Lorcana Draw Probabilities Every Player Should Know
You don't need to love math to build better decks — you just need a few numbers in your head. These come from the hypergeometric distribution, which is the right model for "drawing without replacement" from a 60-card deck. (Our draw odds calculator does this for any inputs.)
Chance to open with at least one copy
Here's the probability that your opening hand of 7 contains at least one copy of a card, based on how many copies you run:
| Copies in deck | Chance in opening 7 |
|---|---|
| 1 | 11.7% |
| 2 | 22.1% |
| 3 | 31.5% |
| 4 | 40.0% |
The lesson: if you need to see a card early, one or two copies won't cut it. Four copies still only opens it 40% of the time.
How the odds climb each turn (4 copies)
Now hold copies fixed at the full 4 and watch the odds grow as you see more cards. "Cards seen" assumes you're on the play (you skip your first draw):
Turn 1 ██████████░░░░░░░░░░░░░░░ 40.0%
Turn 2 ███████████░░░░░░░░░░░░░░ 44.5%
Turn 3 ████████████░░░░░░░░░░░░░ 48.8%
Turn 4 █████████████░░░░░░░░░░░░ 52.8%
Turn 5 ██████████████░░░░░░░░░░░ 56.5%
Turn 6 ███████████████░░░░░░░░░░ 60.1%
Turn 7 ████████████████░░░░░░░░░ 63.4%
By turn 6 you're better than a coin flip to have drawn a 4-of — but you're never guaranteed. That uncertainty is why redundancy matters.
What to do with these numbers
- Run 4 copies of cards your plan depends on. Consistency beats cleverness.
- Use "effects," not just copies. If you need an early removal spell, count all your early removal together — eight cards that do the job get you to ~75% in the opening hand, not 40%.
- Respect the curve. These odds are why a deck with twelve 2-drops reliably has a turn-2 play: with that many "hits," seeing one early is nearly automatic.
Plug your own deck size and copy counts into the draw odds calculator to answer "how many do I need?" for any card.