Coconut Scaling Census: 222 Cards That Change at a Four-Player Table
Coconut is a multiplayer format for Disney Lorcana, played with three or four players. A full table seats four, which means three opponents, and the first to 25 lore wins. Building decks for it, I kept running into the same question: what actually happens to a card when one opponent becomes three?
Some cards get better. Some grow to cover the larger table. Some get worse. And some never get a bigger payoff; they just get easier to turn on. I got tired of working this out one card at a time, so I read every card in the pool that mentions opponents or all players, the ones that say “each opponent”, “whenever an opposing character”, “chosen opposing character”, “each player” and so on, and sorted all 410 of them by what happens at a four-player table.
Of the 410, 223 read the whole opposing table instead of a single target or everyone at once. One of these cards (Donald Duck — Flustered Sorcerer) actually has no effect in Coconut. This leaves us with 222 cards that potentially scale with more players on the table, in this format.
Checked against 1v1 history, only 43 of the 222 ever crossed a 5% play rate in any meta of Core or Infinity Constructed. The other 179 never crossed that line.
Throughout this post, “three opponents” means a full table of four players; real games vary.
The ten cards I think gain the most already have their own post, the top 10. This one is the rest of the picture, down to the full card-by-card list at the end.
Four classes of scaling effects
Two cards can open with the same words and behave differently when the table grows. “Each opponent chooses and discards a card” hits each rival exactly as hard as it did in 1v1; what grows is how much table the card covers. “Each opponent loses 1 lore. You may draw a card for each 1 lore lost this way” pays you once per opponent; what grows is your own payoff. That difference is the spine of the census, so every card below carries one of four class labels, and the label answers one question: when the table grows, what grows with it?
- Gains value: the card pays you more because more people sat down. The payoff is counted per opponent, per opposing turn or off what opponents have: extra draws, extra lore, a bigger discount, a bigger stat.
- Keeps pace: the card expands to cover the whole table, and each rival takes exactly what the single opponent took in 1v1. More coverage for the same ink, without a bigger personal payoff.
- Loses value: the card charges you more. It hands each rival a resource, punishes you for each opponent action, or only pays while you are ahead of every rival at once.
- Easier to use: the payoff stays the same size, but three opponents mean more chances to meet the requirement or a bigger pool to pick the best target from.
Gains value is the class I built this census to find: it is the only one where your own payoff grows with the table, and these are the cards I am most hopeful will see new play and new value in Coconut.
A class is the direction a bigger table pushes the card. It is not a rank; a card can keep pace and still be the best play of the game.
The boundary between the first two classes sits in the wording. Gloyd Orangeboar — Fierce Competitor, “each opponent loses 1 lore and you gain 1 lore”, keeps pace: the drain hits three rivals, your gain stays 1. Flotilla — Coconut Armada, “all opponents lose 1 lore and you gain lore equal to the lore lost this way”, gains value: the same trigger pays up to 3 at a full table.
Cards that move in more than one direction at once take the class of the dominant change (according, subjectively, to yours truly); the tie-breakers are in the methodology at the end.
The census
Here is every card that interacts with opponents, grouped by what its text does:
| What the text says | Cards | At a four-player table | Class |
|---|---|---|---|
| Hits each opponent (“each opponent…”) | 92 | Hits all three opponents | 6 gain, 77 keep pace, 9 lose |
| Triggers on opponents’ turns or actions (“whenever an opponent…”) | 48 | Three opposing turns per round | 5 gain, 28 keep pace, 2 lose, 13 easier |
| Triggers on opposing characters (“whenever an opposing character…”) | 16 | Three boards feeding the trigger | 2 gain, 13 keep pace, 1 easier |
| Counts what opponents have (“for each … opponents have”) | 12 | Counters read three boards | 9 gain, 1 lose, 2 easier |
| Mass effects on the opposing board (“each opposing character…”) | 42 | Hits three boards of threats | 37 keep pace, 2 lose, 3 easier |
| Restrictions on opponents (“opponents can’t…”) | 5 | The rule binds three players | 4 keep pace, 1 no effect |
| Conditions (“if an opponent has…”) | 8 | Easier to turn on, same payoff | 8 easier |
| Symmetric (“each player…”) | 23 | Usually feeds three opponents | — |
| Single target (“chosen opposing character”) | 164 | One answer, three boards | — |
The first seven rows are the 223 cards whose text reads the whole opposing table. 222 of them change: 22 gain value, 159 keep pace, 14 lose value and 27 get easier to use. The card marked “no effect” is Donald Duck — Flustered Sorcerer, explained below.
In 1v1, “each opponent” and “chosen opponent” are effectively the same card, because there is only one opponent. A bigger table is what splits them apart. The bottom two rows are the comparison groups and carry no class label: single-target cards resolve exactly as in 1v1 but answer only one board of three, and symmetric cards feed the whole table.
The classes on real cards
Gains value
Ursula — Power Hungry gains value: “each opponent loses 1 lore. You may draw a card for each 1 lore lost this way.” In 1v1 that is drain 1, draw 1, on a 7-cost body. At a full table it is drain up to 3, draw up to 3, off the same 7 ink; an opponent already at 0 lore loses nothing and pays you no card.
Diablo — Devoted Herald also gains value, from frequency: “during each opponent’s turn, whenever they draw a card while this character is exerted, you may draw a card.” One opposing turn per round becomes three, so the trigger gets three chances per round instead of one.
Source of the Vine makes questing cost something: “whenever an opposing character quests, you gain 1 lore unless their player pays 1 ink.” Three boards quest on turns you never touch, and every quest either pays you 1 lore or costs the quester 1 ink.
Pack Tactics, “Gain 1 lore for each damaged character opponents have in play”, now reads three boards at once.
Keeps pace
Lady Tremaine — Imperious Queen keeps pace. “Each opponent chooses and banishes one of their characters” forced one banish in 1v1; a full table can force three, one from each opponent who has a character to give, for the same 6 ink.
Grab Your Sword, “Deal 2 damage to each opposing character”, touches three boards instead of one. The number of threats grew just as fast, so I read this class as keeping pace with the format rather than beating it.
Pete — Games Referee: “when you play this character, opponents can’t play actions until the start of your next turn.” That was one opposing turn of lockout in 1v1. At a full table it is three.
Loses value
The 14 cards in this class get their own section below, “The cards that get worse”, where they sit next to the single-target and symmetric comparison groups.
Easier to use
Scout Ahead is easier to use: “if an opponent has more lore than you, gain 2 lore.” The payoff stays 2 lore at any table size. What changes is the check: it turns on whenever at least one of the three is ahead of you.
No effect in Coconut
Donald Duck — Flustered Sorcerer broke the first version of this count. “Opponents need 25 lore to win the game” binds three opponents exactly as it binds one, which is the shape of a card that keeps pace, and that is how I first filed him. It is also nothing: Coconut plays to 25 already, so the text has no effect in this format, and a card with no effect cannot scale. He stays in the census tables as the pool’s one piece of dead text, and the headline count is 222 instead of 223.
