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Color Pairs · Ink Guide Living guide — updated as the format evolves

Lorcana's Two-Ink Color Pairs: Every Combo's Playstyle and Standout Cards

All fifteen Lorcana two-ink pairings, what each one is trying to do, and the card that defines it. From proven winners like Dogs and Blurple down to the spicy pairs still looking for a home.

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A Lorcana deck runs at most two inks, so picking your pair is the biggest deck-building decision you make. The right combo covers each color’s weak spot: one ink brings the threats, the other brings the answers. There are fifteen possible pairings, and they are not created equal. Some are proven tournament winners, some are solid-but-spicy, and a couple are still hunting for the cards that make them work. Below is the whole map, grouped by how they are performing in the current Wilds Unknown meta (June 2026). If you have not met the six inks yet, start with our six ink colors guide and come back.

Why almost every deck runs two inks

One color can only do so much. Amber goes wide but has no removal. Ruby hits hard but runs out of gas. Sapphire ramps into bombs but does nothing on turn one. A second ink patches the hole. That is the entire art of pairing: you are not picking two colors you like, you are picking a strength and the answer to its weakness. Keep that in mind as you read. The best pairs are the ones where each color is doing a job the other one can’t.

A quick note on the tiers below. “Meta” shifts every set, and Set 13 will shake things up again. Treat the groupings as a snapshot of what is winning today, not gospel. A pair near the bottom is not unplayable, it just hasn’t found its moment yet.

The proven pairs

These are the decks winning real tournaments right now and across multiple formats.

Amber/Emerald (Dogs). The best deck in the format. Flood the board with cheap one and two-cost characters, use cost reduction to deploy a whole turn ahead, then quest for a huge swing all at once. It is the cheapest top-tier deck and the highest-performing, which almost never happens together. The engine is Grandmother Willow — Ancient Advisor, who shaves the cost off everything and turns a normal turn into an unfair one.

Amethyst/Sapphire (Blurple). The most-played deck in the game for months running. Ramp with Sapphire, draw with Amethyst, and deploy a wall of Evasive characters the opponent literally cannot challenge. The payoff is Dumbo — Ninth Wonder of the Universe, who hands his draw-and-quest engine to every other flier you control. Our Let It Go deck is built on this Amethyst/Sapphire shell.

Amber/Amethyst (Evasives). A faster, lower-to-the-ground take on the Evasive plan, and currently one of the format’s three top decks. Amber’s cheap aggressive bodies apply early pressure, then Amethyst’s untouchable fliers close it out before slower decks stabilize. Cheshire Cat — Inexplicable is the cheap, slippery glue that holds it together.

Emerald/Sapphire (Control). The strongest “fair” control deck around, nicknamed “Cow Control.” It leans on two one-sided board wipes: it punishes you for going wide and punishes you for going small, ramps safely behind the resets, then grinds you out with protected high-lore bodies. It surged into the top tier this set with a 56% win rate. Cinderella — Dream Come True anchors the late game.

Amber/Steel (Steelsong). The most stable archetype in Lorcana history, and the biggest deck in the eternal Infinity format. Deploy Singers, play Songs for free, and out-resource the opponent every single turn. Strength of a Raging Fire, widely called the best removal spell in the game, often gets sung for nothing.

The strong, well-supported pairs

Not the absolute top, but proven, deep, and dangerous in the right hands.

Amethyst/Steel (Purple Steel). The most forgiving combo in the game. It has the best removal and the best card draw at the same time, so it almost never gets blown out: you misplay, topdeck a good card, and claw back. Demona — Scourge of the Wyvern Clan is the lockdown finisher that dismantles entire boards. Our Villain’s Court deck plays this Amethyst/Steel control game.

Ruby/Sapphire (Items / Shark). Two faces: a controlling Items build that grinds you out, and an aggressive “Shark” build that beats you down with oversized reckless threats. The Shark version quietly posted the highest win rate of any deck in the current Core format. Maui — Half-Shark is the centerpiece.

Amethyst/Ruby (Bounce / Red Purple). A puzzly toolbox deck: bounce your own characters to re-use their effects, redistribute damage to clear blockers, and grind out card advantage. Magical Maneuvers is the engine that turns “bounce my own guy” into a repeatable card-draw machine. Our Lore Engine deck runs this Amethyst/Ruby pairing.

