Wilds Unknown Starter Set: Upgrade Both Decks to Core (Budget / Mid / High)
How to upgrade both decks in the Disney Lorcana Wilds Unknown 2-Player Starter Set into Core-competitive decks: budget, mid, and high tiers, every build rotation-proof through the Set 13 rotation.
Retail Product: Ravensburger Disney Lorcana TCG: Wilds Unknown 2-Player Starter Set. One SKU, $29.99 MSRP, containing both 60-card decks (a duel-deck-style box; the two decks are not sold separately). Format: Core Constructed. Wilds Unknown is Core-legal as of its global release, 2026-05-15. What’s in the box: “Playful Teamwork”: Buzz Lightyear, Amber/Emerald · “Daring Heroics”: Mrs. Incredible/Elastigirl, Amethyst/Ruby. Two ready-to-play 60-card decks (play a friend out of the box, or own both yourself). Skill Floor: Beginner → Intermediate Built from: the official Wilds Unknown preconstructed decklists, checked against official Lorcana card data, with live singles pricing from Lorcast (2026-05-15).
🛡️ These builds are rotation-proof through the Set 13 rotation (~July 2026)
Ravensburger built both Wilds Unknown starters out of Sets 9–12 only, with none of the older Set 5–8 cards that rotate out of Core when Set 13 releases (~July 2026). That’s a deliberate head-start. Every upgrade in this guide follows the same rule: every card at every tier is from Set 9 or later. Build any tier and you will not have to rebuild it at the next rotation. (Don’t overthink old printings: a card is Core-legal once it has been reprinted into a current set, no matter which version you physically own. So LeFou — Instigator and Winnie the Pooh — Hunny Wizard are fine to play whichever copy you happen to pull.)
This is a free editorial guide in the same family as our other starter-upgrade guides: free to read, free to build. No paired kit, nothing to buy here. Card abilities are quoted directly from the official card text, never paraphrased.
Lorcana 101: quick glossary
If you picked up the 2-Player Starter Set at Target and you’re still learning, here’s the short version. The box gives you two complete decks, and this guide upgrades both. If you already play, skip to Deck 1.
- Inking: Each turn you may put one card from hand face-down as 1 ink (mana). Only cards with the swirl on the cost can be inked. Cards without it (here: Safety Rope, Lord MacGuffin — Clever Swordsman, Super Suit, Mickey Mouse — Experienced Traveler, Dash Parr — Super Speedy, Frozone — Super Cool, and the Shift cards) can never be inked, so you must draw and play them.
- Questing: Exert a character to gain its lore (the diamond, top-left). First to 20 lore wins.
- Challenging: Exert your character to attack an exerted opposing character; both deal damage equal to strength (¤). Damage ≥ willpower (⛉) banishes. You cannot challenge a ready (un-exerted) character, and this matters for the Deck 2 engine.
- Shift: Pay the Shift cost to play a character “on top of” one you already have with the matching name. It’s how the big Wilds Unknown finishers come down ahead of curve.
- Toy / Super / Hero: Character subtypes. Wilds Unknown builds whole engines around them.
- Core vs Infinity / rotation: Core is the most recent eight sets (right now, Sets 5–12). The oldest sets rotate out about once a year as new ones arrive: Sets 1–4 rotated out in 2025, and Sets 5–8 are next when Set 13 lands (~July 2026), leaving Core = Sets 9–13. Everything in this guide is Set 9+, so it survives that.
A few more terms you’ll see in the upgrades below:
- Mulligan (Alter Hand): after your opening 7, you may put any number of cards from your hand on the bottom of your deck, then draw that many fresh. (No shuffle, and it is not a full redraw, you choose which cards to swap.) Each tier lists what to keep.
- Flex slot: a deck slot with no locked-in card. Swap between the listed options depending on what decks you expect to face that day.
- Curve: how a deck’s cards spread across ink costs. A low curve plays out fast off little ink; a high curve needs more turns to come online. “3-cost-heavy” just means most cards cost 3.
- Tribal: a deck built around one subtype (here, Toy or Super) where those cards actively boost each other.
- Engine: a card or small combo that keeps producing value (extra cards, lore, or damage) every turn once it’s set up. The “sub-engine” is a smaller helper loop, like the Hamm/Bullseye cost-discount.
- Tutor: a card that digs through your deck to find a specific card (e.g., Woody — Leader of the Toys looking for a Toy).
- Anthem: a card that buffs all your other characters of a type at once (e.g., “your other Toy characters get +1 ⛉”).
- Evasive / Bodyguard / Rush: printed keywords. Evasive can only be challenged by other Evasive characters. Bodyguard must be challenged before your other characters. Rush can challenge the turn it’s played.
- Ping: dealing a small fixed point of damage to a character from an ability (not from a challenge).
- Cantrip: a card that “replaces itself” by drawing you a card when you play it, so it costs you no net cards.
- Playset: the most copies of one card you’d run. Lorcana’s hard limit is 4; some uninkable finishers we deliberately cap lower.
- Tall vs wide: a board-strategy distinction. Tall means a few big buffed characters (often Shift finishers stacked with anthems). Wide means flooding the board with many small characters to out-quest the opponent. The Toys plan in this guide goes wide; the Super plan goes a bit more vertical.
- N-drop (2-drop, 5-drop, etc.): shorthand for an N-cost character, ideally played on turn N. A “2-drop” is a 2-cost character (your turn-2 play); a “5-drop” is a 5-cost character.
- Stats like 3/1, 5/6: a character’s printed strength (the sword, ¤) and willpower (the shield, ⛉), in that order. 3/1 means 3 attack and 1 health; 5/6 means 5 attack and 6 health.
