This video presents five core constructed deck strategies for Disney Lorcana's Wilds Unknown set, each leveraging unique synergies: Dogs Orchestra uses the new Mickey Expedition Leader to apply -2 strength to opponent characters when questing, enabling aggressive play around Under the Sea effects; Emerald Amethyst features Buzz Lightyear Jungle Ranger's lore generation and Lenny Toy Binoculars' hand inspection abilities; Amber Ruby Toy Box focuses on toy character synergies with Bullseye Loyal Horse and Sid Toy Surgeon's lore generation; Ranger Fort combines aggressive questing with Mulan, Ranger Plane, and Alice Growing Girl for big lore bursts; and Robin Hood Sharpshooter deck enables free action plays and powerful removal through Return of Hercules and Leviathan.
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Wilds Unknown Day 1 Decklists | Maelstrom | Disney LorcanaAdded:
[music] [music] >> Hello everyone, Sailor here back for this week one deck list from Wild Unknown meta game.
Very exciting to dive in to this new set. Pics are coming, everything is great. We're also going to play a lot of Infinity this set because of the two DLCs, but here we are presenting to you core constructed lists. I'm not going to go too different from where I left off last set and go straight back with Dogs Orchestra, which is the version that we came up with at Team Lorcana for the CCQ in Baltimore at a game, the one that I was fortunate enough to win.
Um and basically it's a streamlined version of Dogs where it's trying to play around Under the Sea and abuse that card as much as possible so that um not only you can have uh the advantage in the mirror, but also you're all you're able to Under the Sea almost any deck with all those shrinker effect like Rhino and Della's Moon Lullaby.
But now we have a new Mickey.
And that new Mickey is our traveler for not a traveler, an explorer rather the expedition leader. And this one is a 2-3 for four inkable and it quests for two.
And you can play him exerted as soon as he enters play, you can have his second effect comes right off the gate. And he says, "While this character is exerted, whenever one of your character quests, choose an opponent character gets minus two until the start of your next turn.
Which means that if you want to go aggressive like you were doing with Emerald Promicon, you can now do so with this character.
What it does for example is that if you play a turn one, let's say you play any turn one and two turn two Grandmother Willow into another turn one on turn three you're going to be able to ink, play this exerted and quest with all three of your first characters so that you can start gaining lore and giving minus six strength to your opponent so that they can they cannot really fight back efficiently. And if you play that new Mickey Expedition Leader along with our our other Mickey which is the Amber Champion, now you can play the Mickey Mouse Amber Champion on that turn three and on that turn four you play the Mickey quest with all three characters minus six and then sing Under the Sea with Mickey by himself. So a lot of great tools that you can uh use for having more shrinker effects and more ability to basically abuse the Under the Sea.
The rest of the deck is totally unchanged from last set. Uh we are basically replacing the three Go Gos with those three new Mickey Mouse Expedition Leader. And uh for me I've been calling this this deck kind of uh the play test, right? The home brew killer.
If you're trying to build decks and you don't know if if they are good enough, just play those into that one and see if it can fight it because it was best deck in the format last set and uh with the addition of this new expedition leader Mickey, we uh could just be staying at the top. So, good luck to everyone playing uh early tournaments for core constructed, and see you guys next time.
Hey guys, Zennyatta's here bringing you my day one Emerald Amethyst list for Wilds Unknow.
My favorite Disney character has finally been added to the game, and it just so happens that he fits perfectly into a version of my favorite ink combination.
I present to you Buzz Lightyear.
But first, let's go over some of the other new toys.
In the one-drop slot, we have RC remote-controlled car to put on some early pressure, but also allow us to plan how we will spend ink in the early turns.
Having to spend an ink to make him quest or challenge may seem awkward, but it can round out our ink usage nicely the same way the boost mechanic did last set.
Buzz Lightyear Space Ranger, being a solid two-cost body and shift target for Buzz Lightyear Jungle Ranger, fits nicely into our strategy, giving us board presence early with the present threat of the big guy coming down.
As a 7/5 body that quests for two, Jungle Ranger allows us to get back an action card of seven cost or less from our discard, buying back Prince Phillip combo pieces or either lever combo piece to keep tempo up.
