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Striking Illusions: Strategy Guide

Mulligan, key cards, matchups, and tech swaps for Striking Illusions, the Infinity Theme Deck build.

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Budget
S A
Infinity Theme Deck

Cost Curve

Card Types

Character
48
Action
10
Item
2

Ideal opening hand

Palace Guard - Spectral SentryPalace Guard - Spectral Sentry1 Ink
Jafar - Royal VizierJafar - Royal Vizier2 Ink
Rajah - Ghostly TigerRajah - Ghostly Tiger2 Ink
Jafar - Aspiring RulerJafar - Aspiring Ruler3 Ink
Jafar - Lamp ThiefJafar - Lamp Thief3 Ink

How to play

Amethyst/Steel Jafar tribal with an Illusion sub-engine. Five Jafar bodies form a Shift ladder; a parallel Illusion sub-tribe (Rajah, Iago, Giant Cobra, Abu, Palace Guard) feeds the recursion loop. Vanish punishes targeted removal; Jafar - Newly Crowned returns banished Illusions to your hand on opponent's turns. The more you draw, the more lore you gain.

Three checkpoints — the only turns that matter:

  • Turn 2 — engine starter: Jafar - Royal Vizier (3/2, Evasive on your turn) or Rajah - Ghostly Tiger (3/3 Vanish). Tempo + Illusion count for Treasure Guardian's draw.
  • Turn 4 — Newly Crowned online: the recursion gate opens. Every Vanish-banished Illusion returns to your hand on the opponent's turn. Targeted removal stops being clean.
  • Turn 7 — Striking Illusionist lands: Shift 5 onto any Jafar. POWER BEYOND MEASURE turns every card draw into +1 lore while exerted. Finders Keepers post-quest = 4+ lore in one turn.

The Vanish trap. Six bodies have Vanish — "when an opponent chooses this character for an action, banish them." Targeted removal hands you a free banish. They challenge into walls or hold answers. Either way, you keep pace.

Matchup role: controller early (Vanish + Iago - Out of Reach challenge-immunity), beatdown from T5 (High Sultan's free Illusions + Striking Illusionist lore engine). Format: Core-legal with 3 Infinity-only swap-outs (see Tech Swaps).

Mulligan

Single-pattern keep. A 2-cost engine starter + a 3-cost payoff + an inkable.

Always keep:

  • Jafar - Royal Vizier. 2-cost 3/2 1-lore Steel inkable. I DON'T TRUST HIM, SIRE grants Evasive on your turn — challenges anything they put down on T1-T2, quests safely otherwise.
  • Rajah - Ghostly Tiger. 2-cost 3/3 1-lore Amethyst inkable, Vanish. A 3/3 body with removal-protection at 2 ink is the best rate in the deck.
  • Jafar - Lamp Thief when you already have a 2-drop. 3-cost 2/2 2-lore Amethyst inkable. I AM YOUR MASTER NOW — top-2 scry. Smooths draws AND quests above-rate (2 lore at 3 ink).

Conditional keep: Treasure Guardian - Foreboding Sentry if you have a T2 Illusion. UNTOLD TREASURE — draw on entry when an Illusion is in play. Rajah or Palace Guard turns Treasure Guardian into a cantripping 3/3 2-lore.

Ship blind:

  • All-5/6/7-cost hands. High Sultan, Abu, and Striking Illusionist are payoffs, not openers.
  • All-action hands. Seeking + Finders + Restoring with no characters = no Sorcerer discount, no lore on board.
  • Multiple uninkable copies. High Sultan and Seeking the Half Crown are uninkable — keep one, ship the rest.

Ideal T1-T3 line: Palace Guard T1 (1/4 wall) → Royal Vizier T2 → Lamp Thief T3 (scry). End of T3: 2-3 questers on board, Illusion count active.

Key cards

Openers (turn 1-2):

  • Palace Guard - Spectral Sentry: 1-cost 1/4 1-lore Amethyst inkable, Illusion + Vanish. The only 1-drop; 4 WP walls 2-cost challengers and feeds Treasure Guardian's Illusion count.
  • Jafar - Royal Vizier: 2-cost 3/2 1-lore Steel inkable. I DON'T TRUST HIM, SIRE grants Evasive on your turn — challenges Evasive blockers and quests past ground defenders. Cheapest Shift target for the Jafar ladder.
  • Rajah - Ghostly Tiger: 2-cost 3/3 1-lore Amethyst inkable, Illusion + Vanish. Above-rate body with built-in removal-protection. Best 2-drop in the deck.

