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Wilds Unknown — Disney Lorcana S12 prerelease
Wilds Unknown promotional artwork © Disney / Ravensburger.

Wilds Unknown Sealed Deck Guide — Lorcana S12 Limited Strategy

Wilds Unknown sealed deck guide. How to build a 40-card deck from 6 booster packs, archetypes, bombs, and curve targets for any S12 Lorcana sealed event — written for prerelease weekend, still the working sealed strategy for any LGS sealed night.

37 min read

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Prerelease weekend
May 8–10, 2026
Global release
May 14, 2026

What Is Sealed Deck?

Sealed Deck is the most welcoming competitive format in any trading card game. You open six booster packs at the event, build a 40-card deck from those 72 cards, and play. No prior collection required, no netdecking, no homework, everyone at the table is working from the same kind of pool you are.

Prerelease weekend (May 8–10, 2026) has passed, but Wilds Unknown sealed is now legal at any Local Game Store running sealed events, and most stores host weekly or monthly sealed nights through the summer until the next set drops. This guide is written for both audiences, if you’re reading this on the way to a prerelease, great; if you’re reading it for a sealed event in June, the strategy is identical.

What you’ll find when you walk in

A local game store hosting prerelease will set up tables, hand out kits, and run a small tournament. You don’t need to bring a deck. You don’t need to know the rules cold. Most stores pair newcomers with patient opponents and have judges nearby to answer questions mid-game. Expect 3–4 hours total: about 30 minutes to register and open packs, 30 minutes to build your deck, and the rest playing rounds.

What’s in your kit

Wilds Unknown prerelease box contents, 6 boosters, foil Traveler promo, postcard, 4 lore counter dice, and a cardboard deck box Wilds Unknown prerelease box contents. Image © Disney / Ravensburger, used for product news/commentary.

When you sit down, you’ll receive a Wilds Unknown prerelease box ($39.99 retail) containing:

  • 6 sealed booster packs of Wilds Unknown (12 cards each, 72 cards total, your card pool for the event)
  • 1 foil promo card stamped with the Wilds Unknown logo, randomly one of six Traveler characters, one per ink color (Amber, Amethyst, Emerald, Ruby, Sapphire, Steel)
  • 4 standard six-sided dice (d6s) in Wilds Unknown colors (orange-to-green gradient, Lorcana crest in place of the 6), used to track lore and damage during games
  • 1 collectible postcard with in-universe artwork (one of three random designs, Wilds Unknown’s set-specific keepsake)
  • 1 cardboard deck box to hold your build
  • 1 rules sheet with a quick reference for sealed format play

The boosters are your card pool for the day. Everything else, promo, dice, postcard, deck box, rules sheet, is yours to keep regardless of how the games go.


New to Lorcana? Start Here

If you’ve already played Lorcana before, skip ahead to Set Primer, this section orients first-time players to the format, gameplay basics, and why prerelease is the easiest place to start.

Notation used in this guide

  • STR: Strength (top-left number, damage dealt in challenges)
  • WP: Willpower (bottom-right number, damage taken before banishment)
  • on play: an ability that triggers the moment you play the character

How sealed deckbuilding works

Open all 6 packs and spread the cards out in front of you. Your job is to build a 40-card deck minimum using only those cards. You’ll have around 30 minutes to do it. Don’t panic, this guide walks you through a 5-step build process later on.

Lorcana sealed differs from constructed in two ways: there’s no ink-color restriction (run as many inks as your pool supports) and no 4-copy limit (if you opened 5 copies of one common, you can run all 5). What matters is that your curve is clean and your removal can answer threats.

How a Lorcana game works (60-second version)

If this is your first Lorcana game ever, here’s the shape of it:

  • The goal: be the first player to reach 20 lore.
  • How you earn lore: play characters, then “quest” with them (turn them sideways) to gain the lore value printed on the card.
  • Where ink comes from: Lorcana has no “basic lands” like Magic. Every card in your deck has dual purpose, you can either play it as a character/action, or once per turn put it face-down in your inkwell to pay for future cards. Roughly half the cards in any pack have an inkwell symbol that lets them be inked.
  • Why you fight: combat (“challenging”) exists to slow your opponent down by removing their questers, not to kill them directly. You don’t lose by taking damage to your face, you lose by being too slow to 20.

That’s the whole game. Every card you put in your deck should either help you race to 20 lore faster, or stop your opponent from getting there first.

Why prerelease is great for new competitive players

If your entry point to Lorcana was the Gateway Box or a starter deck, prerelease is the natural next step into competitive play. You and everyone else at the event are working from the same card pool of 6 random packs. Nobody arrived with a tuned netdeck. The skill gap between a seasoned constructed player and a newer player is much smaller in sealed than in constructed, which makes prerelease the most forgiving competitive environment Lorcana offers, and a great place to learn how tournament rounds actually feel.


Set Primer

The mechanics, keywords, and tribal payoffs of a set form the bones of its sealed environment. Come in knowing what S12’s mechanics do, which keywords carry weight, and which tribes span multiple inks, so you can evaluate cards on sight instead of reading every word on every card during deckbuilding.

Returning Keywords in Wilds Unknown

KeywordWhat It DoesSealed Impact
EvasiveOnly Evasive characters can challenge this characterPremium in sealed — hard to remove, quests safely
RushCan challenge the turn it’s playedImmediate removal. High value in sealed.
WardOpponents can’t choose this character except to challengeProtects your best characters from action-based removal
ShiftPlay on top of a named character for a reduced costPowerful but needs the base character in play first — riskier in sealed than constructed
SingerCan exert to sing a song (action) of the listed cost or less for freeFree actions = tempo. S12 has premium Singer 4 @ 2-cost and Singer 5 @ 3-cost.
BodyguardOpponents must challenge this character if ableForces opponents to deal with your defender before attacking your questers
SupportWhen this character quests, add their strength to another character’s strength this turnCombat trick built into questing. Good for trading up.
Resist +XDamage dealt to this character is reduced by XHeavy S12 presence, Steel-dominant. Baseline on Fat Cat Felonious, Maudie, Gizmoduck. Granted by Flora (Sapphire), Lord Macintosh, Mrs. Incredible Det. Rescuer (anthem), Fat Cat Criminal (locations), Omnidroid V.10 (Shift-armor).
Challenger +XGets +X strength while challengingCheap Challenger bodies (Luisa Pushing Through, Elinor Bespelled Queen) are aggressive removal. Granted by Mrs. Incredible — Helen Parr (#179, 2-cost grant).
AlertCan challenge as if they had Evasive (confirmed via Angus #174 reminder text)Premium anti-Evasive tool. Baseline on Violet Parr — At Wits’ End (#178) and Syndrome Evil Inventor (#143). Granted by Angus — Mighty Horse (#174 Steel, DAUNTLESS gives Alert on play).