- Anti-tempo: a card whose own ability costs you ink or turn-time to use, slowing your deck down rather than the opponent’s (e.g., RC — Remote-Controlled Car taxes itself 1 ink every turn just to act).
- Anchor: the one card a deck’s plan revolves around. Drawing it on time wins games; missing it stalls the deck out (e.g., Andy’s Room — Home Base for the Toys plan; Mr. Incredible — Super Strong for the Super plan).
- Off-archetype / off-tribe / off-plan / off-engine: all four mean the same thing: a card that does not feed the deck’s main plan. Often fine filler in the stock box, but cut in the upgrades to make room for the real engine pieces.
- Modal: a card with multiple options to choose between when you play it or when its ability fires (e.g., Mrs. Incredible — Super Stretchy’s FLEXIBLE THINKING lets you pick one of two effects each turn).
- Freeze: TCG shorthand for an effect that stops a chosen character from acting (questing or challenging) for a turn (e.g., Strange Things freezes up to 2 characters from questing).
DECK 1: “Playful Teamwork” (Amber / Emerald)
What This Deck Is Trying to Do
“Playful Teamwork” is the Amber/Emerald deck in the box, the Buzz Lightyear side. It’s the box’s watered-down take on “Andy’s Toys,” the headline deck of the whole set. Here’s the line it wants to play:
- Turns 1–2, flood cheap Toys. Woody — Waiting for a Friend (1c 2/2), Alien — True Believer (1c).
- Turn 3, land the engine. Andy’s Room — Home Base (“While you have only 1 character here, they get +2 ⛉ and +1 ◊”) and Jessie — Lively Cowgirl (“Whenever this character quests, if you have 2 or more other Toy characters in play, you may draw a card”).
- Turn 3–4, convert cheap plays. Buzz Lightyear — On the Way (“Whenever you pay 2 ⬡ or less to play a character, deal 1 damage to chosen opposing damaged character”) + Hamm — Piggy Bank (”⟳ — You pay 1 ⬡ less for the next character you play this turn”).
- Turn 5+, Shift the payoff. Woody — Jungle Guide (Shift 3 onto a Woody): “Whenever this character quests, draw a card. Then, you may play a character with cost 2 or less for free. … Your other Toy characters get +1 ⛉.”
You win by out-questing them while a cheap-play engine snowballs underneath you.
Why This Deck Underperforms Out-of-Box
- The engine ships at 1-of. Andy’s Room, Jessie, Buzz Lightyear — On the Way, Lenny — Toy Binoculars are all single copies.
- The payoff isn’t in the box. Woody — Jungle Guide ships zero copies.
- Zero real card draw. Only This Growing Pressure ×3.
- Off-archetype dead weight. Agustin ×3 + Julieta Madrigal ×3 (a Madrigal Support fragment with no payoff in a Toys deck).
- Actively anti-tempo cards. RC — Remote-Controlled Car ×3 (“can’t quest or challenge unless you pay 1 ⬡”, a tax every turn) and uninkable Safety Rope ×2 / Lord MacGuffin ×2.
What You Bought
Verified 60-card stock list (every card Set 12, Amber or Emerald, fully rotation-safe).
How to read the upgrade tables in this guide. The “Notes” and “Why” columns use a few quick conventions, all defined in the glossary above: → 4 means “increase this card to 4 copies in the deck”; Cut means “remove all copies”; Keep means “leave the card as-is.” Off-tribe / off-archetype / off-plan / off-engine all flag “does not fit the deck’s plan.” Uninkable means the card has no inkwell symbol on its cost, so it cannot be put face-down as ink (you must draw and play it). Stats like 3/1 are strength / willpower, in that order.
| Qty | Card | Set | Cost | Notes |
|---|---|---|---|---|
| 3 | Julieta Madrigal — Caring Baker | S12-24 | 1 | 1/2. Off-archetype. Cut. |
| 3 | The Queen — Evil Ruler | S12-75 | 1 | 2/1 Villain. Off-plan. Cut. |
| 3 | Woody — Waiting for a Friend | S12-3 | 1 | 2/2 Toy. Shift base for Woody — Jungle Guide. Keep. |
| 3 | RC — Remote-Controlled Car | S12-77 | 1 | 3/2 but taxes itself to act. Anti-tempo. Cut. |
| 1 | Hamm — Piggy Bank | S12-11 | 2 | 2/3 Toy. Discount engine. → 4. |
| 3 | Merida — Defiant Daughter | S12-69 | 2 | 2/3. Not a Toy. |
| 2 | Pluto — Vigilant Traveler | S12-25 | 2 | 1/4. Not a Toy. |
