A board full of Evasive characters is a great start. With Dumbo, Angela turns it into a plan that draws cards, gains lore and keeps finding answers around a multiplayer table. Her list combines Amethyst, Emerald and Ruby with a clear motto:
What’s better than Evasive characters? Evasives with card draw!
InkwithAngelaIn her own words, this deck is about board control, hand disruption, exerting and challenging, moving damage — and keeping the cards coming. Here is how her 60 cards support that idea.
Meet Angela
InkwithAngela is a content creator who shares her enthusiasm for Disney Lorcana primarily on Instagram. She discusses strategies, the meta and deck ideas, and attends events. Her Dumbo deck reflects that enjoyment of exploring ideas: Evasive, Draw and active board control work together.
Dumbo · Coconut
Angela’s game plan
Turns 1–2: Set up your challengers and build your board.
InkwithAngelaRafiki – Mystical Fighter, Luisa Madrigal – Pushing Through and Pepita – Watchful Alebrije prepare the early challenges. Cheap Evasive characters such as Pegasus – Gift for Hercules and Dash Parr – Dodgeball Dynamo also lay the groundwork for Dumbo’s engine later on.
Turns 3–4: Exert your opponent’s key characters, challenge them, and take control.
InkwithAngelaWith Elsa – Snow Queen, an exert ability opens a target for challenges on the very turn she is played. Peter Pan's Shadow – Elusive Prankster and Isis Vanderchill – Ice Queen of St. Canard provide further ways to make opposing characters accessible to Angela’s board.
Turn 5+: Establish your card draw engine, keep your hand full, and maintain pressure.
InkwithAngelaDumbo now turns the Evasive characters already in play into repeatable Draw and direct lore. The many inexpensive characters remain valuable parts of the engine later in the game.
Dumbo: turning Evasive into an engine
Evasive + Dumbo = Card draw and lore
InkwithAngelaThe Coconut allows Angela to use her characters’ exert abilities on the turn they are played. The playable Dumbo – Ninth Wonder of the Universe supplies the engine: exert and pay one ink to draw a card and gain one lore. Her other Evasive characters gain that same ability.
Angela plays four copies of Dumbo. There are 22 cards with the printed Evasive keyword in her list, plus cards that grant Evasive. That gives the engine plenty of partners on the board.
Peter Pan & Tinker Bell – Fast Friends gives all her characters Evasive. Tinker Bell – Most Helpful grants it to a chosen character for the turn; Stand Out adds three strength as well. With Dumbo and one available ink, a ready Evasive character can immediately provide a card and a lore — exactly the value Angela describes.
A turn with the Dumbo engine
Dumbo is in play, two other Evasive characters are ready and two ink are available. Angela activates the granted ability once with each of those characters. Both are exerted, and each activation costs one ink.
The Coconut allows these exert abilities even if the two characters were played this turn. Their play costs, if applicable, are additional. This is how the Evasive board becomes the combination of Draw and lore that Angela enjoys.
Top choices: Draw keeps the plan moving
The Queen – Wicked and Vain draws a card with her exert ability; Yzma – Conniving Chemist refills a hand of fewer than three cards to three. Both can benefit from the Coconut immediately after being played. Genie – Wish Fulfilled replaces itself with a card on entry and is also Evasive.
Diablo – Devoted Herald turns the multiplayer table into a source of Draw. During each opponent’s turn, Angela may draw when that opponent draws, provided Diablo is exerted. Dumbo gives the Evasive bird a useful way to exert during her own turn while already generating value.
There is support beyond the characters too. Junior Woodchuck Guidebook draws two cards when activated and banished. Once during her own turn, Merlin's Shop and Smithy – Magical Market rewards moving a character there with a card and a lore. The Library – A Gift for Belle draws cards when characters at that location are banished.
Exert, challenge, draw the next card
Exert + Challenge = Remove key threats
InkwithAngelaElsa – The Fifth Spirit combines exertion, Rush and Evasive. Sven – Leaping Reindeer combines Rush with Challenger +3 and can reach opposing Evasives thanks to Evasive. Both fit Angela’s plan to control the board through challenges.