New/Prominent Mechanics in Wilds Unknown

Mickey Mouse - Experienced Traveler — full card artEscape Plan — full card artWind-Up Frog — full card art

Traveler Trigger: “Whenever this character quests, if you played another character this turn…” pattern across all six inks. Natural flow in sealed: play a body, quest a Traveler. Confirmed: Ariel (Amber #18), Pluto (Amber #25), Maleficent (Amethyst #55), Mickey Mouse — Experienced Traveler (Amethyst #52 NEW, 3-cost 2/3, LIGHTING THE WAY draws on quest if you played another character this turn), Donald Duck (Emerald #84) + Cruella (Emerald #92), Queen of Hearts (Ruby #122), Daisy Duck (Ruby #115 variant), Cinderella (Sapphire #155), Minnie (Sapphire #159), Pocahontas (Steel #171), Goofy Determined Traveler (Steel #189).

“Played another character” Triggers — The most common trigger in the set. Rewards you for playing a character before questing. Means curving out matters, have things to play turns 2/3/4 to enable Travelers + quest triggers + tempo plays. Never skip your early drops.

Spike Suit (meta-warping global static): Dale — Ready for His Shot (Amber #22, 0/4, 4-cost) grants: your characters deal Willpower instead of Strength during challenges. This fundamentally rewrites combat math in the deck that runs it. Pairs naturally with:

  • High-WP Madrigals (Luisa No Pressure 5/7, Agustin 3/6, Mirabel 3/6, Chip Team Player 2/7, Dale Excited Friend 1/6→1/7 with Chip out).
  • Bodyguard walls forced to be challenged (0/6 Bodyguards deal 6 damage back).
  • Chip Retrieval Expert (#14, 2/4, on play returns a 4+ WP body from discard → recursion engine). If you open Dale #22, this is tier-1 priority, mark the color (Amber) and hunt Chip/Madrigal/Bodyguard pieces. Full Spike Suit archetype breakdown

Damage Movement + Heal-to-Lore (Madrigals): 11+ Madrigals across Amber (#5, 6, 9, 16, 19, 24) and Amethyst (#36, 45, 56, 58, 60, 62). Damage moves between characters as a resource; healing converts to lore via:

Inkwell-Exert (Sapphire primary): Multiple Sapphire cards put cards into your inkwell facedown and exerted (tapped, can’t untap). Slower than normal inking but it’s ramp. Core pieces: Kida — Crystal Scion L (both-player 5-card ramp from discard), Kida Discovering the Unknown (#157), Kashekim Wise King (#158), Cinderella Resourceful Traveler (#155), What Else Can I Do? (#163 song, 5-cost, grants board Ward if sung), Escape Plan (#164, soft board wipe; both players inkwell-exert 2 characters, requires 2+ discard this turn). Ursula — Deal Maker (#161 Legendary) self-inks one of your own characters at end of turn if she’s exerted, pairs with the inkwell-exert plan as another way to grow your ink.

Discard-matters (cross-ink): Many payoff triggers check “2+ cards put into your discard this turn”:

  • Ruby: Sid’s Toys (Sid Phillips L, Babyhead, Bouncing Ducky), Firefly Swarm mode 2, Milo #108 +1 lore, Jack-Jack mill-modal, Preston Whitmore #110 self-mills 2.
  • Emerald: Milo — Getting His Hands Dirty (#82 SR 7-cost Ward, draws at end-of-turn if condition met), Helga Sinclair #73 (now 4-cost per Lorcast, cost-reduces further).
  • Sapphire: Kida Discovering the Unknown #157 (inkwell-ramp on quest), Kashekim, Escape Plan.
  • Steel: Merida FA recurs Three Arrows; Helga Sinclair #93 deals 2 damage instead of 1. One or two mill cards enable multiple payoffs, Preston Whitmore + Remote Inklands + Lyle #87 can fuel the whole table.

Toy Density — Toys concentrate in Amber, Emerald, and Ruby (Sid’s Toys variant). Woody Jungle Guide, Jessie, Alien True Believer, Buzz On the Way all reward Toy count in play. Count Toys in pool before committing, minimum 6 Toys for tribal.

Song density: Premium singers at low cost make songs reliable free actions:

  • Alan-A-Dale (Amber #7, 2-cost 3/2, Singer 4), enables 4-cost songs (Strange Things, When You Need Help) from turn 2.
  • Isabela Madrigal — Such a Lovely Voice (Amber #16, 3-cost 3/3, Singer 5), enables 5-cost songs (What Else Can I Do?) from turn 3, plus Madrigal lore trigger.

Robot chain (Steel/Sapphire): Full Shift chain now revealed: Omnidroid V.8 (Steel #173, 1-cost 2/2) → Shift 2 Omnidroid V.9 (Steel #184, 4-cost 4/3, ping-on-Shift) → Shift 4 Omnidroid V.10 (Steel #190, 6-cost 6/6, Resist+2 Electro-Armor while Shifted). Syndrome — Out for Revenge (Steel #172 SR, Shift 4 onto Incrediboy #177) returns a Robot from discard and may play/shift a Robot ≤8-cost for free on quest (not on play; Syndrome must survive a turn before triggering). The Leviathan — Guardian of Atlantis (Ruby #125 SR, 10/10 Robot) is a Syndrome-cheat-able finisher that banishes any number of opponents’ characters with total STRENGTH ≤10 if you milled 2 that turn.

Cross-Ink Tribal Matrix

Woody - Jungle Guide — full card artMr. Incredible - Super Strong — full card artSid Phillips - Toy Surgeon — full card art

Bombs anchor your build; tribes shape it. The table below lists every S12 tribe with a payoff card, the inks each tribe spans, and the specific cards that reward density. Use it to decide which tribal lines your pool actually supports.

