguard ability. On the other hand, it's an inkable card, which is important if you end up having more than one in your hand.

The main role of Goofy is redundancy to bring out a gigantic character when we use the effect of our Mickey Mouse - Inspirational Warrior. Having eight potential characters, instead of just four, makes the plan more consistent. Furthermore, as mentioned, the fact that Goofy is inkable makes it useful even if you don't have Mickey Warrior on the board.

Challenge Support

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Our Mickey Mouse - Inspirational Warrior will rarely be able to defeat a character alone, so we have sixteen cards that increase power when a character performs a Challenge, and six cards that grant Rush.

Madam Mim, Merlin - Crab and Mickey Standard Bearer - hey, another Mickey! - will make our Mickey Warrior reach higher power and thus fulfill the condition to defeat an opposing character. In addition, the song Legend of the Sword in the Stone can be either played normally, or sung, to save ink.

Finally, Fire the Cannons! does not specifically increase power, but in practice is a +2 if the character to be challenged has 3 Willpower. It's a flexible card, since it also deals with other problematic characters like Diablo - Devoted Herald, which can greatly hinder the development of our game.

We also use some cards that give Rush. The moment we play a Mickey Mouse - Inspirational Warrior, our opponent will certainly be cautious and may avoid leaving characters exposed, precisely to prevent our combo. So, the idea is to keep the Mickey Warrior in hand, then in the same turn you play it, you immediately play one of the cards that gives Rush, and then attack an opponent's character. Both Cogsworth and Mallet only cost one ink, so they support the plan without being too much of a burden on your ink.

Here's an example of turn 3 combo: on turn 2, play Madam Mim - Tiny Adversary. If the opponent played a character on the first turn - for example, a Daisy Duck - Donald’s Date -, they will probably Quest. When we get our turn back, and make our third ink, we can play our Mickey Mouse - Inspirational Warrior, play Cogsworth - Illuminary Watchman to Rush Mickey, use Madam Mim to sing Legend of the Sword in the Stone on Mickey, and finally attack and defeat Daisy Duck. With that, we bring our Mickey Mouse - Giant Mouse to play on turn 3!!!

Card Draw

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We have eight 1-drops that help with consistency, since they cycle cards to find what we need.

Mulan also has the job of filtering non-inkable cards, exchanging them for more useful cards or just inkable ones.

Diablo can either serve as bait for an opponent to use a character to defeat it, and thus be exposed to our Mickey Combo, or it can simply generate value. For example, using cards that increase power so that Diablo attacks and takes something off the board, drawing a new card in the process.

Other supports and Plan B

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Finally, these cards were included because they combine flexibility, utility, and act as Plan B in case our main idea ends up failing.

Rajah and Giant Cobra are above-the-curve characters, but they make up for it with the Vanish ability. They can serve to provide a relevant board presence in the first turns, and also to act as lightning rods for the opponent's removals, before playing our Mickey Warrior. Another important use of Giant Cobra is to filter out eventual non-inkable cards, transforming them directly into Lore points.

Stitch pairs well with cards that increase our character's power, since each time you banish an enemy, you draw a card and gain one Lore. If the Mickey Combo is MIA, Stitch can easily become a path to victory, since every card invested in it to win a Challenge is immediately recovered.

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Elsa’s Ice Palace is both a removal and a passive Lore generator, meaning your opponent can’t simply ignore it. It is extremely useful in our deck, since it can lock an opponent’s character, keeping them exposed to our Mickey Combo. In order to remove the Location, the opponent will be forced to expose another character, giving an opportunity for our Warrior Mickey or our Stitch to generate advantage. However, since it is a non-inkable card with a cost of 3, we preferred to use just 3 copies.

Eyes on Rotation

If you're planning on building this deck, the good news is that the deck's core - the Mickey Combo - will still be playable even after the Set Rotation, with the release of Fabled.

Of course, we know that Fabled will contain reprints, but we don't know exactly which ones yet, so it's hard to know at this point what replacements will be needed. But a lot of what we used from the first sets were just power-boosting cards, and we'll probably have similar ones to use.

In short: it's a viable, fun archetype that will remain playable in Core Constructed! As we get more Fabled cards revealed, we'll definitely update this deck.

Conclusion

And that was our deck for today!

I hope you enjoyed the idea of ​​combining different Mickeys, mixing powerful plays with the fun of using Disney's dearest Mouse to defeat your opponents.

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Don't forget to leave a comment - give us your feedback and suggestions!

Cheers and see you next time!