Disney Lorcana Keywords Explained: All 14, Counted Across 2,485 Cards
Lorcana has fourteen keywords and Ravensburger prints them wildly unevenly. Here is what each one does by rule number, how many cards actually carry it, and the ink-pair blind spot that no rulebook warns you about.

There is a Lorcana game state that ends more matches than any removal spell, and it looks like nothing. Your opponent has one 2-lore character on the table. You have four characters, all bigger, all ready. And you cannot touch it, because it has Evasive and not one of your four does.
That is not a skill gap. That happened in deckbuilding, weeks earlier, when you picked two inks without checking whether they could interact with the second-most-printed keyword in the game.
So I pulled the whole card pool from the Lorcast API - 2,820 printings, 2,485 unique cards by full name, every set from The First Chapter through Attack of the Vine! - and counted every printed keyword by hand-checking card text rather than trusting a metadata field. Then I lined the counts up against the definitions in the Comprehensive Rules, version 2.1.0, effective April 30, 2026. What came out is not what the reminder text implies.
Keywords are where Lorcana keeps its strategy
Rule 8.1.1 lists exactly fourteen: Alert, Bodyguard, Boost, Challenger, Evasive, Reckless, Resist, Rush, Shift, Singer, Sing Together, Support, Vanish and Ward. That is the complete set. Anything else in a text box is a named ability unique to that card.
They are also rarer than they feel. Only 667 of the 2,485 unique cards carry a printed keyword at all - 26.8 percent. Stacking is rarer still: 595 cards have exactly one, 65 have two, and seven cards in the entire game have three. If you have ever felt like a card with two keywords was pushed, the maths agrees with you.
The other thing rule 8.1.1 buys you is a stacking rule. Keywords written with a plus-N stack; keywords without one do not. Resist +1 and Resist +2 on the same character is Resist +3. Support plus a granted Support is still just Support. That single line settles about half the arguments I have watched at a table.
If the turn structure is still new, start with how to play Disney Lorcana - everything below assumes you know what questing, challenging and drying mean.
All 14 keywords at a glance
Counts are unique cards carrying that keyword as printed text. Dual-ink cards are counted once, and appear under both of their inks in the ink column.
| Keyword | Cards | Rule | Lives in |
|---|---|---|---|
| Shift | 200 | 8.10 | Everywhere - 36 to 44 per ink |
| Evasive | 134 | 8.6 | Amethyst 48, Emerald 47, Ruby 44 |
| Bodyguard | 59 | 8.3 | Amber 32, Steel 27 |
| Support | 56 | 8.13 | Sapphire 30, Amber 27 |
| Ward | 55 | 8.15 | Sapphire 28, Emerald 27 |
| Rush | 52 | 8.9 | Ruby 28, Amethyst 23 |
| Resist | 38 | 8.8 | Steel, all 38 |
| Challenger | 38 | 8.5 | Amethyst 22, Steel 16 |
| Boost | 32 | 8.4 | All six, 4 to 8 each |
| Singer | 28 | 8.11 | Amber 24, Ruby 4 |
| Reckless | 20 | 8.7 | Ruby, all 20 |
| Sing Together | 18 | 8.12 | All six, songs only |
| Alert | 9 | 8.2 | Steel 5, Sapphire 4 |
| Vanish | 7 | 8.14 | Amethyst 6, Steel 4 |
Three of those rows are absolutes worth memorising. Every one of the 38 Resist cards is Steel or a Steel dual-ink card. Every one of the 20 Reckless cards is Ruby. Every one of the 38 Challenger cards is Amethyst or Steel. There are no exceptions, not one, across three years of printing. If your deck wants those effects, those inks are not a preference, they are a requirement.
Shift is the most-printed keyword in the game
Two hundred cards. Eight percent of everything ever printed. Shift is more common than Bodyguard, Support and Ward combined, and most newer players skip past it because the reminder text is a paragraph long.