Tribe / TagInks SpannedBodies in pool (approx)Key PayoffsSealed Power
MadrigalAmber · Amethyst · Sapphire~14Isabela Caring Cultivator (heal=lore), Pepa (heal=draw), Casa Madrigal (passive-heal location)TIER 1 — runaway deck if you open 8+ Madrigals + 1 payoff. The 3-ink spread is a FEATURE not a bug.
ToyAmber · Emerald · Ruby~20Woody Jungle Guide (Amber L, anthem), Sid Phillips (Ruby L, sac payoff), Buzz Jungle Ranger (Emerald L, action finisher)TIER 1 — biggest body count of any tribe in the set. Two directions: “Andy’s Toys” (Amber/Emerald build-wide) and “Sid’s Toys” (Ruby sacrifice).
Super (Incredibles family)Amber · Amethyst · Ruby · Steel~13Mr. Incredible Super Strong (Ruby L, +2 STR per other character + draw on Super-challenges), Mrs. Incredible Det. Rescuer (Steel L, board Resist+1 anthem + REGROUP), Edna Mode (Amethyst, Super lore anthem)TIER 1 — can be a 4-ink build. Each Super is independently playable, tribal payoffs compound.
VillainAmethyst · Emerald · Ruby · Sapphire · Steel~15Diablo - Stone Servant (Steel #196, +2 STR & +1 ◊ self-buff while a Villain is in play — NOT a board-wide anthem; also has VILLAINOUS BOND: while exerted, your Villain characters can’t be challenged), Helga Sinclair #73 (cost−2 with 2+ discarded), Lyle CC (recurs actions), Rat Capone (+3 STR undamaged)TIER 2 — deep body count but thin payoffs. Without Diablo’s exert-window protection, it’s just “good Villains in your 2 best inks.” Note: most Villains are also single-card standouts (Sid L, Syndrome L, Cruella, Queen Devious Disguise).
PrincessAmber · Amethyst · Emerald · Sapphire · Steel~9Doc (draws with Princess in play), Right Behind You (free Dwarf with Princess), Don’t Be Nervous (tutors a Princess, bonus with 2+ Dwarfs)TIER 2 — enabler more than tribal. Princess count matters for Dwarfs payoffs more than for a Princess-focused build. 1 Princess is usually enough.
Seven DwarfsAmethyst only7 (the full tribe)Snow White L (bounce + recur), Right Behind You (free Dwarf), Don’t Be Nervous (draw+lore with 2+ Dwarfs), Sleepy death-drawTIER 2 — all 7 bodies live in Amethyst. A single Princess (Pocahontas, Ariel, Cinderella, Kida, Merida) anywhere in the deck unlocks the Dwarf payoffs.
RobotRuby · Steel4 + supportSyndrome — Out for Revenge (Steel SR, cheats a Robot ≤8 cost for free), The Leviathan (Ruby SR, 10/10 with conditional board wipe), Omnidroid V.8/V.9/V.10 Shift chain (Steel)TIER 2 — Steel-heavy with a Ruby Leviathan to cheat. Syndrome’s discard-cheat ability turns even 2–3 Robots in pool into a game-winning play pattern.

The Captain / Mentor / Inventor / Fairy / Queen / King / Sorcerer subtypes have no tribal payoff cards in this set, treat them as flavor / Shift-name reference only. The Rescue Rangers franchise also lacks a stacking anthem, its strongest play is the Chip & Dale Spike Suit archetype (see below) rather than a tribe-density build.

Most important rule: evaluate tribal cards on what they DO, not what color they are. Casa Madrigal triggers Isabela CC every turn; Julieta’s Arepas generates lore on every heal; Pepa Madrigal draws on every damage-removed. Those interactions are the deck, if you opened them, run them, and let the curve decide what fits.


Bombs to Build Around

If you opened the box hoping for the splashy ones, this is the section. Bombs are the cards that single-handedly decide which deck you build, open one of them and you should plan your curve and your build around what it enables. Most sealed decks are won by 1–2 of these landing in your pool. The lists below run from “build-around legendary” down to “uncommons that quietly carry games.”

Sorted by ink cost ascending. A sealed game usually comes down to whether you had the right body on the right turn, so the first thing to know about a bomb is when it shows up in your curve.

True Bombs (the cards that pick your deck for you)

CostCardInkWhy It’s a Bomb
5Woody — Jungle GuideAmberShift 3. Draws on quest + plays a 2-or-less character free + +1 WP to your other Toys. Does everything.
5Mr. Incredible — Super StrongRubyShift 3. +2 strength per other character + draws when one of your Supers challenges. Wide-board anchor that rewards Super tribal extra.
6Sid Phillips — Toy SurgeonRubyForced removal + 2 lore per Toy banished on your turn. Ends games fast.
6Syndrome — Out for RevengeSteelShift 4. On quest (not on play): returns a Robot from discard, then plays/shifts a Robot ≤8-cost for free. Whole Robot archetype enabler — but he must survive a turn before triggering.
7Mrs. Incredible — Determined RescuerSteelShift 5. Resist +1 anthem + REGROUP readies a Super on challenge-death. Grindy finisher.
8Kida — Crystal ScionSapphireShift 6. 7/7. Both-player discard→inkwell ramp + repeatable card draw.

Strong Build-Arounds (open one of these and you have a direction)

CostCardInkWhy It’s Strong
3Pepa Madrigal — Calm Before the StormAmethyst3/4. Damages your other characters on play, then once per turn draws when you remove damage. Madrigal card-draw engine.
4Gadget Hackwrench — Resourceful MechanicSapphireFree 3-cost item on play + Support anthem (+1 lore for your Support characters).
6Isabela Madrigal — Caring CultivatorAmberShift 4. 1 lore per damage removed anywhere — the Madrigal lore engine.
6Omnidroid V.10Steel6/6 Shift 4. Resist +2 while Shifted. Tankiest body in the Robot chain.
7Milo Thatch — Getting His Hands DirtyEmerald5/5 Ward. Discard-to-bounce on play + end-of-turn draw with 2+ milled. Repeatable engine.
10The Leviathan — Guardian of AtlantisRuby10/10 Monster · Robot. If 2+ milled this turn, banish any number of opposing characters with total STRENGTH ≤10. Syndrome-cheat target.

