INKDEX
Lorcana Deck Archetype

Amber / EmeraldTempo Bounce · Replay characters for repeated value

A trickier deck than it looks. Amber's lore engine combines with Emerald's bounce-and-replay package — return your own cheap questers to hand, replay them for free triggers, and stack Evasive characters opponents can't reach. The deck demands tight sequencing but rewards it with the most value-per-turn of any Amber pairing.

What each ink brings

Top cards from each ink

The pieces you'll see in nearly every Amber/Emerald decklist. Click through for full card details and current prices.

The gameplan

Amber/Emerald is a tempo bounce deck. The plan unfolds across the early, mid, and late game.

Sample 60-card decklist

A representative tournament-style shell. Quantities are starting points — most lists swap a few flex slots based on the local meta.

Estimated cost ~$147
Tier Mid-budget
Total cards 60

Strengths & weaknesses

Strengths

  • High value per turn — bouncing maximizes triggers
  • Evasive characters are unblockable lore engines
  • Healing protects the long game
  • Multiple win conditions (lore, attrition)

Weaknesses

  • Tight sequencing — easy to misplay the bounce loops
  • Weak to mass exert effects (Amethyst control)
  • No hard removal

Matchup notes

Rough guide to how Amber/Emerald performs against the most common archetypes you'll meet at events.

Favored
vs Ruby aggro — Evasive walls their threats, healing soaks their burn.
Favored
vs Sapphire/Emerald value — Same plan, you do it faster with Amber's curve.
Even
vs Amber/Steel midrange — Their removal hits your engines, but your replays grind through.
Even
vs Sapphire/Steel control — Long game battle; whoever resolves their 7-cost first wins.
Unfavored
vs Amethyst/Steel removal — Banish + exert clears your bounce targets faster than you can replay.
Unfavored
vs Ruby/Amethyst burn — Direct damage skips your bodyguards.

Other ink combos to explore

Each of the 14 other dual-ink combinations has its own personality.