Ready Set Ink

Disney Lorcana glossary

122 Disney Lorcana terms in plain English: the rules vocabulary, all 14 keyword abilities with official rule numbers, formats, deck slang and collecting words.

Rules vocabulary and keywords are checked against the Comprehensive Rules version 2.2.0 (effective 2026-07-09). Definitions here are our own plain-English explanations; the official documents always win if they differ. Slang is informal and varies by player.

The basicsKeyword abilitiesFormats and eventsLorcana wording vs Magic wordingDeck strategy and archetypesCards, effects and the boardResources, tempo and the lore raceCollecting and buying

The basics

How a game is set up and what the words on the table mean.

Lore
The score. The first player to reach 20 lore wins.In Lorcana: You race up to 20, not down from 20.
Ink
The resource you spend to play cards. Each card in your inkwell is one ink.In Lorcana: Also a verb: to ink a card is to put it into your inkwell.
Inkwell
The facedown pile of cards you have turned into ink. Only cards with the inkwell symbol around their cost can go there, and you may add one per turn.
Inkable
A card with the inkwell symbol around its cost, meaning it is allowed to be put into the inkwell.“Powerful uninkable cards are worth saving to play rather than ink.”
Ink type (color)
One of the six colors a card can be: Amber, Amethyst, Emerald, Ruby, Sapphire or Steel. A deck can use at most two.
Character
A card type with Strength and Willpower. It stays in play until it is banished or removed by an effect, and it can quest and challenge.
Action
A one-shot card. You play it, do what it says, then it goes to the discard pile.
Song
A kind of action that can be played by paying its ink cost or by exerting a character to sing it.
Item
A card that stays in play after you play it and usually gives a lasting effect or an ability you can activate.
Location
A card that stays in play, has Willpower, can be challenged, and may give lore at the start of your turn. Characters can move to it for a cost.
Strength
How much damage a character deals when it fights in a challenge.
Willpower
How much damage it takes to banish a character or location.
Cost
What you pay to play a card, usually ink. Some cards have an alternate cost, such as Shift or singing.
Full name
A character's name and version together, like "Elsa - Snow Queen". The four-copy limit in deckbuilding applies to the full name, not just the name.
Version
The subtitle after a character's name. It tells apart cards that share a name, so "Elsa - Snow Queen" and "Elsa - Spirit of Winter" are different cards.
Quest
Exert a character to gain lore equal to its lore value. A character can't quest the turn it comes into play.“Quest with everything and you are at 17.”
Challenge
Exert one of your characters to attack an opposing character that is already exerted (or an opposing location). Both sides deal damage equal to their Strength.In Lorcana: You can only challenge characters that are exerted, which is why ready characters are safe from challenges.
Exert
Turn a card sideways, usually to quest, challenge or pay a cost.
Ready
Upright and able to act. You ready all your exerted cards at the start of each of your turns.
Banish
Put a character, item or location from play into its owner's discard pile, either by an effect or because damage reached its Willpower.
Damage
Marks on a character or location. When damage equals or exceeds Willpower the card is banished. Damage disappears when the card leaves play.
Dry and drying
A character that was already in play when your turn began is dry and can quest, challenge or use exert costs. One played this turn is drying and can't, though its other abilities still work.
Discard pile
The faceup pile where actions and banished cards go. Anyone may look at it.
Play area
Where characters, items and locations sit once played. Cards are "in play" there, unless covered by another card.
Turn structure
Each turn has three phases: Start-of-Turn (Ready, Set, then Draw), Main (do as many turn actions as you like, in any order), and End-of-Turn. The player who goes first skips their first draw.
Turn action
Something you may do in the Main Phase: ink a card, play a card, quest, challenge, move a character to a location, or use an activated ability.
Triggered ability
An ability that starts with "When", "Whenever", "At the start of" or "At the end of" and happens automatically when its condition is met.
Activated ability
An ability you choose to use by paying its cost, often exerting the card.
Static ability
An ability that is always on, for as long as its card is in play, rather than happening at a moment.
The bag
The invisible waiting area where triggered abilities queue up before they resolve. When several trigger at once, the turn player orders their own and the others follow.
Stack (shifted cards)
A pile of cards in play, such as a shifted character sitting on top of the character it was played onto. If the top card leaves play, the whole pile goes with it.
Starting hand and mulligan
You begin with seven cards. Once, you may put any number back on the bottom of your deck and draw back up to seven. Lorcana calls this altering your hand.
Zone
A place cards can be: deck, hand, play, inkwell, discard, and the bag. Some are private (deck, hand, inkwell) and some are public (play, discard).