Reliable Filler (you’ll always want these when you open them)

CostCardInkWhy It’s Reliable
1Audrey Ramirez — Gutsy Mechanic (C, 2/1 Rush)RubyCheapest removal in the set.
1Will o’ the Wisp — Forest Spirit (C, 0/3)AmethystReturns to hand when banished in a challenge. Recurring blocker, nightmare for aggro.
2Mor’du — Wicked with Pride (C, 3/2 Rush)AmethystCheap removal-body.
3Three Arrows (UC, Action)SteelBest uncommon removal in the set: 2 + 1 split damage.
3Hamish, Hubert & Harris — Troublemaking Triplets (C, 3/3 Evasive)EmeraldEvasive at common rate is always premium.
3Maudie — Exasperated Nursemaid (UC, 2/5 Resist+1)SteelCheap Resist wall.

How to Build Your Sealed Deck

0Pack Opening Mental Checklist

When you crack your first pack, scan in this order before sleeving anything up:

  1. Legendary slot: is there a game-winning bomb? Mark its ink.
  2. Singer/Rare characters: who’s your best 3-4 cost mid-curve body?
  3. Toys / Madrigals / Supers / Sid’s Toys / Robot count, tribal payoffs sum up across packs.
  4. Singer cards: Alan-A-Dale or Isabela Lovely Voice in Amber? If yes, lean into song splash.
  5. Removal: Three Arrows, Firefly Swarm, Mor’du, Rex, Audrey Ramirez, how many efficient answers did you get?
  6. Evasive: at least 2 in your pool across both inks is important.
  7. Locations: 1-2 is normal; 3+ means consider locations-matter splash.

Once all 6 packs are open and you’ve eyeballed the standouts, move into Step 1.

1Sort by Ink Cost

Spread the 72 cards out and make seven piles by the cost number in the upper-left corner: 1, 2, 3, 4, 5, 6, and 7+. Pull actions, items, and locations into a separate stack of their own. The shape of those piles tells you immediately where your curve is heavy and where it’s thin, that’s the read you need before the next step.

2Identify Your Bombs, Removal, and Curve

The cards that decide games fall into four jobs. Find the ones in your pool that fill each:

  • Bombs: Legendaries and Super Rares that take over the game when they hit (Sid Phillips, Mrs. Incredible Det. Rescuer, Kida Crystal Scion).
  • Removal: actions and Rush characters that banish or damage opposing bodies (Three Arrows, Firefly Swarm, Audrey Ramirez, Mor’du, Strange Things).
  • Evasive: characters opponents can’t challenge through normal lines (Hamish Hubert & Harris, Frozone Super Slick, anything with Evasive at common rate).
  • Curve fillers: bodies you can play on turns 2–4 to keep tempo. Aim for 7–9 of these at 2-cost and another 7–9 at 3-cost when your pool can support it.

These are the spine of your deck. Every other slot supports them.

3Build Your Ink Curve

Ravensburger’s official Winterspell Prerelease curve (40 cards, 34 inkable + 6 uninkable target):

CostTarget CountWhy
12–4 cardsTurn-1 plays, cheap Shift targets (Mr. Incredible Bob Parr, Omnidroid V.8, Julieta, Luisa Pushing Through, Violet At Wits’ End #178, Audrey Ramirez Rush #107)
27–9 cardsMost important slot. Early pressure + Shift enablers + cheap 2-cost removal (Mor’du Rush, plus your other 2-cost questers).
37–9 cardsTied most important. Sid’s Toys Jingle Joe/Hand-in-the-Box, Alan-a-Dale Singer 4, Pepa Madrigal draw engine, Maudie Resist+1 wall (#188), Shift-3 payoff Bruno.
46–8 cardsAction turn. Woody Leader of Toys, Babyhead, Doc, Omnidroid V.9, Pocahontas Traveler, Pizza Planet, Cinderella Resourceful Traveler.
55–7 cardsPower turn. Shift-3 finishers arrive (Alma Keeper of the Flame, Mr. Incredible Super Strong, Merida FA, Luisa No Pressure).
6+4–6 cardsBombs. Kida — Crystal Scion, Buzz Jungle Ranger, Sid Phillips, Mrs. Incredible Det. Rescuer, Leviathan.
Actions / Items / Locations2–4 totalRemoval, tempo actions, the 1-2 strongest items/locations only. Don’t overload.

Cap uninkable cards at 1–2 per cost tier so an unfortunate opening hand doesn’t stack uninks.

Action-heavy variant: if you opened 4+ premium removal cards (Three Arrows, Firefly Swarm, Strange Things, Like A Bird In The Sky, Escape Plan), shift to 3–6 total Actions and cut 2–3 character slots.

4Check Your Inkable Card Count

This is unique to Lorcana and the most common mistake new players make. You need to ink a card every turn for the first 5–6 turns.

Ravensburger target: 34 inkable + 6 uninkable in a 40-card deck (85% inkable).

If you have too many non-inkable cards (no ink diamond in the top-left), you’ll get stuck unable to ink on key turns. When in doubt, cut a splashy non-inkable card for a solid inkable one.

5The 40-Card Split

  • ~30–36 characters (questers, challengers, Shift targets)
  • 2–4 actions/songs (only your best, removal + 1 tempo action max)
  • 1–3 items/locations (ongoing value, but never more than 3)
  • = 40 cards total

Don’t go over 40. Every extra card reduces your chance of drawing your best cards.


The Archetypes of Wilds Unknown Sealed

With the full 204-card set revealed, eight archetypes are worth building toward in sealed. Ranked by pool depth, shallower archetypes are flagged so you don’t force them.

These are also the themes most likely to land in Constructed once players start folding Wilds Unknown into their Core and Infinity decks. The ink labels in each H3 below mark where the cards live in the set, not a prescription for how many inks to play in sealed, they’re a forward-looking map for spotting which inks you’ll be opening, building, and seeing across the table in the months after release.

Amber — Chip & Dale “Spike Suit”

Dale - Ready for His Shot — full card artDale - Excited Friend — full card artChip - Retrieval Expert — full card art

If you open Dale — Ready for His Shot (#22), this is your deck. Spike Suit is a global static that says your characters deal Willpower instead of Strength during challenges. It rewrites combat math.

