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# How to Build a Lorcana Deck for Beginners
- URL: https://bey3.com/how-to-build-lorcana-deck-beginners/
- Published: 2026-11-04T02:58:24.000Z
- Updated: 2026-11-04T02:58:24.000Z
- Author: Shahidul
- Tags: Construction

To build a playable Disney Lorcana deck for beginners, pick two ink colors, keep the [deck at 60 cards](https://bey3.com/choose-first-trading-cards/), and focus on one simple plan. Start with cards that let you play early, then add a few stronger cards for the midgame so the deck doesn’t run out of steam. Before you lock anything in, check the rules for the format you’re playing, since card legality depends on that format.

## What you need before you start

Before you sort cards, make sure you’re building for the format you actually want to play. The basic starting points are:

- A deck has 60 cards.
- Your deck can use up to two ink colors.
- Every card in the deck should support the same plan.
- If you’re playing in a specific format or event, confirm which cards are legal there.

The 60-card size matters because it keeps the deck focused. If you go over, the deck isn’t legal. If you stay at 60, your best cards show up more often and your draws are more consistent. For a first build, don’t try to include every strong or flashy card you own. Pick the cards that help one plan and set the rest aside for now.

![Disney Lorcana cards are arranged in two separate piles on a table.](https://tse1.mm.bing.net/th?q=Disney%20Lorcana%20cards%20sorted%20into%20two%20piles&w=624&h=352&c=7)

## Choose two ink colors and a simple plan

Start with one clear idea for how you want the deck to win. For a beginner deck, that usually means one of three plans: quest fast, control the board, or build value over time.

Once you know the plan, choose two inks that support it. If you want to quest quickly, pick inks with cheap characters and ways to push lore. If you want to control the board, pick inks with removal or ways to slow the opponent down. If you want value over time, choose inks that draw cards, recur useful cards, or set up stronger turns later.

Keep the plan narrow. A deck with fast questers, expensive removal, and a pile of random support cards can draw the wrong half at the wrong time. Two inks should work together, not fight for space. If a card doesn’t help the plan you picked, leave it out for the first version of the deck.

## Build the card mix around that plan

A beginner-friendly deck usually leans on characters more than anything else, because characters do the main work of questing, challenging, and holding the board. Actions, items, and songs should support them, not replace them.

A simple starting mix is:

- Mostly characters
- A smaller number of actions
- A few items
- Songs only if your chosen inks and cards use them well

That mix gives you a deck that can actually play turns instead of sitting on expensive cards you can’t use yet. Characters should make up the core because they score lore and help contest the board. Actions are best when they solve a specific problem, like removing a blocker or giving a character a short-term boost. Items are useful when they help you over multiple turns. Songs are strongest when you can pay for them efficiently or when they give you an effect you can’t easily replace.

If you’re unsure, build around characters first, then add the smallest number of non-character cards needed to support them.

## Balance cheap plays and bigger cards

A beginner deck needs cards you can play early and cards that matter later. If nearly everything costs a lot, you may spend the first turns doing nothing. If everything is cheap, you may run out of power once the board fills up.

A practical approach is to make sure the deck has enough low-cost cards to start playing right away, then a smaller group of mid- and high-cost cards to finish games or recover from a bad board. You want turns where you can usually do something useful, even if it’s just playing a character and setting up the next turn.

When you sort your deck, look at the costs and ask a simple question: can I play this deck on the first few turns without falling behind? If the answer is no, add more early characters or cheap support cards. If the answer is yes but the deck runs out of pressure later, trim a few weak early cards and add cards that matter in the middle and late game.

The goal is not a perfect curve. It’s a deck that doesn’t stall early and doesn’t run out of gas too soon.

## Build the deck as a simple game plan

Once you have your colors, card mix, and cost balance, write the plan in plain terms. A beginner deck works best when it can do this:

1. Play a character early.
2. Keep adding characters or useful support cards.
3. Use actions, items, or songs to remove blockers or protect your board.
4. Quest steadily until you can close the game.

That plan is easier to follow than trying to make every card do everything. Your early turns should get a character on the board. Your middle turns should keep you from falling behind. Your late turns should help you push through the last bit of lore or recover if the board gets messy.

If a card doesn’t help one of those steps, it may belong in a different deck. Beginners usually do better with a clear path from early play to finished game than with a pile of individually strong cards that don’t line up.

## Test the deck and spot obvious problems

Shuffle up and play a few games before you start making big changes. The point is to see what the deck actually does, not what you hoped it would do.

1. Draw opening hands and notice whether you can make a play on the first few turns.
2. Pay attention to what happens around the middle turns, when the board usually starts to matter more.
3. Watch for cards that sit in hand because they don’t fit the board state or your plan.
4. Notice whether you’re falling behind because your cards are too slow, too small, or too few.
5. Check whether the deck can finish games when it gets ahead.

After a few games, the pattern should be clear. If you often have no useful play early, the deck needs more low-cost characters or cheaper support cards. If you build a board but can’t keep it, add more removal, challenge tools, or protection for your best characters. If you reach the late game but can’t close, replace some weak early cards with stronger midgame cards that keep the pressure on.

Keep your first changes small. One or two card swaps at a time is usually enough to show whether a fix helped.

## What to change after your first few games

After your first few games, change the deck based on the problem you actually saw.

- If the deck feels slow, add more cheap characters and trim expensive cards.
- If you keep losing the board, add more ways to challenge, remove, or protect characters.
- If you draw cards that don’t help your plan, cut them first.
- If one ink is barely doing anything, rebalance the colors so both matter.
- If the deck runs out of pressure, add a few stronger midgame cards instead of more filler.

Don’t rewrite the whole list unless the deck is completely off. Beginner decks usually improve faster when you fix the biggest weak spot first and then test again. Once your first turns are playable, your middle turns feel stable, and you have a clear way to score the last bits of lore, you’ve got a solid beginner deck.

## Conclusion

You know the deck is working when you can usually make a play early, keep pressure on the board in the middle turns, and finish games without feeling stuck. From there, small changes are better than a full rebuild.

## Frequently Asked Questions

### How many characters should a beginner Lorcana deck have?

Usually, more characters than anything else. Characters should make up the core of the deck because they quest and fight for the board, while other card types support them.

### Should I build with all six ink colors?

No. For a first deck, stick to two inks so your draws are more consistent and your plan stays simple.

### What should I change first if my deck feels bad?

Start by fixing the biggest problem you notice: too many expensive cards, too few early plays, or cards that don’t support your main plan.