Rule 8.10.1 is the important half: if you have a character in play with the same name as the Shift card, you may pay the Shift cost instead of the ink cost and stack the new card on top. The value is a discount, and it is a big one. Across the 193 Shift cards with a numeric cost, the most common price is 3 ink (58 cards), with 4 close behind (51) and the rest running 2 (21), 5 (42), 6 (13) and 7 (6). Shifting a 7-cost body onto a 3-cost one for 5 ink is a turn of tempo you did not have.
The part that catches people is 8.10.4: a shifted character inherits its target's dry state. Stack onto a character that has been out since the start of your turn and the new one can quest immediately, ignoring the drying rule entirely. That is the actual engine behind Shift, and it is why Evasive and Shift appear together on 23 cards - the most common keyword pairing in the game by some distance.
Rule 8.10.8 adds two variants. Universal Shift stacks onto any character you control, and there is exactly one card with it in the game. Classification Shift stacks onto a character with a stated classification - Puppy, Madrigal, Floodborn - and there are 10. Six more cards replace the ink cost with a discard instead, all of them from Ursula's Return. The direction here is unmistakable: nine of those ten Classification Shifts were printed in Attack of the Vine! alone.
Evasive and the three ink pairs that cannot answer it

Rule 8.6.1 is one sentence: an Evasive character cannot be challenged except by a character with Evasive. It is the second-most-printed keyword at 134 cards, and it is stacked almost entirely into three inks - Amethyst 48, Emerald 47, Ruby 44.
The other three inks look like they have a handful. Amber 5, Steel 5, Sapphire 4. Here is the thing nobody tells you: every single one of those 14 cards is a dual-ink card whose other half is Amethyst, Emerald or Ruby. There is not one mono-Amber, mono-Sapphire or mono-Steel Evasive character in the game.
Run that through the two-ink deckbuilding limit and you get a result that should be printed on the box:
| Your inks | Evasive cards available |
|---|---|
| Amber + Sapphire | 0 |
| Amber + Steel | 0 |
| Sapphire + Steel | 0 |
| Any pair with Amethyst, Emerald or Ruby | 39 to 81 |
Zero. Not "few" - none. If your two inks are drawn from Amber, Sapphire and Steel, there is no legal 60-card deck that can challenge an Evasive character with a printed Evasive body. And Amber plus Steel is the pairing everybody recommends to beginners, including our own ink guide, because it is otherwise the most forgiving shell in the game.
That is not a reason to avoid it. It is a reason to know that your answer to an Evasive quester has to come from somewhere else: damage effects that do not require a challenge, bounce, or the keyword in the next section.
Alert is the patch, and it went exactly where the hole was

Alert is the newest keyword in the game and the one most guides have not caught up with. Rule 8.2.1: a character with Alert ignores the challenging limiters of Evasive. Rule 8.2.2 adds the fiddly bit - it does not gain Evasive, so it can still be challenged by anything.
Nine cards have it. Five are Steel, four are Sapphire, none are dual-ink, and none are Amber, Amethyst, Emerald or Ruby.
Read that against the previous section and the design intent is impossible to miss. The three inks with essentially no Evasive are Amber, Sapphire and Steel. Alert was printed into two of them. Ravensburger found the same hole and shipped a keyword to fill it, and it started in Whispers in the Well with more in Winterspell, Wilds Unknown and Attack of the Vine! - four consecutive sets.
So the corrected table: Sapphire plus Steel has 9 cards that can challenge an Evasive character, Amber plus Steel has 5, Amber plus Sapphire has 4. Better than zero. Still thin enough that if you are on one of those pairings, you should know those card names by heart.
Amber is the ink left out. It has no Evasive of its own and no Alert at all.
Bodyguard and Resist: how Lorcana builds a wall

