Build a tighter Disney Lorcana deck by seeing your ink curve at a glance. Enter how many cards sit at each ink cost and how many of them are inkable, and the tool returns a histogram, your average ink cost, total card count, and whether your inkable ratio is healthy. Everything runs in your browser.
How it works
A constructed Lorcana deck must contain at least 60 cards. Each card has an ink cost and is either inkable (can be placed into the inkwell to ramp) or uninkable (often the most powerful cards). The analyzer tallies your entries into three numbers:
- Average ink cost = (sum of cost × count over all rows) ÷ total cards. This is the mean cost of a card in the deck.
- Inkable ratio = inkable cards ÷ total cards, shown as a percentage.
- A histogram scaled so the tallest bar fills the row, making the shape of your curve obvious.
The recommended inkable target is 40–50% of the deck (roughly 24–30 of 60). Below that band you may not be able to ink every turn; above it you risk flooding on inkable cards.
Reading the histogram
The histogram shows one bar per ink cost slot (1 through 9+). The bar length scales to the tallest slot — if you run 14 ink-2 cards, that bar is full-width, and every other slot is proportionally shorter. This makes curve shape immediately obvious:
- Aggro curves look like a ski slope: tall at 1–3, dropping steeply above 4.
- Midrange curves peak at 2–4, with a gradual taper and a few finishers at 5–7.
- Control curves can afford more 5–7 cards because they use removal and board control to survive until those threats land.
A sudden gap — for example, no cards at 2-ink in an otherwise populated curve — is easy to spot visually and often indicates a slot that needs more play options.
Inkable strategy
The inkwell is Lorcana’s mana ramp mechanic. On your turn you may place one inkable card from your hand into the inkwell to gain one permanent ink, rather than playing it as a card. This means inkable cards serve double duty: they can be played normally or discarded to accelerate your available ink.
Uninkable cards are typically the most powerful cards in a set — they are cards the game designers decided should never be sacrificed for ramp. As a result, a deck’s uninkable slots are usually its key threats and game-winning plays, while inkable slots fill out the curve with more flexible options.
A ratio far below 40% means you may be stuck at low ink totals in the early game, unable to play your expensive threats even when you draw them. A ratio far above 50% means most of your deck could be thrown into the inkwell — which sounds flexible but often signals that many cards are weak individually and you are hoping to draw the strong uninkable ones.
Tips and example
- A typical midrange curve peaks at 2–4 ink with a handful of cards at 5–7 as finishers.
- If your average ink cost climbs above about
4.0, add cheaper plays so you are not stuck doing nothing on early turns. - Keep your strongest, game-warping cards uninkable, and fill the inkable quota with flexible cards you would not mind discarding to the inkwell.
- Use the total card counter to confirm you have hit exactly 60 before a tournament round.
- Compare two versions of a deck by adjusting the counts — the histogram updates instantly so you can see whether swapping a few high-cost cards for lower-cost ones meaningfully shifts the curve shape.