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Reign of Jafar Set Review: Dual-Ink

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Welcome to my last review of cards from Reign of Jafar. I am hoping to be able to limit myself this time. My plan for this set is to only talk about the cards that make me think, not to rank or rate them. I also wanted to avoid talking about EVERY card but with the Duals I really think I could. So, I have forced myself to only talk about the most stimulating ideas.

Let's start with a bang. At 2 ink, grabbing a card out of your opponent's hand can be quite a game changer. Of course, it has to be a non-character but still it's good. I already know a lot of players who love Ursula - Deceiver and this is better. Add to that the ability to turn to ink if banished. The only negative is it's uninkable.

While up against Ruby/Sapphire this may be a bit slow but in other matchups this makes Lemon/Lime safer against cards like Be Prepared and its ilk. If you shift him in he can even be useful against the ramped removal. I can't see myself committing to the little tramps though.

I only mention this guy because of the "Racer" angle. If you read tea leaves it seems that Lorcana is about to enter a "typal" phase. Who knows if Racers will be the type on top?

If typal does turn viable then Puppy may be a contender. My bets are on Hero or Princess but if it is Puppy then this little guy may be a power card. Exerting for 2 Lore on turn two is proven good in aggro decks everywhere. This guy can also grab 3 on three etc. Imagine an opening hand of 3 Patch and 4 Dalmation Puppy. That's game over on turn four!

Sure dropping in exerted is a MAJOR drawback, but 4 Lore at 3 inkable! Imagine Daisy, Simba, Bolt on your first three turns. Your bodyguard can pre save as well as post save your big gainers. With Steel as the dual you could also pepper damage enough to keep anything that could bother Bolt off the field.

Free Singing is never to be overlooked. Look at the number of songs that even draw to replace themselves. Have Alma and a couple other characters sing together Fantastical and Magical. Draw 3 cards, gain 3 lore, ready and repeat on your next turn. If the "once per turn' clause wasn't there it would be game over.

Self-damaging cards are growing. Quest for 2 and draw 2 with potentially moving that damage to an opponent's card. Feels like a future article. Also see Mother Gothel - Knows What's Best for more tricks.

"Search your deck" is a powerful phrase. All you have to do is sing a song? Song decks may change from Amber/Steel to Amber/Amethyst.

I have personally played Hans and Robin Hood for repeatable damage. Never with an Amethyst partner color before but maybe now?

Forced Exertion is powerful and now it's basically usable multiple times per turn. The debate is how many of your illusions should be used for Lore and how many will challenge the newly exerted.

4 / 4 with 3 Lore is good enough on its own. But now add to that the possibility of playing a character for free and it's over the top. Currently, the number of Illusions is a bit low but there is still a lot of potential here.

Valuable and low ink removal in colors that have had to reach out to Ruby and Steel to do the job.

While the probability is low you'll ever pull it off, questing for 6 is just too much fun to ignore. Of course, Alice - Clumsy as Can Be helps a lot on that account.

This card leaves your opponent with a riddle to solve. Allow you to gain 3 Lore every turn or give you a free Grab Your Sword, Or lose locations and items. By the way, Maui can Suicide into an exerted character and still get those choices.

Now you can make every character into a Maui - Hero to All in different sizes. Regrettably, this isn't a may ability so if your character is small in Stamina you may see it self-implode.

I figure I should probably trim this off here. I know many of you are screaming at me about missing a card that you love. Trust me, I feel the same. It's hard to leave some of the Dual Inks off this list. So many could be so fun.

Remember, whether dual or regular ink. If it's cool to play it can be found at coolstuffinc.com.

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