Bodyguard is two abilities wearing one word, which is why it confuses people. Rule 8.3.2 lets the character enter play exerted - optional, your choice, and the reason a Bodyguard can eat a challenge the turn it lands. Rule 8.3.3 is the redirect: if an opponent challenges any of your characters, they must choose one with Bodyguard if able.
Note "if able." A Bodyguard that is ready cannot be challenged at all, since you may only challenge exerted characters. That is why Bodyguards enter exerted on purpose - a ready Bodyguard protects nothing.
Fifty-nine cards, and it is an Amber and Steel keyword by a mile: Amber 32, Steel 27. Play Amber plus Steel and you have 54 Bodyguard cards to choose from, the deepest single-keyword pool any pairing gets.
Resist is the other half of that wall and it is the purest ink lock in the game. All 38 cards are Steel or Steel dual-ink. Rule 8.8.1 reduces damage that would be dealt, and 8.8.2 clarifies that damage reduced to zero counts as no damage at all - which turns off "whenever this character is damaged" triggers entirely. Rule 8.8.3 is the trap: damage put or moved onto the character is not reduced. Resist stops challenges and damage effects, not the cards that shuffle existing damage around.
The values are small on purpose. Resist +1 on 28 cards, +2 on 9, and exactly one Resist +3 in the whole game - Namaari, Resolute Daughter, a 9-ink Steel card from Shimmering Skies.
Challenger, Rush and Reckless: the combat trio
Challenger +N gives bonus Strength while challenging, and only while challenging (rule 8.5.2 - you get nothing on defence). Thirty-eight cards, every one of them Amethyst or Steel. The spread is +2 on 21 cards and +3 on 10, so anything above that is a build-around: three cards at +4, one at +5, and a single Challenger +7 on Jafar, Tyrannical Hypnotist, a 6-ink Steel card from Shimmering Skies.
Rush (8.9) lets a character challenge the turn it is played by treating it as though it had been in play since the start of your turn. Fifty-two cards, Ruby 28 and Amethyst 23. Amethyst plus Ruby gets 50 of them - the reason that pairing plays as fast as it does.
Reckless (8.7) is the one people misread. It is not "must attack." It is two abilities: the character cannot quest, and you may not declare the end of your turn while it is ready and able to challenge. All 20 cards are Ruby. Rule 8.7.4 is the useful escape hatch - you can still exert a Reckless character to pay ability costs or sing a song, which is a legal way to spend it on a turn where challenging would be a disaster.
Ward and Support are the keywords Sapphire actually owns
Ward (8.15.1) means your opponents cannot choose this card when resolving an effect. Not "cannot target it with removal" - cannot choose it, full stop. Rule 8.15.2 is the important limit: effects that do not require a choice still work. A board wipe that hits every character does not care about Ward. A spell that says "chosen character" does.
Fifty-five cards, split Sapphire 28 and Emerald 27. Emerald plus Sapphire gives you 50 of them, and that is the entire pitch for that pairing - two inks whose best bodies are simply not interactable by most removal.
Support (8.13.1) is a triggered ability: whenever this character quests, you may add its Strength to another chosen character's Strength this turn. Fifty-six cards, Sapphire 30 and Amber 27. Amber plus Sapphire reaches 51. It reads like a combat trick and plays like one, because the bonus lasts the turn - quest with the Support character first, then challenge with the character you pumped.
Singer and Sing Together: the song engine
Singer N (8.11.1) lets a character exert to sing a song as though it cost N. Twenty-eight cards, and 24 of them are Amber. The four exceptions are all Ruby and all rock stars - Max Goof, King Louie, and both Powerline cards - which is the kind of flavour discipline I will always take. Values run 3 to 9, clustering at Singer 5 (10 cards).
Rule 8.11.2 is the line that wins arguments: the character counts as cost N only for singing, and only during the process of playing the card. Its ink cost never changes, so it is still whatever it was for every other effect in the game.
