Disney Lorcana’s sixth set, Azurite Sea, feels like a bit of a reset for players who were getting tired of the same old "Amethyst/Ruby" or "Steel/Song" dominance. Honestly, when I first saw the list for the Azurite Sea starter deck featuring Emerald and Ruby, I was skeptical. Emerald is usually about being annoying and "bouncing" things, while Ruby is all about aggressive challenges. Putting them together in a pre-constructed deck usually results in a messy pile that tries to do too much. But this time? Ravensburger actually leaned into a specific theme: Pirates and Evasive.
It’s surprisingly cohesive.
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Most starter decks are basically a "tutorial mode" that you rip apart after three games to get the two rare cards inside. This one is different because it introduces Big Hero 6 characters into the mix alongside the pirate-themed Peter Pan and Treasure Planet cast. You aren't just playing a deck; you're playing a high-speed chase.
What’s Actually Inside This Box?
The deck is officially titled "Jim Hawkins & Tigger," which is a weird pairing if you think about it for more than two seconds. But in the context of the Azurite Sea starter deck, it makes sense. Jim Hawkins is your "lead" in the Emerald side, specifically the Jim Hawkins - Honorable Captain card. He’s all about the new Pirate synergy. Tigger, on the other hand, represents the Ruby side of things—fast, aggressive, and hard to catch.
You get a 60-card deck, a paper playmat (which most of us just use as a poster at this point), some damage counters, and a booster pack. The booster pack is the real gamble. Everyone hopes for an Enchanted, but you'll probably just get a legendary you already have three of. That's the TCG life.
The core of the deck relies on the "Evasive" keyword. For the uninitiated, Evasive means only other Evasive characters can challenge you. If your opponent is playing a heavy Steel or Amber deck without many flyers or nimble characters, they basically have to sit there and watch you quest for lore while they can't touch you. It’s frustrating to play against. It’s hilarious to pilot.
The Standout Cards You Need to Watch
- Jim Hawkins - Honorable Captain: He’s a 5-cost character with 4 strength and 5 willpower. Not bad stats. But his real value is his "Expert Navigator" ability. When you play him, you can play a Location for free. Locations have been a "take it or leave it" mechanic for some players since Into the Inklands, but in this deck, they are vital for board control.
- Tigger - Very Bouncy: This is a Ruby card that lives up to the name. He has Evasive, and he’s cheap enough to get on the board early. If you can protect him, he’s a consistent lore engine.
- Ray - Easygoing Firefly: A simple Emerald card, but Evasive is king here.
There’s also a heavy emphasis on the new Big Hero 6 cards like Wasabi and Honey Lemon. They don’t just feel like "flavor," they actually provide the technical support the Pirates need to stay alive.
The Strategy That Most People Miss
New players usually just play whatever card they can afford on that turn. Don't do that. The Azurite Sea starter deck is a "tempo" deck. Tempo means you aren't trying to win the long game by having the biggest monsters; you're trying to win by making your opponent waste their turns.
If you play a Location like Jolly Roger, you’re giving your Pirates a home base. You want to force your opponent to choose: do they attack your characters, or do they attack the Location? If they attack the Location, your characters stay safe to quest. If they attack your characters (and they can only do that if they have Evasive), the Location keeps ticking up lore every turn.
It’s a "damned if you do, damned if you don't" scenario.
The biggest mistake I see with the Emerald/Ruby combo is being too aggressive. You have cards that "bounce" (return to hand) your opponent's characters. Don't just bounce the first thing you see. Wait for them to play something expensive—something they spent their whole turn on. You bounce that back to their hand for two ink, and suddenly they've lost an entire turn of momentum. That is how you win with this deck.
Is It Better Than the Amber/Sapphire Deck?
The "other" starter deck in this set is Amber/Sapphire, focused on Moana and Baymax. It’s a "Goons" deck—lots of characters, lots of healing.
Honestly? The Emerald/Ruby Azurite Sea starter deck feels higher skill. The Amber/Sapphire deck is "braindead" easy—you just play dudes and quest. The Pirate deck requires you to think about positioning and timing. If you like feeling like a tactical genius while playing a Disney game, Emerald/Ruby is the way to go. If you just want to see Baymax heal a chicken, go with the other one.
The "Pirate" Problem and How to Fix It
Let’s be real: no starter deck is perfect. The Azurite Sea starter deck has some "filler" cards that are just... bad. There are a few low-cost vanilla characters (cards with no abilities) that are basically just ink fodder.
If you want to make this deck actually competitive at a local League night, you need to swap out about 10–15 cards.
- More Locations: The deck gives you a taste of Locations, but you need more consistency. Add RLS Legacy. It’s a powerhouse in any Pirate-themed deck.
- Remove the Vanilla: Get rid of the characters that don't have Evasive or a Pirate tag. They don't help your synergy.
- Better Removal: Ruby is famous for cards like Dragon Fire or Be Prepared. While Be Prepared might be too expensive for a budget upgrade, adding a few more direct damage or "banish" cards will help you deal with threats that your Evasive characters can't handle.
Why Azurite Sea Matters for the Meta
Lorcana has gone through phases. We had the "everything is Ruby/Amethyst" phase, then the "Steel is God" phase. Azurite Sea is pushing the game toward more tribal synergies. "Tribal" just means decks that care about a specific subtype, like Pirates or Inventors.
The Azurite Sea starter deck is the gateway to the Pirate archetype. We haven't seen this level of synergy since the Dwarves in the first set, and those weren't very good. Pirates actually have legs. With cards from previous sets like John Silver or Jolly Roger already in existence, this starter deck acts as the missing puzzle piece for a deck that could actually compete in the mid-tier meta.
It’s also worth noting the art direction. The "Azurite" theme gives everything a cool, neon-sea-captain vibe that looks incredible on the table. If you're a collector, the foil versions of Jim Hawkins and Tigger included in these decks are some of the better-looking starter foils we've seen.
Actionable Next Steps for New Players
If you just picked up the Azurite Sea starter deck, here is how you should handle your first few games:
- Priority 1: Ink management. This deck has a lot of 4 and 5-cost cards. Do not be afraid to ink your high-cost "finishers" in the first two turns. You need to hit 5 ink as fast as possible to get Jim Hawkins on the board.
- Priority 2: Protect the Evasives. Use your non-evasive characters to challenge your opponent’s board. Keep your Evasive characters "readied" unless you are absolutely sure they won't get picked off by a spell.
- Priority 3: Location Timing. Don't play a Location just because you can. Play it when you have a character that benefits from being there, or when you need to divert your opponent's attention away from a high-lore character.
- Expansion: If you enjoy the playstyle, look for singles of John Silver - Greedy Treasure Seeker. He is the ultimate "boss" for this deck and turns your Pirates into absolute monsters.
The Azurite Sea starter deck isn't just a toy; it's a very solid foundation for a Pirate-Evasive deck that can catch even veteran players off guard. Grab it, swap out the fluff, and start questing.