Engines (turn 3-4):

  • Jafar - Aspiring Ruler: 3-cost 3/2 2-lore Steel inkable. THAT'S BETTER — on play, chosen character gains Challenger +2 this turn. Stacks with Hypnotic Strength for a +4 challenge.
  • Jafar - Lamp Thief: 3-cost 2/2 2-lore Amethyst inkable. I AM YOUR MASTER NOW — top-2 scry on entry. 2-lore quester + deck-smoother.
  • Giant Cobra - Ghostly Serpent: 3-cost 4/4 1-lore Amethyst-Steel inkable, Illusion + Vanish. MYSTERIOUS ADVANTAGE — on play, may discard to gain 2 lore. Above-rate stats AND a 2-lore swing.
  • Jafar - Newly Crowned: 4-cost 2/4 2-lore Amethyst-Steel inkable. THIS IS NOT DONE YET — during opponent's turn, when your Illusions are banished, return them to your hand. Locks in the recursion loop.
  • Treasure Guardian - Foreboding Sentry: 4-cost 3/3 2-lore Amethyst inkable. UNTOLD TREASURE — draw on entry when an Illusion is in play. Above-rate cantrip; 14 other Illusions in the deck.

Walls (turn 4):

  • Iago - Giant Spectral Parrot: 4-cost 4/6 1-lore Amethyst inkable, Illusion + Evasive + Vanish. The premium 4-cost — challenges over ground, punishes actions. Hard to remove.
  • Iago - Out of Reach: 4-cost 3/3 2-lore Steel inkable. SELF-PRESERVATION — with another exerted character in play, can't be challenged. Grind insurance — sits as a 2-lore quester immune to combat.

Closers:

  • Jafar - High Sultan of Lorcana: 5-cost 4/4 3-lore uninkable. DARK POWER — on quest, draw then discard; if an Illusion is discarded, play it free. 3 lore/turn AND free Illusion drops. Pitch Iago - Giant Spectral Parrot for a 4/6 Evasive/Vanish body at 0 ink.
  • Abu - Illusory Pachyderm: 6-cost 3/7 1-lore Amethyst-Steel inkable, Illusion + Vanish. GRASPING TRUNK — on quest, gain lore equal to chosen opposing character's lore. Mirror-tax for 3-lore opposing finishers. 7 WP survives almost everything.
  • Jafar - Striking Illusionist: 7-cost 4/5 1-lore Amethyst inkable, Floodborn Shift 5 + Evasive. POWER BEYOND MEASURE — while exerted, every card draw on your turn = +1 lore. Shift onto any Jafar. Finders Keepers post-quest swings 4+ lore in one turn.

Interaction:

  • Hypnotic Strength: 2-cost Amethyst action, inkable. Draw + Challenger +2. Cycles AND buffs; stacks with Aspiring Ruler for +4.
  • Seeking the Half Crown: 5-cost Amethyst action, uninkable. -1 cost per Sorcerer in play (16 Sorcerers in deck). Typically 3 ink. Draw 2. Fuel for Striking Illusionist.
  • Finders Keepers: 5-cost Amethyst action, inkable. Draw 3. Hard refuel; +3 lore with Striking Illusionist exerted.
  • Restoring the Crown: 6-cost Amethyst-Steel action, uninkable. Exert all opposing chars; each challenge-banish this turn = +2 lore. The board-swing.

Items:

  • Scarab: 2-cost Amethyst item, uninkable. SEARCH THE SANDS — exert + 2 ink: return an Illusion from discard. Plus Newly Crowned, the recursion loop closes.
  • The Lamp: 2-cost Amethyst item, uninkable. GOOD OR EVIL — banish: with a Jafar in play, draw 2. One-shot Finders Keepers at 2 ink; Jafar mode is always live (16 Jafars).

Matchups

vs. Amethyst/Sapphire Evasive (Even): Watch for: Dumbo - Ninth Wonder of the Universe, Hades - Looking for a Deal Their Evasive bypasses your ground bodies; yours bypasses theirs back — Jafar - Royal Vizier (Evasive on your turn) + Iago - Giant Spectral Parrot (4/6 Evasive) + Jafar - Striking Illusionist (Shifted Evasive) match their air force. The race goes to whoever lands the larger lore-rate finisher first. Jafar - High Sultan of Lorcana at 3 lore/quest with free Illusion drops out-paces Hades' pings; protect her with Iago - Out of Reach as the bodyguard exert-anchor.