Keyword abilities

The short bold names on cards, each a package of rules.

Alert
Lets a character challenge evasive characters as though the Evasive restriction wasn't there. It does not give the character Evasive itself.Official rule 8.2 · on 11 cards · see every card
Bodyguard
The character may enter play already exerted. While a Bodyguard is in play, opposing characters that challenge you must pick a Bodyguard if one is available.Official rule 8.3 · on 67 cards · see every card
Boost N
Once during your turn you may pay N ink to put the top card of your deck facedown under this character. Other cards care about how many cards are under a character.Official rule 8.4 · on 32 cards · see every card
Challenger +N
While this character is the one challenging, it gets +N Strength. It does nothing when the character is defending. Multiple instances add together.Official rule 8.5 · on 41 cards · see every card
Evasive
Can't be challenged except by a character that also has Evasive. The most common keyword in the game.Official rule 8.6 · on 143 cards · see every card
Reckless
The character can't quest, and you can't end your turn while it is ready and able to challenge. It can still be exerted to use abilities or sing songs. A strong but forced attacker.Official rule 8.7 · on 20 cards · see every card
Resist +N
Reduces damage dealt to this card by N. If that brings the damage to zero, no damage is taken. Multiple instances add together.Official rule 8.8 · on 40 cards · see every card
Rush
The character can challenge the turn it comes into play, skipping the usual drying wait.Official rule 8.9 · on 55 cards · see every card
Shift N
Pay the Shift cost instead of the ink cost to play this card on top of one of your characters with the same name. They become one stack. If the card underneath was exerted, the shifted character enters exerted.In Lorcana: Some cards have Shift variants that relax the same-name requirement. Check the card text.“Shift Elsa onto Elsa for four instead of paying full price.”Official rule 8.10 · on 196 cards · see every card
Singer N
This character can exert to sing a song as though its cost were N, even if its real cost is lower. Its actual ink cost doesn't change.Official rule 8.11 · on 33 cards · see every card
Sing Together N
A song you can play by exerting any number of ready characters whose costs add up to N or more, so several small characters can sing one big song.Official rule 8.12 · on 20 cards · see every card
Support
Whenever this character quests, you may add its Strength to another chosen character's Strength for the rest of the turn.Official rule 8.13 · on 58 cards · see every card
Vanish
If an opponent chooses this character as part of an action's effect, it gets banished afterwards. A built-in risk for anyone who targets it.Official rule 8.14 · on 7 cards · see every card
Ward
Opponents can't choose this card when resolving an effect. Effects that don't choose, such as ones that hit everything, still affect it.Official rule 8.15 · on 58 cards · see every card
Reminder text
The italic text in parentheses after a keyword. It's a memory aid, not extra rules, and it can differ slightly from the exact rule.

Formats and events

How decks are built and where people play.

Core Constructed
The main competitive format: a 60-card minimum deck of up to two inks, no more than four copies of any full name, using the current rotating pool of sets.In Lorcana: The legal sets change over time. Check the official Tournament Rules for the current pool.
Infinity Constructed
A constructed format that allows cards from every set, with its own list of banned cards.
Format Coconut
An official multiplayer format built around a companion card, still in beta when this was written. It allows up to three inks and a single copy of each card. See our Coconut leader tools for the rules as implemented here.
Sealed
Build a deck on the spot from a fixed number of freshly opened booster packs.
Draft
Players open packs and pick cards one at a time, passing the rest around the table, then build a deck from what they took.
Pack Rush
A quick two-booster format with its own short rules.
Preconstructed
Play with an unmodified starter deck, straight out of the box.
House format
A made-up set of rules for casual play, such as Poorcana (commons and uncommons only) or Mono (one ink only). See our custom rules page for ready-made ones.
Illumineer's Quest
A cooperative, story-driven product where one or more players team up against a scripted opponent, rather than a normal player-versus-player game.
Prerelease
An event held just before a new set goes on sale, where players build decks from the new cards early.
Organized play
Official tournaments and events run through stores, from casual nights up to championships. Events are listed through Ravensburger's Play Hub.
Play Hub
Ravensburger's event and store locator for Lorcana organized play.
The meta
Short for metagame: which decks are popular and winning right now. It changes with every set and rules update.“Always check a dated source before saying what is meta.”