| 1 | Rex — Protective Dinosaur | S12-10 | 2 | 3/1 Bodyguard Toy. → 4. |
| 3 | Buzz Lightyear — Space Ranger | S12-76 | 2 | 3/3 Toy. Best inkable 2-drop Toy body. → 4 (Tier 2). |
| 2 | Safety Rope | S12-33 | 2 | Item. Uninkable. No discard plan. Cut. |
| 2 | Bo Peep — Caring Shepherd | S12-13 | 3 | 2/3 Toy. “Your characters named Woody gain Bodyguard.” Keep. |
| 3 | Bullseye — Loyal Horse | S12-17 | 3 | ”…1 ⬡ less … if you have a Woody or Jessie”: a functional 2-drop. |
| 1 | Buzz Lightyear — On the Way | S12-85 | 3 | 4/2 Toy. Cheap-play payoff. → 3. |
| 3 | Hamish, Hubert & Harris — Troublemaking Triplets | S12-70 | 3 | 3/3 Evasive. |
| 1 | Jessie — Lively Cowgirl | S12-20 | 3 | 3/3 Toy. Draw engine. → 4. |
| 3 | This Growing Pressure | S12-29 | 3 | Action (Song): lock + draw. |
| 1 | Andy’s Room — Home Base | S12-34 | 3 | Location. The anchor. → 3. |
| 1 | Lenny — Toy Binoculars | S12-79 | 3 | 0/2 Toy, readies on action. |
| 2 | Peter Pan — Searching Far and Wide | S12-81 | 3 | 3/3. Not a Toy. Cut. |
| 3 | Agustin Madrigal — Exceptionally Kind | S12-6 | 4 | 3/6 Support. Off-archetype. Cut. |
| 3 | Woody — Leader of the Toys | S12-21 | 4 | ”Look at the top 4 … reveal a Toy … or Andy’s Room.” Keep. |
| 3 | Strange Things | S12-95 | 4 | Action (Song): freeze 2 + draw. Flex. |
| 3 | Donald Duck — Distracted Traveler | S12-84 | 5 | 3/6. Not a Toy. |
| 2 | Tod — Nimble Fox | S12-72 | 5 | 5/4. Not a Toy. |
| 2 | Lord MacGuffin — Clever Swordsman | S12-78 | 5 | 6/4. Uninkable. Not a Toy. Cut. |
| 1 | Merida — Gifted Archer | S12-89 | 5 | 3/6. Off-plan. |
| 2 | Chip — Team Player | S12-27 | 6 | 2/7. “…draw if you have another 4 ⛉+ character.” Keep. |
Tier 1: Budget / Casual (≈ $12 to upgrade the box)
Goal: make it an actual functioning Toy deck, not just “stock minus the obvious cuts.” Pull the actively-bad cards (the anti-tempo RC, off-plan Queen, off-archetype Madrigal, dead uninkables) and bring the cheap engine up to playsets. No Woody — Jungle Guide yet; that’s the Tier 2 money jump.
IN (18) / OUT (18)
| Qty | Card | Set | Cost | Why |
|---|---|---|---|---|
| +3 | Jessie — Lively Cowgirl | S12-20 | 3 | The only repeatable draw. → 4. |
| +4 | Alien — True Believer | S12-83 | 1 | ”+1 ¤ for each other Toy … when banished, return another Alien from discard.” A 1-cost Toy that fixes the curve and feeds Jessie’s “2+ Toys.” |
| +2 | Andy’s Room — Home Base | S12-34 | 3 | The anchor Location. → 3. |
| +2 | Buzz Lightyear — On the Way | S12-85 | 3 | The cheap-play payoff. → 3. |
| +2 | Hamm — Piggy Bank | S12-11 | 2 | Discount engine, the curve-smoother. → 3. |
| +2 | Rex — Protective Dinosaur | S12-10 | 2 | 3/1 Bodyguard Toy, a true 2-drop. → 3. |
| +1 | Woody — Waiting for a Friend | S12-3 | 1 | 1c Toy + Shift base. → 4. |
| +1 | Bo Peep — Caring Shepherd | S12-13 | 3 | → 3 (gives Woody Bodyguard). |
| +1 | Bullseye — Loyal Horse | S12-17 | 3 | → 4 (functional 2-drop). |
| Qty | Card | Why |
|---|---|---|
| -3 | RC — Remote-Controlled Car | Anti-tempo tax, the single worst stock card here. |
| -3 | The Queen — Evil Ruler | Off-plan Villain. |
| -3 | Agustin Madrigal — Exceptionally Kind | Off-archetype Support. |
| -3 | Julieta Madrigal — Caring Baker | Off-archetype Madrigal. |
| -2 | Safety Rope | Uninkable, dead. |
| -2 | Lord MacGuffin — Clever Swordsman | Uninkable non-Toy. |
| -2 | Peter Pan — Searching Far and Wide | Vanilla non-Toy. |
Price tag: about $12 in singles on top of the $29.99 box (checked 2026-05-18). The only card with real value is Jessie — Lively Cowgirl at about $2 a copy and you need three of her; everything else is pocket change. This is the most deck-for-your-dollar step in the guide.
Tier 2: Mid / LGS-Ready (≈ $30 to upgrade the box)
Goal: install the payoff at a working count. Woody — Jungle Guide is the deck’s reason to exist. Mid runs it at 2 copies (enough to find and play the engine reliably with Woody — Leader of the Toys digging for it); maxing to the full 3 is the Tier-3 jump. That split is also what keeps mid under ~$30: the 3rd copy alone is ~$8.
