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Seven Exciting Core Constructed Brews to Try with Wilds Unknown

Seven Exciting Core Constructed Brews to Try with Wilds Unknown

June 4, 2026
Baker

Author: Frank Karsten

Frank Karsten, the champion of the inaugural Disney Lorcana Challenge in Lille in 2024, is a longtime Disney fan who has spent a lifetime competing and writing about trading card games. His passion for sharing academic knowledge, gameplay strategy, and deck building inventions make him a true mix of Gyro Gearloose and Ludwig von Drake. 

The latest set for the Disney Lorcana Trading Card Game, Wilds Unknown, injects 204 new cards into Core Constructed, unlocking fresh strategies and deck-building possibilities. With the arrival of glimmers from Pixar films like Disney’s Toy Story, The Incredibles, and Brave, the creative possibilities are nearly endless. On my journey home from the Disney Lorcana Challenge in São Paulo, I found myself sketching out seven sweet decklists, each one showcasing some of the set’s imaginative potential.

Every list is crafted to highlight new ideas and synergies born from Wilds Unknown, serving as a blueprint for adventures that may lie ahead. While each deck was crafted with care and attention to 10 key deck building principles, none have yet faced the proving grounds of tournament play. Whether they ultimately rise to the top tables of competitive events or simply carve out a memorable presence at your local league night remains to be seen. But for now, let’s lift the lid and open our toy box of new friends!

 

Amber/Emerald Toys

4 Woody – Jungle Guide

3 Under The Sea

4 RC – Remote-Controlled Car

4 Hamm – Piggy Bank

4 Buzz Lightyear – Space Ranger

4 Lenny – Toy Binoculars

2 Mickey Mouse – Expedition Leader

2 Grandmother Willow – Ancient Advisor

4 Bullseye – Loyal Horse

1 Buzz Lightyear – On the Way

4 Jessie – Lively Cowgirl

4 Woody – Leader of the Toys

4 This Growing Pressure

4 You've Got a Friend in Me

4 Alien – True Believer

4 Woody – Waiting for a Friend

4 Rex – Protective Dinosaur

 

Wilds Unknown unpacks an entire toy chest straight from Andy’s room, and this deck proudly shows off their playful potential, with Woody taking center stage. The dream opening features Woody – Waiting for a Friend on turn one, followed by Bullseye – Loyal Horse on turn two. Then on turn three, you shift into Woody – Jungle Guide, quest, draw a card, and play a character with cost 2 or less for free. As if that weren’t enough, Woody – Jungle Guide also bolsters your other Toy characters with a welcome willpower boost, rallying the gang like a natural leader.

Woody – Jungle Guide offers a steady stream of card and ink advantage, but even heroes have their vulnerabilities: he can be challenged rather easily. To keep him safe, Woody might call upon Rex – Protective Dinosaur as a loyal, if slightly nervous, bodyguard. Alternatively, Bullseye – Loyal Horse can sing This Growing Pressure to throw off an incoming challenge. In the latter scenario, Alien – True Believer shines as a cleaver character to play for free with Woody, as Alien can profitably challenge whatever character was forced to quest.

Another standout performer is Jessie – Lively Cowgirl. In a deck filled with Toys, she delivers consistent, repetitive card draw, ensuring your hand rarely runs dry. Her Yodel–Ay–Hee–Hoo! ability lets you reliably outmaneuver opposing characters, triggering not only when you play a character costing 1 or 2 Ink, but also when Hamm – Piggy Bank or Grandmother Willow – Ancient Advisor reduces the cost of a three-drop by one.

Besides Woody and Jessie, the beloved song You’ve Got a Friend In Me also rewards the commitment to a Toy-filled lineup. In this decklist with 43 Toys, you’ll see at least one Toy an astonishing 99.6% of the time, while the chance of revealing two Toy character cards from your top four cards is 94.3%. This makes You’ve Got a Friend In Me a consistent draw-two Song, reminiscent of Friends on the Other Side. As a rule of thumb, I would recommend at least 35 Toys in a 60-card deck to make good use of the card, but it holds everything together in a dedicated list like this.

If you're just starting your Disney Lorcana journey with Wilds Unknown, then this is a great place to begin. Built almost entirely from Wilds Unknown cards, it’s an excellent option for newer players looking to upgrade their 2-Player Starter Set or a rotation-proof list. With the release of Attack of the Vine! in July, the oldest four sets will rotate out of Core Constructed, but Fabled, Whispers in the Well, Winterspell, and Wilds Unknown will remain legal, and all cards from this deck are from those sets.

