How to Win! Starter Deck Review | Into The Inklands [Disney Lorcana]

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
greetings Lana fans into the inkl is finally here and with it two brand new starter decks but how do these starter decks work what's inside them and how can you best use them to win your first into the inkland seal event today we're diving into the new Amber Emerald starter deck known as dogged and dynamic let's check out how it [Music] works the dog and a dynamic starter deck is designed to introduce players to you into the ink lines with a variety of cards and some brand new locations it's a perfect starting point for new players and it introduces some cool new mechanics to seasoned players now this deck is designed to introduce you to a variety of new cards with 28 total so there's lots of one ofs and two ofs therefore it's not the most consistent forcing you to adapt each and every game you play depending on what you draw at its core the strategy of this deck is to go wide with a lot of card draw options giving you an opportunity to overwhelm your opponent with characters on the board this deck's breakdown really reflects this strategy with 48 of the 60 cards being characters and then there are seven actions which all allow you to draw cards to find more characters and then there are five locations so how should you play this deck in order to give yourself the best opportunity for victory let's take a look at the cards at one ink you have a few different options two of them are characters K is one she's a standard 2 two with one lore or the more interesting option is Pluto who allows you to ramp that is he allows you to play other characters for cheaper so playing him on turn one allows you to play a three cost character on turn two and we'll talk more about that later your other option is to play locations you have five copies all costing one between Neverland Mermaid Lagoon and devil Manor these locations allow you to start gaining lore right away just as a reminder locations allow you to gain lore at the start of every turn no questing needed these locations are a great option on turn one if you're not doing the Pluto ramp play or not building towards a lucky combo and there's a reason that we like them a little bit better than K and I'll talk about that a little bit later at two in you have three options Wendy the more aggressive play with her two lore or you could play one of the puppies with one less lore but one more strength your third option is Helga there's only one of her in this deck but she's an interesting play She's a 2-1 in quest for one lore but when she's challenged and banished she banishes the challenging character so you can put her on the board early and use her to gain some lore and if your opponent wants to remove her their character will be removed in turn on turn three your options are plentiful and in fact if you look at the deck's curve it is heavily weighted towards turn three and earlier there are eight cards you can play at three in in my opinion one of the most fun and best in the early game is kit Cloud kicker which allows you to send a character back to your opponent's hand when he's played giving you some momentum and allowing you to maintain some board control Jasper is a card from the first set and with his ability to interrupt your opponent's questing and His Four willpower on turn three he's a great defensive play yeah I love this play Roy I think is another great play we often Overlook the support ability but it can do a lot of work buffing your smaller character so getting him on the board gives your lower strength characters a little bit of extra punch to control the board for a more aggressive strategy jutsum is the only turn three character with two lore but with only two willpower he does go down easily Wildcat is another fun play on turn three because he has evasive he's difficult to remove and so you can probably quest with him a few times before your opponent manages to get him off the board and as a bonus he can take out items and then you have horse from the first chapter who's a 43 he's fine flum is strong on the challenge but he does go down easy and although flum and Jetsam do kind of buff each other like they did in the first chapter it's not as strong as the original pairing so with only two of each of them in this deck I wouldn't count on this combo now let's talk Pongo Pongo is a great card that you can play on turn three as he only cost three ink but I would argue he's not an ideal turn three play what you really want to do with Pongo is use him to draw cards and he goes down kind of easily so you really want to put him out when you can actually use him his ability allows you to look at the top card of your deck and if it's a character card you can draw that card but here's the thing it costs to ink and you can use it once per turn I would argue that the better play for him is to wait until turn five because you don't need to exert him to use this ability so you can play him on turn three and then use two ink to look at the top cardi deck right away so that he can replace himself you really want to play Pongo when you have the ink to use him if you can at four ink you have five options the ones you'll see most often are cubby and Patch because there's three copies of each and these cards are fine their stats are fine but what they really allow you to do is make better use of your lower cost characters by manipulating both your your character