Lorcana item cards may not deal damage or quest for lore, but they play a crucial role in shaping the flow of the game. These persistent support tools offer long-term value, making them ideal for grindy matchups where efficiency adds up over time. From enabling powerful combos and drawing key cards to reducing ink costs and protecting your characters, the right item card can quietly turn the tide of a match.
Many top-tier decks rely on items as their strategic backbone, offering consistent utility across turns. In this guide, we’ll explore some of the best Lorcana item cards that every player should consider to enhance their deck’s performance and resilience.
10. Devil’s Eye Diamond

Ability: Gain lore when one of your characters is damaged
Type: Support / Lore Engine
Ink Cost: 2
Ideal for Ruby decks that thrive on constant challenges, Devil’s Eye Diamond rewards you every time one of your characters is damaged—regardless of how it happens. Played for just two ink, this item allows you to exert it to gain one lore if any of your characters took damage during the turn. In fast-paced, combat-heavy games, this can add up quickly and help you pull ahead in lore. While Ruby decks aren’t known for item reliance, this card offers a unique tech option when splashed into multi-ink builds. It provides consistent value and synergy with decks focused on brawling and board interaction.
9. Sapphire Coil

Ability: Reduce opposing character’s strength when adding to your inkwell
Type: Control
Ink Cost: 2
Sapphire Coil helps control the battlefield by reducing an opposing character’s strength by two each time you put a card into your inkwell. This effect triggers passively without the need to exert the item, making it a reliable form of soft removal. Especially strong in decks built around ink ramp, this card fits perfectly into Sapphire builds that aim to both grow resources and weaken threats. With reduced enemy strength, your challenges become safer, and threats become easier to contain. It’s a subtle but effective way to slow your opponent’s tempo while advancing your own.
8. Fishbone Quill

Ability: Ink extra cards from hand, including non-inkables
Type: Ramp / Utility
Ink Cost: 3
Fishbone Quill allows you to put a card from your hand into your inkwell every turn, even if that card isn’t inkable by default. This effect starts immediately after the item is played for three ink, making it a consistent and powerful ramp option. It’s especially useful for unlocking value from powerful action or character cards you can’t play yet. Compared to similar items, this one bypasses discard requirements entirely, giving you an edge in ink efficiency. It fits best in control or midrange decks that need stable ink growth and more strategic flexibility.
7. Beast’s Mirror

Ability: Draw a card when you have an empty hand
Type: Recovery
Ink Cost: 2 (+3 Ink to activate)
Beast’s Mirror is a simple but powerful recovery tool for decks that often run low on hand size. By exerting the item and paying three ink, it lets you draw a card—but only when your hand is completely empty. In a game where consistent card draw is limited, this mirror helps maintain momentum when resources run thin. It’s especially useful in aggressive or low-curve decks that burn through cards quickly. When timed right, Beast’s Mirror ensures you always have something to play, even in desperate situations.
6. Amethyst Chromicon

Ability: Both players draw a card
Type: Aggro Draw / Tempo
Ink Cost: 2
Amethyst Chromicon is a perfect fit for aggressive decks that prioritize speed over longevity. Costing only two ink, this item lets both you and your opponent draw a card when you exert it, effectively speeding up the pace of the game. In fast Amethyst decks that aim to win before turn 7, the drawback of giving your opponent a draw is often irrelevant. The real benefit lies in digging deeper into your deck to find game-ending combos or key characters faster. If your playstyle is high-risk, high-reward, this item accelerates your strategy.
5. Pawpsicle

Ability: Draw a card and can be banished to heal
Type: Draw / Sustain
Ink Cost: 1
Pawpsicle is a low-cost item that does a lot for very little. When played, it immediately draws a card, and later on, you can banish it to heal one of your characters. This utility makes it particularly effective in decks that depend on keeping key characters alive for lore generation or control. It shines in Tamatoa, So Shiny decks, where Tamatoa can retrieve Pawpsicle and create a loop of value. With multiple copies on the field and proper recursion, it creates a steady cycle of draw and healing, allowing you to maintain both hand size and board presence.
4. Shield of Virtue

Ability: Ready an exerted character (cannot quest again)
Type: Combat Utility
Ink Cost: 1 (+3 Ink to activate)
Shield of Virtue lets you “ready” an exerted character, giving them a second chance to act during your turn. This allows a character who has already quested to challenge an opponent’s character in the same turn—but not to quest again. While it doesn’t permit a second quest, it’s still a strong tempo tool for decks that want to stay aggressive or control the board. The ability to refresh key challengers opens up new lines of play and keeps pressure on your opponent. It’s a great fit for midrange or tempo-focused decks that value flexibility and board presence.
3. Maurice’s Workshop

Ability: Pay 1 ink when playing items to draw a card
Type: Draw Engine
Ink Cost: 2
Maurice’s Workshop is a dream for item-heavy decks that thrive on cycling through their cards quickly. Each time you play an item, you may pay one additional ink to draw a card, turning your plays into fuel for more action. This synergizes well with low-cost items and multi-item turns, giving incredible draw power over time. Because it doesn’t exert to activate its effect, the value stacks fast in decks loaded with support cards. Maurice’s Workshop transforms utility items into a full-fledged draw engine.
2. Lantern

Ability: Reduce cost of next character played
Type: Cost Reduction
Ink Cost: 1
Lantern is a staple in Amber decks that want to play big characters without waiting for late-game ink totals. By exerting it, you reduce the ink cost of the next character you play by one, effectively ramping without adding to your inkwell. When played early, multiple copies of Lantern let you snowball into powerful plays while conserving ink. This makes it perfect for tempo-based decks that want to establish dominance quickly. It’s also highly flexible, giving every subsequent turn more efficiency and momentum.
1. Lucky Dime

Ability: Gain lore equal to chosen character’s quest value
Type: Lore Burst
Ink Cost: 2
Lucky Dime is a Sapphire powerhouse, especially in lore-race or combo-finishing decks. Once on the field, you can exert it to choose a character and gain lore equal to that character’s printed quest value. This allows you to generate lore without risking your characters in a quest, pushing you closer to victory. When used with high-lore characters, Lucky Dime becomes a fast track to closing out games. It’s a powerful tool for decks that have already set up a strong board and just need a final push.

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