IN (10 cumulative) / OUT (10 cumulative)
| Qty | IN | Set | Cost | Why |
|---|---|---|---|---|
| +2 | Woody — Jungle Guide | S12-15 | 5 (Shift 3) | The engine. “Whenever this character quests, draw a card. Then, you may play a character with cost 2 or less for free. … Your other Toy characters get +1 ⛉.” Uninkable, 2 here, maxed to 3 at Tier 3. |
| +2 | Ranger Team-Up | S12-28 | 2 (Action) | “Chosen character gets +¤ equal to their ⛉ this turn.” Trick + a ≤2 non-character play that triggers Buzz — On the Way and readies Lenny. |
| +2 | Lenny — Toy Binoculars | S12-79 | 3 | → 3 (readies on action). |
| +1 | Buzz Lightyear — Space Ranger | S12-76 | 2 | → 4 (best inkable 2-drop Toy body). |
| +1 | Hamm — Piggy Bank | S12-11 | 2 | → 4. |
| +1 | Rex — Protective Dinosaur | S12-10 | 2 | → 4. |
| +1 | Bo Peep — Caring Shepherd | S12-13 | 3 | → 4. An extra cheap Woody-Bodyguard body that holds the engine slot at mid; trimmed back to 3 once Tier 3 maxes the real engine. |
| Qty | OUT | Why |
|---|---|---|
| -3 | Merida — Defiant Daughter | Non-Toy 2-drop. |
| -3 | Donald Duck — Distracted Traveler | Slow non-Toy 5-drop. |
| -2 | Pluto — Vigilant Traveler | Non-Toy filler. |
| -2 | Tod — Nimble Fox | Non-Toy 5-drop. |
Price tag: about $30 in singles on top of the box (checked 2026-05-18). Almost all of that is the engine, Woody — Jungle Guide, at about $8 a copy; mid runs two of them. Everything else is pocket change.
Curve honesty (true at every tier of this deck): even tuned, this thing is 3-cost-heavy (~24–28 of 60). That’s not a mistake on my end. The Core Amber/Emerald Toy pool has exactly two real 1-drops (Woody — Waiting for a Friend, Alien — True Believer), so it physically cannot curve lower. Ravensburger’s answer, and this deck’s whole plan, is the discount sub-engine: Hamm ×4 (pay 1 less), Bullseye ×4 (a real 2-drop with a Woody or Jessie out), Woody — Jungle Guide (free ≤2 play on quest). Play those right and the curve feels two notches lower than it reads. Miss them and it clogs. That’s this deck’s one real weakness, and it’s why “Daring Heroics” is the more forgiving build.
Tier 3: High / Tournament-Grade (≈ $41 to upgrade the box)
Goal: stop approximating and actually build the real “Andy’s Toys” list. This tier adds the two engine pieces the budget tiers skipped (Metamorphosis and Pizza Planet — Spaceport), maxes the Toy tutor, and cuts the last off-archetype filler.
How it plays. A cheap-play snowball: drop Toys for 1 or 2 ink, get paid twice on every cheap play, then Shift in the engine that turns each quest into a free extra play.
The discount engine. Hamm — Piggy Bank (2 ink) taps for a 1-ink discount on the next character you play that turn. Bullseye — Loyal Horse (3 ink normally) costs only 2 ink when you have a Woody or Jessie in play. Together they turn most of your 3-cost characters into 2-cost characters.
The cheap-play payoffs. Every time you pay 2 ink or less to play a card, two things fire. Jessie — Lively Cowgirl debuffs an opposing character −1 ¤ until your next turn. Buzz Lightyear — On the Way either draws and discards a card (on a non-character play) or pings 1 damage to a damaged opposing character (on a character play). Jessie also draws you a card whenever she quests if you have 2 or more other Toys in play.
The utility 3-drop. Lenny — Toy Binoculars does two things on top of being a cheap body. On entry, your opponent reveals their hand and you choose one of their action cards to discard, free pre-emptive removal of a song, trick, or finisher fetch they were holding. Once per turn after that, whenever you play an action, you may ready him for a second quest. With three on-archetype actions in the deck (This Growing Pressure, Ranger Team-Up, Metamorphosis), the readying fires reliably.
The Toy tutor. Woody — Leader of the Toys looks at the top 4 cards of your deck when he lands. You may reveal one Toy character or Andy’s Room — Home Base to put into your hand; the rest go to the bottom of the deck.
The payoff. Woody — Jungle Guide (Shift 3 onto a Woody) draws a card every time he quests, lets you play a character with cost 2 or less for free off that trigger, and gives your other Toys +1 ⛉. Metamorphosis Shifts a character out of your discard pile for free, which lets you replay Woody — Jungle Guide (or Buzz Lightyear — Jungle Ranger) for just the 3-ink Meta cost. Best used to recover after a finisher gets banished mid-game, or to fetch one that ended up in the discard via Buzz Lightyear — On the Way’s loot trigger.
The location. Pizza Planet — Spaceport lets your Toys move there for free, and every challenge fought at the location costs the opponent 1 lore.
You win by out-questing the other deck behind an engine that fuels itself.
IN (10 cumulative) / OUT (10 cumulative)
| Qty | IN | Set | Cost | Why |
|---|---|---|---|---|
| +3 | Metamorphosis | S12-31 | 3 | ”Shift a character from your discard for free.” Replays Woody — Jungle Guide or Buzz Lightyear — Jungle Ranger from the discard for just the 3-ink Meta cost (the free Shift on top costs nothing). Strong recovery from removal; for Buzz — Jungle Ranger specifically it also saves 2 ink versus a normal Shift, since his printed Shift cost is 5. The piece the budget tiers couldn’t afford to run. |
| +2 | Pizza Planet — Spaceport | S12-102 | 2 | Location. Toys move here free; every challenge fought here costs the opponent 1 lore. |
| +2 | Buzz Lightyear — Jungle Ranger | S12-91 | 7 (Shift 5) | Uninkable Shift top-end: returns an action ≤7 from discard, and every action you play pumps a quester +1 ◊. |
| +1 | Woody — Jungle Guide | S12-15 | 5 (Shift 3) | 2 → 3. Max the engine. With Metamorphosis online you can also cheat it from the discard, so the 3rd copy and the recursion arrive together. |
| +1 | Woody — Leader of the Toys | S12-21 | 4 | To 4. The Toy / Andy’s Room tutor at full count. |
| +1 | Ranger Team-Up | S12-28 | 2 | To 3. A combat trick that also counts as a cheap play for Jessie and Buzz — On the Way. |
| Qty | OUT | Why |
|---|---|---|
| -3 | Hamish, Hubert & Harris — Troublemaking Triplets | Not a Toy. Off-engine filler, fully cut. |
| -3 | Strange Things | Flex freeze song; the real engine pieces earn the slots. |
| -1 | Rex — Protective Dinosaur | 4→3, trim one non-engine body. |
| -1 | Bo Peep — Caring Shepherd | 4→3. The extra mid copy comes back out once the real engine is maxed. |
| -1 | Lenny — Toy Binoculars | 3→2. |
| -1 | Merida — Gifted Archer | The last stray non-Toy from the stock box, fully cut. |
Price tag: about $41 in singles on top of the box, or about $47 if you skip the box and buy all 60 (checked 2026-05-18; new-set prices move). The step up from mid is the third Woody — Jungle Guide plus Buzz Lightyear — Jungle Ranger ×2.
