Ever since Disney Lorcana launched on Aug. 18, curious friends and family have wasted no breath asking me their most pressing questions: What’s it like? How does it compare to Magic: The Gathering? To the Pokémon Trading Card Game? And why the hell can’t I find any product in stores? It’s complicated, I say. The game isquite good, and compares favorably to both of the leading trading card games on the market. Product is hard to find because, well… people are very eager to try and turn a buck on collectibles these days. Also, spooling up the manufacturing capacity to compete with the two global revenue leaders in all of tabletop gaming is hard. Quite hard, in fact.
But the thing I end up talking about the most in these casual conversations is the fact that there are lots of gaps in the design of Disney Lorcana — holes that very clearly need to be filled in with new cards, new mechanics, even whole new decks to play with. With the release of Rise of the Floodborn, at least some of those holes are beginning to get filled in.
I’ve spent some time with its two new starter decks — both Amethyst and Steel as well as Amber and Sapphire — and they’re every bit the match for the three starter decks that came before. In fact, they fit into the metagame like a key fits into a lock… almost like they’d been designed that way.
My favorite of the two, Amethyst and Steel, is a hefty, brawling thing with a slower ramp-up than my previous favorite, and The First Chapter’s breakout star, Amber and Amethyst. Played right it’s almost as effective, so long as you have enough patience to pad out a few early rounds just dropping ink. But once you get Madam Mim and Merlin cards bouncing back and forth, earning lore left and right, it’s satisfying
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