  • What it does: Play cheap Chip/Dale pieces + high-WP bodies + Bodyguards. Spike Suit turns your “defensive” stats into offensive damage. A 1/6 Bodyguard challenges for 6. A 5/7 Madrigal (Luisa No Pressure) hits for 7. Opponent’s “safe” 3/4s get 2-shot.
  • Core 3-card engine:
    • Dale #22 (4-cost 0/4), the global static enabler
    • Dale — Excited Friend (#4, 3-cost 1/6), +1 lore with Chip in play = 2 lore/turn, challenges for 6 WP
    • Chip — Retrieval Expert (#14, 4-cost 2/4), on play, recurs a 4+ WP body from discard, gives Dales +1 WP
  • Synergistic bodies:
  • Splashable WP bombs:
  • Why it works in sealed: Opponents can’t ignore Dale Excited Friend (2 lore/turn once Chip hits) and can’t cleanly challenge him (1/7 needs 7 STR, rare in sealed). Bodyguards force challenges that deal WP damage back.
  • Warning: Needs Dale #22 specifically. Without the enabler, the plan collapses into middling stats.

Amber/Emerald — Toy Tribal

Woody - Jungle Guide — full card artBuzz Lightyear - Jungle Ranger — full card artAndy's Room — full card art

~20 Toy characters across 3 inks. Amber/Emerald is the “Andy’s Toys” build-wide plan; Ruby is the “Sid’s Toys” sacrifice plan (covered separately below). In Limited you can blend them, e.g., an Amber/Emerald Toy shell with 2–3 Ruby Sid’s Toys pieces as sacrifice fuel still counts toward Woody Jungle Guide’s +1 lore anthem and Jessie’s quest-with-2+-Toys draw.

The headline archetype of the set. If you open strong Toy synergy cards in Amber and Emerald, this deck can be very powerful.

Amber/Amethyst/Sapphire — Madrigal Runaway Engine

Isabela Madrigal - Caring Cultivator — full card artPepa Madrigal - Calm Before the Storm — full card artCasa Madrigal — full card art

The most mechanically unique archetype in the set. Every heal trigger compounds: Isabela — Caring Cultivator (Amber R, Shift 4) gives 1 lore per damage removed, Pepa Madrigal — Calm Before the Storm (Amethyst SR) draws a card the first time you remove damage each turn, Alma — Keeper of the Flame (Amethyst L, Shift 3) exerts an opposing character on heal, Julieta’s Arepas (Sapphire item) gains 1 lore on heal, and Casa Madrigal — Courtyard (Sapphire location) heals 1 to a Madrigal whenever you quest from there. One Julieta’s Arepas start-of-turn activation can fire all five payoffs in a single trigger window. The deck is decided by which of those five payoffs you open, not by the inks they’re in.

  • What it does: Move damage onto your Madrigal characters, heal them, convert every damage-removed into lore (Isabela Caring Cultivator) AND cards (Pepa Madrigal) AND exert-removal (Alma Keeper of the Flame). The combined triggers mean one heal swing generates 3–5 pieces of value.
  • The lore engine + heal payoff + closer (the three you’re hunting for):
  • The cheap support pieces that make the curve work:
  • The curve you’re trying to hit: Julieta Madrigal (1-cost heal-on-play-and-quest) → Pedro Madrigal (2-cost damage-heal trigger) or Luisa Pushing Through (1-cost Challenger+2) → Pepa CBtS (3-cost draw engine) or Isabela Such a Lovely Voice (3-cost Singer 5) → Mirabel or Agustin (4-cost Support) → Dolores or Luisa No Pressure (5–7 closer). Items + locations: Casa Madrigal and Julieta’s Arepas turn into start-of-turn lore engines once Isabela CC lands.
  • Why it works in sealed: One heal swing triggers Isabela CC (lore per damage removed), Pepa (draw per trigger during your turn), Alma KotF (exert opposing on heal), Julieta’s Arepas (gain 1 lore on heal), and Bruno Oasis Oracle (look top 2 on heal). That is 5 simultaneous triggers from one item start-of-turn activation. Runaway value.
  • Warning: Pepa self-damages your own board on play, play her AFTER your damaged Madrigal is in play OR expect to immediately convert that damage to lore/draw. If you don’t have Isabela CC, Alma KotF, or Pepa as the card-draw/lore payoff, this is just a pile of fair stats. Minimum viable: 8+ Madrigal bodies + at least 1 of {Isabela CC, Alma KotF, Pepa, Casa Madrigal}.

Amber/Amethyst/Ruby/Steel — Incredibles Super Tribal

Mr. Incredible - Super Strong — full card artMrs. Incredible - Determined Rescuer — full card artFrozone - Super Cool — full card art

Aggressive tribal deck. Each Super in play scales the next: Mr. Incredible — Super Strong gets +2 strength per other character (any character, not just Supers) and draws when one of your Supers challenges. Mrs. Incredible — Determined Rescuer gives the whole board Resist +1 and readies a Super on challenge-death. Frozone Super Cool exerts an opposing character on Rush. Dash Super Speedy Rushes for 6. The deck wins by curving Supers, every Super you open is a curve piece AND a tribal trigger.

  • What it does: Play Super characters that scale each other, Mr. Incredible Super Strong gets +2 STR per other character (any character, not just Supers) and draws when one of your Supers challenges, Mrs. Incredible Det. Rescuer grants board Resist+1 + readies Supers on challenge-death, Frozone Rush + exerts with another Super, Dash can Rush AND quest same turn.
  • The three headline Supers (open any one and you have a deck):
  • Cheap curve-fillers worth picking up alongside: Mr. Incredible Bob Parr (Ruby 1-cost Shift base), Frozone — Super Slick (Amethyst 2-cost Evasive), Mrs. Incredible — Helen Parr (Steel 2-cost Challenger+2 grant).
  • Cares-about-Supers (not Supers themselves): Mirage (Amethyst, draws with a Super in play), Edna Mode — Fashion Designer (Amethyst, Super lore anthem on quest).
  • The curve you’re trying to hit: Mr. Incredible Bob Parr or Luisa Pushing Through (1-cost) → Mrs. Incredible Helen Parr or Frozone Super Slick (2-cost) → Violet Learning New Powers or Syndrome Evil Inventor (3-cost) → Dash Lava Runner or Omnidroid V.9 (4-cost) → Mr. Incredible Super Strong, Frozone Super Cool, or Dash Super Speedy (5–6) → Mrs. Incredible Det. Rescuer (7-cost finisher).
  • Why it works in sealed: Each Incredibles family member is independently playable as a reasonable curve piece; tribal payoffs (Mr. Incredible Super Strong, Mrs. Incredible Det. Rescuer anthem) compound as more Supers hit the board. Even a non-Super-focused Steel/Ruby deck quietly becomes a Super deck if you open the two L payoffs.
  • Warning: Ruby and Amethyst are also home to non-Super standalone power (Sid Phillips, Audrey Rush, Mor’du Rush, etc.). Don’t skip good cards just because they aren’t Supers, but don’t cut a Super for a mediocre non-Super either.