What Core and Infinity did use
I checked all 222 against the play-rate history of both 1v1 formats, meta by meta, on inkdecks. “Used” here means exactly one thing: the card crossed a 5% play rate in at least one meta of Core or Infinity Constructed. That is a coarse filter, older cards had more metas in which to cross it, and some Infinity metas are tiny samples; the full cut is in the methodology. That is where the 43/179 split from the top of the post comes from.
The 43 are cards that, even though they do scale, their effect is already strong enought for 1v1 play:
- Lady Tremaine — Imperious Queen, 48.4% in the Rise of the Floodborn meta.
- Pete — Games Referee, 45.3% in the Archazia’s Island meta.
- Grab Your Sword, 38.0% in The First Chapter meta.
- Tinker Bell — Giant Fairy, above 5% in 10 of the 18 metas.
- Ursula — Power Hungry, 21.1% and 28.7% in the first two metas.
- The Headless Horseman — Cursed Rider, 5.6% in the Whispers in the Well meta.
- Bucky — Squirrel Squeak Tutor, 25.2% in the Ursula’s Return meta, which built a whole discard shell around the card as printed then: 2 ink, with Ward, and the discard trigger on every Floodborn you played, shifted or not. The errata came in August 2024: it raised the cost, removed Ward and narrowed the trigger to Shift only.
The 179 are the pool this census is really for: the cards that never crossed that line, and that a bigger table might finally justify. Low 1v1 play makes a card interesting here; it is not evidence that the card is good against three.
The cards that get worse
Some cards move the other way. The biggest single group in the whole count is the comparison pile: 164 single-target cards.
Dragon Fire, “Banish chosen character”, resolves exactly as it does in 1v1. What shrinks is coverage: one answer against three boards, and the two boards you did not touch keep questing. My default reading is that the value drops with the coverage. A bigger table does offer better targets, and sometimes the politically perfect one, but you still spent a full card on one board of three.
The 23 symmetric cards read “each player”: whatever the clause does, it does to you and your rivals alike. A Whole New World, “Each player discards their hand and draws 7 cards”, refills your hand and three opposing hands. There are boards where that is still the right play, but the default price went up: you are restocking three rivals instead of one. These cards change with the table too; they sit outside the 222 because the count covers text aimed only at the opposition, not because a bigger table leaves them alone.
The census itself holds 14 cards that lose value, and they lose it in two ways:
- For 7, the downside multiplies: 4 hand each opponent a resource, 2 punish you for each opponent action, and 1 counts all three opposing hands against you.
- For 7, the check hardens: they only pay while you are ahead of every opponent at once.
Those 7 are the mirror image of the easier-to-use class. A card that checks “an opponent” needs one of three, so a bigger table helps it. A card that checks “each opponent” has to beat all three at once, so a bigger table works against it.
The Queen — Devious Disguise is a staple of the current Core meta and the first of the 14 I would name. “When you play this character, you may draw a card. If you do, each opponent gains 2 lore.” In 1v1 the draw hands one opponent 2 lore. At a Coconut table it hands 2 lore to each of three rivals: one card drawn, 6 lore given away, and all three racing you to 25. Her second ability does get easier, since only one of the three needs to be ahead of you, but the main exchange now speeds up the whole table.
The Sword Released moves both ways at once. The check, a character with more Strength than each opposing character, has to clear three boards instead of one. The payoff grows when it fires: each opponent loses 1 lore and you gain the total, up to 3 per turn. It is filed as losing value because the check decides whether the card does anything at all.
Methodology
The operational rule: a card scales if adding opponents changes the size or the frequency of its own effect, with the card and its cost staying the same. The census applies it to text that singles out the opposition. Symmetric “each player” effects meet the rule as written, but their text binds the whole table, you included, so they stay out as a comparison group.
For the census: the pool is the 13 sets, The First Chapter through Attack of the Vine, current official card text as of September 12, 2026. I scanned the card text of the pool for references to opponents or to all players, which returned the 410 cards above, and sorted each one into the table. When a card matches more than one group, it is filed under the clause that matters most at a bigger table. Each card then got a class, card by card, on one question: when the table grows, what grows with it? A card that moves in more than one direction takes the class of the change most likely to decide whether it plays better or worse. The Queen — Devious Disguise, for example, both hands out lore per opponent and gets an easier check, and the lore is what decides, so she is filed as losing value.
Four boundary calls the rule forces:
- Gains value asks for accumulation: at the end of a round, more resources sit on my side because of the extra opponents. A draw per opposing turn, a discount per exerted character and a Strength boost per card in their hands all count. A flat gain next to a per-opponent effect does not, and neither does protection that just covers three turns instead of one. A trigger during opposing turns counts only when opponents feed it: Diablo draws off their draws; a trigger that fires off your own characters being banished runs off your board alone, and extra turns do not add characters to lose. An earlier version of this rule only counted payoffs paid in cards, lore or ink; rewriting it moved exactly two cards, Sisu — Emboldened Warrior and Eeyore — In the Way, into gains value.
- Single-target cards stay out even though they also gain targets. Dragon Fire banishes exactly one character at any table size; nothing about its own effect changes. A single-target card only makes the census when its effect reads the chosen target, like Go Go Tomago — Darting Dynamo gaining lore equal to the damage on chosen opposing character: more boards can raise what the best target is worth.
- Colors of the Wind opens with “each player”, but the reveal is just how the card counts: everyone reveals the top card of their deck and only you draw, one card per different ink type revealed. Your own reveal does not grow with the table; the three opposing ones are the growth. The clause that matters at a bigger table is the count, so she files with the counters, gains value, not in the symmetric pile. The Headless Horseman — Cursed Rider is the same shape: everyone draws 3 cards and discards 3 at random, but the damage is aimed at one opposing character and counts every action card the table discarded, so he files the same way.
- Donald Duck — Flustered Sorcerer fails the rule outright, since a null effect cannot grow. He counts in the 410 and keeps his row in the tables, marked, but stays out of the 222.
The sorting is judgment, and the class column is the part most worth arguing with.
For the usage check: play rates come from the card stats on inkdecks, split by Inkdecks’ set-defined metas, 13 for Core and 5 for Infinity, with the date range set to all-time, collected September 11, 2026. The 7 most recent Core metas alone cover 41,027 decklists. A card that reaches a 5% play rate in any one meta counts as used; one meta is enough, and nothing rescues a card back. The 5% line is a cutoff I chose, and older cards had more metas in which to cross it. The closest call was Mother Gothel — Selfish Manipulator, 5.4% in The First Chapter meta and nowhere else; she counts as used. The newest Infinity metas are tiny samples, down to 4 decks in the current one, and under this rule that noise can only remove cards from the 179, never add them. Worth keeping in mind either way: a play rate measures popularity. It does not measure strength.
The full census, card by card
The list below is the reference half of the post: every card that reads the opposing table, grouped by class, with its current text. Costs are in ink. If you came for the analysis, it ended above; from here on it is all lookup.
