Disney Lorcana · Inks
Emerald is Disney Lorcana's green ink: tricksters who are hard to catch. It has the most Evasive and Ward characters, spreads damage counters and then banishes damaged characters, and its characters tie Sapphire's for the highest average lore. This page covers how it plays and the cards that show it, as of November 2026.
Emerald is the green ink, one of Disney Lorcana's six. Evasion, Ward and disruption. Emerald has the most Evasive and Ward characters, chips opposing characters with damage counters, and banishes the damaged ones.
Ravensburger's word for its characters is "flexible." As of November 2026, 207 of the 1,229 cards legal in Core Constructed are Emerald.
Emerald quests with characters the opponent can't easily touch. It has the most Evasive characters in Core (21), which only Evasive characters can challenge, and the most Ward (14), which stops opponents from choosing them with abilities, actions or songs. Its characters also have the highest average lore of the six inks, tied with Sapphire, so each one that survives adds up quickly.
Its removal comes in two steps. Many Emerald cards put damage counters on opposing characters, from Malicious, Mean, and Scary (1 on each) to items that ping one at a time, and many others punish characters that are already damaged: Shere Khan - Fearsome Tiger banishes a damaged opposing character every time he quests. Emerald has the second-most damage effects after Steel and ties Ruby for the most banish effects.
It is also the discard ink. Emerald has the most cards that make an opponent discard (Daisy Duck - Secret Agent does it every time she quests), it can force Reckless onto an opposing character so it can't quest, and cards like Milo Thatch - Getting His Hands Dirty return an opposing character to its owner's hand. The cost is durability: Emerald characters have the lowest average willpower, so a fair challenge often goes the opponent's way.
How inks work in deck building →Strengths
Weaknesses
Counted by TurnZero HQ from the 1,229 cards in Fabled (set 9) through Hyperia City (set 14), the sets legal in Core Constructed as of November 2026. Each full name counts once, so an Enchanted version or a reprint isn't counted twice, and a dual-ink card counts for both of its inks. The last column compares Emerald with the other five.
Shift is left out because every ink has plenty of it. A card that only gives a keyword to other characters isn't counted.
The classifications Emerald has an unusually large share of: Captain (9), Toy (9) and Prince (8). The Lorcana keywords guide explains each keyword.
How many Emerald cards have rules text that does each of these at all, whoever it targets. It shows what the ink leans on, not how strong its cards are: a card that draws one card and a card that draws three count the same.
Each is Emerald only and legal in Core Constructed as of November 2026. They show the ink's plan, not a decklist or this month's best cards.
Daisy Duck - Secret Agent
Fabled #93
Discard
Shere Khan - Fearsome Tiger
Whispers in the Well #88
Banishes damaged
Malicious, Mean, and Scary
Whispers in the Well #97
Damage counters
Milo Thatch - Getting His Hands Dirty
Wilds Unknown #82
Ward and bounce
Mushu - Stealthy Dragon
Attack of the Vine! #97
Evasive quester
Elinor - Renowned Diplomat
Wilds Unknown #86
Wide-board payoff
A Core Constructed or Infinity deck uses at most two inks, so almost every Emerald deck is one of these five pairs. Each page covers how the pair plays, its key cards and its starter decks.
A dual-ink card counts as both of its inks, so it only fits a deck built from exactly that pair. As of November 2026, the Core-legal ones are from Attack of the Vine! (set 13), and 5 of them include Emerald.
Woody & Buzz Lightyear - Best Buddies
Attack of the Vine! #28
Amber & Emerald
Aladdin & Genie - Mischievous Pals
Attack of the Vine! #59
Amethyst & Emerald
Carl Fredricksen & Russell - Intrepid Explorers
Attack of the Vine! #98
Emerald & Ruby
Mickey Mouse & Minnie Mouse - Adventuring Duo
Attack of the Vine! #99
Emerald & Sapphire
Rapunzel & Flynn Rider - Unlikely Pair
Attack of the Vine! #100
Emerald & Steel
A starter deck is the simplest way to try an Emerald deck: it arrives as a legal two-ink deck you can upgrade. Ravensburger has made 7 with Emerald; each has an upgrade guide on TurnZero HQ.
To build your own, the Lorcana deck-building guide walks through the 60-card minimum, copies and inks, and TurnZero HQ's Deck Lab checks your list against Core Constructed or Infinity as you build.
Emerald is green. Its symbol under a card's cost is green and the frame is tinted to match, so players often call an Emerald deck a green deck.
Questing with characters that are hard to stop, and wearing the opponent down. In the Core sets as of November 2026, Emerald has the most Evasive (21) and Ward (14) characters, the highest average lore per character, and the second-most cards that deal damage or put damage counters, after Steel.
A character with Ward can't be chosen by the opponent's abilities or actions, only challenged. Effects that hit every character, or that don't choose, still affect it. Emerald has 14 of the 24 Ward cards in the Core sets.
207 as of November 2026, counting each full name once across Fabled (set 9) through Hyperia City (set 14): 155 characters, 14 actions, 13 songs, 19 items and 6 locations. 5 of them are dual-ink cards from Attack of the Vine!.
It depends on what you want the deck to do, and the strongest pair changes with each set. Emerald can pair with any of the other five inks: Amber (wide boards and evasive lore), Amethyst (evasion and card advantage), Ruby (damage, then finish), Sapphire (ward, ramp and lore) and Steel (discard and board control). Each pair has its own page on TurnZero HQ.
The Deck Lab checks your deck's inks, size and copies against Core Constructed or Infinity as you build. Free on iPhone, Android and the web.
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