Ruby/Emerald — Sid’s Toys Sacrifice

Sid Phillips - Toy Surgeon — full card artWind-Up Frog — full card artBouncing Ducky — full card art

Graveyard-matters aggro. Cheap Toy characters die for value, recur, repeat.

  • What it does: Play cheap Toy fodder, sacrifice them for lore and cards, recur them from discard, discount your bigger Toys based on discard count.
  • Key Sid’s Toys:
  • Payoffs: Sid Phillips — Toy Surgeon (L, 2 lore per Toy banished, forced sacrifice) and Bouncing Ducky as a recursion engine.
  • Why it works in sealed: Sacrifice strategies are historically strong in sealed because your “bad” cards become resources instead of dead draws.
  • Warning: Needs Sid Phillips or Babyhead as a payoff. Without them, you’re just playing small creatures that die.

Sapphire — Mill / Inkwell-Exert

Kida - Crystal Scion — full card artEscape Plan — full card artUrsula - Deal Maker — full card art

Brand new mechanic unique to S12. Cards reward putting cards into your discard and/or inkwell during the turn.

  • What it does: Mill cards from your deck, ramp those cards into the inkwell, use Escape Plan as a soft board wipe.
  • Key cards:
    • Kida Discovering the Unknown (3-cost 3/4, auto-ramp on quest if 2+ discarded)
    • Kida — Crystal Scion (Shift 6 L, 7/7, FLOOD OF POWER = both-player inkwell ramp from discard)
    • Kashekim Wise King (5-cost 4/6, auto-ramp at end of turn if 2+ discarded)
    • Cinderella Resourceful Traveler (4-cost Traveler + inkwell ramp on quest if you played another character)
    • Escape Plan (5-cost Action, soft board wipe, both players tap 2 characters into inkwell; requires 2+ discard this turn)
    • What Else Can I Do? (5-cost Song, draw + ramp + Ward board if sung)
    • Ursula — Deal Maker (Sapphire #161 Legendary, 3-cost 2/4, gives another chosen character +1 lore on play and on quest; if she’s exerted at end of turn, puts a chosen character of yours into your inkwell facedown+exerted)
  • Why it works in sealed: Sapphire’s mill mechanic loops on itself, Kida Discovering ramps an inkwell on quest if you milled 2; Escape Plan soft-wipes the board with the same condition; What Else Can I Do? draws + ramps + Wards your board for one turn. Madrigal heal payoffs (Casa Madrigal, Julieta’s Arepas) and Steel Resist bodies (Maudie, Gizmoduck) both pair naturally with the slow mill plan when you open them.
  • Warning: Escape Plan requires 2+ cards in your discard this turn to cast. Plan your mill accordingly.

Emerald/Ruby — Atlantis Mill / Big Robot Finisher

The Leviathan - Guardian of Atlantis — full card artLyle Tiberius Rourke - Crystallized Commander — full card artMilo Thatch - Getting His Hands Dirty — full card art

Mill package with a 10/10 Robot payoff + action-recursion Shift. Different from Sapphire mill: you’re not ramping inkwell, you’re using discard as triggering currency + enabling board wipes and action recycling.

  • What it does: Self-mill 2+ cards per turn to trigger scaling effects, recur actions via Lyle CC, finish with Leviathan or Milo SR.
  • Key cards:
    • Lyle Tiberius Rourke — Adventurer for Hire (Emerald #87, 2-cost 2/2, mill on play + lore-loss end-of-turn if 2+ discarded), cheap Shift base.
    • Lyle Tiberius Rourke — Crystallized Commander (Ruby #103 R NEW, 6-cost 6/4, Shift 4): PLAN’S CHANGED mills 2 on play + returns a ≤4-cost action from discard to hand. Massive tempo: a 6/4 body AND a recurred Three Arrows / Firefly Swarm / Strange Things / Like A Bird / Sabotage / Metamorphosis. Enables back-to-back removal turns.
    • Preston Whitmore — Expedition Financier (Ruby #110 NEW, 5-cost 4/6, self-mill 2 on play, cheap enabler that also puts a big body on board)
    • Milo Thatch — Courageous Explorer (Ruby #108 NEW, 3-cost 4/3, +1 lore during a turn with 2+ discarded, rewards Preston/Lyle CC)
    • Milo Thatch — Getting His Hands Dirty (Emerald #82 SR NEW, 7-cost 5/5 Ward, discards a card to bounce a character on play; draws at end-of-turn with 2+ discarded, repeatable card advantage + tempo)
    • The Leviathan — Guardian of Atlantis (Ruby #125 SR NEW, 10-cost 10/10 Monster · Robot, when played with 2+ discarded this turn, banish any number of opposing characters with total STRENGTH ≤10, NOT total cost). Syndrome cheat target.
    • Supporting mill: Remote Inklands (Ruby #135, auto-mill + -2 STR here), Sabotage (Emerald #96 NEW, banish items/locations, perfect action to recur with Lyle CC).
  • Why it works in sealed: Preston + Lyle CC form a ramp-to-finisher curve that ALSO loops removal. Leviathan ends games, if you resolve it with mill, you clear a full opposing board. Milo SR is a Ward finisher that keeps drawing.
  • Warning: Needs mill enablers AND either a recursion target (Lyle CC) or a big payoff (Leviathan / Milo SR). Pile of mill with no payoff is just graveyard filler.

Steel/Amethyst — Syndrome Robot Control

Syndrome - Out for Revenge — full card artOmnidroid V.10 — full card artIncrediboy — full card art

Cheat big Robots into play from your discard via Syndrome. Now with a full 1→2→4 Shift chain.