His second ability gives us plus one lore to any of our characters every time we play an action card in a turn.
And you heard that right, not once per turn, every time we do it in a turn.
This pairs incredibly well with Lenny Toy Binoculars, acting as a better Mowgli effect. He allows you to look at your opponent's hand and choose any action card to discard, but has the second ability of readying him once per turn when you play an action card.
Once you get to the point in the game that you are able to get off a Philip combo or lever combo, Buzz Lightyear Jungle Ranger can allow Lenny to quest for four to six lore in one shot very reliably.
Looking at the rest of the package, where you're still trying to punish sapphire decks with Webby Junior Prospector for ramping early and allowing us to get ahead on our ink to deploy threats quickly.
Strike a good match and Finders Keepers again just keep our hand healthy and act as recurring targets for Buzz or song abilities for Lenny to apply pressure and keep him safe and questing.
This deck is all value and card draw, and with such a low uninkable count, it frees you up in your beginning alters to push into whatever strategy the opponent's deck is calling for.
How do you Illumineers? Humble back with another Ruby Amber deck list that is a bit different from the decks I've championed in the past. Wilds Unknown has brought us some amazing new synergies to explore, and I've put down the lions and picked up the toys. I happily present to you Amber Ruby Toy Box.
This deck boasts an impressive amount of new cards with 52 of the 60 slots being from Wilds Unknown.
This deck is going to revolve around the newly released toy characters and their synergies with each other.
We have eight one cost toys for consistency, but we always prefer to play Woody Waiting for a Friend on turn one to unlock some of our best plays.
We have a good suite of two cost toys with Ham and Rex, but the best two drop is actually a three cost.
How? Well, Bullseye Loyal Horse only costs two if you have a Woody or Jessie character in play.
This is important because then we get to sing our most powerful new song, You've Got a Friend in Me, on turn three.
From here we can shift Woody to buff our toys, draw a card, and play a two cost or less for free, or we can get the Jessie online to maybe really maximize our draw potential. Speaking of free, you'll notice part of the reason I think the Ruby toys are awesome is because we get a good suite of toys that we can play for free. This allows us to get tons of activations off Jessie to shrink opposing challengers and baby head to buff our own challengers while being able to go wide and represent a huge threat to our opponent.
Sid, toy surgeon, is another reason to be in Ruby. Not only is it non-targeting removal option that can get around board, it also is a source of lore generation. During your turn, when a toy is banished, you gain two lore. The neatest part about this is it doesn't specify that it has to be your toy. So, this card is arguably the best card in the toy mirror matches that are bound to happen.
The old cards that find their way into the list are headless horseman as another removal option that Jessie can help facilitate and just a good effect on a good quester.
Be Our Guest is here to help us find our removal tools since Sid and horseman are the only non-toy characters in the deck while also being another free spell to trigger baby head and Jessie and still allowing us to have a great early curve if we are able to find the Woody and the Bullseye.
And at last, a favorite tech of mine that finally gets to see some play, Candy Drift.
Candy Drift has a ton of synergy here, turning our smaller toys into turbo-charged challenging machines. The toy being banished at the end of the turn isn't always a drawback for a few reasons. The toy will likely perish in the challenge anyway, but if not, it will still trigger the Sid and the baby head. Nifty, right?
I've had a blast with this deck over the last few weeks and look forward to doing my best Andy impression and thwarting my opponents with my new full box of toys.
Don't be afraid to make changes to fit your own play style and have fun. Love you, say it back.
And a huge shout-out to our sponsor Heavy Play.
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Wonderland here and for my Wilds Unknown Day One Deck List, I present Ranger Fort.
>> [music] >> And I don't know about you, but I'm kind of tired of all the other decks already.
I want to play something new and fun and this deck has 24 new cards from Wilds Unknown. We've got Minnie Mouse, Practical Traveler. We're just going to use her to be as aggressive as we can and we're going to be also using the new Zipper, Tiny Helper and his shift Zipper, Big Helper to uh quest away and be hard to deal with while also interacting with quite a few other cards in a synergistic manner.
