Lorcana Infinity Deck Breakdown - Amber Amethyst Hyper Aggro


Gathering Knowledge and Wisdom - Building a Deck
Disney Lorcana Challenge Dortmund is getting closer, and for many, building an infinity deck can be a daunting challenge. There are so many combinations of cards that can drive exponential value, late game setups that can overwhelm the board, and hard control that limits what you can and can’t do. However, is it possible to build a deck without any of that? Can a deck truly just win the game through questing before your opponent knows what hit them? The answer is yes, yes, you can. “Zoom Zoom” is a beautiful hyper-aggressive deck that looks to close out games with fast questing, an unstoppable tide of small characters, and actions that inevitably will end the game, though gaining lore. Let’s break it down.
On Your Marks
When looking at the deck list, there is little to worry about when it comes to the early game. Your game plan with this deck is to take the lore lead early, force your opponents to sacrifice gaining lore on their own to take care of your characters, and gradually overwhelm them with sheer numbers. Starting on one ink, we have Daisy Duck – Donald’s Date, Lilo – Making a Wish, and Maleficent – Biding Her Time. Why these three characters? Well, for the simple fact that they each quest for 2 lore, plain and simple. Much of this deck is just counting to 20, and one quest with these characters gets you 10% of the way there. An alternative one-ink card is Zootopia – Tundratown. Being able to take 5 damage means it often survives to get you two lore, and may even get you more. In the endgame, it’s another target your opponent needs to divide their attention to.
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We also have a special guest in the one ink slot sometimes. If you’re going second, Christopher Robin – Joining the Fun only costs one ink to play on your first turn, giving us another 2 lore one cost on occasion, and one that can likely survive a challenge from one character. Honeymaren – Northuldra Guide may not look like a great early game character; however, when you play her, she will often get you a lore immediately, and will hopefully survive to quest for 1 on the following turn. In the endgame, Honeymaren can surprisingly close out games.
Piglet – Pooh Pirate Captain follows the trend of characters generating more than 1 lore. While you have 2 or more other characters in play, Piglet quests for a total of 3 lore. Rounding out our two ink characters, we have Pocahontas – Following the Wind. Again, her one lore stat is deceptive, because while she alone quests for 1, if there is another exerted character in play, she gains lore equal to that character’s lore value.
Hot On Your Heels
Now you may have seen the slew of early game characters and must be wondering, is it really just so simple? Are we only playing characters and questing? How will they live? Surely they’ll just trade and out-value us in the mid-game. And to that I say, you’re wrong! We have two decent forms of protection for the small characters, as well as our own special way of generating card advantage.
After questing for a couple of turns, your opponents will probably have a developed board of characters. More troubling than that, this deck uses relatively weaker characters with the trade-off of them questing for more lore than others. Sometimes you need someone to protect your 1/1 that quests for 2. Baloo – von Bruinwald XIII does just that. Don’t look at this bodyguard as only questing for 1 lore. He shields your weaker characters that quest for more lore, and even contributes 2 lore on his own when he gets banished. Baloo on his own isn’t enough to protect everything on his own, and here is where Donald Duck – Musketeer Soldier comes in. Another three ink character with Bodyguard that says “When you play this character, chosen character gets +1 lore this turn”. Not only will he keep your smaller characters alive longer, but he will also bring you 5% closer to winning the game. Donald Duck also has some fun synergy with one of Disney Lorcana’s most infamous game closers, but we’ll discuss that in the next section.
Photograph Finish
As the game progresses, you’ll often see an almost asymptotic relationship between the end goal of 20 lore and your own score. You’ll quickly run ahead in terms of lore, but you may find yourself running out of gas, losing board presence, and running out of cards in hand. It’s not uncommon to reach 10-12 lore and find that the second half of the game is a struggle to get ahead. Here is how we solve those issues.
Cards like the previously seen Honeymaren, as well as the three ink The White Rose – Jewel of the Garden, can get you lore the moment they’re played. These sorts of cards can surprise opponents who think they’re safe, and can sometimes end game turns before they’re meant to. The infamous Merlin – Goat, a mainstay of Amethyst decks since Rise of the Floodborn, is another such card. This is also the character that has strong synergy with the previously mentioned Donald Duck. Being able to return him to hand and replay Donald at full health, while simultaneously gaining a lore from Merlin and giving +1 lore to another with Donald, is quite strong. Merlin can also be used to return one of your one-ink characters to hand after they have quested, allowing you to replay them, making them harder to remove as they are not exerted.
Constantly playing cheap characters can lead you to quickly run out of cards. How do you keep up with decks that answer your characters before you win the game? The answer, Amethyst Chromicon. Amethyst Chromicon is an inkable item that costs 2, and you can exert it to have each player draw a card. Theoretically, giving a card to your opponent isn’t great, but this is very dependent on the matchup. You are playing a low-cost deck that’s meant to flood the board with characters. You’re made to play every card in your hand, even at low ink totals. Your opponent’s deck may not be. So while you are giving your opponent’s cards, they don’t always have the means to use them efficiently, or may not even have the time to deal with all the extra bodies on the board that this generates for you.
Finally, it’s not uncommon to find yourself at around 16-17 lore, and your opponent is stabilising, removing everything you put down, and not being able to close out the game. Alongside our characters that generate lore the moment they’re played, we have two actions that can end the game outright. Gathering Knowledge and Wisdom, and This Is My Family, are both great at accelerating your lore and ending games.
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Off To The Races
When everything comes together, we have one of the most aggressive and also one of the most affordable decks to play in Disney Lorcana’s Infinity format. The majority of cards here can be found in bulk boxes and friends’ collections, and even the more sought-after cards like Daisy Duck can easily be found for less than the price of a booster pack. But not only is it affordable, it’s also powerful. We’ve seen decks like this take down entire tournaments, dominate set championships, and go toe to toe with some of the best players in the world. And this is something I appreciate: these games don’t have to be expensive.
What the deck excels at is turning a game of Lorcana into a counting game, into a mathematical certainty. If each card generates 2 lore on average, that’s around 10 cards you need to play. Throw in boosts like Piglet – Pooh Pirate Captain and Pocahontas – Following the wind, and you can find yourself winning a lot sooner. Even just getting to 16-18 lore could be a certain victory with cards like Merlin – Goat and Gathering Knowledge and Wisdom.
The deck looks like a fun and strong starting point for any Disney Lorcana player wishing to dip their toes into the Infinity format. There are so many directions to take this deck in, tech cards you can include to improve certain matchups, and a lot of other build dynamics.
We can’t wait to see what you all bring to Disney Lorcana Challenge Dortmund and see just how Infinity evolves! Check all what’s happening in Dortmund and get your tickets and packages while you can 🙂
See you there!
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