A Coconut Deckbuilding Template: 60 Cards, 48 Inkable, 12 Card Advantage

Analysis date Sep 18, 2026

You picked a coconut, you have the named card, and now a pile of playable cards has to become 60. This post gives one number per category for how many cards of each kind go in. The numbers come from simulations and probability math on a 60-card singleton deck. My 18 lists and 89 public community lists are there for comparison. The cases where a number should bend have their own section further down.

Coconut is a social format, and this template is not a recipe for the most competitive deck possible. I do not think decks tuned to the limit come from card-count formulas anyway. The goal is a first version that works well enough for the game to be fun. Commander players have a name for that target, the 75% deck. I do not need the strongest list at the table, and I do not want it. I do need a deck that does not stall on ink and sit there with nothing to play. These numbers are broad averages that tend to work. They are a guide for someone building their first decks, and a fast first draft for someone who has built many.

CategoryNumberShort reason
Deck size60 exactlyevery card past 60 makes the named card show up less often
Named card4 copiesthe format allows one 4-of, and this is it
Inkable cards48 or morewith 12 non-inkable, 6% of games miss an ink drop by turn 6; with 18, 16%
Card advantage12playing alone, 10 puts the most on the table; 12 gives up 2% of that and rebuilds better after an opponent clears my table
Hard removal, one target4one drawn by turn 8 in 2 games out of 3
Board-wide damage and removal3one drawn by turn 8 in 1 game out of 2
Lore engines4one drawn by turn 8 in 2 games out of 3
Plan cards and charactersabout 30the named card’s package and the characters that quest
Curve, cost 1 / 2 / 3 / 4 / 5 / 6+7 / 12 / 13 / 12 / 8 / 8the peak is at cost 3

Each number here is a default, and any of them can change in a specific deck. A deck can run fewer copies of the named card, or none, for whatever reason its builder has. On average I want all 4, and I start cutting copies after testing, or when I have a very specific idea in mind. Deck size works the same way. A deck that puts many of its own cards into its discard, or draws a lot, can want more than 60. Those cases should be the exception.

The rows from card advantage to plan cards add up to about 53, and I left the gap to 60 open on purpose. A card can also fill two rows: Scrooge McDuck — Ebenezer Scrooge makes each opponent lose 1 lore whenever he quests and draws a card for each lore lost, so he fills a lore engine slot and a card advantage slot. Each card that does two jobs frees one more slot for the plan.

60 cards, exactly

The rule says 60 minimum. Frank Karsten’s argument for Core and Infinity, the 1v1 formats, applies here without changes: a 61-card deck is the average of the 61 decks you get by removing one card from it, and an average cannot be better than the best of them. The argument is in his deckbuilding article on the official Lorcana site. All 18 of my lists are at 60. Of the 89 community lists, 72 are at 60.

4 copies of the named card

81 of the 89 community lists run all four. With a hard mulligan for it, where I put back every card that is not the named card, four copies give me the named card in the opening hand 66.5% of the time, and by turn 4 about 75% of the time. So the named card is likely, not guaranteed. A plan that needs it on turn 3 also needs tutors, the cards that search the deck for it, or a second plan.

48 inkable, which means 12 non-inkable

I find it easier to count the other side: a budget of 12 non-inkable cards. I simulated 200,000 games where the deck inks one card and plays one card each turn, and counted the games that missed at least one ink drop.

Non-inkable cards1 card drawn per turn, by turn 6 / by turn 81.25 per turn1.5 per turn
126.2% / 40.3%2.0% / 17.5%0.5% / 4.4%
1510.2% / 50.3%3.8% / 24.1%1.1% / 7.4%
1815.9% / 59.7%6.8% / 32.1%2.3% / 12.0%

Up to turn 6, cutting non-inkable cards fixes the problem. By turn 8 the first column is bad in all three rows, because the hand is empty, and extra draw is what fixes that. This is why the next category is as large as 12.

A card I refuse to ink because the deck needs it on the table counts inside the same 12. Going up to 15 is fine when the deck really draws 1.25 cards per turn or more. For comparison, Karsten recommends 11 to 13 for 1v1.