Lorcana wording vs Magic wording

Much of the slang came over from Magic: The Gathering. These are the Lorcana words to use instead.

Mana to Ink
Say ink, not mana.
Land and land drop to Inkwell
Say inkwell, or "ink a card". You get one per turn.
Creature to Character
Say character.
Tap and untap to Exert and ready
Say exert and ready.
Attack to Quest or Challenge
Questing gains lore. Challenging fights an exerted character. They are different actions, so pick the right one.
Life total to Lore
Lore is a score you build up to 20, not a life total you lose.
Dies and destroyed to Banished
Say banished.
Graveyard to Discard pile
Say discard pile.
Enter the battlefield to Enters play
Lorcana text reads "When you play this character". There is no battlefield; say "enters play" and "leaves play".
Spell and instant to Action or song
Actions and songs are the one-shot cards. You play them on your own turn; there is no holding up an instant to respond on your opponent's turn the way Magic allows.
Toughness to Willpower
Willpower is how much damage a character can take.

Deck strategy and archetypes

How players describe what a deck is trying to do.

Archetype
A deck's overall plan, such as aggro, midrange, control or combo. Often named with the ink pair too, like "Ruby-Sapphire midrange".In Lorcana: With only two inks per deck, the ink pair is part of an archetype's identity.“What archetype is it? Ruby-Sapphire midrange, so it's flexible.”
Aggro
A fast deck that tries to win by questing early and often, before the opponent can stabilize.In Lorcana: Lots of cheap characters, Rush, Challenger and evasion. The goal is a short clock.
Midrange
A balanced deck with a solid board and good trades that can speed up or slow down depending on the matchup.
Control
A slow, reactive deck that answers threats and wins late through card quality.In Lorcana: Pure control is harder here than in Magic because lore keeps ticking up. Control decks lean on banishing, bouncing and drawing.
Combo
A deck built around specific cards that win or snowball when assembled together.In Lorcana: Usually a lore engine or a Shift loop, not an instant win. Ordinary synergy isn't a combo.
Meta deck
A deck that's currently popular or winning in competitive play. Say when you saw it, because this goes out of date quickly.
Meme deck
A deck built for fun or a joke rather than to win. Usually affectionate.
Rogue deck
An off-meta deck that is built to win, just in a way opponents aren't prepared for. Different from a meme deck: rogue tries to win by surprise.
Pilot
The person playing a deck. Used when separating a deck's power from the player's skill.“Great deck, but the pilot misplayed the lore race.”
Mirror match
A matchup where both players run the same or nearly the same deck, so sequencing and who goes first decide it.
Going wide
Playing many cheap characters instead of a few big ones. It quests for a lot of lore but is weak to effects that hit the whole board.In Lorcana: The opposite is going tall: a few big, boosted characters.
Glass cannon
A card or deck with strong offense and fragile defense. It hits hard but dies fast.

Cards, effects and the board

Slang for what cards do and how they interact.