Locked Tier-3 decklist (60, Amber/Emerald, ≤4 each, all Set 12, rotation-safe)

Open or clone this exact deck on Dreamborn →. Proxy-print it, playtest it, or tweak it in the builder.
Mulligan: keep 2 inkable cards, at least one 1-cost or 2-cost Toy to land on turn 1 or 2, and Hamm — Piggy Bank or Bullseye — Loyal Horse. Those two are the discount engine that turns the whole deck on; without one of them, your 3-cost-heavy hand stalls out. Send back the Shift finishers (Woody — Jungle Guide, Buzz Lightyear — Jungle Ranger) if you opened them without a cheap Shift base in hand, since they cannot develop your turn 1 or 2 board. You will draw into them naturally; Metamorphosis is the mid-game backup that can replay one from the discard for 3 ink if a finisher gets banished.
A piloting note on Andy’s Room — Home Base: the +2 ⛉ and +1 ◊ bonus only fires “while you have only 1 character here.” If you move two questers in to “boost both,” the bonus turns off for both. Park exactly one Toy at the location at a time.
Flex slot: This Growing Pressure runs 1 to 3 copies depending on what you expect to face. Lean toward 2 or 3 copies against control decks. It forces an opposing character to quest next turn (which exposes them as a challenge target) and draws you a card, and that swing matters most against a deck that wants to slow the game down. Lean toward 1 copy against aggro decks, where forcing their character to quest does less because they are already racing for lore, and you want the slots for Ranger Team-Up combat tricks.
Rotation note: “Andy’s Toys” is a Set 12 archetype, so this rotation-safe build is the real meta list. You give up nothing to keep it rotation-proof here.
DECK 2: “Daring Heroics” (Amethyst / Ruby)
What This Deck Is Trying to Do
“Daring Heroics” is the Amethyst/Ruby deck in the box, the Mrs. Incredible/Elastigirl side. It’s the box’s under-tuned take on “Super Family.” Supers scale off each other:
- Turns 1–2, cheap Supers. Mr. Incredible — Bob Parr (1c 2/2), Frozone — Super Slick (2c Evasive).
- Turn 3, pressure + value. Violet Parr — Learning New Powers (Evasive; DEFLECT moves damage), Edna Mode — Fashion Designer (“Whenever this character quests, your Super characters get +1 ◊ this turn”).
- Turn 4, draw. Mirage — Super Recruiter (“…if you have a Super or Hero character in play, you may draw a card”).
- Turn 5, the engine. Mr. Incredible — Super Strong (Shift 3 onto Bob Parr): “This character gets +2 ¤ for each other character you have in play. … Whenever one of your Super characters challenges another character, draw a card.”
You win with a Super board that draws you a card every time it challenges. One honest caveat: you can only challenge exerted characters, so that draw fires when the opponent quests, not whenever you want it to. Your own ways to force the issue are thin (Frozone — Super Cool’s JUST CHILL; Mushu’s Rocket / Rush to swing the turn a body lands). Think of it as “you get paid for winning the combat race,” not a free engine. Hero Work stacks a lore swing on top.
Why This Deck Underperforms Out-of-Box
- The engine isn’t in the box. Mr. Incredible — Super Strong, the card the whole draw plan is built on, ships zero copies.
- The Super payoffs ship at 1-of. Edna Mode — Fashion Designer, Jack-Jack Parr — Incredible Potential, Mrs. Incredible — Super Stretchy are single copies, so the plan rarely shows up.
- No focused plan. The 60 is three half-decks jammed together (Supers + three Dwarfs + Ducks + Pooh); none of them is complete enough to win.
- Off-tribe dead weight. Goofy ×3, Winnie the Pooh ×3, the Dwarf fragment and Sleepy Hollow aren’t Supers and do nothing for the plan.
- The wrong cards carry it. Out of the box the off-tribe reprints (Goofy, Pooh) do the heavy lifting instead of the Supers, which is exactly backwards from what the deck wants to be.
