The biggest thing Sapphire is known for in Disney Lorcana is its ability to ramp. Using different cards' abilities to put more cards into your inkwell has been its bread and butter. In Rise of the Floodborn, a lot more has been introduced.

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With healing benefits, drawing more cards, and a plethora of other unique things that these cards are doing, Sapphire is looking to make a rise in playability. With many different routes to use these cards, look out for this ink while playing at events!

10 Cogsworth, Talking Clock

Distatic.aayyy.com/topic/dn/'t Know He Could Talk!

The baby version of Cogsworth, as many characters who have higher-cost Floodborn characters have been dubbed, Cogsworth, Talking Clock has the ability to stand on his own. His ability, Wait A Minute, says that your characters with Reckless gain the ability to exert and gain one lore.

This specifically goes very well with Ruby and all the Reckless characters they have. If you don’t have any opposing characters to challenge, you can quest with characters who you usually woulstatic.aayyy.com/topic/dn/’t be able to do that with.

9 Jasmine, Heir of Agrabah

She'll Be Queen Soon Enough!

The new shift target for Jasmine, Queen of Agrabah from The First Chapter, Jasmine Heir of Agrabah, is another “baby” card that is great on her own. Her ability, I’m a Fast Learner, says whenever you play her, remove up to one damage from a chosen character of yours.

For how cheap this Jasmine is, and with other cards that benefit from healing in Lorcana, if you are running shift Jasmine, being able to play this card down before that feels great.

8 Winnie the Pooh, Having a Think

He's Thinking Real, Real Hard!

One of the cards in Sapphire that involves that ramp archetype, Winnie the Pooh’s ability, Hunny Pot, says whenever he quests, you can put a card from your hand face down into your inkwell.

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With his lore stat of two, this is a worthwhile ability early in the game. Being able to gain that lore while also being able to get more ink into your inkwell is a thing you should always consider when thinking about ramp cards into your deck.

7 Pawpsicle

A Sweet Treat!

One of the few items to have two abilities on it, Pawpsicle is one of the better items we’ve seen so far. Its first ability, Jumbo Pop, says when you play this card, you can draw a card. If you are able to play this turn one, that is an immediate benefit.

Its next ability, That’s Redwood, says you banish this item and remove up to two damage from chosen character. This plays into that healing archetype that has come up in Sapphire, and is a very cheap and easy option to include.

6 Cruella, Perfectly Wretched

She Has Her Coat Of Fur!

Cruella, Perfectly Wretched is a great card due to the versatility she has. Firstly, her ability, Oh, No You Don’t, says whenever she quests, an opposing character gets minus two strength this turn. This can very easily set up easier challenges for your other characters.

She also has a four strength three willpower stat line which, if you are able to shift her down on turn three, you have an above-the-curve card out on the board that can do more than other characters are able to at that point in the game.

5 Alice, Growing Girl

She's Getting Bigger... And Bigger... And Bigger

Being able to consistently pull off Alice, Growing Girl’s ability, What Did I Do?, is the key to this card. When she has at least +10 strength, she gets +4 lore, which puts her as a five lore quester for the turn.

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Alice’s Good Advice ability is where this card truly shines. It gives all of your other characters support, so if you are able to get characters out that have strengths that equal nine or more, you can quest all of them and give Alice the strength needed to activate What Did I Do?.

4 Gaston, Intellectual Powerhouse

He's Smarter Than Some May Think

If you are looking for a card to dig through your deck mid-game, Gaston, Intellectual Powerhouse is the card to play. His ability Developed Brain lets look at the top three cards of your deck, and you may put one into your hand and the rest go to the bottom of your deck in any order.

Firstly, you are getting to look at a healthy number of cards using Gaston’s ability, and that is great on its own. But the fact he has three lore on him and can come in as early as turn four with shift gives you the ability to do a lot of different things in a short amount of time.

3 Sisu, Divine Water Dragon

Get Ready To Go For A Ride

Sisu, Water Dragon has a very similar ability to Gaston’s, but with a few differences. I Trust You says whenever she quests, look at the top two cards of your deck. You may put one into your hand and the rest on the bottom of your deck in any order.

The reason this is effectively better than Gaston is that you are hopefully able to do it multiple times. The four willpower of Sisu can keep her on the board for a few turns to hopefully let you dig through your deck more than once.

2 Cogsworth, Grandfather Clock

Old Age Ain't Got Nothing On Him

This card is the definition of being able to do it all. His ability, Unwind, is the first key aspect, giving your other characters Resist one. Plain and simple, limiting the damage that can be put on your field is great.

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He also has the Ward keyword, so he can’t be chosen for direct removal or anything along those lines, so he has to be challenged into. Finally, he has shift three. This means you can get this all going very early in the game, which can give you quick momentum out of the gate.

1 Grand Pabbie, Oldest and Wisest

He Truly Knows Everything And Anything

That healing archetype you’ve been hearing about? Grand Pabbie, Oldest and Wisest brings it all to fruition. His ability, Oldest and Wisest, gives you two lore whenever you remove at least one damage from a character.

On top of his three lore and all the lore that your other characters may have attached to them, you can get off a pretty big quest turn with Grand Pabbie. A great card that can mightily change the course of a game with his ability.

Next: Every Card in Disney Lorcana's Rise of the Floodborn