The Inking Decision
Once per turn you may put one inkable card face down into your inkwell as ink. It sounds automatic — and early on it nearly is — but which card you ink, and the rare turns you don't ink at all, add up to a real skill.
Early game: almost always ink
In the opening turns, ramp is king. More ink means more options and a faster deck. Ink on turns 1 and 2 essentially every game, even if it costs you a card you like — being short on ink in the early game is a far bigger problem than being short one card. This is exactly why your inkable count matters so much.
Which card to ink
When you have a choice, ink the card you're least likely to want to play. A good priority order:
- Extra copies of cards you already have enough of.
- Situational cards that are dead in this matchup.
- Expensive cards you won't reach for several turns (if your hand is otherwise fine).
Never reflexively ink your cheapest card — sometimes that 1-drop is exactly the early play you need. Ink by usefulness, not by cost.
When to skip inking
Yes, sometimes you should not ink:
- You're flooded on ink. Once you have enough to do everything you want, an extra ink does nothing — keep the card in hand to play it instead.
- Every card in hand is live. If inking would mean burying a card you genuinely want to cast, and you don't need the ramp, hold.
These turns are the minority, but recognizing them is what separates a tight player from an autopilot one.
The mid-game flip
There's a moment in most games where ramp stops mattering and deployment takes over. Before it, you ink to grow; after it, you spend every card to pressure the board. Spotting that turn — and switching from "ink something" to "play everything" — is one of the most important reads in Lorcana. Tie it together with smart turn sequencing and you'll waste far fewer resources.