  • What it does: Play Omnidroid V.8 or Incrediboy on turn 1–2, Shift into V.9 / Syndrome, quest to recur Robots and play them for free.
  • Key cards:
    • Omnidroid V.8 (#173 C NEW, 1-cost 2/2 vanilla Robot), Shift target + cheap body
    • Omnidroid V.9 (#184, 4-cost 4/3 Robot, Shift 2), on Shift, deals 2 damage
    • Omnidroid V.10 (#190 R NEW, 6-cost 6/6 Robot, Shift 4, Resist +2 ELECTRO-ARMOR while Shifted), tanky finisher
    • Syndrome — Out for Revenge (#172 SR, Shift 4), on quest (not on play): returns a Robot from discard, then plays/shifts a Robot ≤8-cost for free. Must survive a turn before he triggers.
    • Incrediboy (#177, 2-cost, counts as Syndrome for Shift)
    • Syndrome’s Remote (#201, challenge lock + Robot-death card draw)
    • The Leviathan (Ruby #125 SR NEW, 10-cost 10/10 Monster · Robot), Syndrome cheat target if you splash Ruby and have mill enablers
    • The Island of Nomanisan (#204, location, +1 STR/WP to Robots here)
  • Why it works in sealed: Cheating 6–10 cost characters for free wins sealed games. The Shift chain means even without Syndrome, you have a legitimate curve into a 6/6 Resist+2 threat.
  • Warning: Depends on Robot density. Without at least Syndrome + 2 Robots in your pool, the engine doesn’t assemble.

Sealed-Specific Tips

You’ve got a deck, now how do you play it? The eight tips below are the in-game habits that turn a pile of bombs into round wins.

1. Lore Wins Games, Not Combat

You win by reaching 20 lore, not by dealing damage. A 1/6 character that quests safely is often better than a 5/2 character that dies the turn after it challenges.

In sealed, prioritize:

  • Characters with high willpower (they survive challenges and keep questing)
  • Evasive characters (almost impossible to remove through combat)
  • Characters that generate value on quest (draw cards, gain lore, trigger abilities)

Deprioritize:

  • High strength / low willpower characters (they die immediately after challenging)
  • Cards that only affect combat without generating lore

2. Your Ink Curve Is Your Lifeline

Missing an ink drop on turns 2, 3, or 4 in sealed is often game-losing. Unlike constructed where you have a refined deck, sealed pools are inconsistent.

  • Always ink on turns 1-5 unless you have a very specific reason not to
  • Your 1-2 cost characters are not just early plays, they’re also your ink for turns when you draw too many cheap cards
  • Expensive cards that you can’t play yet are good ink candidates early
  • Be careful with Shift. In constructed you’d play 4 copies of the base character; in sealed you might have one. Treat every Shift card’s base form as a body that has to be playable on its own, if it’s only useful as a Shift target, cut it for a more reliable card.

3. Altering Your Opening Hand (Mulligan)

After both players draw 7, each player may put any number of cards from their hand on the bottom of their deck and draw the same number back. This happens once, before turn 1.

Keep a hand if it has:

  • At least 4 inkable cards
  • A 2-cost play and a 3-cost play
  • No more than 1–2 cards costing 5+

Alter if:

  • Zero plays under 4 cost
  • 5+ uninkable cards
  • All 7 are expensive, your early game is dead

Don’t alter chasing a perfect hand. A 4-inkable curve-out beats a fancier hand that misses turn 2.

4. The Traveler Trigger Is Free Value

Many cards in this set trigger “whenever this character quests, if you played another character this turn.” In sealed, this happens naturally if you curve out.

5. Locations Are Better Than They Look

Locations are hard to remove and provide value every turn. In Wilds Unknown sealed:

  • Casa Madrigal (4-cost Sapphire, heals on quest, pairs with Madrigal package)
  • Andy’s Room (3-cost Amber, +2 willpower +1 lore for a solo character, gives a Toy body serious survivability)
  • Pizza Planet (2-cost Emerald, free Toy movement, lore denial on challenges, punishes aggressive opponents)
  • Remote Inklands (2-cost Ruby, auto-mill + -2 str for characters while here)
  • Ring of Stones (4-cost Amethyst, free exerted-character movement here + lore gain)

Don’t cut them for your 15th mediocre character.

6. Songs Are Premium

Songs can be played for free if you have a character with a high enough cost to sing them. In sealed, where mana efficiency matters, a “free” action is backbreaking.

Singable at low cost:

  • Touch the Sky (Steel 2-cost, free location movement + card draw), almost anything sings it
  • This Growing Pressure (Amber 3-cost, lock a character + draw a card), any 3+ cost character sings it

Singable at mid cost:

Singable at high cost:

  • What Else Can I Do? (Sapphire 5-cost, draw + ink + board-wide Ward), your 5+ drops sing it for free
  • Like A Bird In The Sky (Ruby 2-cost Song, +1 lore + Evasive until next turn, singable at 2+), cheap, splashable, punches through Resist via Evasive grant

Dedicated singers:

7. Have a Plan for Evasive

Evasive characters are the best threats in sealed because they can only be challenged by other Evasive characters. If your opponent plays an Evasive character and you have no Evasive characters or removal, you will lose.

Every deck needs at least 2-3 answers to Evasive:

  • Your own Evasive characters (Violet Parr — Learning New Powers, Tod 5/4, Gaetan Moliere, Pegasus, Hamish Hubert & Harris, Frozone Super Slick, Bashful, Vincenzo Santorini, Jebidiah Farnsworth)
  • Alert characters (can challenge Evasive as if they had Evasive themselves): Violet Parr — At Wits’ End (#178 Steel, baseline Alert), Syndrome — Evil Inventor (#143 Sapphire, baseline Alert), plus any character granted Alert by Angus — Mighty Horse (#174 Steel) on play. Alert is effectively “Reach” for Lorcana, premium anti-Evasive tech.
  • Action-based removal (Three Arrows, Firefly Swarm, Strange Things, Sabotage for locations/items, Like A Bird In The Sky grants you Evasive)
  • Damage-based effects (Merida’s Bow, Goofy ping, Mr. Incredible Taking Out the Trash, Pepa Madrigal self-damage + action-damage follow-ups)
  • Items that interact with characters regardless of Evasive (Merida’s Bow, Plunger Crossbow, The Claw, Gyro-Evac)

8. Resist +X Matters More Than Usual

S12 has a deep Resist package, mostly in Steel: Fat Cat Felonious (baseline Resist+1), Maudie (UC Resist+1), Gizmoduck (baseline Resist+1), Lord Macintosh (grants Resist+2 on play), Mrs. Incredible — Determined Rescuer (board-wide Resist+1 anthem), Fat Cat Criminal Businessman (locations gain Resist+1), Omnidroid V.10 (Resist+2 while Shifted), plus Sapphire’s Flora (board Resist+1 anthem). Plan challenges accordingly, if opponent has Resist active, you may need Three Arrows + an extra ping to kill what a normal challenge would. Pre-damage with pingers (Goofy, Merida’s Bow, Buzz OtW, Pepa on play) before committing a challenge.


