← Back to blog
June 14, 2026 · FloodBorn

The Two-Ink Color Pairs

A legal Lorcana deck uses cards from at most two of the six inks. Picking your pair is the first big deckbuilding decision — it sets your strengths, your weaknesses, and your whole game plan.

What each ink brings

Every color has a personality:

InkStrengths
AmberGo-wide boards, support effects, healing, songs
AmethystCard draw, tempo, bounce
EmeraldDisruption, returning characters to hand, evasive threats
RubyAggression, challengers, direct pressure
SapphireRamp, items, card advantage, value engines
SteelHard removal, damage, big durable bodies

Pick your second ink to cover a weakness

The golden rule: your second ink should patch a hole in your first. Aggressive inks want a splash that can remove blockers; value inks want a way to actually close out the game.

PairingPlays likeWhy it works
Amber / SteelGo-wide aggro-midrangeWide boards backed by removal
Ruby / AmethystTempo aggroFast bodies plus draw to refuel
Sapphire / SteelRamp controlRamp into big, hard-to-kill threats
Amber / AmethystSongs & tempoCheap singers plus card flow
Emerald / RubyDisruptive aggroPressure while bouncing their blockers
Sapphire / AmberValue midrangeRamp into a wide, supportive board

Mono-ink is allowed too

You don't have to play two inks. A single-ink deck has perfectly consistent ink (you never have the "wrong color" in your inkwell), at the cost of a narrower card pool. It's a great, low-stress way to learn — and a real competitive choice when a single color has everything a plan needs.

Choosing as a new player

If you're just starting, pick a pair where you like both halves of the plan, and lean on whichever color you opened the most of. For a deeper walk-through, see choosing your first ink pair. Then test the list in the goldfish simulator before you buy anything.