Grading Every Exert Ability for the Dumbo Coconut
The Dumbo coconut reads: you may use the {E} abilities of your characters the turn they’re played. Normally a freshly played character spends a turn drying and cannot pay an exert cost, so this coconut is a permanent haste effect for utility. One question follows from that, and it is worth answering carefully: which exert abilities in the pool actually change when they fire the turn the character lands?
I parsed the full card pool, sets 1 through 13, and pulled every character whose rules text contains the exert symbol. That returned 70 characters. Seven of them are not activated abilities the coconut can touch, so 63 are the census.
How we graded
Every ability got two marks. The first is what the coconut buys, which is the whole point of the exercise:
- High. The ability is scoped to the turn, or it is reactive, or it turns the character into something else on arrival. Immediate access changes what the card is.
- Some. The ability is an engine that is just as good next turn. The coconut buys one extra activation across the game, which is a turn of tempo and no more.
- None. There is nothing for the ability to do on the turn the character lands.
The second is the grade, and it is a judgment about playing the card in a Dumbo deck specifically, not a general power ranking:
- Staple. If this ink is in your trio, we would play it in almost any Dumbo list.
- Strong. High impact, but it wants a shell or a table state that is easy enough to arrange.
- Situational. It needs a specific package, tribe or board to pay off. Good in the right sixty, dead in the wrong one.
- Weak. It reads better with the coconut than it plays.
The grade is for the exert ability, not the whole card. Bolt — Superdog is a perfectly reasonable card with Shift 3 and a lore trigger; his exert line is nearly blank text, and that is what the table below is grading.
The weights behind the grades: what immediate activation actually buys, whether the effect repeats, how it scales against three opponents rather than one, whether there is an ink cost stacked on the exert, and whether the body survives a ping. That last one matters more than it looks, because a 1-willpower body with a great ability is a great ability that any opponent can turn off for free.
The census, ink by ink
One note on the columns. Six of the 63 are dual-ink cards, and our pool file lists each of them under both inks. The tables place each dual under one ink and flag it, but the card is legal in either: Peg — Natural Performer is Amber and Emerald, Bolt — Superdog is Amber and Steel, Lena Sabrewing — Pure Energy is Amethyst and Steel, Hiro Hamada — Intuitive Thinker is Emerald and Sapphire, and both LeFou — Cake Thief and Beast — Frustrated Designer are Ruby and Sapphire. Sixteen of the 63 are non-inkable.
Amber, 11 abilities
| Card | Cost and body | Ability | Coconut | Grade |
|---|---|---|---|---|
| Pluto — Friendly Pooch | 1 · 0/2/1 · non-ink | {E}: next character costs 1 less | High | Situational, the discount only converts if you have a second play that turn |
| Hamm — Piggy Bank | 2 · 2/3/1 | {E}: next character costs 1 less | High | Situational, same job on a body that can go in the inkwell |
| Rapunzel — Sunshine | 2 · 1/4/1 | {E}: heal 2 from chosen character | High | Situational, healing is reactive, so arriving in time is most of its value |
| Reuben — Sandwich Expert | 2 · 1/3/1 | {E}: heal 2 from your character, then that much off your next character | High | Situational, wants a wounded body of yours already on the table |
| Gaston — Despicable Dealer | 3 · 2/4/1 · non-ink | {E}: next character costs 2 less | High | Strong, a 3-drop that hands 2 ink back the turn it lands, every turn |
| Peg — Natural Performer | 3 · 2/4/1 · dual | {E}: draw with 3 or more other characters out | Some | Strong, repeatable draw on a 4-willpower body, live from the mid game |
| Cinderella — Gentle and Kind | 4 · 2/5/2 | {E}: heal 3 from a Princess | High | Situational, Princess shells only |
| Lucky — The 15th Puppy | 4 · 2/3/1 · non-ink | {E}: reveal 3, take every character costing 2 or less | Some | Situational, pays out only in a deck built on cheap bodies |
| Patch — Intimidating Pup | 4 · 3/4/1 | {E}: chosen character gets -2 {S} until your next turn | High | Weak, a single-target combat debuff that does nothing about lore |
| Sarabi — Protecting the Pride | 4 · 4/4/1 | {E}: opposing character gets -4 {S} until your next turn | High | Situational, switches off the table’s biggest attacker for a rotation |
| Bolt — Superdog | 5 · 3/5/2 · dual | {E}: banish an Illusion character | High | Weak, the pool has 7 Illusion characters, so the line is usually blank |
Amethyst, 16 abilities
Amethyst is the coconut’s ink, so every Dumbo deck sees this column.