vs. Amber/Emerald Aggro (Favorable): Watch for: Tramp - Street-Smart Dog, Grandmother Willow - Ancient Advisor Your high-WP shell punishes their 1-2 WP flood — Palace Guard's 4 WP and Iago's 6 WP wall their entire curve. Vanish on Rajah/Giant Cobra/Iago/Palace Guard punishes their action-based pings (e.g., You're Welcome, Fire the Cannons!). Land Restoring the Crown T6 onto a flooded board — exerting their team while your challengers gain 2 lore per kill ends the game in one turn.

vs. Amethyst/Steel Challengers (Unfavorable): Watch for: Strength of a Raging Fire, Beast - Snowfield Troublemaker Hardest matchup. Strength of a Raging Fire (banish chosen damaged character) bypasses Vanish entirely — it's not "chosen for an action" in the trigger sense once damage exists, so plan to keep your Illusions undamaged or lose them clean. Beast - Snowfield Troublemaker at 4 strength out-trades your 3-2 attackers; play around him by questing past with Evasive bodies. Jafar - Newly Crowned's return-to-hand trigger is the lifeline — even after Strength of a Raging Fire kills three of your Illusions, they're back in hand on the opponent's end step.

vs. Amber/Steel Steelsong (Favorable): Watch for: He Hurled His Thunderbolt, Angel - Experiment 624 Songs are slower than direct lore — and Vanish makes their targeted song effects costly. Land Jafar - High Sultan of Lorcana T5 for 3 lore/turn before their song chain stabilizes. He Hurled His Thunderbolt clears Palace Guard and a Jafar - Royal Vizier but Iago - Giant Spectral Parrot (6 WP) and Abu - Illusory Pachyderm (7 WP) survive. Their plan peaks T5-6; yours peaks T4 (Newly Crowned online) — you're a turn faster.

vs. Ruby/Sapphire Control (Unfavorable): Watch for: Maui - Hero to All, A Pirate's Life Their hard-removal lands Maui cleanly past your Vanish (Maui isn't an action — it's a body that banishes on entry). Sapphire draw refills their answer pile faster than you deploy threats. Plan a longer game: Jafar - Newly Crowned + Scarab create a recursion loop that grinds them out of answers. Don't isolate Jafar - High Sultan of Lorcana — once she sticks, the free-Illusion-on-quest engine outpaces their card-draw. Past T9 they win on grind; close before T10 or pivot to keeping Newly Crowned alive.

vs. Mirror (Amethyst/Steel Jafar/Illusion) (Even): Watch for: Jafar - Newly Crowned, Jafar - Striking Illusionist Whoever lands Jafar - High Sultan of Lorcana first wins the lore race; whoever lands Jafar - Newly Crowned first wins the attrition war. Hypnotic Strength + Jafar - Aspiring Ruler stacks Challenger +4 to two-shot their Iago - Giant Spectral Parrot (6 WP). Save Restoring the Crown for their established board — it's the cleanest one-card swing in the matchup.

Tune It

Against Evasive-heavy meta (Hades-engine, Dumbo flyers): -1 Finders Keepers / -1 The Lamp / +2 Hypnotic Strength. More cycling + Challenger +2 lets Royal Vizier (Evasive on your turn) trade into Hades or Dumbo. Hypnotic Strength's draw also fuels Striking Illusionist.

Against challenger-heavy meta (Strength of a Raging Fire, Beast - Snowfield Troublemaker): -2 Jafar - Dreadnought / +2 second pair of Iago - Out of Reach (cap 4). SELF-PRESERVATION sidesteps the challenger axis entirely; Dreadnought's draw-on-banish needs him to survive a +4 challenger first — he doesn't.

Against control-heavy meta (Maui-engine, Pirate's Life): -1 Restoring the Crown / +1 second Scarab. Restoring needs an opposing board; control doesn't commit one. Two Scarabs chain Iago / Abu recursion through their removal cycles.

Core variant (drop 6 Inf-only copies): -3 Jafar - Dreadnought / -2 Jafar - Striking Illusionist / -1 The Lamp. Core-legal swap candidates pending verification against the Sorcerer + Illusion pool — final replacements decided on a Lorcast sweep before Core SKU ships. Loses the Shift 5 closer and draw-on-banish triggers; net tier drop: T2 → low-T2/T3 in Core ladder.

Outlook: Infinity SKU is the priority — the deck's identity (recursion loop + 7-cost lore engine) requires the 3 Inf-only cards. Restock cap dictated by Jafar - Striking Illusionist (Enchanted, harder to source) — 2-3 builds without a buy. Core variant ships as a secondary SKU if demand warrants.

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← Back to Striking Illusions Last updated May 11, 2026