strength and the strength of your opponent's character so don't overlook their ability to help you control the board mid game if you need to Tinker Bell is a much better turn four option as she allows you to grab a character of your choice from the top four cards in your deck and this really enables you to keep going wide as it were now let's talk about Peter Pan he's an interesting character and there's one of him in this deck Peter Pan allows you to gain a little extra lore by moving to locations when he moves to a location you get lore equal to that location's lore so if you have a location in play and a little extra ink during your turn you can pick up some bonus lore now I would argue that most turns you're going to be trying to maximize your ink to get as many characters on the board as possible and so you won't necessarily have an extra ink free every turn and so this setup may not always pay off but here's what you need to know about this card this card is the only card in this deck that lets you gain lore on your turn without your opponent being able to respond and by that I mean if you have a location in play or if you play a location you can immediately use Peter Pan to gain lore so if you're in a scenario where you are one or two lore away from winning and you're trying to really close out the game and your opponent has a big board State you can be drawing towards Peter Pan to help you win the game that's the one thing I want you to remember about this card but now let's talk about lucky lucky is crazy good in this deck he can perform two functions first he can serve as your finisher if you have four other characters in play he gives all of them plus one lore as he quests in math four characters one lore each plus Lucky's lore is one plus four lore that's nine lore in a turn if you set it up properly that's bonker's G nine lore but let's say you have lucky and you don't have four characters in place so you haven't quite set up this combo lucky allows you to search for other puppies or characters cost two or less you can exert him to look at the top three cards of your deck and put each character cost two or less into your hand so you can get three cards in a single turn from a flavor perspective let's hope they're puppies anyway luy is just great you have some really great options on turn five probably the best of them is Nani she's a fantastic bodyguard with a 36 stat line because this deck is full of smaller characters enabling Nan's bodyguard allows your characters to stick around longer enabling your go wide strategy and then you have Don Carnage he's one of your finishers for five Inc he's a 44 that quest for two lore but importantly he's evasive so once you gather up a bit of lore he's a great closer getting two four six lore before your opponent can effectively deal with him at Six Inc you have just one card literally one and it's Robin Hood who Quests for four B lore he's another one of your finishers if you can get close to ending the game you drop him on the board and your opponent has to respond cuz he's questing for four every turn it's a really good thing the Art's so good on that one I agree now at the top end you have two cards at Seven Inc the most expensive cards in this deck and they're both pretty good on the board starky and Pluto Pluto being a 38 bodyguard and if you get him on the board he's just fantastic but here's the thing seven ink is a lot for this deck every character that you put in the ink well in order to get to Seven ink is one less that you have on the board so I would argue that you probably shouldn't be playing these cards too often although the situation may arise now here's the thing Pluto is fantastic if you get him on the board and if you can shift him out for five it's just great at 38 and with his healing ability he probably will stick around for a long time and again will enable your go wide strategy but don't play two or three ink just so you can get this card on the board better to Ink him and try to go wide but again if you can shift him out on turn five that's just fantastic okay so let's talk about the actions you have three in this deck two of them are actually from Rise of the flood the first is improvise it gives you a small strength bonus but really don't be afraid to use this for its card draw alone and then you have hypnotize which forces your opponent to discard a card and lets you draw a card and I think it's a bit clunky in this deck honestly I think if you're in a scenario where you have a choice between playing hypnotize and playing a character most of the time you're going to want to play a character again to enable this deck's go wide strategy now if your opponent is sitting with one or two cards in hand and you think one of them is a is a combo piece are very important go ahead and use it but don't be afraid to Ink this card in order to get a character on the board lastly is strike a match which is a new song and it's just good any song that allows you to draw cards or maybe even filter your hand is great for your overall strategy I'd argue that this deck is pretty straightforward and we're going to talk about some Combos and some lines of play in a moment but I'd argue that what this deck is generally trying to do is drop a character or location on board every single turn you can and then by the mid game you want to drop two or three characters on the board every turn using different characters and card draw to enable you to refill your hand if you