12 card advantage

A card is card advantage when it leaves me with more cards than I had before I played it. An action leaves my hand when I play it, so an action has to draw 2 or more to count. A character, item or location stays in play, so one that draws a card when played, or draws again and again, counts.

A Whole New World is an example of a card that draws but does not count as card advantage. It says “Each player discards their hand and draws 7 cards”. At a table of four it gives me 7 cards and gives my opponents 21. Diablo — Devoted Herald is the opposite case. His text is “During each opponent’s turn, whenever they draw a card while this character is exerted, you may draw a card”, so the extra card is mine.

The number comes from the game. Going first, by the end of turn 8 I have seen 14 cards: 7 in the opening hand and 7 draws. Inking on all 8 turns takes 8 of them, which leaves about 6 cards to play across 8 turns. A drawn card helps on both sides, because it can be played or inked. But each draw card in the deck takes the slot of a plan card, so at some point more draw means less on the table.

To find that point I simulated the template deck with 0 to 20 card advantage cards in it. Each row of the table is one deck. Cards seen and missed ink drops are counted at turn 8. The columns after that count the plan cards I have on the table at the end of turn 10: once in a game where nobody touches my table, and once in a game where an opponent plays a board wipe, a card that banishes every character on my table, at the end of turn 6.

Card advantage cards in the deckCards seen by turn 8Games that miss an ink drop by turn 8Plan cards on the table at the end of turn 10, no board wipeSame, after an opposing board wipe at the end of turn 6
014.049%8.52.5
415.537%9.02.9
817.326%9.33.6
1018.520%9.43.9
1219.516%9.34.2
1420.613%8.94.5
1621.89%8.44.6
2023.95%7.14.3

This model plays every card it can pay for, so it empties the hand faster than the ink table above: the same deck with no draw misses an ink drop in 49% of games here and in 40% there. Read each table by its own rows.

With no board wipe, the best count is 10. After the board wipe, the best count is 16. The deck with more draw has more cards in hand right after its table is cleared, 3.5 with 16 against 2.0 with 10, and those cards are what rebuilds the table. With 12, I am within 2% of the best count when nobody clears my table, 9.3 against 9.4. After the board wipe, 12 has 4.2 plan cards on the table against 3.9 with 10.

The board wipe in the model takes my whole table, which is the hardest case. Grab Your Sword leaves a character with more than 2 willpower standing, and Be King Undisputed takes one character per opponent.

My first version of this model played alone, and it said 10. Then I let the opponents clear my table, and that moved the number to 12.

My 18 lists run a median of 9.5 and the community lists average 9.8. So the lists run about 10, and the template asks for 2 more because of the rebuild after a board wipe. With 12 in the deck, 80.9% of opening hands have at least one before any mulligan.

4 hard removal, 3 board-wide cards

Hard removal answers one opposing character for real: banish, 2 or more damage, or return to hand. One damage, exert effects like Elsa — Snow Queen, and “can’t quest” effects are useful, and they do not fill this row. Narrow removal does not fill it either. The Sword of Hercules banishes an opposing Deity character. I would play it when Deity characters show up at my table.

A board-wide card hits every opposing board at once. Grab Your Sword deals 2 damage to each opposing character. Be Prepared banishes all characters, mine included, and it is the real board wipe of the group. Be King Undisputed makes each opponent choose and banish one of their characters, so it removes their worst one. A board-wide card keeps its full value against three boards, which single-target removal cannot do.

Both numbers come from the same question: how often do I want to have drawn one by turn 8? This is the chance of at least one, with no mulligan. The middle column is a deck with no extra draw, which sees 14 cards. The right column is the template deck, which sees about 19 with its 12 card advantage cards.

Copies in the deckAt least one by turn 8, 14 cards seen19 cards seen
241.5%53.7%
355.6%68.8%
466.5%79.2%
574.9%86.3%
681.3%91.0%

Each extra copy adds less than the one before. In the 14-card column, from 2 to 3 adds 14 points and from 5 to 6 adds 6. For single-target removal I want an answer in two games out of three before I count on any draw, and that is 4. My own 18 lists run a median of 2, which means no answer by turn 8 in more than half of my games when the draw does not show up. I like spending those slots on my own plan. I am not going to call that the default for anyone else.

