On the Play vs On the Draw
At the start of a Lorcana game, one player goes first — and to balance the tempo advantage of acting first, the player on the play skips their very first draw. That one rule creates a genuine strategic choice and changes how you sequence the early turns.
What each side gets
| On the play | On the draw | |
|---|---|---|
| Acts first? | Yes | No |
| First-turn draw? | Skipped | Drawn as normal |
| Early advantage | Tempo — develops a turn ahead | Cards — one extra card seen |
So it's a clean trade: the player on the play is one card behind but one turn of tempo ahead. The player on the draw is a step slower but has more raw material.
Cards seen by a given turn
Because of the skipped draw, the two players see a different number of cards. On the
play you've seen 7 + (turn − 1) cards; on the draw, 7 + turn:
| Turn | On the play (cards seen) | On the draw (cards seen) |
|---|---|---|
| 1 | 7 | 8 |
| 2 | 8 | 9 |
| 3 | 9 | 10 |
| 4 | 10 | 11 |
The player on the draw is always exactly one card ahead in what they've seen — which matters when you're calculating your odds in the draw calculator.
Who wants the play?
- Aggro wants the play. Tempo is everything to a deck that's racing; being a turn ahead on board is worth more than an extra card.
- Control often likes the draw. The extra card and the chance to react to the opponent's development suit a deck that wins the long game.
- Midrange usually takes the play by default, but it's the archetype most likely to choose based on the matchup.
Playing each side well
On the play, press your tempo — you're ahead on board, so develop and apply pressure before your card disadvantage catches up. On the draw, use your extra card and your reactive position — let them commit, then answer efficiently. Either way, knowing which resource you're long on tells you which game to play.