The only cards in this deck not from Wilds Unknown are Grandmother Willow – Ancient Advisor and Under the Sea. The sweeping song pairs beautifully with Jessie – Lively Cowgirl, and it’s also supported by another new card: Mickey Mouse – Expedition Leader. The game plan is to quest ahead, shrinking opposing characters, and then sing Under the Sea to clear their board. Still, if you prefer to stay fully on theme, then you can swap these cards for Andy’s Room and additional Toys. Either way, this Toy strategy is ready to spring to life!

 

Emerald/Ruby Sid

4 Bobby Zimuruski – Spray Cheese Kid

4 Alien – True Believer

4 Pterodactyl Janie Doll – Sid's Toy

4 Buzz Lightyear – Space Ranger

1 Jingle Joe – Sid's Toy

4 Wind-Up Frog – Sid's Toy

4 Buzz Lightyear – On the Way

4 Lenny – Toy Binoculars

1 Roller Bob – Sid's Toy

4 Babyhead – Leader of Sid's Toys

4 Queen of Hearts – Unpredictable Bully

4 Bouncing Ducky – Sid's Toy

4 Sid Phillips – Toy Surgeon

1 Buzz Lightyear – Jungle Ranger

4 Improvise

4 Strike A Good Match

4 Heffalumps and Woozles

1 The Claw

While Woody celebrates the power of friendship, there’s a darker, more devious way to exploit Toys. Sid Phillips – Toy Surgeon thrives when Toys are banished during your turn, rewarding you with 2 lore every time. This strategy is chaotic and destructive, yet surprisingly effective.

There’s even the potential for a powerful combo finish, at least before rotation. Suppose you control both Sid and Queen of Hearts – Unpredictable Bully, with access to at least two copies of Alien – True Believer. Then on turn seven, you can play an Alien, put a damage counter on it, banish it to gain 2 lore and return another Alien, and repeat the loop for as much ink as you have available. With 7 ink, this sequence translates into a staggering 14 lore on the spot!

To assemble this intricate combo, the deck leans heavily on Buzz Lightyear – On the Way, supported by various cheap actions such as Strike A Good Match. Their draw-and-discard effects help you dig efficiently towards your key pieces, while also letting you pitch the first Alien – True Believer for later value. Babyhead – Leader of Sid's Toys also keeps the engine humming, drawing cards whenever one of your other characters is banished and synergizing with Sid Phillips – Toy Surgeon’s appetite for destruction.

The deck is rounded out by several Ruby Toys that cleverly capitalize on characters in your discard. Thanks to the abundance of self-banish and discard effects, Bouncing Ducky – Sid’s Toy can often be played for just two ink, offering remarkable efficiency. From there, Buzz Lightyear – On the Way can pick off an opposing character that was already softened up by Queen of Hearts – Unpredictable Bully. Piece by piece, the machine comes together.

 

Amethyst/Steel Dwarfs

2 Belle – Accomplished Mystic

2 Cheshire Cat – Inexplicable

4 Happy – Joyful Adventurer

2 Demona – Scourge of the Wyvern Clan

2 Doc – Taking Notes

4 Doc – Bold Knight

4 Strength of a Raging Fire

2 Angel – Experiment 624

4 Happy – Lively Knight

2 Seven Dwarfs' Mine – Secure Fortress

4 Pocahontas – Following the Wind

2 Genie – Wish Fulfilled

4 Mulan – Disguised Soldier

4 Bashful – Riding the Rails

4 Grumpy – Soreheaded Miner

2 Sneezy – Startlingly Loud

4 Sleepy – Deep Sleeper

4 Snow White – Merry as the Morning

4 Right Behind You

 

With Right Behind You, a new kind of dream start comes into view. If you can deploy either Mulan – Disguised Soldier or Pocahontas – Following the Wind, along with a one-cost or two-cost Dwarf in the opening hands, then you fulfill all conditions for Right Behind You on turn three. The exact odds depend on your alteration decisions and whether you’re on the play or draw, but with this list, you can expect to assemble this combination roughly once every three games by turn three.

