Lorcana Deck Consistency Score

Score Lorcana deck consistency from ink curve and card mix

Enter your Disney Lorcana deck size, ink-cost curve, character-to-action ratio, and total quest value to compute a weighted consistency score and flag curve gaps, ink imbalance, and low lore output. It runs free in your browser on Gera Tools, with nothing uploaded.

Last updated Source: Gera Tools

What makes a Lorcana deck consistent?

A smooth ink curve so you always have something to play, enough inkable cards to keep developing, a healthy ratio of characters to non-characters, and enough total quest value to actually race to 20 lore. This tool weighs all four and reports the weak link.

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 raisedLikely causeFix
Curve gap at 1-inkNo early playsAdd 4–6 cheap 1-ink characters or actions
Inkable too lowNot enough rampingConvert 3–5 uninkable cards to inkable equivalents
Lore output weak1-lore questers onlyAdd characters with 2–3 lore quest values
Character count lowToo action-heavyReplace 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.