Disney Lorcana: Reign of Jafar – A Set That Dares to Dream (and Scheme)

Disney Lorcana: Reign of Jafar – A Set That Dares to Dream (and Scheme)

There’s something oddly satisfying about a villain getting their moment in the spotlight. And with Reign of Jafar, Disney Lorcana doesn’t just feature Jafar, they let him take over. The set leans into his theatrical, manipulative energy in a way that’s both bold and, at times, a little chaotic. It’s dripping with theme. You can feel it in the art, the mechanics, even the pacing of the games.

But that’s the thing—does all this flair come at the cost of balance? Is Reign of Jafar a brilliant evolution of the game, or is it starting to lose its footing under the weight of its own ambition? Let’s dig in.

Reign of Jafar Starter Decks – Surprisingly Sharp

Let’s start with my favourite element, the two new Reign of Jafar starter decks. The new starter decks: Amber/Amethyst and Ruby/Steel. Now, starter decks are usually a good starting point. They’re meant to be accessible, easy to pick up, easy to play, and not have too many moving parts. Just open, excitedly open the free included pack, then shuffle and play. But these? These are a step up. They’re not just beginner-friendly; they’re actually enjoyable for experienced players too. Which, honestly, caught me off guard.

The Reign of Jafar Amber/Amethyst deck is the standout. It leans into the singing mechanic in a way that feels purposeful, not just thematic or forced. I’ll admit, when singing was first introduced, I kind of brushed it off. It felt like flavour text with extra steps. It was awkward, and it was the only part of the game I didn’t like. Which was a shame, as I love the music of Disney, and I was pretty much raised on it.  But here? It clicks. Cards like Clawhauser – Cheerful Officer don’t just support the mechanic, they make it hum. Literally and figuratively.

There’s a rhythm to how this deck plays. You’re not just slapping down characters and hoping for the best, which is perfect for the earlier decks or for some players. Yet, not in this deck; you’re setting up turns in advance, holding back certain cards because you know they’ll sing something bigger next round. It’s a bit like playing a combo deck, but softer. More forgiving. And when it works, it feels earned. Like, “Yes, I did just sing a 5-cost song for free and draw two cards, thank you, Walt!.”

It’s also got a nice mix of utility and lore generation, so it isn’t a one-trick pony. You’re not racing, but you’re not stalling either. It’s a deck that rewards patience and planning, which, if I’m being honest, isn’t my normal play style, but I loved it. This is not what you expect from a starter product, but I love that they are giving them more grunt to appeal to new and returning players.

Disney Lorcana: Reign of Jafar – A Set That Dares to Dream (and Scheme)

Now, the Reign of Jafar Ruby/Steel deck is a different beast. It’s more direct. More aggressive. It wants to challenge, banish, and push tempo. Characters like Mulan – Elite Archer and Stitch – Rock Star bring a kind of controlled chaos to the board. You’re not waiting around for the perfect moment, you’re making the moment happen. And this is my play style in a nutshell: more brawn than brains. Swing big & swing hard!

There’s a certain satisfaction in playing this deck. It’s got answers. It’s got threats. It’s got just enough removal to keep your opponent guessing, and I mean just. While playing, I used a little removal early doors for my ink well, I don’t recommend that. When playing the Amber/Amethyst deck, I needed that additional removal.

But… I don’t know, through the Ruby/Steel deck was the one I was most excited for & the one I played first. But it doesn’t quite have the same spark as the Amber/Amethyst one for me. As stated earlier, I tend to enjoy decks that build towards just punching their way through. There was just something special about the Amber/Amethyst deck.

One thing I appreciate about both decks is how they introduce newer mechanics without overwhelming the player. You get a taste of what Reign of Jafar is about: singing, synergy, villainous flair, without needing a rulebook in one hand and a YouTube tutorial in the other. That’s not easy to pull off, yet Disney Lorcana seems to do this effortlessly since the first set.

Also, and this might sound minor, but the decklists feel incredibly thought out. Like someone actually sat down and thought, “What would be fun to play ten times in a row?” And that’s exactly what the team behind Disney Lorcana did. I played each deck multiple times, swapped with my housemate and another friend who came to visit, and we both found little moments of surprise. That’s rare for starter decks.

Reign of Jafar Illumineer’s Quest: Palace Heist – PvE That Actually Works

Disney Lorcana: Reign of Jafar – A Set That Dares to Dream (and Scheme)

The new Reign of Jafar Illumineer’s Quest, Palace Heist, is a cooperative PvE mode where you and your friends team up to infiltrate Jafar’s palace. It’s chaotic, in a good way, most of the time. And that’s part of the charm.