What You Bought
Verified 60-card stock list. Note: LeFou — Instigator and Winnie the Pooh — Hunny Wizard ship as their Set 9 reprints (they also have old Set 1/2 printings, so note the box’s are the rotation-safe ones). Everything else is S9–S12.
| Qty | Card | Set | Cost | Notes |
|---|---|---|---|---|
| 3 | Inner Strength | S12-129 | 1 | Ruby Action. “+1 ¤ this turn. Draw a card.” Cantrip. Keep. |
| 3 | Mr. Incredible — Bob Parr | S12-104 | 1 | 2/2 Super. Shift base. Keep. |
| 2 | Mushu’s Rocket | S10 | 1 | Item: grants Rush. On-plan. Keep. |
| 3 | Sleepy — Deep Sleeper | S12-44 | 1 | 1/2 Dwarf. Off-tribe. Cut. |
| 2 | Will o’ the Wisp — Forest Spirit | S12-47 | 1 | 0/3, recurs on challenge-banish. |
| 3 | Frozone — Super Slick | S12-46 | 2 | 2/2 Evasive Super. → 4. |
| 3 | Happy — Joyful Adventurer | S12-43 | 2 | 3/3 Dwarf. Off-tribe. Cut. |
| 1 | Hero Work | S12-132 | 2 | Ruby Action. Super-Hero lore engine. → 4. |
| 2 | LeFou — Instigator | S9 | 2 | 2/2 (S9 reprint, rotation-safe). |
| 3 | Negaduck — Evil Doppelganger | S11 | 2 | 4/2 Super Villain. Shift base for Negaduck PE#1. Keep. |
| 2 | Super Suit | S12-66 | 2 | Item. Uninkable. Hero lore/draw. |
| 2 | Daisy Duck — Trendy Traveler | S12-115 | 3 | 3/3. Not a Super. |
| 1 | Edna Mode — Fashion Designer | S12-54 | 3 | Super lore pump. → 4. |
| 2 | Mickey Mouse — Experienced Traveler | S12-52 | 3 | 2/3. Uninkable. Off-tribe. Cut. |
| 2 | Rabbit — Fed Up | S11 | 3 | 1/4 (reprint). |
| 2 | Sleepy Hollow — The Bridge | S10 | 3 | Location. No Super synergy. Cut. |
| 3 | Sneezy — Startlingly Loud | S12-42 | 3 | 3/4 Dwarf. Off-tribe. Cut. |
| 2 | Violet Parr — Learning New Powers | S12-48 | 3 | 4/2 Evasive Super. → 4. |
| 2 | Elinor — Bespelled Queen | S12-51 | 4 | 3/4. Not a Super. |
| 1 | Jack-Jack Parr — Incredible Potential | S12-121 | 4 | 4/4 Super, modal engine. → 4. |
| 3 | Mirage — Super Recruiter | S12-53 | 4 | Super/Hero draw. → 4. |
| 2 | Super Relocation Program | S12-63 | 4 | Action: returns one of your own characters to your hand; draws 2 cards if the character you returned is a Hero. On-plan. |
| 2 | Dash Parr — Super Speedy | S12-118 | 5 | 6/5 Rush Super. Uninkable. |
| 3 | Goofy — Marley’s Clumsy Spirit | S11 | 5 | 5/5 (reprint). Off-tribe. |
| 1 | Mrs. Incredible — Super Stretchy | S12-49 | 5 | 5/6 Super, modal. → up. |
| 1 | Negaduck — Public Enemy Number One | S11 | 5 | 6/5 Shift 3, “…each opponent loses 1 lore and you gain 1 lore” on challenge. |
| 3 | Winnie the Pooh — Hunny Wizard | S9 | 5 | 5/5 (S9 reprint). Off-tribe. Cut. |
| 1 | Frozone — Super Cool | S12-59 | 6 | 6/4 Rush Super. Uninkable. → up. |
Tier 1: Budget / Casual (≈ $3 to upgrade the box)
Goal: pick ONE plan (Supers), bring the cheap core to playsets, delete the Dwarf splinter. Keep the strong S9–S11 reprint bodies as budget filler; they’re rotation-safe and fine until you can afford the real engine.
IN (18) / OUT (18)
| Qty | IN | Set | Cost | Why |
|---|---|---|---|---|
| +3 | Edna Mode — Fashion Designer | S12-54 | 3 | Super lore pump. → 4. |
| +2 | Violet Parr — Learning New Powers | S12-48 | 3 | Evasive Super + DEFLECT removal. → 4. |
| +1 | Frozone — Super Slick | S12-46 | 2 | Cheapest Evasive Super. → 4. |
| +1 | Mirage — Super Recruiter | S12-53 | 4 | Repeatable draw. → 4. |
| +3 | Jack-Jack Parr — Incredible Potential | S12-121 | 4 | Modal Super engine. → 4. |
| +1 | Mr. Incredible — Bob Parr | S12-104 | 1 | Cheap Super body + Shift base. → 4. |
| +1 | Negaduck — Evil Doppelganger | S11 | 2 | 4/2 Super body + Shift base. → 4. |
| +3 | Hero Work | S12-132 | 2 | Super-Hero combat→lore. → 4. |
| +2 | Mrs. Incredible — Super Stretchy | S12-49 | 5 | Modal Super. → 3. |
| +1 | Inner Strength | S12-129 | 1 | Cantrip. → 4. |
| Qty | OUT | Why |
|---|---|---|
| -3 | Sleepy — Deep Sleeper | Dwarf splinter. |
| -3 | Happy — Joyful Adventurer | Dwarf. |
| -3 | Sneezy — Startlingly Loud | Dwarf. |
| -3 | Winnie the Pooh — Hunny Wizard | Off-tribe (the S9 reprint is rotation-safe, just off-plan). |
| -2 | Mickey Mouse — Experienced Traveler | Uninkable off-tribe. |
| -2 | Sleepy Hollow — The Bridge | Location, no Super synergy. |
| -2 | LeFou — Instigator | Off-tribe non-Super; the box ships the rotation-safe S9 reprint, so keep it for Sealed but cut here. |
Price tag: about $3 in singles on top of the $29.99 box (checked 2026-05-18). Every card you add is a common or uncommon; nothing here is more than pocket change.