Sing Together N (8.12) is the group version - exert any number of your characters whose total ink cost meets or exceeds N and play the song for free. Eighteen cards, all of them songs, spread evenly across the six inks, with N running 5 to 10. It debuted in Ursula's Return. Rule 8.12.3 is the one to exploit: every character that helps sing counts as having sung, so "whenever this character sings a song" triggers fire for all of them at once.
Boost and Vanish are the two newest ideas
Boost (8.4.1) is an activated ability, not a static one: once during your turn you may pay N ink to put the top card of your deck facedown under this card. Thirty-two cards so far, 18 from Whispers in the Well and 14 from Winterspell, and unlike almost every other keyword it is spread evenly across all six inks - Ruby 8, Sapphire 7, Amethyst 5, and 4 each in Amber, Emerald and Steel. Costs are Boost 1 (10 cards), Boost 2 (18) and Boost 3 (4). One of them is a Location rather than a character.
Two rules make it work. Nobody may look at the face of a boosted card, ever, including you (8.4.2). And a card under another card is not in play, so boosting it is not playing it (8.4.3). The cards under a character are a counter you paid ink to build, and the payoff text on each card decides what that counter is worth.
Vanish (8.14.1) is the smallest keyword in the game at seven cards, all Amethyst or Steel, all from Archazia's Island and Reign of Jafar, and all Illusion-flavoured. When an opponent chooses this character as part of resolving an action, banish it. It is a punish, not a protection - the opponent still gets the effect, and 8.14.2 confirms Vanish resolves afterwards. Vanish makes your opponent's targeted removal cost them a card of tempo, which against a control deck is exactly the tax you want.
What the numbers should change about your deck
Three things, in order of how much they will cost you.
Check your Evasive answer before you pick inks. If your pair is drawn from Amber, Sapphire and Steel, you have between zero and nine cards in the entire game that can challenge an Evasive body. Build the answer in deliberately - Alert bodies if you are in Sapphire or Steel, or damage effects that never mention challenging.
Stop treating Shift as a rare-card tax. Two hundred cards carry it, the median cost is 3, and stacking onto a dry character skips drying entirely. If you are playing four copies of a character and never running the Shift version, you are declining the cheapest tempo swing in the format.
Read the keyword, not the reminder text. Resist does not stop moved damage. Ward loses to effects that do not choose. Bodyguard only works exerted. Alert does not grant Evasive. Every one of those is a rule that costs a game the first time it comes up, and all four are one line each in section 8.
If keyword design is the part of card games you like, the same exercise on other games is illuminating: MTG keywords explained covers a pool where evergreen keywords are a deliberate rotating list, and Braverse keywords explained covers a much younger game still deciding what its evergreens are. Lorcana sits between them - fourteen keywords, three years, and a pool with clear enough patterns that you can read a card's ink off its keyword line most of the time.
Counts here reflect the pool as of Attack of the Vine!, and rule numbers reflect Comprehensive Rules 2.1.0. Both move. The card counts will drift with every set; the section-8 definitions rarely do.
Frequently Asked Questions
Keep Reading
Related Guides

How to Play Disney Lorcana - Rules, Turn Structure, and the Race to 20 Lore
Lorcana is the rare TCG where you never attack your opponent directly. You race them to 20 lore. This is the full rules walkthrough - inkwell, turn phases, questing, challenging, drying, card types, and deck limits - with nothing invented and everything checked against Ravensburger's comprehensive rules.
Disney Lorcana Beginner Guide: Your First 10 Games
Lorcana takes twenty minutes to learn and about ten games to stop losing to the basics. Here is what to buy, what the inkwell decision actually costs you, and the errors that quietly decide your first matches.

Disney Lorcana Inks Explained: What Amber, Amethyst, Emerald, Ruby, Sapphire and Steel Do
Lorcana gives you six inks and lets you pick two. Here is what each ink actually owns mechanically - counted from the live card pool, not vibes - and why pairing inks in Lorcana costs you nothing.