| Card | Cost and body | Ability | Coconut | Grade |
|---|---|---|---|---|
| Magic Carpet — Flying Rug | 2 · 2/1/1 · Evasive | {E}: move your character to a location for free | High | Situational, needs a location package, and the exert competes with the aura |
| Nero — Fearsome Crocodile | 2 · 2/3/1 · non-ink | {E}: move 1 damage from him to an opposing character | None | Weak, he arrives undamaged, so the coconut buys nothing at all |
| Elsa — Snow Queen | 3 · 2/3/1 | {E}: exert an opposing character | High | Strong, the cheapest repeatable way to open a challenge target, not a lock |
| Elsa — Storm Chaser | 3 · 1/4/1 · non-ink | {E}: chosen character gains Challenger +2 and Rush | High | Strong, converts the coconut’s utility haste into actual combat haste |
| Hydros — Ice Titan | 3 · 2/2/2 | {E}: exert any character | High | Strong, the same job with 2 lore printed, on a body that dies to a stiff breeze |
| Lena Sabrewing — Pure Energy | 3 · 1/3/1 · Evasive · dual | {E}: deal 1 damage | High | Situational, 1 damage has to beat a card plus a lore, and often does not |
| Bruno Madrigal — Undetected Uncle | 4 · 3/3/1 · Evasive | {E}: name a card, reveal the top; a hit is the card plus 3 lore | Some | Strong with a scry source, and a plain battery without one |
| Dumbo — Ninth Wonder of the Universe | 4 · 3/3/1 · Evasive | Evasive; {E}, 1 ink: draw and gain 1 lore, granted to your other Evasives | Some | Staple, the named card the whole census orbits |
| King of Hearts — Monarch of Wonderland | 4 · 1/4/2 | {E}: an exerted character cannot ready | High | Strong, the one effect here that genuinely costs an opponent a turn |
| Magica De Spell — Thieving Sorceress | 4 · 3/4/2 | {E}: bounce an item costing 3 or less | High | Situational, capped by her own strength and it only bounces |
| The Queen — Jealous Beauty | 4 · 4/3/1 | {E}: bottom 3 cards of an opponent’s discard, gain 3 lore, 4 with a Princess | Some | Staple, the best repeatable lore rate in the census, once discards fill |
| Yzma — Conniving Chemist | 4 · 3/3/2 | {E}: draw until you hold 3 cards | High | Strong, refills an emptied hand immediately, blank when your hand is full |
| Madam Mim — Rival of Merlin | 5 · 2/5/2 | {E}: play a character costing 4 or less free with Rush, banished at end of turn | High | Staple, removal or a repeated enter-play trigger, on demand every turn |
| Stratos — Tornado Titan | 5 · 4/4/0 · Evasive | {E}: gain lore per Titan you control | Some | Weak, 5 Titans exist in the pool and singleton caps you low |
| The Queen — Wicked and Vain | 5 · 4/5/1 | {E}: draw a card | Some | Strong, unconditional draw with no ink cost, on a body that holds a table |
| Alice — Tea Alchemist | 6 · 4/4/2 | {E}: exert an opposing character and every opposing copy of that name | High | Situational, reads spectacular in a 4-copy format, but exerting is not denial |
Emerald, 8 abilities
| Card | Cost and body | Ability | Coconut | Grade |
|---|---|---|---|---|
| Stitch — Naughty Experiment | 1 · 2/1/1 | {E}: an opposing character gains Reckless until your next turn | High | Staple, 1 ink for repeatable quest denial aimed at whoever is ahead |
| Hiro Hamada — Intuitive Thinker | 2 · 1/3/1 · dual | {E}: ready a Floodborn character | High | Situational, a second quest in a Shift shell, blank without one |
| Iago — Loud-Mouthed Parrot | 3 · 1/4/1 | {E}: chosen character gains Reckless on their next turn | High | Situational, the same denial as Stitch for 2 more ink, on a sturdier body |
| The Queen — Disguised Peddler | 3 · 2/3/0 · non-ink | {E}, discard a character: gain lore equal to its lore value | Some | Situational, turns surplus cards into 1 or 2 lore a turn, on a 0-lore body |
| Wildcat — Mechanic | 3 · 2/3/1 · Evasive | {E}: banish an item | High | Strong, item removal when the table needs it, a battery when it does not |
| Hades — Double Dealer | 4 · 3/3/1 | {E}, banish your character: play a same-name copy free | Some | Weak here, since a Dumbo swapped for a Dumbo has no enter-play trigger to repeat |
| Lady Tremaine — Bitterly Jealous | 6 · 3/3/2 · non-ink | {E}: bounce a damaged character, then each opponent discards at random | High | Staple, the census turned up one repeatable each-opponent effect and this is it |
