Building an Aggro Deck in Lorcana
Aggro is the most beginner-friendly archetype to pilot and one of the hardest to play perfectly. The plan is simple: flood the board with cheap, high-lore characters and reach 20 lore before your opponent's expensive cards come online.
The aggro philosophy
You are the beatdown. Your cards are individually small, so you win by being faster — questing relentlessly and only fighting when you must. Every turn you don't advance your lore total is a turn you're giving the slower deck to catch up.
The curve: push it left
Aggro decks live on the low end of the ink curve. You want a play on turn 1 and a flood by turn 4:
Cost 1 ████████ 8
Cost 2 ██████████████ 14
Cost 3 ████████████ 12
Cost 4 ██████████ 10
Cost 5 ██████ 6
Cost 6 ████ 4
Cost 7+ ████ 4
Notice how front-loaded that is — over half the deck costs 3 or less.
What to prioritize
- High lore for the cost. A 2-cost character that quests for 2 is your bread and butter. Lore-per-ink is the stat that matters most.
- Evasive and Rush. Evasive questers are hard to block; Rush lets you clear a blocker the turn it matters.
- Reach. A few cards that deal direct damage or pump lore let you close out the last few points when the board stalls.
Common mistakes
- Inking your best threats. In aggro, every body counts. Keep a healthy inkable count of cheaper cards so you rarely have to ink something you'd rather play.
- Trading when you should race. Don't get baited into challenging unless it protects your clock. Your lore total is the prize, not their board.
- Running out of gas. Add a little card draw or a couple of reach cards so a stalled board doesn't mean a lost game.
Test the curve in the goldfish simulator: if you don't have a turn-1 or turn-2 play almost every hand, add more cheap cards.