There’s a real sense of tension baked into the structure of the quest. You’re not just flipping cards and reacting. You’re navigating traps, dodging guards, and trying to outthink a villain who always seems one step ahead. The boss mechanics feel more refined than in previous quests. Jafar doesn’t just sit there waiting to be defeated—he schemes. He escalates. He punishes sloppy play, which we found out more than once. And the pacing? Much tighter. Objectives are clearer, and the challenge feels more dynamic. You’re constantly adjusting your strategy, sometimes on the fly, sometimes using your skills and quick thinking, and more often than not, sometimes with a bit of panic.

I played it for the first time with my housemate on a chill Monday evening. I asked her if she wanted the gaming night experiences. After a quick trip to Coles, we had snacks, sleeves, and a vague sense of confidence. That lasted about twenty minutes. We got absolutely wrecked by the second phase of the encounter. One of us misread a card, another forgot to untap a character, and suddenly we were overwhelmed. But instead of feeling frustrated, we just laughed. There’s something about a cooperative loss that makes you want to try again immediately. Like, “Okay, okay, we almost had it. One more run.”

And we did one more run. Twice.

The second attempt went better. We started communicating more, planning ahead, actually reading the quest cards properly, well, except once, but we went back a turn to fix the slight issue. It felt like a puzzle we were slowly unlocking together. And when we finally beat it on the third try at 9.30 pm, way past my housemate’s bedtime, it was genuinely a relief and so satisfying. Not just because we won, but because we earned it. We adapted. We improved. We didn’t just brute-force our way through.

What I really appreciate is how Palace Heist shifts the tone of the game. Disney Lorcana is usually competitive & friendly, but still about winning, but solo. Here, you’re working together. You’re cheering each other on, covering for mistakes, and setting up plays that help the team rather than just yourself. It’s a different kind of fun. More collaborative. More fulfilling in a way. As you get to share your wins and commiserate your losses.

It’s also a fantastic way to introduce newer players to the game. There’s less pressure, more room to experiment, and the shared goal makes it easier to learn the flow of turns and card interactions. My Housemate had only played a few times and was not really a gamer, and by the end of our second run, she was schooling me. Calling out optimal plays like a seasoned Illumineer.

The more people you add, can drag, especially if your group tends to overanalyse. And the difficulty curve might feel a bit steep for casual players who aren’t used to PvE-style mechanics. But honestly? I’d rather it be a little too hard than too easy. It gives the mode replay value. You want to come back, try different decks, and see what works better.

So yeah, Palace Heist isn’t just a fun side mode or a money grab. It’s a genuinely engaging experience that adds depth to Lorcana in a way that feels fresh and meaningful. If you’ve been on the fence about the Illumineer’s Quest series, this is the one that won me over.

Reign of Jafar Illumination Trove – A Collector’s Delight

Disney Lorcana: Reign of Jafar – A Set That Dares to Dream (and Scheme)

Reign of Jafar The Illumination Trove is, well, beautiful. The box design is sleek, the lore booklet is a nice touch, and the included packs give you a decent shot at some of the set’s highlights. It feels premium. Like something you’d want to display, not just crack open and toss aside.

And maybe this is nitpicky, unlike previous versions, it feels a little light on extras. No exclusive promos? No fancy token? It’s good, just not quite great. I guess I expected a little more flair, especially given how theatrical the rest of the set is. Still, if you’re a collector or just want a nice bundle of packs to dive into the set, it’s a solid pickup.

Final Thoughts

Reign of Jafar is ambitious. It’s theatrical, dramatic, and not afraid to take risks. From the moment you open a pack or flip through the starter decks, you can tell this set is trying to make a statement. It wants to be memorable. And, it succeeds.

There’s a vibrant sense of creativity running through the whole set. It feels bold and inspired, like the designers were genuinely excited to explore new ideas and expand what Lorcana can be. The starter decks are among the best we’ve seen so far. Thoughtfully built, surprisingly replayable, and a great showcase of the set’s themes that show off the versatility of the set perfectly. And the PvE content? Genuinely engaging and my favourite and most amazing element of this set. Palace Heist adds a whole new layer to the game, one that feels cooperative, challenging, and refreshingly different from standard play.

As a whole, Reign of Jafar feels like a turning point. Not a reinvention, but a large step forward. It’s the kind of set that makes you curious about what’s coming next, not just in terms of characters or lore, but in how the game itself might evolve.

If you’ve ever been curious about Disney Lorcana, even just in passing, then Reign of Jafar is the perfect place to jump in. It’s bold, fun, and full of personality, offering a taste of everything that makes the game special.

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