For board-wide cards I accept one game in two, which is 3. At least one of the 3 has to handle a big board by itself, which means 2 damage or more to each opposing character. A card that deals 1 damage to each opposing character fills a slot in this row and does not do that job. Grab Your Sword costs 5 ink and Be Prepared costs 7, and both need full opposing boards to pay for themselves. The same table explains why I build around them even when I run few. If each player runs 3, at least one of my three opponents has drawn one by turn 8 in 91.3% of games.

4 lore engines

This category comes from the win condition. The race is to 25, and questing alone gets there late. A lore engine is a repeatable source of lore, or of lore loss for opponents, on top of the lore a character quests for: Scrooge McDuck — Ebenezer Scrooge, Jasmine — Rebellious Princess. One-time lore cards are burst and I count them with the plan.

An engine needs time in play to pay. I use the same goal as for removal, two games out of three. In the table above that is 4 copies: 66.5% by turn 8 with no extra draw, 79.2% with it. My 18 lists run a median of 4 as well. The range is 0 to 13, and both zeros, Snow White and Winnie the Pooh, are decks that fill the board with characters and win by questing.

The curve peaks at 3

The averages of my 18 lists by printed cost are 6.6, 12.3, 13.3, 11.8, 8.3 and 7.7. The community lists also peak at 3, and so does Karsten’s 1v1 skeleton. The difference from 1v1 is at cost 6 or more: his skeleton has 4 cards for turn 6 and later, my lists average 7.7 at cost 6 or more, and the community averages 10.3.

Printed cost can mislead. Karsten counts a card by the turn he plans to play it, and that idea matters even more here. My Mickey Mouse list has 7 cards printed at cost 7 or more. 6 of them are Mickey Mouse characters, and the coconut gives Mickey Mouse character cards Shift 2, so I play them for 2 ink on top of another Mickey Mouse. My Mufasa list has 26 cards at cost 6 or more on top of 14 ramp cards, which put extra cards into the inkwell.

8 similar cards make a theme

Singleton leaves one 4-of, the named card, so a theme is built from different cards that do the same job. With the same hard mulligan:

Similar cardsIn opening handBy turn 4
4 (the named card)66.5%74.9%
681.3%87.9%
889.8%94.3%
1094.6%97.4%

Karsten’s Rule of Eight for 1v1 holds in singleton: 8 similar cards are there at the start of 9 games in 10. I use 6 as the floor for a secondary theme. Below that, the cards are bonuses and the deck cannot depend on them.

When to deviate

My test for leaving a default is whether I can say the reason in one sentence. These are the reasons in my own lists:

What the community lists do differently

The 89 lists are 89 of the 90 public Coconut decks on duels.ink, captured on August 26, 2026. Published lists are not the same thing as played decks, so I read these as things to investigate. The community numbers count distinct cards per deck, and 17 of the 89 lists have more than 60 cards.

TemplateMy 18 lists89 community listsKarsten, 1v1
Non-inkable12121511 to 13
Card advantage129.59.8at least 4
Hard removal424.4at least 4
Board-wide damage and removal322.8
Lore engines442.9
Cost 6 or more87.710.34

In my column every row is a median except cost 6 or more, which is an average. In the community column, non-inkable is a median and the other rows are averages per list.

The community runs 3 more non-inkable cards and 2 fewer card advantage cards than the template, so by the ink table those lists miss ink drops more often. It runs twice my removal, and on that row the math above agrees with the community. It plays more cards at cost 6 or more and fewer lore engines.

If you come from Commander

The format of this post is borrowed from The Command Zone’s deckbuilding template episode: one number per category and the math shown next to it. The test in the deviation section comes from their follow-up episode on the problems with templates.

Some things transfer and some do not:

Methodology

The counts and percentages came out of scripts. Each model uses a 60-card deck, a hand of 7, and going first with no draw on turn 1. The mulligan is free for any number of cards.

What would change these numbers

What did I miss?