Tier 2: Mid / LGS-Ready (≈ $8 to upgrade the box)
Goal: install the engine at a working count. Mr. Incredible — Super Strong is the whole reason this deck exists. Mid runs it at 2 copies (you Shift it onto Bob Parr and dig with Mirage / Edna / Jack-Jack to find it); maxing to the full 3 is the Tier-3 jump. Same mid-vs-high split as “Playful Teamwork”: mid is the working engine, Tier 3 is the optimized list.
IN (9 cumulative) / OUT (9 cumulative)
| Qty | IN | Set | Cost | Why |
|---|---|---|---|---|
| +2 | Mr. Incredible — Super Strong | S12-127 | 5 (Shift 3) | The engine: “+2 ¤ for each other character … whenever one of your Super characters challenges another character, draw a card.” Shift onto Bob Parr. 2 here, maxed to 3 at Tier 3. |
| +3 | Like a Bird in the Sky | S12-131 | 2 (Song) | “Chosen character gets +1 ◊ and gains Evasive…”: pushes a Super through and protects the Super-Strong carrier. |
| +2 | Frozone — Super Cool | S12-59 | 6 | Rush + JUST CHILL exert (forces the blocker your engine needs). → 3. |
| +1 | Mrs. Incredible — Super Stretchy | S12-49 | 5 | → 4. |
| +1 | Will o’ the Wisp — Forest Spirit | S12-47 | 1 | → 3. A cheap recurring body that holds the engine slot at mid; cut once Tier 3 maxes the real engine. |
| Qty | OUT | Why |
|---|---|---|
| -3 | Goofy — Marley’s Clumsy Spirit | Off-tribe reprint. The stock box quietly leans on him to do the work; with a real Super engine in place, he’s cut. |
| -2 | Rabbit — Fed Up | Off-tribe. |
| -2 | Daisy Duck — Trendy Traveler | Not a Super. |
| -2 | Elinor — Bespelled Queen | Not a Super. |
Price tag: about $8 in singles on top of the box (checked 2026-05-18). Mostly the engine, Mr. Incredible — Super Strong, at about $2 a copy; mid runs two of them.
Tier 3: High / Tournament-Grade (≈ $12 to upgrade the box)
Goal: build the real rotation-safe “Super Family” list. Add the canonical 4-cost Dash the budget tiers never ran (they cut the wrong Dash), complete the Negaduck Shift package, and trim the off-archetype glue.
How it plays. A Super tribal combat-draw deck. The plan is to build a Super board that draws you a card every time one of them challenges, then close the game out with two different 5-cost Shift finishers.
The Shift bases. Mr. Incredible — Bob Parr (1 ink) and Negaduck — Evil Doppelganger (2 ink) have no abilities of their own. They exist so you can Shift the 5-cost finishers onto them on turn 3 or 4 for only 3 ink, instead of hardcasting them for 5 ink on turn 5.
The finishers. Shift Mr. Incredible — Super Strong onto a Bob Parr: he gets +2 ¤ for every other character you have in play, and any time one of your Super characters challenges another character, you draw a card. Shift Negaduck — Public Enemy Number One onto the Doppelganger: every time he challenges, the opponent loses 1 lore and you gain 1 lore, a 2-lore swing per challenge.
The supporting cast. Frozone — Super Cool (6 ink, Rush) exerts an opposing character on entry when you have another Super in play, which gives you a ready-made target to challenge into so the Super Strong draw keeps firing. Dash Parr — Lava Runner (4 ink, Rush) can quest the turn he lands for immediate lore pressure. Violet Parr — Learning New Powers (3 ink, Evasive) moves a damage in when she lands. Edna Mode — Fashion Designer (3 ink) pumps your Supers +1 ◊ every time she quests. Mirage — Super Recruiter (4 ink) draws a card on landing if you have a Super or Hero already in play. Jack-Jack Parr — Incredible Potential (4 ink) is a modal Super that scales with cards in your discard pile.
You win with a Super board that draws a card every time it fights, closed by the Negaduck lore drain.
IN (7 cumulative) / OUT (7 cumulative)
| Qty | IN | Set | Cost | Why |
|---|---|---|---|---|
| +3 | Dash Parr — Lava Runner | S12-61 | 4 | Rush, and “can quest the turn he’s played.” The real canonical 4-cost Dash. The budget tiers cut the wrong one (Super Speedy); this is the body the archetype is built around. |
| +2 | Negaduck — Public Enemy Number One | S11 | 5 (Shift 3) | To 3. Shift onto Negaduck — Evil Doppelganger: every challenge drains the opponent 1 lore and gains you 1. |
| +1 | Mr. Incredible — Super Strong | S12-127 | 5 (Shift 3) | 2 → 3. Max the engine now that the real list is assembled. |
| +1 | Super Relocation Program | S12-63 | 4 | To 3. Returns one of your own characters to your hand; draws 2 cards if the character you returned is a Hero. 29 of the 44 characters in this deck are Heroes (about two-thirds), so the draw-2 fires reliably. Best targets: bounce Violet Parr — Learning New Powers (Hero) to re-fire her DEFLECT damage-move on replay; bounce Frozone — Super Cool (Hero) to re-fire JUST CHILL and exert a second opposing character; or save Mr. Incredible — Super Strong (Hero) from removal across the opponent’s turn. Note: bouncing a non-Hero (Edna Mode, Mirage — Super Recruiter, either Negaduck) only triggers the bounce, not the draw, so target Heroes when you have the choice. |
| Qty | OUT | Why |
|---|---|---|
| -2 | Dash Parr — Super Speedy | The wrong Dash: a vanilla uninkable 5-drop. Replaced by the canonical 4-cost Lava Runner. |
| -2 | Mushu’s Rocket | Off-archetype Rush-grant item; the Super engine earns the slots. |
| -3 | Will o’ the Wisp — Forest Spirit | Not a Super. The mid filler comes back out once the real engine is maxed. |
Price tag: about $12 in singles on top of the box, or about $15 if you skip the box and buy all 60 (checked 2026-05-18; new-set prices move). The step up from mid is the third Mr. Incredible — Super Strong plus the canonical Dash Parr — Lava Runner ×3. The cheapest meta deck in this guide.