Quick Reference Card

Print this or keep it on your phone:

DECKBUILDING CHECKLIST
[ ] 40 cards (don't go over)
[ ] 2 main inks + optional 3rd splash if your pool earns it
[ ] ~34 inkable + ~6 uninkable (85% inkable target)
[ ] ~30-36 characters
[ ] 2-4 actions/songs (your best removal + 1 tempo)
[ ] 1-3 items/locations (never more than 3)

COST CURVE (Ravensburger Winterspell target)
[ ] 1-cost:  2-4 cards
[ ] 2-cost:  7-9 cards   ← most important slot
[ ] 3-cost:  7-9 cards   ← tied most important
[ ] 4-cost:  6-8 cards
[ ] 5-cost:  5-7 cards
[ ] 6+ cost: 4-6 cards (your bombs)
[ ] Cap uninkables at 1-2 per cost tier

INTERACTION
[ ] 2-3 answers to Evasive (action removal or your own Evasive)
[ ] At least 1 hard removal action (Three Arrows, Firefly Swarm, etc.)
[ ] Watch for Resist on opposing bodies — overkill or use action damage

DURING GAMES
- Ink every turn through turn 5
- Play a character BEFORE questing with Travelers
- Quest > Challenge unless you're removing a threat
- Protect your Evasive characters
- Count to 20 — know your lore clock

Sources & Inspiration

  • Strategic framework adapted from Tolarian Community College’s prerelease guide methodology
  • Curve math from Ravensburger’s official Winterspell Prerelease Guide (34 inkable + 6 uninkable, cost-slot targets)
  • Card data cross-checked against official Lorcana card data and Lorcast pricing
  • Sealed / Pack Rush / Draft rules derived from Ravensburger’s official Winterspell OP Kit guide and the Lorcana Comprehensive Rules (§1.10.1.2, §10.2)
  • Archetype discovery based on the full Set 12 card reveals

Change Log

  • 2026-05-11 (post-prerelease re-frame): Retitled to “Wilds Unknown Sealed Deck Guide” now that prerelease weekend (May 8–10) is past. Lead H2 changed from “What Is Prerelease?” → “What Is Sealed Deck?” with a one-paragraph note that the prerelease window is past and the guide remains the working sealed strategy for any S12 LGS sealed event. Description rewritten to match. No tier-list, archetype, curve, or card-evaluation content touched.
  • 2026-05-07 (newcomer-pass trim): Added a Notation block (STR / WP / on play) at the top of “New to Lorcana?” so jargon is defined on first use; replaced every ETB with Lorcana-correct on play. Killed the “Karsten variant” naming in the curve section in favor of plain “Action-heavy variant.” Dropped two curse-of-knowledge sentences (“biggest mindset shift”, “new players often undervalue locations”) in favor of stating the fact directly. Added a Mulligan H3 inside Sealed-Specific Tips with keep/alter heuristics. Trimmed the heaviest archetype card sub-lists (Madrigal Runaway, Incredibles Super) and tightened the Cross-Ink Tribal Matrix payoff cells to ≤3 cards each.
  • 2026-05-03 (cards / curves / mechanics pass): Reframed every place the guide told readers what number of ink colors to play. Step 1 renamed from “Sort by Ink” to “Sort by Ink Cost”, readers now make seven cost piles (1, 2, 3, 4, 5, 6, 7+) instead of six color piles. Step 2 renamed from “Identify Your Deepest Inks” to “Identify Your Bombs, Removal, and Curve”, body lists the four jobs cards can do (bombs / removal / Evasive / curve fillers) with named card examples for each. Bombs section reverted to pure cost-ascending across all colors. Madrigal Runaway and Incredibles Super archetype writeups now lead with the cards and curve sequence (“The curve you’re trying to hit”) instead of an “X-ink build pattern” recipe. Sapphire Mill writeup describes the mill loop. No card or combo callout cut.
  • 2026-05-01 (structural restructure): Reorganized H2 sections to match a reader’s actual journey: event → primer → set knowledge → pool assessment → build → strategy → cheat sheet. Net 11 → 9 H2s. Slimmed §1 “What Is Prerelease?” to event + kit only; spun off the 3 beginner-onboarding H3s into a new §2 “New to Lorcana? Start Here”. Co-located all reference content in §3 “Set Primer” (Returning Keywords, New/Prominent Mechanics, Cross-Ink Tribal Matrix). Promoted Bombs ahead of How to Build (pool assessment now leads deck construction). Absorbed standalone Pack Opening Mental Checklist as Step 0 inside How to Build. Bombs section ink-grouped (Amber → Steel canonical order, cost-ascending within each ink) so a reader who’s followed Step 1 (“sort by ink”) can scan straight down their pool’s ink column.
  • 2026-05-01 (editorial trim + final reveal): Set fully revealed (all 204 main-set cards). Bombs section consolidated to 6 True Bombs / 6 Strong Build-Arounds / 6 Reliable Filler (was 44 entries). Cross-Ink Tribal Matrix trimmed from 10 rows to 7. Archetypes reduced from 12 to 8 (dropped Merida Action Combo, Fat Cat Location-Control, Secondary Tribes, and Snow White Dwarfs Clarion Call writeups; Snow White Legendary requirement made the Dwarfs build too gated for a sealed-pool guarantee). Archetype H3 numbering removed for cleaner TOC parity. Sealed-Specific Tips trimmed from 9 to 7 (dropped “Read the Whole Card”; folded “Shift Is Riskier” into “Your Ink Curve Is Your Lifeline”). Quick Reference Card numbers corrected to match the build math.
  • 2026-04-23 (full pool pass): Cross-Ink Tribal Matrix section added. Spike Suit archetype (Dale #22 meta-warper), Snow White/Dwarfs Clarion Call tribe, Atlantis Mill (Milo SR + Preston + Leviathan), full Omnidroid V.8/V.9/V.10 Shift chain. Curve numbers locked to Ravensburger official (34 inkable + 6 uninkable). Alert keyword corrected, “can challenge as if Evasive” per Angus #174 reminder text.
  • 2026-04-19: Initial draft.

Print-ready as of May 7, 2026. Read this before your prerelease. Will be updated post-weekend with lessons from actual round play.

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