Answer
Any card or play that deals with an opponent's threat: banishing it, bouncing it, or blocking it.“Do I have an answer to that? Yes, but only one copy.”
Board wipe
An effect that removes many or all characters at once.In Lorcana: Rarer and more expensive than in Magic, so it is a big swing when it lands.
Bounce
Return a character or item to its owner's hand instead of banishing it.In Lorcana: A strong tempo play because the opponent loses the ink they spent and must pay again. It also resets damage and breaks up shift stacks, and it lets a character's on-play effect happen twice.
Ping
A small, targeted bit of damage, usually 1 or 2, often used to finish off a character that is already hurt.
Snipe
Precisely removing one chosen key character, especially one that is hard to reach.In Lorcana: Matters most against Evasive characters, which are hard to challenge.
On-play effect
An ability that triggers when a card enters play. On Lorcana cards it reads "When you play this character".In Lorcana: Bounce can reuse an on-play effect, which is a classic trick.
Fizzle
An effect that does nothing because its target is gone or can't be chosen.In Lorcana: Ward is the usual cause: with no legal target, the effect simply does nothing.
Vanilla
A character with no abilities, just stats and a lore value.In Lorcana: True vanillas are rare in Lorcana. Players more often say "just a body" or "no text".
French vanilla
A character whose only abilities are keywords, with no other rules text.
Synergy
Cards that are better together than apart, such as a Singer next to a deck full of songs.
Bomb
A card so powerful that it can win the game by itself if unanswered.
Removal
Any card that gets rid of an opposing character: banishing, damaging, bouncing or otherwise taking it off the board.

Resources, tempo and the lore race

How games are won and lost on the way to 20 lore.

Ink curve
The spread of card costs in a deck. "Curving out" means using all your ink every turn.In Lorcana: You can ink only one card per turn, and only inkable cards, so the curve and the choice of what to ink matter. Good players ink the weaker inkable cards and keep powerful uninkable ones to play.“Your curve needs plays at two, three and four, or you'll waste ink.”
Tempo
Being faster than your opponent: getting more done per turn for the ink spent. Different from card advantage, which is about long-term value.
Card advantage
Ending up with more useful cards or options than your opponent, through drawing, two-for-one trades, or effects that return value.
Ramp
Getting extra resources early so you can play expensive cards sooner.In Lorcana: Limited in Lorcana: there are no lands and only one ink drop per turn. It shows up as cost reduction, Shift, Singers, and a few effects that add cards to the inkwell. Only call a deck ramp if it really works that way.
Topdecking
Playing only the card you just drew because your hand is empty.“We're in topdeck mode, whoever draws better wins.”
Outs
The cards left in your deck that can save or win the game from where you are.
Overextending
Committing too many cards to the board so that a board wipe or bounce effect leaves you with nothing.
Gas
Strong, impactful cards. "This deck has gas." Running out of gas means having no good plays left.
Clock
How many turns until someone wins. In Lorcana, how many turns each player needs to reach 20 lore.“They're on a three-turn clock, so I have to slow them down.”
Lethal
Having enough lore available this turn to reach 20 and end the game.
OTK (one-turn kill)
Winning in a single turn from a position that didn't look winning.In Lorcana: True one-turn kills are rare because winning means reaching 20 lore. Players usually say "big lore turn" or "going off" instead.
Swing
Sending several characters to quest or challenge in one big turn.
Baiting
Making the opponent spend an answer on a less important target so your key play survives.
Scoop
To concede a game. The official word is concede, but scoop is common slang.

Collecting and buying

Words you meet at a card shop or online store.

Playset
Four copies of a card, the maximum a deck may hold of one full name.
Single
One individual card sold on its own, as opposed to a pack or box.
Booster pack
A sealed pack of random cards from one set.
Sealed product
Packs, boxes and decks still in their factory wrapping.
Starter deck
A ready-to-play, preconstructed deck for new players.
Rarity
How common a card is in packs. The scale runs Common, Uncommon, Rare, Super Rare and Legendary, with special alternate printings above that.
Enchanted
A much rarer, full-art alternate printing of an existing card. The gameplay is the same; the artwork and the price are not.
Foil
A card printed with a shiny finish. Usually priced separately from the regular printing.
Near mint (NM)
The top condition grade for a played-with card: little to no visible wear.
Pull sheet
A checklist of the exact cards to pull from your collection to build a deck, in a sensible order.
Wishlist
A list of cards you want but don't own yet.
Market price
A rough guide to what a card has recently sold for. Prices here are dated snapshots, never live quotes.

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