Lorcana Deck Archetype
Amber / RubyHero Aggro · Lore + damage pressure
The most aggressive Amber pairing. Cheap heroic questers from Amber set the lore clock; Ruby's Challenger and Rush characters apply combat pressure that forces opponents to defend instead of race. Often closes by turn 7 with neither side fully developed.
What each ink brings
Top cards from each ink
The pieces you'll see in nearly every Amber/Ruby decklist. Click through for full card details and current prices.
Amber staples
The gameplan
Amber/Ruby is a hero aggro deck. The plan unfolds across the early, mid, and late game.
- Turns 1–3: Quest aggressively with HeiHei, Minnie, and any cheap Ruby Challenger. Apply pressure on both axes.
- Turns 4–6: Mid-cost Ruby threats land — Hercules, Sisu — and start trading up against opposing characters with Challenger.
- Turn 7+: Close with Mickey Mouse — Brave Little Tailor or Maui as the finisher. Most games end here.
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
~$186
Tier
Mid-budget
Total cards
60
Amber 30 cards
Ruby 30 cards
Strengths & weaknesses
Strengths
- Fastest Amber-pairing — closes by turn 7 reliably
- Two-axis pressure (lore + combat) hard to defend simultaneously
- Mickey Brave Little Tailor + Maui give the deck multiple finishers
- Most cards are budget-friendly outside the chase Legendaries
Weaknesses
- Limited card draw — runs out of gas if game extends past turn 8
- No real removal — opposing big threats are hard to handle
- Weak to control archetypes that survive turn 7
Matchup notes
Rough guide to how Amber/Ruby performs against the most common archetypes you'll meet at events.
Favored
vs Sapphire/Steel control — Closes before their value engine stabilizes.
Favored
vs Sapphire/Emerald value — Pure pressure outraces their card draw plan.
Even
vs Amber/Steel midrange — Mirror with more aggression — usually decided by who curves better.
Even
vs Ruby/Sapphire ramp — You go faster but they have removal; close before turn 8.
Unfavored
vs Amethyst/Steel control — Their banish + exert lockouts undo your tempo.
Unfavored
vs Amber/Amethyst song — Healing + bounce eventually outlasts your aggression.
Other ink combos to explore
Each of the 14 other dual-ink combinations has its own personality.
Amber / Steel
Aggressive midrange — heroes + warriors.
View deck guide →
Ruby / Sapphire
Big-mana ramp. Items + finishers.
View deck guide →
Amethyst / Steel
Hard control. Disrupt then banish.
View deck guide →
Sapphire / Steel
Item control. Card draw + removal grind.
View deck guide →
Emerald / Steel
Bounce + banish. Slippery removal.
View deck guide →
All 15 ink combos
Browse every two-ink combination with strengths, key cards, and decklists.
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