| Cheshire Cat — From the Shadows | 8 · 5/6/2 · Evasive | Shift 5; {E}: banish a damaged character | High | Situational, top-end removal that needs a ping source already on the table |
Ruby, 8 abilities
| Card | Cost and body | Ability | Coconut | Grade |
|---|---|---|---|---|
| Fa Zhou — Mulan’s Father | 2 · 0/4/1 | {E}: ready your Mulan, who then cannot quest | High | Weak, the pool has 16 Mulans, but a ready that forbids questing is thin |
| LeFou — Cake Thief | 2 · 2/2/1 · dual | {E}, banish your item: drain 1 lore | Some | Situational, a 2-point swing per activation if the build sheds items |
| Thumper — Young Bunny | 2 · 0/3/1 | {E}: chosen character gets +3 {S} this turn | High | Weak, he can buff on arrival, but the coconut grants no Rush to the target |
| Goofy — Klutzy Skier | 3 · 1/2/2 · non-ink | {E}, banish him: banish a character | High | Strong, one of the biggest swings in the census: a 3-ink removal spell with a body |
| Mushu — Fast-Talking Dragon | 3 · 2/3/1 | {E}: grant Rush | High | Situational, the combat half of the haste the coconut does not provide |
| Namaari — Nemesis | 4 · 3/3/1 · non-ink | {E}, banish her: banish a character | High | Strong, the same package on a bigger body that quests if you would rather wait |
| Hades — Strong Arm | 5 · 4/3/1 · non-ink | {E}, 3 ink, banish your character: banish a character | High | Situational, repeatable removal, but three stacked costs is a real turn |
| Beast — Frustrated Designer | 6 · 5/5/2 · non-ink · dual | {E}, 2 ink, banish 2 of your items: deal 5 damage | High | Weak, three stacked costs for a single-target effect at 6 ink |
Sapphire, 12 abilities
| Card | Cost and body | Ability | Coconut | Grade |
|---|---|---|---|---|
| Roo — Little Helper | 1 · 1/1/1 | {E}: tuck him under one of your Boost cards | Some | Weak outside a Boost shell, and Dumbo lists are not usually Boost shells |
| Edna Mode — Super Suit Designer | 2 · 2/2/1 | {E}: ready an item | High | Situational, doubles an exert item, which is worth a slot if you run a great one |
| Pluto — Clever Cluefinder | 2 · 2/2/1 | {E}: item from discard to hand with a Detective out, otherwise to the top | Some | Situational, the pool has 42 Detectives, so the better mode is arrangeable |
| Gyro Gearloose — Gadget Whiz | 3 · 1/4/1 | {E}: item from discard to the top of your deck | Some | Situational, recursion that costs you your natural draw |
| Hiro Hamada — Robotics Prodigy | 3 · 0/3/1 | 2 ink, {E}: tutor an item or Robot to the top | Some | Situational, tutoring is consistency in singleton, but the delay costs a turn |
| Mrs. Potts — Head Housekeeper | 3 · 2/4/1 | {E}, banish your item: draw | Some | Situational, spent items become cards, which wants items worth spending |
| The Queen — Diviner | 3 · 3/3/1 | {E}: look at 4, take an item, play it free and exerted if it costs 3 or less | High | Strong, a 3-drop that installs an item the turn she arrives |
| Triton — Discerning King | 3 · 3/3/1 · non-ink | {E}, banish your item: gain 3 lore | Some | Strong, the best lore-per-card rate here, limited by how many items you run |
| Kida — Creative Thinker | 4 · 3/3/1 | Ward; {E}: look at 2, one into your inkwell exerted | Some | Staple, repeatable ramp and smoothing behind Ward, in a deck that pays ink to activate |
| Nani — Heist Mastermind | 4 · 3/3/1 | {E}: another character gains Resist +2 this turn | High | Weak, one shield scoped to your own turn does not hold three opponents |
| Prince John — Gold Lover | 4 · 3/4/1 | {E}: play an item costing 5 or less free and exerted, from hand or discard | High | Strong, free installs and recursion in one slot, in an item build |
| The Wardrobe — Perceptive Friend | 4 · 3/4/1 | {E}, discard an item: draw 2 | Some | Situational, trades a spare item up into two cards |
Steel, 8 abilities
| Card | Cost and body | Ability | Coconut | Grade |
|---|---|---|---|---|
| Launchpad — Trusty Sidekick | 2 · 2/3/1 · non-ink | {E}: draw then discard, no discard with Darkwing Duck out | Some | Situational, this is filtering, not card advantage, unless you run a Darkwing |
| Robin Hood — Capable Fighter | 2 · 1/3/1 · non-ink | {E}: deal 1 damage | High | Strong, a free repeatable ping from turn 2 that kills 1-willpower bodies |
