Every Disney Lorcana set in release order — what each one added to the game, and which of them you can still bring to a competitive table.
Lorcana groups its sets into years, and years are what rotation moves.
Ravensburger releases four mainline sets a year, roughly every three months, plus an annual cooperative Illumineer's Quest box. Every set so far has had 204 base cards; newer ones add Enchanted, Epic, and Iconic cards above that number.
Sets are also sold twice: a prerelease at local game stores first, then a wide retail release a week or two later. Both dates appear below where they differ, because tournament legality follows the earlier one.
Two competitive formats decide whether a set still matters at an event. Core Constructed keeps only the current year and the year before it — about eight to ten sets, dropping four each summer. Infinity Constructed never rotates: every card ever printed stays legal, minus a short ban list. A set leaving Core does not leave the game.
The launch set, and still the game's foundation: six inks, 204 cards, and the quest-or-challenge choice that everything since has been built on. Sold out almost immediately and spent months as the hardest set to buy at cover price.
Introduced Floodborn characters and the Shift mechanic — playing a stronger version of a character on top of one already in play for a reduced cost. Also added the Resist keyword, which reduces incoming damage.
Added an entirely new card type: Locations, which sit on the board, generate lore, and can hold characters. DuckTales arrived alongside them.
Brought Sing Together, letting several characters combine to sing one expensive song, and alternate Shift costs that let you pay by discarding instead of inking. The first Illumineer's Quest shipped the same day.
The first cooperative box — one or two players against Ursula, run by the game itself. A standalone way in that needs no collection and no opponent who wants to beat you.
Took the story upward into the clouds and floating islands above the Inklands, leaning on flight and height as themes across all six inks.
A nautical set that also began seeding the Jafar storyline — the flavor text here first pointed at the broken Hexwell Crown that would drive the next two sets.
The biggest structural change since Locations: dual-ink cards, which count as two inks and require your deck to include both. Also introduced the Vanish keyword — a character banished the moment an opponent targets it — and Lorcana's first original character, the owl Archazia.
The payoff of the Hexwell Crown arc, set in Agrabah under an eclipse. Heavy on Songs and Sing Together, and it closed out Year Two's themes — Dalmatian puppies, Madrigals, Illusions — rather than opening new ones.
The second co-op box, and the one this library started from. Players infiltrate Jafar's palace together against a scripted opponent, with Trap cards adding hidden information to the board.
The set that changed how Lorcana ages. Fabled introduced rotation itself — sending Sets 1–4 out of Core Constructed — and softened the blow by reprinting a slice of those cards inside it, since a reprinted card stays legal. It also added the Epic and Iconic rarities above Enchanted.
A mystery-flavored set built around the Boost mechanic, which tucks cards underneath characters to strengthen them. Gargoyles and The Black Cauldron joined the game.
Elsa's attempt to freeze a strange creeping vine goes wrong and buries the Inklands in snow. Mechanically it leaned into freezing — keeping opposing characters from readying — and it extended Boost to Locations. The first set released with no starter deck.
Pixar's debut in Lorcana, and a real shift in what the card pool looks like. Toy Story, Brave, and The Incredibles arrived together, bringing the Toy and Super character types and a set's worth of support for building around them.
The current set, and the end of the vine storyline that ran through all of Year Three. Mike, Sulley, and Boo lead a Monsters, Inc. cast joined by Up and Turning Red, styled after 1950s B-movie posters. Its Team mechanic loosens how Shift decks are built, which is the change competitive players are watching. Its prerelease also triggered this year's rotation.
Two rotations have happened so far. Both moved a full four-set year at once.
| Rotation | Triggered by | Sets removed from Core |
|---|---|---|
| September 2025 | Fabled (Set 9) | The First Chapter, Rise of the Floodborn, Into the Inklands, Ursula's Return |
| July 17, 2026 | Attack of the Vine! (Set 13) | Shimmering Skies, Azurite Sea, Archazia's Island, Reign of Jafar |
| Expected mid-2027 | Set 17 | Fabled, Whispers in the Well, Winterspell, Wilds Unknown |
Core Constructed today is Sets 9 through 13 only. Rotation took effect on the prerelease date — July 17 — not the wide release a week later, so prerelease events already used the new format.
Two things soften this. A card reprinted in a legal set stays legal in every printing you own, including the old one. And Infinity Constructed leaves everything legal regardless of age, which is where rotated cards go to keep playing.
Announced by Ravensburger; dates can move.
| Release | Date | What's known |
|---|---|---|
| Illumineer's Quest: The Great Hunny Rescue | Oct 3, 2026 | The third cooperative box |
| Hyperia City (Set 14) | Oct 23, 2026 · prerelease Oct 16 | Coco joins the game — Miguel and Héctor Rivera |
The set list is also a shopping guide, once you know which format you're buying for.