Gains value (22 cards)
| Card | Ink | Cost | What it does |
|---|---|---|---|
| Sign the Scroll | Amber | 3 | Each opponent may choose and discard a card. For each opponent who doesn’t, you gain 2 lore. |
| Maleficent’s Staff | Amethyst | 2 | BACK, FOOLS! Whenever one of your opponents’ characters, items, or locations is returned to their hand from play, gain 1 lore. |
| Grimorum Arcanorum | Amethyst | 3 | DOCTRINA ADDUCERE During your turn, whenever an opposing character becomes exerted, gain 1 lore. / CELERITAS Your characters named Demona gain Rush. (They can challenge the turn they’re played.) |
| Colors of the Wind | Amethyst | 4 | Each player reveals the top card of their deck. Draw a card for each different ink type of cards revealed this way. |
| Source of the Vine | Amethyst | 4 | SIPHON Whenever an opposing character quests, you gain 1 lore unless their player pays 1 ink. / RADIANT BLOOM Exert, 2 ink — Gain 1 lore. |
| Ursula — Power Hungry | Amethyst | 7 | IT’S TOO EASY! When you play this character, each opponent loses 1 lore. You may draw a card for each 1 lore lost this way. |
| Eeyore — In the Way | Amethyst | 9 | THANKS FOR NOTICIN’ ME For each exerted character in play, you pay 1 ink less to play this character. / SORRY ABOUT THAT When you play this character, for each opposing player, you may choose a character of theirs. They can’t ready at the start of their next turn. |
| Olaf — Happy Passenger | Amethyst | 9 | CLEAR THE PATH For each exerted character opponents have in play, you pay 1 ink less to play this character. / Evasive |
| Ursula’s Trickery | Emerald | 1 | Each opponent may choose and discard a card. For each opponent who doesn’t, you draw a card. |
| Signed Contract | Emerald | 2 | FINE PRINT Whenever an opponent plays a song, you may draw a card. |
| Diablo — Devoted Herald | Emerald | 3 | Shift: Discard an action card (You may discard an action card to play this on top of one of your characters named Diablo.) / Evasive / CIRCLE FAR AND WIDE During each opponent’s turn, whenever they draw a card while this character is exerted, you may draw a card. |
| Prince John — Greediest of All | Emerald | 3 | Ward / I SENTENCE YOU Whenever your opponent discards 1 or more cards, you may draw a card for each card discarded. |
| Pack Tactics | Emerald | 4 | Gain 1 lore for each damaged character opponents have in play. |
| Robin Hood — Sneaky Sleuth | Emerald | 5 | Shift 3 / CLEVER PLAN This character gets +1 lore for each opposing damaged character in play. |
| Robin Hood — Timely Contestant | Emerald | 9 | TAG ME IN! For each 1 damage on opposing characters, you pay 1 ink less to play this character. / Ward |
| Flotilla — Coconut Armada | Ruby | 2 | TINY THIEVES At the start of your turn, if you have a character here, all opponents lose 1 lore and you gain lore equal to the lore lost this way. |
| Sisu — Emboldened Warrior | Ruby | 3 | SURGE OF POWER This character gets +1 Strength for each card in opponents’ hands. |
| Scrooge McDuck — Ebenezer Scrooge | Ruby | 4 | PAYMENT DUE Whenever this character quests, each opponent loses 1 lore. Draw a card for each 1 lore lost this way. / FORECLOSURE At the end of your turn, if an opponent has 0 lore, you gain 1 lore. |
| Ink Amplifier | Sapphire | 3 | ENERGY CAPTURE Whenever an opponent draws a card during their turn, if it’s the second card they’ve drawn this turn, you may put the top card of your deck into your inkwell facedown and exerted. |
| Yokai — Scientific Supervillain | Sapphire | 9 | Shift 6 / NEUROTRANSMITTER You may play items named Microbots for free. / TECHNICAL GAIN Whenever this character quests, draw a card for each opposing character with 0 Strength. |
| The Headless Horseman — Cursed Rider | Steel | 8 | Shift 5 ink / WITCHING HOUR When you play this character, each player draws 3 cards, then discards 3 cards at random. Choose an opposing character and deal 2 damage to them for each action card discarded this way. |
| Namaari — Resolute Daughter | Steel | 9 | I DON’T HAVE ANY OTHER CHOICE For each opposing character banished in a challenge this turn, you pay 2 ink less to play this character. / Resist +3 |
Keeps pace (159 cards)
| Card | Ink | Cost | What it does |
|---|---|---|---|
| Hundred Acre Island — Pooh’s Home | Amber | 1 | FRIENDS FOREVER During an opponent’s turn, whenever a character is banished here, gain 1 lore. |
| Koda — Talkative Cub | Amber | 2 | TELL EVERYBODY During opponents’ turns, you can’t lose lore. |
| Rex — Protective Dinosaur | Amber | 2 | Bodyguard / RUN AWAY! During an opponent’s turn, when this character is banished, gain 1 lore. |
| Daisy Duck — Musketeer Spy | Amber | 4 | INFILTRATION When you play this character, each opponent chooses and discards a card. |
| Lost in the Woods | Amber | 4 | All opposing characters get -2 Strength until the start of your next turn. |
| Tiana — Natural Talent | Amber | 4 | Singer 6 / CAPTIVATING MELODY Whenever you play a song, each opposing character gets -1 Strength until the start of your next turn. |
| Vanellope von Schweetz — Sugar Rush Princess | Amber | 4 | Shift 2 / I HEREBY DECREE Whenever you play another Princess character, all opposing characters get -1 Strength until the start of your next turn. |
| You Have Forgotten Me | Amber | 4 | Each opponent chooses and discards 2 cards. |
| Chief Bogo — Commanding Officer | Amber | 6 | SENDING BACKUP During an opponent’s turn, whenever one of your characters with Bodyguard is banished, you may reveal the top card of your deck. If it’s a character card with cost 5 or less, you may play that character for free. Otherwise, put it on the top of your deck. |
| Pumbaa — Winter Warthog | Amber | 6 | SHAKE THINGS UP When you play this character, each opponent chooses and discards a card. |
| Goofy — Galumphing Gumshoe | Amber | 8 | Shift 5 ink / HOT PURSUIT When you play this character and whenever he quests, each opposing character gets -1 Strength until the start of your next turn. |
| King Candy — Royal Racer | Amber + Ruby (DUAL) | 4 | SWEET REVENGE Whenever one of your other Racer characters is banished, each opponent chooses and banishes one of their characters. |
| Tramp — Dapper Rascal | Amber + Emerald (DUAL) | 6 | Shift 4 / PLAY IT COOL During an opponent’s turn, whenever one of your characters is banished, you may draw a card. |
| A Very Merry Unbirthday | Amethyst | 1 | Each opponent puts the top 2 cards of their deck into their discard. |
| Swooping Strike | Amethyst | 1 | Each opponent chooses and exerts one of their ready characters. |
| Archimedes — Exceptional Owl | Amethyst | 2 | MORE TO LEARN Whenever an opponent chooses this character for an action or ability, you may draw a card. |
