Disney Lorcana games are won by racing to 20 lore, and the decks that do it reliably share four traits: a smooth ink curve, enough inkable cards to ramp, a balanced character mix, and real lore output. This tool scores all four into a single 0-100 consistency rating.
How it works
Each pillar contributes to a weighted score:
curve score = how front-loaded and gap-free the 1-7+ cost curve is
inkable score = penalty if inkable share is far from ~45%
mix score = penalty if character share strays from a healthy band
lore score = average quest value vs a target of ~1.4 lore/character
total = 0.35·curve + 0.20·inkable + 0.20·mix + 0.25·lore (×100)
The curve component rewards a peak around the 2-3 cost slots and penalises both an empty 1-drop slot and a top-heavy tail. Each pillar also raises a plain-English flag when it is the limiting factor.
Worked example
A 60-card deck with 8 ink-1, 14 ink-2, 12 ink-3, 10 ink-4, 8 ink-5, 5 ink-6, and 3 ink-7+ cards, 40 characters, ~45% inkable, and 56 total quest value scores in the low-to-mid 80s — solid and aggressive. If your score is dragged down by the lore flag, swap some high-cost bodies for characters with quest value 2 or 3; if the curve flag fires, add cheap drops so you are never stuck with a dead opening hand.
What each score pillar is measuring
Curve score (35% weight) examines the shape of your ink cost distribution. A strong Lorcana curve peaks between 2 and 4 ink, has at least some 1-drops for early board presence, and tapers off sharply above 5 ink. Decks with no 1-drops are penalized because they lose tempo on the first turn; decks with more than 10–12 cards at 5+ ink are penalized for being too top-heavy to close games quickly.
Inkable score (20% weight) tracks how many of your cards can be placed into the inkwell to ramp your available ink each turn. The recommended band is roughly 40–50% (about 24–30 cards in a 60-card list). Too few and you stall on early turns; too many and you dilute your deck with comparatively weaker inkable cards.
Mix score (20% weight) looks at how many of your 60 cards are characters versus actions, items, and locations. Characters quest for lore and challenge opponents — they are the engine of the game. If your character count falls too low, you lack bodies to quest; if it is extremely high, you may lack removal and support options.
Lore score (25% weight) divides your total printed quest values across all your characters and compares the average to a target of roughly 1.4 lore per character. Characters that quest for 1 are common and cheap; 2 and 3 lore questers are rarer and usually cost more ink. A deck that leans entirely on 1-lore questers will struggle to reach 20 lore before an opponent using higher-value questers.
Common issues and fixes
| Flag raised | Likely cause | Fix |
|---|---|---|
| Curve gap at 1-ink | No early plays | Add 4–6 cheap 1-ink characters or actions |
| Inkable too low | Not enough ramping | Convert 3–5 uninkable cards to inkable equivalents |
| Lore output weak | 1-lore questers only | Add characters with 2–3 lore quest values |
| Character count low | Too action-heavy | Replace 4–6 actions with flexible characters |
Notes on Lorcana deckbuilding rules
Constructed Lorcana decks must be at least 60 cards with no more than 4 copies of any card (except basic land cards in other TCGs — Lorcana has no equivalent). The ink color system means every deck is built from exactly two ink colors chosen from Amber, Amethyst, Emerald, Ruby, Sapphire, and Steel. The score this tool produces is color-agnostic; it models structural consistency, not specific card interactions.