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Super Sealed & Triple Deck: The Casual Formats That Keep Lorcana Fun

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With the way most locals run, it's easy for casual nights to accidentally turn into "mini-meta night." Same lists, same openers, same couple matchups on repeat.

Super Sealed and Triple Deck are the cleanest fix I've seen because they force variety without turning the game into a rules argument.

And the best part is you still get real reps that translate back into normal play (you just get there through chaos first).

Here's the payoff: these formats don't just mix things up. They teach fundamentals fast, because you can't hide behind your comfort deck.

Why do these formats matter right now?

Now on the surface, "casual format" sounds like code for "nothing matters." However, the fastest way to burn out a newer scene is to make every week feel like the same ladder match with different sleeves.

Super Sealed pushes deck-building and sequencing. Triple Deck pushes matchup planning and flexibility.

Both create moments where the "best deck" isn't the point, and that's where a lot of players start having fun again.

What is Super Sealed, really?

Super Sealed is a sealed deck... but with a deeper card pool and (usually) more flexibility than a standard 6-pack build. Stores and organizers can vary the exact setup, but the version that got a lot of attention was: 16 packs, build a 50-card deck, and you can use up to three ink colors.

That same version also included a real sideboard concept: the cards you don't play (as long as they're within your chosen ink colors) can be swapped between games, and you reset back to your original list before the next match.

So, it's not "sealed, but bigger." It's sealed where you're making actual choices.

How do you build a Super Sealed deck that doesn't implode?

The trap newer players fall into is building a "highlight reel deck." They open something flashy, jam every cool card in three inks, and end up with a pile that can't function when the game gets weird.

A Super Sealed deck wins because it does boring things well.

The checklist I use (and it's saved me a lot of 0-2 drops):

  • Start with your curve, not your rares. If your first meaningful play is consistently late, you're going to spend the whole game digging out.
  • Pick your third ink color for a reason. If ink #3 isn't fixing a problem (removal, early plays, answers), it's probably just diluting your draws.
  • Prioritize "answers" over "synergy." In sealed, your opponent's plan is often "I opened good cards." You need ways to interact, even if your deck isn't pretty.
  • Build a sideboard plan before Round 1 starts. If the format allows sideboarding between games, don't wait until you lose to think about it.

Concrete "if X then Y" lines that come up constantly:

  • If your opponent's deck is beating you with evasive threats, then you need to sideboard into more interaction or racing tools (don't just "add bigger bodies" and hope).
  • If you're losing because you're stumbling early, then cut the cute top-end card you love and add two more low-cost plays (you'll feel it immediately).
  • If your hand is full of uninkables or situational effects, then your deck is lying to you. Lower the number of "only good sometimes" cards and increase consistency.

With that... Super Sealed ends up being this sneaky training mode. You learn what actually matters in game flow because you can't rely on perfected construction.

What is Triple Deck, and why does it feel so different?

Triple Deck (the version people are copying locally) is basically: bring three Constructed decks, and across the three decks you must cover all six inks, each ink only used once.

Then the match becomes a decision tree.

In the ruleset that's been widely discussed, each player secretly "benches" one of the opponent's decks for the match, then both players pick from their remaining two and reveal at the same time.

In Best-of-Three, you don't just win twice. You have to win with two different decks.

So, even if you're a monster with ONE list... you have to prove you can pilot TWO.

How do you build three decks without leaving one of them unplayable?

This is where Triple Deck stays fun instead of turning into "two decks I like and one deck I apologize for."

A practical way to approach it is to give each deck a job.

Deck roles that actually hold up in a casual Triple Deck night

  • Deck A: The bully deck. It punishes stumbles and forces opponents to have their act together early.
  • Deck B: The stabilizer. Good into unknown fields. Can pivot from defense to offense without needing the perfect draw.
  • Deck C: The closer. Built to beat the decks that beat your bully deck (and to win grindy games when both players are side-eyeing their topdecks).

Now the real Triple Deck trick is the benching step (if your event uses it).

You're not benching "their best deck." You're benching the deck that makes your path to TWO wins the hardest.

A matchup planning example (no card text needed)

Let's say you sit down and you see:

Opponent has one fast deck, one midrange deck, one slow control-ish deck (you'll recognize it from play patterns even if you don't know exact lists yet).

Your choices:

  • If your bully deck farms midrange but loses hard to control, then bench the control deck and plan to win bully + stabilizer.
  • If your stabilizer is solid into everything but doesn't close well, then you may want to bench the deck that drags games out forever (because you're trying to win TWO different games, not one long masterpiece).
  • If you win Game 1 with Deck A, remember: the match structure often forces you to win with your other non-benched deck to finish the match.

That last point is why Triple Deck is secretly great for newer organized play players. It teaches you not to autopilot. You're constantly asking, "What's my next win condition... and what deck gets me there?"

Why do these formats keep the game fun (instead of just random)?

Because they change what success looks like.

Super Sealed rewards:

  • clean sequencing
  • resource discipline
  • knowing when to pivot from "value" to "race"

Triple Deck rewards:

  • preparation across multiple playstyles
  • matchup reading
  • pressure management when you can't just lock into your comfort list.

What now?

If you're trying to pitch this to your LGS or your playgroup, start small and make it easy:

  • Run Super Sealed as a "special event night" (people show up for pack opening alone). Use a posted deck-build timer and encourage players to pre-sort by ink to save time.
  • Run Triple Deck as a mini-league: players can tweak their trio week to week, but the "all six inks, used once" rule stays locked.
  • When someone loses, ask ONE question: "Was that a deck choice problem or a sequencing problem?" That's how players level up without feeling coached at.

Thanks for reading and being part of the Lorcana community. If you want more decklists, unique takes, and event coverage, you can always find me on Twitter @_EmeraldWeapon_.

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