| Jiminy Cricket — Level-Headed and Wise | Amethyst | 2 | Evasive / ENOUGH’S ENOUGH While this character is exerted, opposing characters with Rush enter play exerted. |
| Mad Hatter’s Teapot | Amethyst | 2 | NO ROOM, NO ROOM Exert, 1 ink — Each opponent puts the top card of their deck into their discard. |
| Anna — Eager Acolyte | Amethyst | 3 | GROWING POWERS When you play this character, each opponent chooses and exerts one of their ready characters. |
| Snow White — Merry as the Morning | Amethyst | 3 | CLARION CALL Whenever this character quests, you may return chosen Seven Dwarfs character of yours to your hand to draw a card. / NEVER FORGOTTEN During an opponent’s turn, when this character is banished in a challenge, return this card to your hand. |
| Ursula’s Plan | Amethyst | 3 | Each opponent chooses and exerts one of their characters. Those characters can’t ready at the start of their next turn. |
| Magica De Spell — Cruel Sorceress | Amethyst | 4 | PLAYING WITH POWER During opponents’ turns, if an effect would cause you to discard one or more cards from your hand, you don’t discard. |
| Chernabog — Creature of the Night | Amethyst | 5 | MIDNIGHT REVEL When you play this character, each opponent chooses and exerts one of their ready characters. They can’t ready at the start of their next turn. |
| Gwythaint — Savage Hunter | Amethyst | 5 | Evasive / SWOOPING STRIKE Whenever this character quests, each opponent chooses and exerts one of their ready characters. |
| Marshmallow — Cranky Climber | Amethyst | 5 | ICY BLAST Whenever this character quests, each opponent can’t ready more than 1 of their characters at the start of their next turn. |
| Demona — Scourge of the Wyvern Clan | Amethyst | 6 | AD SAXUM COMMUTATE When you play this character, exert all opposing characters. Then, each player with fewer than 3 cards in their hand draws until they have 3. / STONE BY DAY If you have 3 or more cards in your hand, this character can’t ready. |
| Hades — Lord of the Dead | Amethyst | 6 | SOUL COLLECTOR Whenever one of your other characters is banished during the opponent’s turn, gain 2 lore. |
| Morgana Macawber — Reformed Spellcaster | Amethyst | 6 | Shift 4 ink / JUST FOR YOU When you play this character, you may choose an opposing character and move 1 damage from each other character to them. |
| Anna — Mystical Majesty | Amethyst | 7 | Shift 4 / EXCEPTIONAL POWER When you play this character, exert all opposing characters. |
| Genie — Main Attraction | Amethyst | 7 | PHENOMENAL SHOWMAN While this character is exerted, opposing characters can’t ready at the start of their turn. |
| Pull the Lever! | Amethyst + Emerald (DUAL) | 3 | Choose one: / - Draw 2 cards. / - Each opponent chooses and discards a card. |
| Jafar — Newly Crowned | Amethyst + Steel (DUAL) | 4 | THIS IS NOT DONE YET During an opponent’s turn, whenever one of your Illusion characters is banished, you may return that card to your hand. |
| Restoring the Crown | Amethyst + Steel (DUAL) | 6 | Exert all opposing characters. Whenever one of your characters banishes another character in a challenge this turn, gain 2 lore. |
| Kuzco — Impulsive Llama | Amethyst + Emerald (DUAL) | 7 | Shift 4 / WHAT DOES THIS DO? When you play this character, each opponent chooses one of their characters and puts that card on the bottom of their deck. Then, each opponent may draw a card. |
| Te Kā — Elemental Terror | Amethyst + Ruby (DUAL) | 10 | Shift 7 / ANCIENT RAGE During your turn, whenever an opposing character is exerted, banish them. |
| Cursed Merfolk — Ursula’s Handiwork | Emerald | 1 | POOR SOULS Whenever this character is challenged, each opponent chooses and discards a card. |
| Diablo — Maleficent’s Spy | Emerald | 1 | SCOUT AHEAD When you play this character, you may look at each opponent’s hand. |
| The Fates — Only One Eye | Emerald | 1 | ALL WILL BE SEEN When you play this character, look at the top card of each opponent’s deck. |
| Dinky — Has the Brains | Emerald | 2 | GET HIM! When you play this character, each opponent chooses one of their characters and deals 1 damage to them. |
| Gopher — Hunny Cook | Emerald | 2 | DOWN THE HOLE This character may enter play exerted. / FORTIFYING MEAL During an opponent’s turn, while this character is exerted, your other Hunny characters gain Resist +1. |
| Honey Lemon — Chemical Genius | Emerald | 2 | HERE’S THE BEST PART When you play this character, you may pay 2 ink to have each opponent choose and discard a card. |
| Lyle Tiberius Rourke — Adventurer for Hire | Emerald | 2 | EYE FOR VALUE When you play this character, you may draw a card, then choose and discard a card. / DIRTY TRICKS At the end of your turn, if 2 or more cards were put into your discard this turn, each opponent loses 1 lore. |
| Pizza Planet — Spaceport | Emerald | 2 | YOU ARE CLEAR TO ENTER Your Toy characters can move here for free. / HEAVILY GUARDED Whenever a character is challenged while here, each opponent loses 1 lore. |
| Snowball Fight | Emerald | 2 | Each opponent chooses and discards a card. If you have a character with Evasive in play, gain 1 lore. |
| Sudden Chill | Emerald | 2 | Each opponent chooses and discards a card. |
| Anna — Diplomatic Queen | Emerald | 3 | ROYAL RESOLUTION When you play this character, you may pay 2 ink to choose one: / / Each opponent chooses and discards a card. / / Chosen character gets +2 Strength this turn. / / Banish chosen damaged character. |
| Bucky — Squirrel Squeak Tutor | Emerald | 3 | SQUEAK Whenever you play a Floodborn character, if you used Shift to play them, each opponent chooses and discards a card. |
| Captain Hook — Underhanded | Emerald | 3 | INSPIRES DREAD While this character is exerted, opposing Pirate characters can’t quest. / UPPER HAND Whenever this character is challenged, draw a card. |
| Emerald Chromicon | Emerald | 3 | EMERALD LIGHT During opponents’ turns, whenever one of your characters is banished, you may return chosen character to their player’s hand. |
| Hypnotize | Emerald | 3 | Each opponent chooses and discards a card. Draw a card. |
| Lyle Tiberius Rourke — Cunning Mercenary | Emerald | 3 | WELL, NOW YOU KNOW When you play this character, chosen opposing character gains Reckless during their next turn. (They can’t quest and must challenge if able.) / THANKS FOR VOLUNTEERING Whenever one of your other characters is banished, each opponent loses 1 lore. |
| Malicious, Mean, and Scary | Emerald | 3 | Put 1 damage counter on each opposing character. |