Sapphire/Steel (Item Ramp). Ramp through early acceleration into oversized Steel finishers that land ahead of schedule. The classic line is ramp on turn two, a big threat on turn four, lock the game up on turn six. The payoff is a card like Goliath — Clan Leader, a huge body the ramp drops before the opponent is ready for it. This ramp-into-finisher plan is the backbone of our Ducktectives deck.

Emerald/Steel (Discard / Clarabel). Steel clears the board, Emerald empties the opponent’s hand, and pretty soon they have nothing left to play. We Don’t Talk About Bruno does both halves of the Emerald job at once: bounce a character and force a discard.

The spicier pet-deck pairs

These reward a dedicated pilot. Some are budget-friendly on-ramps, some are brewer’s projects, and a couple are genuinely tough to make work.

Amber/Sapphire (Princesses). A ramp-and-protect midrange deck full of Princess synergies, efficient questers shielded by Ward and kept alive by Amber healing. Once it gets going it is hard to stop, though it can stumble early against fast aggro. Aurora — Holding Court accelerates the Princess plan. Our Princess Power deck is the friendly entry point.

Amber/Ruby (Boost / Toys). A boost-based deck built to draw a ridiculous number of cards, grow a threat the opponent has to answer, and reset the board when behind. The whole thing started from one card, Webby’s Diary, a free item that can draw double digits in a single game. Our Lore Rush deck is an aggressive Amber/Ruby build.

Amethyst/Emerald (Burn). A budget racing deck that mostly ignores the opponent and rushes its own lore to 20 off a wall of one-cost characters and lore-on-play effects. Gathering Knowledge and Wisdom is a clean example: a cheap card that just hands you lore for showing up. It is one of the cheapest competitive decks in the game (often under thirty dollars), almost plays itself, and is great for newer and younger players. Our 20 Lore in 20 Seconds deck is exactly this plan.

Ruby/Steel (Aggressive Challenge). Both inks want to attack, which makes for a punchy, straightforward beatdown but also a one-dimensional one: low card draw means you can run out of gas if the game goes long. It is a great place to learn combat math. Our Iron Wall deck leans on Ruby and Steel’s bigger bodies.

Emerald/Ruby. The honest answer: this is historically the hardest pair to make work. Emerald wants to play tricky and Ruby wants to play straightforward, and neither shores up the other’s biggest weakness (card draw). Its most promising current shell is the new Set 12 “Sid’s Toys” sacrifice package, which finally gives the pair a grindy, synergy-driven identity, though it is unproven and still a brewer’s project rather than a settled meta deck. Come in with a plan.

How to pick your pair

If you are choosing your first pair, do not overthink the tier list. Pick the playstyle you actually enjoy, because you will play it better. That said, a few honest pointers:

  • Want to win on a budget and learn good habits? Aggro pairs (Amber/Emerald, Amber/Ruby) are cheap, fast, and teach you to value tempo.
  • Want the longest, most decision-rich games? Control pairs (Emerald/Sapphire, Amethyst/Steel) reward patience and reading the board.
  • Want untouchable threats and big draws? The Evasive pairs (Amethyst/Sapphire, Amber/Amethyst) are your home.
  • Want to play the heavy? Ramp into bombs with Sapphire/Steel, or beat down with Ruby/Steel.

And remember the rotation clock. Several staple cards in today’s best decks (the Dogs package, Sail the Azurite Sea, Maui — Half-Shark, and other older Set 5 to Set 8 pieces) leave the Core format when Set 13 arrives. Some old favorites stick around thanks to recent reprints (Under the Sea is one), but plenty do not. If you are building for tournaments, lean on the newer printings or play the eternal Infinity format where nothing rotates.

Want the deeper cuts?

  • The six ink colors guide breaks down each individual ink’s playstyle and standout cards. Read it to understand why these pairs work.
  • The dual-ink cards guide explains the special cards that count as two inks at once, opening up these pairings even further. They are coming back in a big way with Set 13.
  • Found a pair you like? Browse our pre-built decks. We build and tune them so you can play out of the box and skip the grind.
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