can drop a body guard on turn five to protect your characters and then when you get to the end game drop Robin Hood or Don kage to allow you to push yourself over the edge to get that 20 lore for your ink strategy you're going to want to carefully consider what cards you're inking every character you ink is actually one less that you're able to play therefore you might want to consider maxing out your ink at five or six this gives you enough ink to play cards like Robin Hood or to play multiple lowcost characters within one turn while drawing extra cards using lucky or Pongo yeah there's really no reason to push this to seven or eight or nine or 10 in most games let's talk about three opening options or lines of play for your first few turns and the first is the lucky combo if you draw Lucky in your opening hand you can set up a seven to n lore Quest on turn five by doing the following on turns one through three you play characters not locations on turn four you play lucky and on turn five you play another character or ideally Nani who can serve as a bodyguard for your smaller characters at that point you can quest for seven lore or if you happen to drop Wendy on turn two or Jetsam on turn three you can quest for nine lore with a bodyguard in place you can close out the game pretty quickly so if you draw lucky that's something to look out for now the key of this line of play is leaving your early characters ready and not exerted so they can't be challenged if your opponent manages to banish one of your turn one through three characters then this line of play won't work and you'll have to take another turn setting it up the second option is Agro play getting a ton of lore really fast here's how you do it turn one drop a location turn two Wendy with her two L turn three Jets him with his two lore or wildcat with his evasive after getting this lore lead just continue to drop a ton of characters on the board until you force your opponent to react the next line of play is your ramp play and by this I mean getting bigger characters on the board faster you do this by playing Pluto on turn one who can reduce the cost of other characters the only problem is Pluto becomes vulnerable so ideally you're ramping into kit Cloud kicker on turn two this allows you to remove a threat from your opponent's board protecting Pluto and maybe allowing you to use him another turn Pluto into kit is a fantastic onew turn combo especially on the play okay let's talk about your Mulligan strategy in our opinion here's what you're looking for you definitely want to have a character or location for your one two and three turn plays because this deck wants to go wide it's really important that you develop your momentum early now for turn one if you're going to ramp keep Pluto if you're going to play the lucky strategy obviously need a character on turn one otherwise I would argue that playing a location is best rather than play and I'll tell you why in a moment now there are only six un inable cards in this deck so ink shouldn't really be a worry but if you end up with several in your hand we recommend that you only keep two anything cost five or above I'm generally sending away except for perhaps a turn five naie because she's just really good and if you have Pluto to play her on turn four she's even better there are several cards that you will want to keep 100% of the time always keep lucky and always keep strike a match it's a great song that you can sing on turn turn three to draw extra cards there's something else I want you to consider with the Mulligan in this deck there are several cards in this deck that allow you to draw characters but only characters with 48 characters in this deck that leaves 12 that are misses so every one of those cards that you have in your opening hand is one less Miss in your deck for those cards that draw characters and this takes me back to the K versus location play that we mentioned earlier on turn one k is a card that you can draw with several different cards in your deck including lucky who allows you to keep two cost or less characters locations you cannot keep therefore sending ke to back to your deck is one more card that you can draw with these with these other character drawing cards and the location is not it again it's something to think about with this deck the more characters that are in your deck instead of actions and locations the more options you have with your character card draw cards yeah yeah that was a lot I hope you all got all that at the end of the day what you're trying to do is play a lot of characters draw a lot of characters and be very efficient with your ink I know I'm super excited to check out this starter deck puppies yay into the inkland let us know what you think in the comments below and don't forget to like And subscribe sign off catchphrase
Info
Channel: The Illumiteers
Views: 8,581
Rating: undefined out of 5
Keywords: disney, disney lorcana, disney lorcana game, disney lorcana cards, disney lorcana tcg, lorcana tcg, lorcana game, lorcana news, disney lorcana news, lorcana top 10, disney top 10, disney lorcana top 10, new disney card game, disney tcg, disney card game, new disney tcg, lorcana starter deck, into the inklands starter deck, dogged and dynamic, lorcana emerald amber, lorcana starter deck review, dogged and dynamic starter deck
Id: weOsI-0K0I0
Channel Id: undefined
Length: 13min 19sec (799 seconds)
Published: Tue Feb 20 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.