| Megara — Secret Keeper | Emerald | 3 | Boost 1 ink / I’LL BE FINE While there’s a card under this character, she gets +1 lore and gains “Whenever this character is challenged, each opponent chooses and discards a card.” |
| Perilous Maze — Watery Labyrinth | Emerald | 3 | LOST IN THE WAVES Whenever a character is challenged while here, each opponent chooses and discards a card. |
| Potion of Malice | Emerald | 3 | SUPPRESSED ANGER Exert, 1 ink — Put 1 damage counter on chosen character. / MINDLESS RAGE Exert, Banish this item — Each opposing damaged character gains Reckless until the start of your next turn. (They can’t quest and must challenge if able.) |
| Prince John’s Mirror | Emerald | 3 | YOU LOOK REGAL If you have a character named Prince John in play, you pay 1 ink less to play this item. / A FEELING OF POWER At the end of each opponent’s turn, if they have more than 3 cards in their hand, they discard until they have 3 cards in their hand. |
| Ratigan’s Marvelous Trap | Emerald | 3 | SNAP! / BOOM! / TWANG! Banish this item — Each opponent loses 2 lore. |
| Snow Fort | Emerald | 3 | THE HIGH GROUND Your characters get +1 Strength. / BARRICADE During opponents’ turns, your characters gain Resist +1. |
| Tropical Rainforest — Jaguar Lair | Emerald | 3 | SNACK TIME Opposing damaged characters gain Reckless. (They can’t quest and must challenge if able.) |
| Bellwether — Master Manipulator | Emerald | 4 | VENDETTA When this character is challenged and banished, put 1 damage counter on each opposing character. |
| Daisy Duck — Secret Agent | Emerald | 4 | THWART Whenever this character quests, each opponent chooses and discards a card. |
| Donald Duck — Fred Honeywell | Emerald | 4 | SPIRIT OF GIVING Whenever you use the Boost ability of a character, you may put the top card of your deck under them facedown. / WELL WISHES During opponents’ turns, whenever one of your other characters is banished, you may draw a card for each card that was under them. |
| Goofy — Ghost of Jacob Marley | Emerald | 4 | Boost 2 ink / GRAVE OUTCOME When this character is banished, each opponent chooses and discards a card for each card that was under him. |
| Gunther — Interior Designer | Emerald | 4 | SAD-EYED PUPPY When this character is challenged and banished, each opponent chooses one of their characters and returns that card to their hand. |
| To Wither a Flower | Emerald | 4 | Deal 2 damage to each opposing damaged character. |
| Ursula’s Garden — Full of the Unfortunate | Emerald | 4 | ABANDON HOPE While you have an exerted character here, opposing characters get -1 lore. |
| Yao — Snow Warrior | Emerald | 4 | OOH, I’M SCARED During opponents’ turns, this character gains Resist +2. |
| Beast — Wolfsbane | Emerald | 5 | Rush / ROAR When you play this character, exert all opposing damaged characters. |
| Donald Duck — Distracted Traveler | Emerald | 5 | BURNING CURIOSITY Whenever this character quests, if you played another character this turn, each opponent chooses and discards a card. |
| Jasmine — Desert Warrior | Emerald | 5 | CUNNING MANEUVER When you play this character and whenever she’s challenged, each opponent chooses and discards a card. |
| Lucifer — Cunning Cat | Emerald | 5 | MOUSE CATCHER When you play this character, each opponent chooses and discards either 2 cards or 1 action card. |
| Merida — Gifted Archer | Emerald | 5 | Shift 3 ink / FIERCE PROTECTION While this character is exerted, whenever an opposing character challenges, you may deal 1 damage to the challenging character. |
| Prince John — Phony King | Emerald | 5 | COLLECT TAXES Whenever this character quests, each opponent with more lore than you loses 2 lore. |
| Steal from the Rich | Emerald | 5 | Whenever one of your characters quests this turn, each opponent loses 1 lore. |
| The Witch — Wily Woodcarver | Emerald | 5 | UNSATISFIED CUSTOMERS Whenever this character is challenged, each opponent loses 1 lore. |
| Basil — Secret Informer | Emerald | 6 | DRAW THEM OUT Whenever this character quests, opposing damaged characters gain Reckless during their next turn. (They can’t quest and must challenge if able.) |
| Beast — Relentless | Emerald | 6 | SECOND WIND Whenever an opposing character is damaged, you may ready this character. |
| Lady Tremaine — Bitterly Jealous | Emerald | 6 | THAT’S QUITE ENOUGH Exert — Return chosen damaged character to their player’s hand. Then, each opponent discards a card at random. |
| Mickey Mouse — Snowboard Ace | Emerald | 6 | SLIPPERY SLOPE When you play this character and when he leaves play, each opponent chooses and discards a card. |
| Mother Gothel — Selfish Manipulator | Emerald | 6 | SKIP THE DRAMA, STAY WITH MAMA While this character is exerted, opposing characters can’t quest. |
| Mother Gothel — Unwavering Schemer | Emerald | 6 | Shift 4 / THE WORLD IS DARK When you play this character, each opponent chooses one of their characters and returns that card to their hand. |
| Trust In Me | Emerald | 6 | Choose one: / - Each opposing character gets -1 until the start of your next turn. / - Each opponent chooses and discards 2 cards. |
| Bend to My Will | Emerald | 7 | Each opponent discards all cards in their hand. |
| Milo Thatch — King of Atlantis | Emerald | 7 | Shift 4 / TAKE THEM BY SURPRISE When this character is banished, return all opposing characters to their players’ hands. |
| Peter Pan — Never Land Prankster | Emerald | 7 | LOOK INNOCENT This character enters play exerted. / CAN’T TAKE A JOKE? While this character is exerted, each opposing player can’t gain lore unless one of their characters has challenged this turn. |
| Under the Sea | Emerald | 8 | Sing Together 8 (Any number of your or your teammates’ characters with total cost 8 or more may Exert to sing this song for free.) / Put all opposing characters with 2 Strength or less on the bottom of their players’ decks in any order. |
| Prince Phillip — Vanquisher of Foes | Emerald | 9 | Shift 6 ink / Evasive / SWIFT AND SURE When you play this character, banish all opposing damaged characters. |
| Captain Hook — The Pirate King | Emerald + Steel (DUAL) | 5 | Shift 3 / GIVE ‘EM ALL YOU GOT! Once during your turn, whenever an opposing character is damaged, your Pirate characters get +2 Strength and gain Resist +2 this turn. |
| Maui — Stubborn Trickster | Emerald + Steel (DUAL) | 6 | I’M NOT FINISHED YET When this character is banished, choose one: / - Put 2 damage counters on all opposing characters. / - Banish all opposing items. / - Banish all opposing locations. |
| Pete — Space Pirate | Emerald + Steel (DUAL) | 6 | Shift 4 / FRIGHTFUL SCHEME While this character is exerted, opposing characters can’t exert to sing songs and your Pirate characters gain Resist +1. |