Locked Tier-3 decklist (60, Amethyst/Ruby, ≤4 each, all Set 9+, rotation-safe)

Open or clone this exact deck on Dreamborn →. Proxy-print it, playtest it, or tweak it in the builder.
Mulligan: keep 2 inkable cards, one cheap Super to land on turn 1 or 2, and one of your Shift bases (Mr. Incredible — Bob Parr at 1 ink, or Negaduck — Evil Doppelganger at 2 ink). The Shift bases let you play the 5-cost finishers for only 3 ink on turn 3 or 4, instead of hardcasting them on turn 5. Mirage — Super Recruiter and Edna Mode — Fashion Designer are also strong keeps. Send back any 5-cost character if you do not already have a Shift base in your opening hand.
How the engine works. Mr. Incredible — Super Strong draws you a card every time one of your Super characters challenges another character. Questing does not count. So once Super Strong is on the board, your plan is to keep attacking with Supers, not just race for lore. Frozone — Super Cool helps here: when he enters with another Super in play, he exerts an opposing character, giving you a ready-made target to challenge into for the Super Strong draw.
Flex slot. The 4-to-3 split between Inner Strength and Like a Bird in the Sky is the deck’s main lever. Against decks that play few Evasive blockers, lean more on Inner Strength (+1 ¤ plus a draw, fuels combat). Against decks that wall up with Evasive characters, lean more on Like a Bird in the Sky, which gives one of your characters Evasive so it can quest past their defenders.
Why no Mrs. Incredible — Determined Rescuer? The strongest “Super Family” lists you see in tournament play are Amethyst/Steel, built around Mrs. Incredible — Determined Rescuer: a 7-cost Steel finisher that gives your whole board Resist +1 and readies a Super every time a character is banished in a challenge. This build stays Amethyst/Ruby because that is what the 2-Player Starter Set hands you, and Lorcana’s 2-ink rule keeps every Steel card off the table (the 2-ink rule, not rotation: Mrs. Incredible — Determined Rescuer is brand-new in Set 12 and Core-legal). Inside the Amethyst/Ruby restriction, the S9+ rotation-safe Super pool is only about 16 characters, so the S11 Negaduck — Public Enemy Number One Shift package is not a shortcut, it is the only way to field a complete 60-card rotation-safe Super deck. This list is that honest ceiling.
Closing Verdict: you own both; where should the upgrade money go?
The $29.99 2-Player Starter Set gives you both decks, so this isn’t “which one do I buy.” It’s “which one do I sink my singles budget into first.” Both upgrade into real Core decks. Both are rotation-proof through July 2026: build it once, never rebuild it at the next rotation. The split comes down to cost versus ceiling, and the two decks pull in opposite directions:
- “Playful Teamwork” → “Andy’s Toys” is the higher ceiling. It’s a copy of the headline deck of the set, but it’s the expensive upgrade: its engine, Woody — Jungle Guide, is a ~$7.86 Legendary (a ~$24 set of 3), so taking the box all the way to Tier 3 runs ~$41, and that one set is about 57% of the spend. It also asks more of the pilot: a 3-cost-heavy curve that only sings if you run the Hamm/Bullseye discount sub-engine well.
- “Daring Heroics” → “Super Family” has the narrower ceiling, but its engine, Mr. Incredible — Super Strong, is a ~$1.78 Legendary, so taking the box to Tier 3 is only ~$12 (about $15 from scratch). Cleaner curve, more forgiving to pilot. The trade-off: it’s tighter and more linear, and the draw engine only pays off when the combat goes your way.
My call: do “Daring Heroics” first. For ~$12 in singles you turn the box’s Amethyst/Ruby half into a Core-competitive, rotation-proof deck, and it’s the easier of the two to learn on. Then, if you want the higher ceiling and don’t mind the ~$24 Woody — Jungle Guide set of 3, pour the bigger budget into “Playful Teamwork.” If you’re newer and only upgrading one, it’s Daring Heroics. If you’re chasing the strongest deck in the box, you end at Playful Teamwork Tier 3.
Going Further
- Here for a Sealed or Prerelease event instead? This is a Constructed 2-Player Starter Set, not a Sealed product. Sealed and Prerelease events are played from Wilds Unknown booster packs and prerelease kits, not this box, so none of this upgrade guide applies there. We have a separate guide for that: the Wilds Unknown Sealed Deck Guide.
- New to the set? “Andy’s Toys” and “Super Family” are two of the headline Wilds Unknown archetypes, and these two starter decks are the cheapest way into both.
Every tier in this guide is a legal 60-card deck: exactly 60 cards, no more than 4 of any card, two inks, and every card from Set 9 or later so it stays legal through the next rotation (~July 2026). Card abilities are quoted directly from the official card text, never paraphrased. Prices are a Lorcast snapshot from 2026-05-15, Wilds Unknown’s release day, so new-card prices are still settling; treat dollar figures as launch-week estimates.






