A Disney Lorcana opening hand is not judged by how many powerful cards it contains. It must produce ink, support early plays and create a coherent sequence. A strong card that cannot be used for several turns may be a burden, while a modest inkable card can stabilise the game. The mulligan—officially altering the opening hand—is the chance to correct that structure before turn one.
This guide starts with an existing deck. For product choice, read our guide to starting Disney Lorcana.
The official procedure
Each player draws seven cards. Beginning with the starting player, each player may alter their hand once. Choose any number of cards, put them on the bottom of the deck without revealing them, then draw back to seven. After all players decide, anyone who replaced cards shuffles and offers an opponent the chance to cut or shuffle.
You do not lose cards for replacing several. The useful question is which functions are missing, not how many cards you are allowed to change.
The five Poke-Geek checks
| Check | Question | Warning |
|---|---|---|
| Ink | Can I ink through the early turns? | Several uninkable cards with no fallback |
| Curve | Can I play something early? | Mostly expensive cards |
| Plan | Do the cards support one idea? | Good cards but no sequence |
| Duplicates | Do repeated cards have early roles? | A second copy that will sit unused |
| Position | Am I playing first or second? | A slow hand that assumes extra time |
Secure ink first
Separate inkable and uninkable cards. An inkable card can be played or placed face down in the Inkwell during your turn. An uninkable card cannot normally fill that role. Do not apply one universal quota; ask whether the hand still works if the next two draws do not help. If not, replace an uninkable card or late cost first. Review the symbols in our guide to reading a Lorcana card.
Build a two- or three-turn sequence
Sort the hand by cost. Identify a possible ink card, the first card you can play and the action that follows. You do not need to predict the entire game. A plausible short sequence exposes hands that do nothing for too long. Prefer flexible cards; if two expensive cards compete for the same turn, keep the one that best supports the deck plan.
Strong is not the same as useful now
State the plan in one sentence: develop ink and quest, establish a character before controlling the board, or assemble a synergy without abandoning early turns. A card that supports neither the plan nor the ink supply is a natural replacement. Our two-ink deck-building method helps define that plan.
Handle duplicates carefully
Two copies are not automatically wrong. A cheap character may be useful twice. Two expensive or conditional cards often reduce flexibility. Ask whether you can realistically use both early; if not, keep one.
First player versus second player
The starting player does not draw on the first turn, so the opening hand should be more self-sufficient. The second player draws immediately but must answer an opponent who has already acted. Position adjusts acceptable risk; it does not rescue a structurally poor hand.
Common mistakes
- Replacing everything to chase one perfect combination.
- Keeping only inkable cards without actual plays.
- Using printed rarity as a measure of opening-hand usefulness.
A thirty-second routine
- Count early ink options.
- Identify the first two realistic plays.
- Remove a late duplicate or card without an immediate role.
- Check whether you play first or second.
- Choose every replacement at once and follow the official procedure.
Track how many cards you replaced and when the planned first action failed. This shows whether the problem is the mulligan or deck construction. Browse the Disney Lorcana collection for catalogue context without confusing products with strategic advice.
Final tip: keep the hand that produces ink, offers an early action and leaves more than one path if the next draw is not ideal.