Most Exciting Cards from Azurite Sea

Azurite Sea is the newest Disney Lorcana set. And whether you’re going to your first pre-release event or want to find new cards for your deck, here are some of the strongest cards from the upcoming set.

Amber

Starting off, we have Simba, Pride Protector. For any fans of the Steel-Song playstyle, we have a turn three shift target that can sing A Whole New World or any other 5-cost or less Song. Additionally, more aggressive decks that may play the 2-cost Simba with Bodyguard have a way to protect their board. Song decks can protect their singers, and in general, the card seems quite versatile.

Simba, Pride Protector
Naveen's Ukulele

Adding to the Steel-Song archetype, we have Naveen’s Ukulele. As a standard 1-cost item that is inkable, it’s a decent turn one play. Giving a +3 boost to a character’s ability to sing makes even a 1-cost character a threat with the ability to sing And Then Along Came Zeus. Being inkable helps this card a lot, as it can have a lot of heartache in a bad opening hand. Amber-Emerald decks have the amazing interaction of using Naveen’s Ukulele with Ursula, Deceiver of All.

 

Rounding out the top picks for Amber, we have Lilo, Escape Artist. Being a 2-cost Inkable character that quests for 2 Lore is already decent. The great part about this card is that as long as she is in your discard pile, you can play her at the start of your turn. Aggro decks have a problem with keeping units on board and not running out of gas. Later in the game or when you have a bigger bodyguard unit, Lilo can come down on the field to threaten two more lore.

Lilo, Escape Artist
Picture of Alex Kivitz

Alex Kivitz

Amethyst

Amethyst starts off strong with Madam Mim, Truly Marvelous. With a repeatable ability to gain Lore, this seems like a way to close out matches in the endgame. Being un-inkable, it likely will see play in combination with Sapphire. Being able to ink with Fishbone Quill or other effects. If Merlin has been able to tell us anything, it’s that gaining Lore on demand is always quite powerful. This could be just the piece to close out the last two to three lore of the game. What may be even better is that Madam Mim does not even have to rest to use her ability, and can use it multiple times in a turn.

Madam Mim, Truley Marvelous
Diablo Obedient Raven

A little less exciting, but still quite good is the new Diablo, Obedient Raven. An Inkable one-cost character with no strength is unassuming, and seems weak at first glance. However, being a shift target for the existing three cost Diablo, as well as replacing itself when banished, makes this a consistent enough early drop for Amethyst. This is just one of those consistently good cards that can find a place in many decks.

Lastly, we have The White Rose, Jewel of the Garden. An Inkable three-cost character, its main draw is the fact that when it gets played it gains you a Lore. Even more incidental Lore gain means Amethyst decks have a lot more closing power and can inch out a victory all the more easily.

The White Rose

Emerald

Emerald gets probably their first real payoff or the ‘damage matters’ deck archetype with Go Go Tomago, Darting Dynamo. An Inkable 2-cost 2/2, with Evasive, she comes with a powerful ability to gain Lore immediately when played. When played, you can pay 2 additional Ink to gain Lore equal to the damage on chosen opposing character. Pair this up with cards like Belle that can move damage around, and maybe some extra bounce effects, this is a way to close games similar to how Amethyst decks win with Merlin. In the early game her stats are nothing to scoff at either, being able to target low health evasive targets like Diablo. The Inventor keyword is just a plus here, really.

Go GO Tomago
Jasmine, Royale Commodore

Jasmine, Royal Commodore functions as a two-in-one character and removal piece. As a tool, she can bounce her allies as well to trigger effects like Merlin, but she can also be used to slow down opponents and regain tempo in a losing board state. It’s a bit difficult to use this preemptively on-curve as it targets exerted units that have likely already gotten value. However, in decks that actively exert enemy characters, this is even better.

We’ll round out the list with a very polarising inclusion. Bend To My Will is expensive, un-inkable, and may not always be useful in the endgame. For most of the game, this will be un-inkable and clogging up the hand. Potentially an Emerald/Sapphire deck would make this more viable and less of a dead draw. However, into draw-heavy decks, and decks that hold up a lot of resources and cards, this could be crippling in the end game. In the right deck, this could be a really effective way to shut the opponent out of the game.

Ruby

Maui, Half-Shark brings us probably the best art for a Maui card we’ve seen yet. On top of that, we get two of the most powerful effects in the game. When he challenges another character, you can return an action card from your graveyard to your hand. Being able to recur cards like Be Prepared or other removal options, or perhaps card draw spells like Friends On The Other Side is quite strong. Additionally, for each action you play, you get a Lore. Incidental Lore gain is a powerful part of Disney Lorcana, and this continues to follow that trend.

Maui, Half-Shark
The Islands I Pulled From The Sea

The Islands I Pulled From The Sea, is a fine addition to the Amethyst/Ruby locations deck. Being a song means instead of singing Friends On The Other Side, you can search your deck for Queens’s Castle or any other necessary location in your deck. This card just adds consistency to a deck that may have needed just that final push.

Sapphire

It shouldn’t be too difficult to see why Prepare Your Bot may become a mainstay in item decks to come. Being an Inkable 1-cost, this card is easy to fit into later game lines of play, and can be safely inked if not needed early on. In Sapphire decks alone, this gives repeatable uses of Fishbone Quill in the early game to accelerate faster into the late-game. In the late-game it lets you utilise Lucky Dime twice in the same turn, for a devastating finale.

Prepare Your Bot
We Could Be Immortal

We like extra turns. We also like Ramp. We Could Be Immortals is both of those things. A 4-cost Song that puts itself into your Inkwell exerted is already quite good. If the Inventor archetype becomes powerful, this card will see play four times in those decks. This can be used preemptively to use your inventors to clear your opponent’s field. This can also be used to protect your inventors after they’ve all quested so they can hopefully quest for the win on the following turn.

Lastly, we have not only what we feel is the best card in Sapphire, but what I feel may be the best card in the set. Oswald, The Lucky Rabbit. What does Sapphire currently like to do? Sapphire likes to play items and put cards into their Inkwell. Oswald only has to sit on the field to gain as much value as you want until he gets removed. Putting Ink, into your Inkwell now can potentially get you a free Lucky Dime, Pawpsicle, or any other item in your deck. On top of that, if it puts a card on the bottom, it gets you that much closer to your next item.

Oswald, The Lucky Rabbit

Steel

Wreck-It Ralph, Ham Hands finally gives us a Ralph that wrecks things. An Un-inkable 6-cost character that quests for 3, this is not a card you would want to Ink anyways. Whenever he quests, you can banish an item or location to gain 2 Lore. This could be your own items in an item heavy deck. This can also be your opponent’s items or locations. This is a powerful answer to location decks, and sitting at 4 strength he is hard to remove, often requiring multiple cards to bring him down.

Billy Bones, Space Sailor

Finally, we have Billy Bones, Space Sailor. Similarly to Ralph, he sits on the field and quests for 2 until he needs to be dealt with – unlike Benja, who destroys an item when played, Billy Bones also hits locations. On top of that, being on the field, opponents are less inclined to play locations if they cannot easily deal with him beforehand.

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