| Pterodactyl Janie Doll — Sid’s Toy | Ruby | 1 | DOUBLE TRANSPLANT During your turn, when this character is banished, each opponent loses 1 lore and you gain 1 lore. |
| Taffyta Muttonfudge — Crowd Favorite | Ruby | 1 | SHOWSTOPPER When you play this character, if you have a location in play, each opponent loses 1 lore. |
| Beast — Aggressive Lord | Ruby | 2 | Boost 2 ink / THAT’S MINE Whenever he challenges another character, if there’s a card under this character, each opponent loses 1 lore and you gain 1 lore. |
| HeiHei — Accidental Explorer | Ruby | 2 | MINDLESS WANDERING Once per turn, when this character moves to a location, each opponent loses 1 lore. |
| Hero Work | Ruby | 2 | Your characters get +1 Strength this turn. Your Hero characters gain “Whenever this character challenges another character, each opponent loses 1 lore and you gain 1 lore” this turn. |
| Lady Tremaine — Overbearing Matriarch | Ruby | 2 | NOT FOR YOU When you play this character, each opponent with more lore than you loses 1 lore. |
| Prophetic Vision | Ruby | 2 | Shuffle your deck, then reveal the top card. If it’s an action card, you may play it for free. Otherwise, put it on the bottom of your deck, then each opponent loses 1 lore and you gain 1 lore. |
| Tangle | Ruby | 2 | Each opponent loses 1 lore. |
| Aladdin — Street Rat | Ruby | 3 | IMPROVISE When you play this character, each opponent loses 1 lore. |
| Donald Duck — Daisy’s Date | Ruby | 3 | PLUCKY PLAY Whenever this character challenges another character, each opponent loses 1 lore. |
| Figaro — Tuxedo Cat | Ruby | 3 | PLAYFULNESS Opposing items enter play exerted. |
| Gloyd Orangeboar — Fierce Competitor | Ruby | 3 | PUMPKIN SPICE When you play this character, each opponent loses 1 lore and you gain 1 lore. |
| Honest John — Not That Honest | Ruby | 3 | EASY STREET Whenever you play a Floodborn character, each opponent loses 1 lore. |
| Jasmine — Rebellious Princess | Ruby | 3 | YOU’LL NEVER MISS IT Whenever this character quests, each opponent loses 1 lore. |
| Kakamora — Menacing Sailor | Ruby | 3 | PLUNDER When you play this character, each opponent loses 1 lore. |
| Be King Undisputed | Ruby | 4 | Each opponent chooses and banishes one of their characters. |
| Brom Bones — Burly Bully | Ruby | 4 | ROUGH AND TUMBLE Whenever this character challenges a character with 2 Strength or less, each opponent loses 1 lore. |
| Ghostly Tale | Ruby | 4 | Exert all opposing characters with 2 Strength or less. |
| Leviathan’s Lair — Dangerous Ground | Ruby | 4 | LOST TO THE DUNES When this location is banished, each opponent chooses and banishes one of their characters. |
| Nani’s Payback | Ruby | 4 | Each opponent loses lore equal to the damage on chosen character of yours, to a maximum of 4 lore each. Draw a card. |
| The Matchmaker — Unforgiving Expert | Ruby | 4 | YOU ARE A DISGRACE! Whenever this character challenges another character, each opponent loses 1 lore. |
| Vincenzo Santorini — On the Run | Ruby | 4 | Evasive / NEUTRALIZE Opposing items can’t ready at the start of their players’ turns. |
| Yzma — Choosy Customer | Ruby | 4 | Get This Right When you play this character, each opponent loses 1 lore. |
| Donald Duck — Pie Slinger | Ruby | 5 | Shift 4 / HUMBLE PIE When you play this character, if you used Shift to play him, each opponent loses 2 lore. / RAGING DUCK While an opponent has 10 or more lore, this character gets +6 Strength. |
| Negaduck — Public Enemy Number One | Ruby | 5 | Shift 3 ink / STICKY FINGERS Whenever this character challenges another character, each opponent loses 1 lore and you gain 1 lore. |
| The Headless Horseman — Terror of Sleepy Hollow | Ruby | 5 | LEAVES NO TRACE When you play this character, banish chosen opposing character with 2 Strength or less. / GATHERING STRENGTH During your turn, whenever an opposing character is banished, each of your characters gets +1 Strength this turn. |
| A Pirate’s Life | Ruby | 6 | Sing Together 6 (Any number of your or your teammates’ characters with total cost 6 or more may Exert to sing this song for free.) / Each opponent loses 2 lore. You gain 2 lore. |
| Lady Tremaine — Imperious Queen | Ruby | 6 | Shift 4 / POWER TO RULE AT LAST When you play this character, each opponent chooses and banishes one of their characters. |
| Rapunzel — Letting Down Her Hair | Ruby | 6 | TANGLE When you play this character, each opponent loses 1 lore. |
| Sid Phillips — Toy Surgeon | Ruby | 6 | PLAYTIME’S OVER When you play this character, you may banish another chosen character of yours. If you do, each opponent chooses and banishes one of their characters. / DOUBLE PRIZES! During your turn, whenever a Toy character is banished, gain 2 lore. |
| Aladdin — Heroic Outlaw | Ruby | 7 | Shift 5 / DARING EXPLOIT During your turn, whenever this character banishes another character in a challenge, you gain 2 lore and each opponent loses 2 lore. |
| Captain Hook — Ruthless Pirate | Ruby | 7 | Rush / YOU COWARD! While this character is exerted, opposing characters with Evasive gain Reckless. (They can’t quest and must challenge if able.) |
| Grandma Wu — Fierce Red Panda | Ruby | 7 | Temporary Shift 4 ink (You may pay 4 ink to play this on top of one of your characters named Grandma Wu. At the end of your turn, remove all damage from this character and return only this card to your hand.) / Intimidating Charge Whenever this character challenges another character, you gain 2 lore and each opponent loses 2 lore. |
| Sisu — Empowered Sibling | Ruby | 8 | Shift 6 / I GOT THIS! When you play this character, banish all opposing characters with 2 Strength or less. |
| Olaf — Snowman of Action | Ruby | 9 | ABOUT TIME! For each action card in your discard, you pay 1 ink less to play this character. / CHAOTIC COLLISION When you play this character, each opponent loses 2 lore. |
| Nothing to Hide | Sapphire | 1 | Each opponent reveals their hand. Draw a card. |
| Roz — Always Watching | Sapphire | 2 | Always Each opponent plays with the top card of their deck faceup. |
| Cruella De Vil — Style Icon | Sapphire | 3 | OUT OF SEASON Once during your turn, whenever a character with cost 2 or less is banished, put the top card of your deck into your inkwell facedown and exerted. / INSULTING REMARK During your turn, each opposing character with cost 2 or less gets -1 Strength. |
| Someone Will Lose His Head | Sapphire | 3 | Each opposing character gets -2 Strength this turn. |
| Tadashi Hamada — Gifted Roboticist | Sapphire | 3 | SOMEONE HAS TO HELP During an opponent’s turn, when this character is banished, you may put the top card of your deck into your inkwell facedown. Then, put this card into your inkwell facedown. |
