Songs have been a vital part ofDisney Lorcanasince day one. The key feature of these cards is that if you have a character on board with the same cost or more as the song, you can exert the chosen character to “sing” the song and play the card for free.

Into the Inklands has brought new songs to the game, and some of them are changing it. Whether they are giving you information into your opponent’s hand, gaining you lore, or putting cards into your inkwell, these cards are shaping up a new meta.

heal what has been hurt by monica catalano

8Heal What Has Been Hurt

A Good Hug Is All That’s Needed

Heal What Has Been Hurt is an interesting concept because healing hasn’t been a big need in Lorcana. During challenges, characters are usually defeated in one turn, so there hasn’t been a big need to heal damage from characters.

Yet, it’s still not that bad of a card forAmber. That ink specifically has cared a lot about songs, and even if you do sing this and don’t heal damage, the draw can come in handy early in the game to try to dig through your deck to find what you need to start preparing for the mid-game.

it calls me by luis huerta

7It Calls Me

The Ocean Has A Mind Of It’s Own

As more sets come out, it becomes more apparent thatAmethystis all about drawing cards. It Calls Me lets you draw a card, choose an opponent, and shuffle up to three cards back into their deck.

Its cheap cost makes this not too bad, because if you need to play it turn one to start digging through your deck, you can do that, but also, late game can help find that exact card you may need. The shuffle-up to three cards feature isn’t too bad either, as there are starting to be cards that interact with the discard pile, which can disrupt their plans.

how far i’ll go by anna rud_anna stosik

6How Far I’ll Go

Moana Will Go As Far As The Wind Takes Her

Putting more than one card in your inkwell per turn is great because it can get you to your big cards faster. How Far I’ll Go is a prime example of that. It lets you look at the top two cards of your deck and choose one to put in your hand and the other facedown into your inkwell.

The neat thing about a card like this is you’re able to put an uninkable card into your inkwell due to the wording on the card. If it said “and ink the other card,” you wouldn’t be able to. So, if you do draw two cards, and one happens to be uninkable, you would be able to ink it no matter what.

ive got a dream by michella cacciatore

5I’ve Got A Dream

He’s Got A Dream!

One of the earliest revealed cards for Into the Inklands, I’ve Got A Dream, was swept to the wayside because there wasn’t much info about locations yet. Now, with a full set out, this card can shift tides for you in a close game.

Whenever you play it, you ready a chosen character at a location. They can’t quest for the rest of the turn, but you do gain lore equal to the lore printed on the location they are at. While this may not be a full playset kind of card, it can be thrown into a deck to secure a win or keep you in a game when need be.

the boss is on a roll by koni

4The Boss Is On A Roll

Ursula Keeps On Rolling

The Boss Is On A Roll is a great midgame card when considering your plans for future turns. It lets you look at the top five cards for your deck and put any of them back on the top or bottom of your deck in any order. It also gains you a lore, which is always nice.

The key to this card is singing it on turn four if you can instead of hard-casting it on turn three. You can rearrange the top of your deck to get what you want on top, but you can also use the four ink you have to play more cards. It is okay to hard cast this on turn three if it’s the only thing you can do, but look to sing this card when you can.

strike a good match by maxine vee

3Strike A Good Match

Draw! Draw! Draw!

Emeraldhas been a color that has struggled with drawing cards in the past, but with Strike A Good Match, things have changed a bit. The card lets you draw two cards, and then choose a card from your hand to discard.

This works great in the early game if your mulligan brought you a card you don’t want, so you play Strike A Good Match, load up your hand with different and hopefully more useful cards, and then get rid of the card you may not need anymore. In the end, it’s in an ink that doesn’t have that much draw and can be played flexibly throughout the game.

and then along came zeus by isabella ceravolo

2And Then Along Came Zeus

Such An Elegant Song

This card is the definition of dual threat. And Then Along Came Zeus lets you choose a character or location and deal five damage to it. It’s a pretty simple ability, but five damage is the highest damage putout we’ve seen on a card so far, and it can take out a good majority of characters in the game.

This card softens up locations like no other card does. With most locations having a high amount of willpower, this softens them up and makes it a lot easier to remove them from the board. This card will only get better over time as more and more locations are released.

the bare necessities by maxine vee and david navarro arenas

1The Bare Necessities

They’re All You’ll Need!

The Bare Necessities is a card that players have been looking for for a good long while. It says whenever this card is played, look at your opponent’s hand, choose a non-character card, and discard it. Pretty disgusting, especially early in the game, and it can really change their game plan.

With songs like Be Prepared, Friend on the Other Side, and A Whole New World (just to name a few) being so prevalent, getting rid of them early on is a huge help. And with locations coming out and items still being played, this can help throw off so much of what your opponent will want to do.