 

When it works, Right Behind You allows you to play Bashful – Riding the Rails or Grumpy – Soreheaded Miner for free, creating a massive early-game swing. Suddenly, you’re presenting an enormous character while your opponent is still developing. And when you don’t draw Right Behind You, then Snow White – Merry as the Morning offers a graceful alternative on turn three. She’s safe from challenges, while giving you the option to return Doc – Bold Knight to your hand. The result is a steady flow of cards well into the midgame, and this deck presents an exciting new direction for Amethyst/Steel.

 

Ruby/Steel Supers

3 Light the Fuse

4 Violet Parr – At Wits' End

3 Lexington – Small in Stature

2 Sisu – Emboldened Warrior

3 Doc – Bold Knight

1 Hercules – Mighty Leader

4 Taurus Bulba – Steerminator

4 Strength of a Raging Fire

4 Negaduck – Evil Doppelganger

2 Angel – Experiment 624

4 Maximus – Team Champion

4 Mr. Incredible – Bob Parr

1 Negaduck – Public Enemy Number One

4 Liquidator – Iced Over

4 Mr. Incredible – Super Strong

4 Mrs. Incredible – Determined Rescuer

4 Mrs. Incredible – Helen Parr

1 Dash Parr – Super Speedy

4 Jack–Jack Parr – Incredible Potential

Glimmers from Disney’s The Incredibles make their debut in Wilds Unknown, and this deck hums with Super-charged energy. Mr. Incredible – Super Strong lives up to his name, delivering raw Strength in a build packed with fellow Supers. With just a bit of setup, he can shift in, dominate challenges, and generate additional cards. Reaching 10 Strength is surprisingly attainable, at which point Maximus – Team Champion rewards you with 5 lore at the end of your turn. It’s a dynamic duo that feels straight out of a heroic montage.

Mrs. Incredible – Determined Rescuer is the deck’s other major payoff for building around Super characters. She can shift into play as early as turn five, protecting your entire team with Resist 1, and line up multiple favorable challenges in quick succession. On top of that, her ability to quest for three lore is crucial. While this deck excels at controlling the board through challenges, it can sometimes struggle to convert that advantage into lore, but Mrs. Incredible – Determined Rescuer elegantly bridges that gap.

That said, maximizing your Super count does come at a cost. To keep the synergy intact, the deck resorts to vanilla characters like Taurus Bulba – Steerminator and even dips into the ranks of Super Villains such as Negaduck – Evil Doppelganger. From a purely competitive standpoint, these compromises may raise an eyebrow. But if your goal is to let the Parr family truly shine, then this list delivers a cohesive, action-packed experience worthy of Metroville’s finest.

 

Emerald/Steel Merida

3 Ursula – Deceiver

2 Improvise

2 Card Advantage

3 Lexington – Small in Stature

4 Webby Vanderquack – Mystery Enthusiast

3 Captain Hook – Forceful Duelist

3 Fire the Cannons!

4 Webby Vanderquack – Junior Prospector

2 Goliath – Clan Leader

3 John Silver – Alien Pirate

4 Strength of a Raging Fire

2 Clarabelle – Contented Wallflower

3 Angel – Experiment 624

3 Tug-of-War

3 Donald Duck – Lively Pirate

3 Mr. Smee – Efficient Captain

3 Mulan – Disguised Soldier

4 Merida – Formidable Archer

4 Three Arrows

2 Lyle Tiberius Rourke – Adventurer for Hire

 

Merida – Formidable Archer is one of the stunningly beautiful Iconic cards in the set, and she provides a uniquely compelling set of abilities. Unfortunately, her signature Action card, Three Arrows, is usually unexciting when played on turn three. So the best way to set everything up is by discarding Three Arrows, perhaps via Lyle Tiberius Rourke – Adventurer for Hire or Angel – Experiment 624. Then on turn five, you play Merida to reclaim the action. And on turn six, with Merida ready to amplify its effect, you can unleash a precise volley dealing 3 and 4 damage!

To fully unlock Merida’s potential, the deck includes additional action cards that deal direct damage. Notably, Malicious, Mean, and Scary doesn’t fit the bill, as it places damage counters rather than dealing damage outright. Tug-o-War, however, does have the potential to sweep the opponent’s board when boosted by Merida’s ability.

With a high density of non-Song Action cards, this build also opens the door for Donald Duck – Lively Pirate and Mr. Smee – Efficient Captain, both of which can extract extra value from these effects. Much like Merida forging her own path, this deck carves out an unexpected alliance between direct damage effects and Pirates that will quest ahead.