| Aurora — Lore Guardian | Sapphire | 4 | Shift 2 / PRESERVER Opponents can’t choose your items for abilities or effects. / ROYAL INVENTORY Exert one of your items — Look at the top card of your deck and put it on either the top or the bottom of your deck. |
| Daisy Duck — Paranormal Investigator | Sapphire | 6 | Shift 4 ink / Support / STRANGE HAPPENINGS While this character is exerted, cards enter opponents’ inkwells exerted. |
| Heads Held High | Sapphire | 6 | Sing Together 6 (Any number of your or your teammates’ characters with total cost 6 or more may Exert to sing this song for free.) / Remove up to 3 damage from any number of chosen characters. All opposing characters get -3 Strength this turn. |
| Triton — Champion of Atlantica | Sapphire | 9 | Shift 6 / IMPOSING PRESENCE Opposing characters get -1 Strength for each location you have in play. |
| Maid Marian — Badminton Ace | Sapphire + Steel (DUAL) | 4 | GOOD SHOT During an opponent’s turn, whenever one of your Ally characters is damaged, deal 1 damage to chosen opposing character. / FAIR PLAY Your characters named Lady Kluck gain Resist +1. |
| Triton’s Decree | Steel | 1 | Each opponent chooses one of their characters and deals 2 damage to them. |
| Keep the Ancient Ways | Steel | 2 | Opponents can’t play actions or items until the start of your next turn. |
| Lilo — Bundled Up | Steel | 2 | EXTRA LAYERS During each opponent’s turn, the first time this character would take damage, she takes no damage instead. |
| Flynn Rider — High-Climbing Rogue | Steel | 3 | WE CAN WORK THIS OUT Whenever an opponent chooses this character for an action or ability, they choose and discard a card. |
| Pete — Games Referee | Steel | 3 | BLOW THE WHISTLE When you play this character, opponents can’t play actions until the start of your next turn. |
| Vinnie — Green Pigeon | Steel | 3 | LEARNING EXPERIENCE During an opponent’s turn, whenever one of your other characters is banished, gain 1 lore. |
| Avalanche | Steel | 4 | Deal 1 damage to each opposing character. You may banish chosen location. |
| Chief Bogo — Respected Officer | Steel | 4 | INSUBORDINATION! Whenever you play a Floodborn character, deal 1 damage to each opposing character. |
| Darkwing Tower — Icy Headquarters | Steel | 4 | EVIL VANQUISHED During your turn, whenever an opposing Villain character is banished, you may ready a character here. If you do, they can’t quest for the rest of this turn. |
| Tiana — Celebrating Princess | Steel | 4 | Resist +2 / WHAT YOU GIVE IS WHAT YOU GET While this character is exerted and you have no cards in your hand, opponents can’t play actions. |
| Unfortunate Situation | Steel | 4 | Each opponent chooses one of their characters and deals 4 damage to them. |
| Windstorm | Steel | 4 | Deal 1 damage to each opposing character and location. Then, deal 2 damage to each opposing character with Evasive and each opposing location with Evasive. |
| Bagheera — Guardian Jaguar | Steel | 5 | Bodyguard / YOU MUST BE BRAVE When this character is banished during an opponent’s turn, deal 2 damage to each opposing character. |
| Gizmoduck — Duckburg Defender | Steel | 5 | Resist +1 / FAIL-SAFE While you have no cards in your hand, opponents can’t play actions with cost 4 or more. |
| Grab Your Sword | Steel | 5 | Deal 2 damage to each opposing character. |
| John Smith — Undaunted Protector | Steel | 5 | Bodyguard / DO YOUR WORST Opponents must choose this character for actions and abilities if able. |
| Scar — Created by the Vine | Steel | 5 | Victor’s Reward During your turn, whenever one of your Floodborn characters banishes another character in a challenge, gain 1 lore. / Fill the Ranks During an opponent’s turn, whenever one of your Floodborn characters is banished, draw a card. |
| Tug-of-War | Steel | 5 | Choose one: / / Deal 1 damage to each opposing character without Evasive. / / Deal 3 damage to each opposing character with Evasive. |
| Jafar — Tyrannical Hypnotist | Steel | 6 | Challenger +7 / INTIMIDATING GAZE Opposing characters with cost 4 or less can’t challenge. |
| Tinker Bell — Giant Fairy | Steel | 6 | Shift 4 ink / ROCK THE BOAT When you play this character, deal 1 damage to each opposing character. / PUNY PIRATE! During your turn, whenever this character banishes another character in a challenge, you may deal 2 damage to chosen opposing character. |
| Queen of Hearts — Capricious Monarch | Steel | 7 | OFF WITH THEIR HEADS! Whenever an opposing character is banished, you may ready this character. |
| John Silver — Stern Captain | Steel | 8 | Shift 5 / Resist +2 / DON’T JUST SIT THERE! At the start of your turn, deal 1 damage to each opposing ready character. |
| Mickey Mouse — Giant Mouse | Steel | 10 | Bodyguard / THE BIGGEST STAR EVER When this character is banished, deal 5 damage to each opposing character. |
| The Vine — Towering Stalk | Steel | 10 | Floodborn Shift 7 ink (You may pay 7 ink to play this on top of one of your Floodborn characters.) / SATURATE Your other exerted Floodborn characters gain Bodyguard. / HOSTILE SWARM During an opponent’s turn, whenever one of your Floodborn characters is banished, deal 1 damage to each opposing character. |
Loses value (14 cards)
| Card | Ink | Cost | What it does |
|---|---|---|---|
| Daisy Duck — Donald’s Date | Amber | 1 | BIG PRIZE Whenever this character quests, each opponent reveals the top card of their deck. If it’s a character card, they may put it into their hand. Otherwise, they put it on the bottom of their deck. |
| Yzma — Transformed Kitten | Amethyst | 2 | I WIN When this character is banished, if you have more cards in your hand than each opponent, you may return this card to your hand. |
| Bambi — Little Prince | Amethyst | 3 | SAY HELLO When you play this character, gain 1 lore. / KIND OF BASHFUL When an opponent plays a character, return this character to your hand. |
| Earth Giant — Living Mountain | Amethyst | 4 | UNEARTHED When you play this character, each opponent draws a card. |
| Pacha — Trekmate | Emerald | 3 | FULL PACK While you have more cards in your hand than each opponent, this character gets +2 lore. |
| Flynn Rider — His Own Biggest Fan | Emerald | 4 | Shift 2 / Evasive / ONE LAST, BIG SCORE This character gets -1 lore for each card in your opponents’ hands. |
| The Queen — Devious Disguise | Emerald | 4 | EVIL SCHEME When you play this character, you may draw a card. If you do, each opponent gains 2 lore. / JEALOUS HEART While an opponent has more lore than you, this character gets +2 lore. |
| Flynn Rider — Frenemy | Ruby | 2 | NARROW ADVANTAGE At the start of your turn, if you have a character in play with more Strength than each opposing character, gain 3 lore. |