It combos quite well with Mulan and then uh both the Ranger Plane and Alice, Growing Girl to generate some big bursts of lore to get you over that finish line as quickly as possible before your opponent's able to react positively to what you're doing. And um the deck kind of plays out similar to other decks of previous core formats such as like Kiwi or if you're playing like any of the Snow White aggro decks, honestly. Um it's resilient, it has a lot of characters with a lot of willpower and you're taking advantage of some keywords such as support that just hasn't really had its moment to shine.
But uh with the introduction of Gadget Hack Gadget Hackwrench, uh Resourceful Mechanic, um it really makes the support cards matter a lot more cuz it overlays the synergy of Alice, Ranger, Plan, as well as Gadget to really pump up all your characters and and push through that that that extra lore you need. And then you're also using I mean, you can't escape the dogs. They're everywhere.
Enterprising Dog to to boost up that Mulan as well. Or the the Alice Growing Girl to to push through and gain that extra little bit.
And we're also using Webby to be able to ramp up and gain a little bit of resources that way.
And if we get lucky, maybe we'll hit an Under the Sea with the Ursula.
Otherwise, we kind of just hope to dodge that Under the Sea and that's about it for for how to play against dogs. You just hope not to see it. It's it's a dodge. Dodge dogs and you might have a pretty good match up in other spots, but this is something to play if you're looking for something new and fun to to spice up your locals next coming weeks after Wilds of Unknown comes out.
Thanks a lot, and until next time, enjoy the brew.
Hey, I've got a pretty wild deck for day one of the Wilds of Unknown meta game.
It's a ruby emerald action deck based all around my one of my favorite cards, Robin Hood sharpshooter. So, four cost 1 4.
Doesn't really want to challenge too much, but whenever he quests, you get to look at the top four cards and play an action with cost six or less for free, which is all the actions in this deck.
One of the key cards you want to find with the Robin Hood sharpshooter is Return of Hercules, which is another one of the big lynchpins of this deck. It's a five cost action. Each player reveals and then can play a character from their hand for free.
So, the best one we want to put into play by far is the Leviathan, a new card from Wilds of Unknown, a 10 cost 10 10 who quests for three, and when you play him, if two or more cards went to your discard, so return of Hercules would count as one of the two needed, you get to banish up to 10 strength worth of characters from your opponent, which can also include the character they play from return of Hercules. So that's going to get rid of most boards, especially when you play it as early as turn five.
In addition to that, we have a couple other big monsters you can play from return of Hercules. There's Maleficent Dragon, who's a classic, banishes any character when you play her, which can also include the character your opponent played off return of Hercules. So that's super sweet in this deck. Milo Thatch is another new card that's really important for this deck. Getting his hands dirty, he's a 5/5, ward, cost seven and quest for three. When you play Milo, you can discard another card from your hand and return any character to their hand to their owner's hand. And at the end of turn if two or more cards went to your discard, you get to draw a card. So he's great both off of return of Hercules if you don't have a Maleficent or Leviathan, but also as a follow-up to return of Hercules as well after a Leviathan. Your opponent is playing their last couple characters to try to close the game out before you can. Milo comes in, returns a character and gives you an extra card at the end of most turns. This deck is really trying to enable that cost of putting two cards into your discard for a lot of its cards.
Also the light Lyle Tiberius work, who cost two for a 2/2. When you play him, you get to draw or discard a card, so that meets half the condition. And at the end of turn if your opponent if two or more cards went into your discard, your opponent loses a lore. So just a way to stop your opponent from winning the game a little bit. He's more in here for the draw discard to enable the abilities and we're also playing 16 unink, which is a little high, but we have a lot of ways to filter out cards, get rid of your extra Leviathans if you don't have a return of Hercules for all of them. Some other ways we're drawing cards, we have strike a good match, which is probably the best song in this deck. Just draws two cards and discard a card, but it's really that it fixes your uninkables and then enables all those abilities that need two cards to get to your discard. We've also got a handful of woozles, which draws a card and makes it so an opposing character can't quest.
Just another way to slow your opponent down and mostly in here is just a free way to draw a card and get a card into your discard. Hypnotic deduction is something we don't see a lot of play, but I think it's really good in this deck with Robin Hood sharpshooter.