 

Amber/Amethyst Dale

4 Will o' the Wisp – Forest Spirit

4 Palace Guard – Spectral Sentry

2 The Horseman Strikes!

4 Nani – Stage Manager

4 Cheshire Cat – Inexplicable

4 Mowgli – Man Cub

3 Christopher Robin – Joining the Fun

3 Demona – Scourge of the Wyvern Clan

4 Dale – Ready for His Shot

4 Daisy Duck – Donald's Date

2 Dash Parr – Lava Runner

4 David – Protective Snowboarder

2 Grandmother Willow – Ancient Advisor

2 Ohana Means Family

2 Hamm - Piggy Bank

4 Elsa – The Fifth Spirit

2 Thomas – Wide-Eyed Recruit

4 Tiana – Restaurant Owner

2 Genie – Wish Fulfilled

 

Wilds Unknown introduces two excellent questers for Amethyst decks in Will o' the Wisp – Forest Spirit and Dash Parr – Lava Runner. Even against an army of challengers, Will o' the Wisp remains persistent, returning to your hand time and again, ready to gain more lore. Dash Parr, meanwhile, feels like a Gathering Knowledge And Wisdom with a sizable character attached. While this deck makes good use of both, the true breakout star is Dale – Ready for His Shot, who provides two questing power alongside a uniquely impactful ability.

With Dale – Ready for His Shot in play, early–game questers such as Daisy Duck – Donald's Date and Tiana – Restaurant Owner effectively transform into 4/4 characters, making them far more punishing for opponents to challenge. Likewise, Elsa – The Fifth Spirit becomes even more imposing, challenging  as a 5/5! In this deck filled with high-Willpower characters, Dale excels at turning your entire lineup into imposing brawlers. The deck’s vulnerability comes in the face of Under the Sea, which can wash your entire board in a single motion, but hopefully Mowgli – Man Cub can prevent that.

 

Emerald/Sapphire Support

4 Alice – Growing Girl

4 Louis – Endearing Alligator

1 Fauna – Good–Natured Fairy

4 Ursula – Deceiver

4 Pete – Ghost of Christmas Future

2 Raya – Infiltration Expert

4 Mulan – Resourceful Recruit

4 Basil – Practiced Detective

4 You Came Back

3 Darkwing Duck – Drake Mallard

4 Sail The Azurite Sea

4 Snow Fort

4 Gadget Hackwrench – Resourceful Mechanic

2 Clarabelle – News Reporter

4 Zipper – Tiny Helper

4 Zipper – Big Helper

4 Ranger Plane

 

With Ranger Plane neatly complementing Alice – Growing Girl, you can now build a deck with eight cards that grant Support to all your characters. This means that you can now consistently rely on having such an effect in most games. Wilds Unknown sweetens the deal further with Gadget Hackwrench – Resourceful Mechanic, who can deploy Ranger Plane for free.

Once your entire team has Support, the real fun begins. Gadget Hackwrench enhances their lore values, allowing you to quest for impressive amounts. Meanwhile, your Support characters can boost the Strength of Alice – Growing Girl to 10 or more. At that point, Alice becomes eligible to receive three more lore pips via Ranger Plane.

With Support in place, or with the help of Zipper – Big Helper, Mulan – Resourceful Recruit can quickly climb to 6 Strength, turning each quest into a hefty 6 lore swing. And it can go even higher when boosted by Ranger Plane and Gadget Hackwrench – Resourceful Mechanic. Once you’ve assembled a glimmer capable of questing for 10 or more lore, you can take things further with You Came Back, enabling a second quest in the same turn. All told, this deck will patiently assemble its moving parts in the early turns before unleashing a single glimmer that can carry you from 0 to 20 lore in one breathtaking moment. 

Conclusion

Core Constructed with Wilds Unknown looks to be an absolute blast. Competitive events will surely continue to showcase established archetypes, now refined with a few upgrades. For example, you might see Steelsong with Woody – Jungle Guide in, Dogs with Dale – Ready for His Shot, Blurple with Fauna – Good–Natured Fairy, and traditional Amethyst/Steel with Will o' the Wisp – Forest Spirit. These decks have been a major part of the metagame for months, and they’re not about to disappear.

But if you're looking for an exciting, brand-new deck to experiment with, then any of the seven builds in this article could serve as a strong starting point. Whether you're aiming to dazzle at your local league night or simply want to explore something fun and adventurous, these decks are built to deliver plenty of memorable moments!