When it comes to card games, rarity is a good indicator of the designers letting us know what to look out for; but, even some Super Rare and Legendary cards stand out among the rest. With a second set under its wing, and three months of tournaments behind it, we can start to see the diamonds in the rough when it comes to Disney Lorcana. Here are the Top Ten Super Rare and Legendary cards from its first set, The First Chapter.
10. Stitch - Carefree Surfer
Stitch - Carefree Surfer has 8 Willpower which makes him quite the punching bag. More importantly, cycling through your deck to find your key pieces is still tough to do. The downside to Stitch is that his 7 ink cost is steep for a one-time dig, but he makes up for it by being ink-able. This is not a Legendary to build a deck around, but if you're running Amber, you should be running the Surfer.
9. Ursula - Power Hungry
I've been hesitant about Ursula - Power Hungry and lore loss in general since launch. Like the Surfer above, she costs a hefty 7 ink but she isn't ink-able creating a dead card in your opening hand. I still stand by that, but that's a story for another time. The truth about Ursula - Power Hungry is that she can tank hits, she'll draw you a card, and she can Quest for 3. You're likely to get 6 lore out of her, but with that 8 Willpower you might see more. And in a tight game, penalizing your opponent 1 lore might, may possibly be worth something.
8. Te Ka - Heartless
Let's talk about action economy. Characters are likely to do one of three actions on your turn; challenge, quest, or sing. There are a slew of characters that can mix these actions, and Te Ka - Heartless is one of them. Average stats won't go a long way but taking out an enemy while gaining 2 lore is maximum effort. This might not be a card you build a whole deck around - instead just let her challenge like normal as utility in another Steel deck and get some free lore along the way. Paired with healing or resist, she can do some work.
7. Tamatoa - So Shiny!
Tamatoa - So Shiny! has already come out of the gate swinging as the win condition in the popular Sapphire/Steel Item Control deck. WHAT HAVE WE HERE? recycles your items then you let them sit on your side of the board to utilize his second ability. GLAM is how you win in that deck giving him an additional lore for every item you have. This can snowball out of control by giving him 5 or more lore each time he quests. And with Sapphire, his overwhelming ink cost is mitigated by ink rush cards.
6. Mickey Mouse - Brave Little Tailor
If you're trying to play a solitary game where you put down cards and turn them sideways to win Mickey Mouse - Brave Little Tailor is the way to go. For 8 ink his Strength and Willpower are lacking, but with Evasive that hardly matters. Until your opponent pulls out Dragon Fire this card is all gas with 4 lore per turn. In the right deck you can plop Mickey down on the board on turn six and start hammering home.
5. Tinker Bell - Giant Fairy
My favorite card from this set and great removal utility that I'll try to pack in every Steel deck. Tink already runs the low side of ink on this list at 6, but if you're playing smart you'll pair her with Tinker Bell - Tiny Tactician to help you dig for your key cards and reduce Giant Fairy's cost to 4 with Shift. ROCK THE BOAT will scatter damage, picking off the smaller enemies, even hitting Ward and Evasive targets. But her true boon comes with PUNY PIRATE!, which doubles down on the challenge action to deal damage freely and repeatedly to enemies without Tink getting hit back. Choose your challenges carefully so that Tink can survive and toss damage to enemies with bigger Strength.
4. Rapunzel - Gifted with Healing
My opponents all seem smart enough to close the deal on my damaged characters before I'm afforded the opportunity to heal. GLEAM AND GLOW is the best healing effect in the game by a mile, allowing you to heal 3 damage (from a single character) and draw 3 cards. Rapunzel also comes with 5 Willpower and 2 lore, which are both great for only 4 ink. Sure, you need to time it right, but landing this effect even for 2 heals and 2 draws, can be enough to swing a game.
3. Elsa - Spirit of Winter
DEEP FREEZE is game ending. Freeze the characters your opponent was about to win with and buy yourself some time to banish them. Or freeze down your opponent's attackers so that you get through two whole turns of free questing without the stress of losing your high lore cards. Don't forget that the turn after, when your targets are still frozen, Elsa herself will dry and come in swinging for 3 more lore or take out an enemy with her 4 Strength.
2. Maleficent - Monstrous Dragon
Nine ink is a lot, I know. But a card that drops decent stats AND banishes an opposing character is all about board presence. This dragon has enough potential to swing games even more than Elsa by simply eliminating an annoying character. It's also one of the rare times that a character has higher Strength than Willpower.
1. Belle - Strange but Special
Sapphire likes cards that provide a win condition inside of utility. Extra ink each turn? Check. Questing for 5 in the late game? Check. Sure, Belle doesn't have a lot of survivability, but being able to double your ink output means that you can safely rely on other cards to protect her. Sapphire came out on top in The First Chapter, there's no doubt about it. There's no need to build around her, Belle is universal utility to be slapped into every Sapphire deck.