When played, Mulan – Martial Arts Master gives a chosen character two additional strength and the ability to draw whenever it challenges another character that turn. Her own quest effect grants Rush. Royal Guard – Octopus Soldier gains Challenger +1 for the turn whenever Angela draws: draw first, then bring the increased strength into a challenge.
Maui – Half-Shark recovers actions from the discard when challenging and gains a lore when an action is played. This makes the list’s carefully selected actions reusable. The Headless Horseman – Terror of Sleepy Hollow removes an opposing character with two strength or less on entry, and strengthens Angela’s characters when opposing characters are banished during her turn.
Turning damage into lore
Moving damage + Go Go Tomago = Extra lore
InkwithAngelaBelle – Accomplished Mystic moves up to three damage from a character to an opposing character on entry. Cheshire Cat – Inexplicable moves up to two damage when a card is put under it; Boost provides its own activation. Luisa Madrigal – Confident Climber collects damage from one of Angela’s characters and, with at least three damage on her, moves all her damage to an opposing character.
Go Go Tomago – Darting Dynamo builds on that setup. On entry, Angela may pay two additional ink to gain lore equal to the damage on a chosen opposing character. A damaged target still in play becomes a lore payoff. Go Go then remains as an Evasive character for Dumbo.
Reset, removal and Politics
Board wipes + Card draw = Reset and rebuild
InkwithAngelaBe Prepared is this list’s full board wipe. If Angela’s characters are at the Library, their banishment can provide new cards. Cheap characters and Draw effects then give her material to rebuild.
Demona – Scourge of the Wyvern Clan exerts all opposing characters on entry and refills the hands of all players with fewer than three cards to three. This opens multiple opportunities to challenge. You're Welcome offers flexibility against characters, items and locations; Wildcat – Mechanic supplies repeatable item removal through its exert ability.
Hand disruption = Limit your opponent’s options
InkwithAngelaBend to My Will makes each opponent discard their entire hand. With two additional ink, Honey Lemon – Chemical Genius also reaches every opponent, each discarding a card. Ursula – Deceiver lets Angela inspect one opponent’s hand and choose a song for them to discard.
Politics comes from genuine choices at the table. Hades – Looking for a Deal asks the chosen character’s owner to put it on the bottom of their deck or let Angela draw two cards. At the end of her turn, Elinor – Renowned Diplomat rewards having three or more exerted characters with one damage, one lore and one card — a natural fit for an engine that exerts its characters anyway.
Ink, cost reduction and strong follow-up plays
Angela’s resource plan relies on regular ink and plenty of Draw. Fifty inkable cards provide a broad foundation. Twenty-one cards cost no more than two ink, enabling early plays and leaving ink for Dumbo’s activations later.
Shift offers additional ways to deploy stronger characters efficiently. Dash Parr – Super Fast and Luisa Madrigal – Confident Climber can shift for three ink onto their matching smaller versions. Peter Pan & Tinker Bell – Fast Friends can shift onto Tinker Bell for four ink. Diablo’s Shift cost discards an action instead of paying ink. These are specific alternative costs; the three songs also let ready singers play suitable actions while keeping ink available for other effects.
The 25 cards at costs four and five form the centre of the list. Dumbo, important Draw characters and many control effects live here, connecting Angela’s early development to repeatable value later on.
The deck in numbers
Ink cost
The curve clearly shows Angela’s progression: eight one-cost and 13 two-cost cards to start, followed by a focus on four and five ink. Inkable cards make up 83.3% of the list. The 52 characters give the Coconut plenty of carriers for its abilities; carefully chosen non-character cards support removal, disruption and card flow.
Four copies of Dumbo provide the recurring anchor. Each of the other 56 cards appears once. These figures come from Angela’s public decklist and match the deck image she supplied.
Angela’s complete list
Open Angela’s full deck on CocoDex
All 60 cards · by ink cost
60 of 60 cards
Cost 1
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1×SongOutdraw, outcontrol, and outlast!
The goal? Outdraw, outcontrol, and outlast!
InkwithAngelaAngela’s Dumbo deck connects Evasive with a steady stream of new cards. Exerting creates targets, challenges clear the way, and moved damage becomes lore through Go Go Tomago. The thread is consistent: develop the board and turn every new card into the next play.


