| Prince John — Fraidy-Cat | Ruby | 3 | HELP! / HELP! Whenever an opponent plays a character, deal 1 damage to this character. |
| The Sword Released | Ruby | 3 | POWER APPOINTED At the start of your turn, if you have a character in play with more Strength than each opposing character in play, each opponent loses 1 lore and you gain lore equal to the lore lost. |
| Faline — Playful Fawn | Ruby | 4 | Evasive / PRECOCIOUS FRIEND While you have a character in play with more Strength than each opposing character, this character gets +2 lore. |
| Stitch — Experiment 626 | Sapphire | 3 | SO NAUGHTY When you play this character, each opponent puts the top card of their deck into their inkwell facedown and exerted. / STEALTH MODE At the start of your turn, if this card is in your discard, you may choose and discard a card with inkwell symbol to play this character for free and he enters play exerted. |
| Ariel — Treasure Collector | Sapphire | 6 | Ward / THE GIRL WHO HAS EVERYTHING While you have more items in play than each opponent, this character gets +2 lore. |
| Henry J. Waternoose III — Chief Executive Officer | Sapphire | 6 | The Bottom Line While you have more cards in your inkwell than each opposing player, this character gets +2 lore and gains Ward. |
Easier to use (27 cards)
| Card | Ink | Cost | What it does |
|---|---|---|---|
| When You Need Help, Just Call | Amber | 3 | If an opponent has more characters in play than you, you may play a character with cost 4 or less for free. |
| Honeymaren — Northuldra Guide | Amethyst | 2 | TALE OF THE FIFTH SPIRIT When you play this character, if an opponent has an exerted character in play, gain 1 lore. |
| Dolores Madrigal — Easy Listener | Amethyst | 4 | MAGICAL INFORMANT When you play this character, if an opponent has an exerted character in play, you may draw a card. |
| Maleficent — Formidable Queen | Amethyst | 8 | Shift 6 / LISTEN WELL, ALL OF YOU When you play this character, for each of your characters named Maleficent in play, return a chosen opposing character, item, or location with cost 3 or less to their player’s hand. |
| Abu — Illusory Pachyderm | Amethyst + Steel (DUAL) | 6 | Vanish (When an opponent chooses this character for an action, banish them.) / GRASPING TRUNK Whenever this character quests, gain lore equal to the lore of chosen opposing character. |
| Scout Ahead | Emerald | 1 | If an opponent has more lore than you, gain 2 lore. |
| The Queen — Evil Ruler | Emerald | 1 | UNEQUALED CRUELTY While an opposing damaged character is in play, this character gets +2 Strength. |
| Gaston — Scheming Suitor | Emerald | 2 | YES, I’M INTIMIDATING While one or more opponents have no cards in their hands, this character gets +3 Strength. |
| Go Go Tomago — Darting Dynamo | Emerald | 2 | Evasive / STOP WHINING, WOMAN UP When you play this character, you may pay 2 ink to gain lore equal to the damage on chosen opposing character. |
| Robin Hood — Archery Contestant | Emerald | 2 | TRICK SHOT When you play this character, if an opponent has a damaged character in play, gain 1 lore. |
| Alistair Krei — Ambitious Entrepreneur | Emerald | 3 | AN EYE FOR TECH When you play this character, if an opponent has an item in play, gain 1 lore. |
| Belle — Bookworm | Emerald | 3 | USE YOUR IMAGINATION While an opponent has no cards in their hand, this character gets +2 lore. |
| Clarabelle — Contented Wallflower | Emerald | 3 | ONE STEP BEHIND When you play this character, if an opponent has more cards in their hand than you, you may draw a card. |
| HeiHei — Bumbling Rooster | Emerald | 3 | FATTEN YOU UP When you play this character, if an opponent has more cards in their inkwell than you, you may put the top card of your deck into your inkwell facedown and exerted. |
| Mushu — Stealthy Dragon | Emerald | 3 | Evasive / Tip the Scales Whenever this character quests, if an opponent has more cards in their hand than you, you may draw a card. |
| Vision Slab | Emerald | 3 | DANGER REVEALED At the start of your turn, if an opposing character has damage, gain 1 lore. / TRAPPED! Damage counters can’t be removed. |
| Gadget Hackwrench — Quirky Scientist | Emerald | 4 | GOLLY! When you play this character, if an opponent has more cards in their hand than you, you may draw a card. |
| Webby Vanderquack — Junior Prospector | Emerald | 4 | Shift 2 ink / Ward / WORK SMARTER Whenever this character quests, if an opponent has more cards in their inkwell than you, you may put the top card of your deck into your inkwell facedown and exerted. |
| John Silver — Vengeful Pirate | Emerald + Steel (DUAL) | 8 | DRAWN TO A FIGHT If an opposing character was damaged this turn, you pay 2 ink less to play this character. / Resist +1 / I AIN’T GONE SOFT! Whenever you play an action that isn’t a song, you may deal 1 damage to chosen character. |
| Hans — Brazen Manipulator | Ruby | 6 | JOSTLING FOR POWER King and Queen characters can’t quest. / GROWING INFLUENCE At the start of your turn, if an opponent has 2 or more ready characters in play, gain 2 lore. |
| The Leviathan — Guardian of Atlantis | Ruby | 10 | IT’S A MACHINE! When you play this character, if 2 or more cards were put into your discard this turn, you may banish any number of chosen opposing characters with total Strength 10 or less. |
| Robin Hood — Unrivaled Archer | Sapphire | 6 | FEED THE POOR When you play this character, if an opponent has more cards in their hand than you, you may draw a card. / GOOD SHOT During your turn, this character gains Evasive. (They can challenge characters with Evasive.) |
| Card Advantage | Steel | 2 | If an opposing character was banished in a challenge this turn, draw 2 cards. |
| Nathaniel Flint — Notorious Pirate | Steel | 2 | PREDATORY INSTINCT You can’t play this character unless an opposing character was damaged this turn. |
| Chief — Seasoned Tracker | Steel | 3 | GOOD RIDDANCE Exert — If an opposing character was banished in a challenge this turn, draw a card. |
| LeFou — Opportunistic Flunky | Steel | 3 | I LEARNED FROM THE BEST During your turn, you may play this character for free if an opposing character was banished in a challenge this turn. |
| The Thunderquack | Steel | 3 | VIGILANTE JUSTICE All opposing characters gain the Villain classification. / LAY OF THE LAND Exert — If a character was banished in a challenge this turn, gain 1 lore. |
No effect in Coconut (1 card)
| Card | Ink | Cost | What it does |
|---|---|---|---|
| Donald Duck — Flustered Sorcerer | Amethyst | 7 | OBFUSCATE! Opponents need 25 lore to win the game. |
What did I miss in the census?