You get to draw three and then put two back on top, so you can put whatever action you want to play with the Robin Hood sharpshooter for free and set that up rather than taking the chance of the top four cards being random.
You also get to get rid of another card while you do that, so you can put the five cost action you want to play like return of Hercules or grab your bow on top and a card that you don't want to your hand as a second card and it'll get discarded from the Robin Hood sharpshooter. Don't have to worry about it.
It's also easy in this deck to filter out those cards you put back on top with the Buzz Lightyear's, which I'll talk about more in a second. With the three cost Buzz, whenever you pay two or less to play an action, you get to draw actually not character. You get to draw and discard a card, so you can get rid of one of those bad cards off the hypnotic deduction that you don't need right after you play it. We're playing all the emerald Buzz Lightyear's in this deck. The space ranger who's a two cost 3/3 is just a solid early play.
On the way Buzz Lightyear's, a three cost 4/2 with that draw discard whenever you pay two or less for a non character card, which also includes Robin Hood sharpshooter playing anything. You get to draw discard as well, so that's just a super important feature of this deck.
And then he's got another ability too when you pay two or less to play a character, you can do one to an opposing damage character, which doesn't come up too often, um but just an extra nice little point of damage if need be. Uh we have also got a couple of the iconic Buzz Lightyear. Uh so, if you're really trying to bling this deck out, you got some good options. The Jungle Ranger, who is a 7 cost 7 5, or you can shift him for 5, which is mostly how he gets played in this deck. Uh when you play the Buzz, you get to return an action to your hand from your discard. And when you play an action, choosing character gets an extra lore. Um so, Buzz is just kind of a late game get back your Firefly Swarms, maybe another return for Hercules if you drew an extra copy of Maleficent or Leviathan.
Um and is also just a good shift threat uh with the other Buzzes in this deck.
Um In addition, we have Ursula Deceiver.
This is a good two cost character to strip a song, protect your Robin Hood Sharp Shooters from a steel song or something else that might get rid of them early. Uh under the sea, perhaps you can snipe away early before your Robin Hood goes sharp shooting. But, really the two costs in this deck are pretty uh flexible. I could even see something like Liquidator being good.
It's just an extra way to challenge the board early.
Uh and then to close it out, we have Olaf, who after playing all these actions and drawing and discarding, ends up being much cheaper than his nine cost. He costs one less to play for every action in your discard. And when you play him, your opponent loses two lore, so just an extra way to control your opponent's board and stop them from winning before you get your 20 diamonds.
All right, last and also maybe least. Uh in this case, I'm coming to you with the last deck of our day one deck list video.
And this one is almost certainly the least interesting deck of the bunch, but I think we kind of have no choice but to talk about blue/purple because I do think blue/purple is still going to be a [music] contender in the coming meta game.
Now, this is not a deck that's playing a whole ton of new cards. In fact, uh it's basically playing one new card uh that is Maryweather. But, what Maryweather brings to this deck I think is really, really valuable. I think one of the easiest ways to lose with blue/purple in the past was to have your opponent curve out and then play something like a strength of a raging fire taking out your four-drop, which was usually the first card you were playing that did any significant amount of control the board.
So, having a card like Maryweather that has ward really prevents the blowout from uh opponents singing songs to remove your main board control tool in the midgame.
I think just adding that one piece definitely makes the deck better and I I think there's a a very reasonable chance that this will continue to be one of the strongest decks in the wild's unknown meta game.
Now, just in general, the strategy here uh not super complicated. You're looking to ramp on turn two with sale or Teepo, then play a four-drop. Um in this case, maybe Maryweather, but possibly Tigger or Genie, occasionally Dumbo if you have to, and then using board control tools in the late game like Cheshire Cat, Elsa, or either of the two Hades to pull ahead on board.
And then you've got some spot removal in the form of seven-drop Hades, Let It Go, and Into the Unknown. Four-drop Demona obviously draws cards along with the four-drop Dumbo and Junior Witch's Guidebook.
Yeah, I mean, there's really not too much to say. This is uh this is pretty much what you expect from a blue/purple deck plus exactly one new card.
Um thank you all for watching and uh yeah, we'll see you next time.
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