INKDEX
Lorcana Ink Guide

The Six Lorcana Inks

Amber · Amethyst · Emerald · Ruby · Sapphire · Steel

Every Disney Lorcana card belongs to one of six inks, and every deck uses exactly two of them. The inks are the highest-level decision in deckbuilding — they define your strategy, your character roster, and the kind of plays your deck can make. Pick a starting ink below to read its full guide, see its top legendaries, and find out which dual-ink decks include it.

6 inks ~360 cards per ink 15 deck combos 2 inks per deck

Browse the inks

Each ink page has a deeper guide — its identity, mechanical role, top Legendaries with current prices, the Disney IPs that show up most often, and the five dual-ink decks that include it.

Inks at a glance

A quick comparison of what each ink does best and where it struggles. The pairings page covers how these strengths combine across the 15 dual-ink decks.

Amber
Lore questing, healing, songs
Removal, late-game value
Amethyst
Bounce, exert, disruption
Direct damage, fast aggression
Emerald
Evasive characters, bounce, tempo
Hard removal, healing
Ruby
High strength, Challenger, damage actions
Healing, late-game card draw
Sapphire
Card draw, items, Locations
Pressure, fast clocks
Steel
Banish actions, Bodyguard, Resist
Lore generation, card draw

About Lorcana inks

Lorcana's resource system is built on the six inks. Every card has one of them (a small handful of dual-ink cards exist as exceptions), and the deck-construction rules require exactly two inks — never one, never three. The two-ink restriction is what makes Lorcana's deckbuilding interesting: you can't have everything, so you trade one set of strengths for another.

Most cards are inkable — they can be put face-down into your inkwell to pay for other cards' costs. Non-inkable cards are usually higher-impact since they trade away that flexibility. A balanced deck has enough inkables in each ink that turn 3 isn't dead air, and enough non-inkable threats to win games once the resource curve is set.

The six inks fall into rough strategic camps. Amber and Sapphire favor longer games — lore generation, items, songs, healing. Ruby and Steel favor combat and removal — banishing threats and pushing damage. Amethyst and Emerald specialize in disruption — bouncing characters, exerting them, denying clean turns. Pairing inks within a camp produces synchronous decks; pairing across camps produces hybrid strategies that cover more matchups.