| Chief — Seasoned Tracker | 3 · 2/5/1 | {E}: draw if an opposing character was banished in a challenge this turn | Some | Situational, challenges only happen on your turn, so you have to set it up first |
| Pete — Wrestling Champ | 3 · 1/3/1 · non-ink | {E}: reveal the top card, a Pete plays free | Some | Weak, 12 Petes exist, but a single top-card reveal is a coin flip you lose |
| Tinker Bell — Tiny Tactician | 3 · 2/4/1 | {E}: draw then discard | Some | Situational, smooths every turn without adding cards |
| Lythos — Rock Titan | 4 · 4/1/1 | Resist +2; {E}: grant Resist +2 this turn | High | Weak, 1 willpower on the body that is supposed to be handing out protection |
| Mickey Mouse — Trumpeter | 4 · 0/1/1 · non-ink | {E}, 2 ink: play a character free | High | Strong, the highest ceiling in the census, on the frailest body in it |
| Hades — Hotheaded Ruler | 6 · 5/5/2 | {E}: ready your Titans | High | Weak, the Titan count does not support a 6-drop payoff |
What the grades add up to
Across the 63: 6 Staple, 17 Strong, 27 Situational, 13 Weak. The Situational column being the biggest one is the honest result of a singleton multiplayer format, where most exert abilities are asking for a package you have to commit slots to.
The six we graded Staple are Dumbo — Ninth Wonder of the Universe, The Queen — Jealous Beauty and Madam Mim — Rival of Merlin in Amethyst, Stitch — Naughty Experiment and Lady Tremaine — Bitterly Jealous in Emerald, and Kida — Creative Thinker in Sapphire. All six sit in the three inks our own Dumbo deck plays, and we want to flag the circularity rather than dress it up: we picked those inks partly because of cards on this list, so the overlap is not independent evidence that the trio is correct.
Where the coconut changes the card, with the math
The Coconut column above separates cards the coconut improves from cards it merely accelerates. These are the ones where immediate access changes what the card is.
Goofy — Klutzy Skier and Namaari — Nemesis are the cleanest cases. Both read “{E}, banish this character: banish chosen character.” Without the coconut they are bodies that must survive a full rotation of the table before they remove anything, which at four players is three opponents’ worth of turns. With it, Goofy is a 3-ink removal spell that also quests for 2 if you would rather hold it, and Namaari is the same at 4 ink on a 3/3. That is a mode these cards simply do not have in regular Lorcana.
Mickey Mouse — Trumpeter has the highest ceiling here. Exert plus 2 ink plays any character from hand for free. To get the activation on the turn he lands you need 6 ink, so this is a turn 6 play at natural ink or earlier with ramp. On that turn you spend 6 and put roughly 10 ink of material on the table if you follow him with a 6-drop, and it repeats every turn he survives. The 1 willpower is the whole tax: any stray ping at the table answers him before he ever untaps.
The Queen — Jealous Beauty is the best repeatable lore rate we found. Three lore per activation, four if a Princess is among the cards you bottom, with no ink cost attached. The race ends at 25, so one activation is 12 to 16 percent of a win, and four activations across a game is a fifth to two thirds of the way there from one card. The condition is that a chosen opponent has three cards in their discard, which is false in the opening turns and reliably true from the middle of a 4-player game onward.
Madam Mim — Rival of Merlin produces roughly 4 ink of material every turn she lives, spent either as Rush removal or as a second enter-play trigger on a character you already like.
The Queen — Diviner installs an item the turn she arrives. In our Dumbo list the relevant counts are 9 items total and 7 of them costing 3 or less. Looking at the top 4 of a full 60, the chance of seeing at least one free-castable item is 1 minus C(53,4)/C(60,4), which is 39.9 percent; the chance of seeing any item at all to take to hand is 48.8 percent. Ten cards into the deck those rise to 46.4 and 56.0 percent. So roughly two activations in five install something for free, and roughly one in two find you an item of some kind, which is a fair rate for a 3-drop that also leaves a 3/3 behind.
Elsa — Snow Queen with King of Hearts — Monarch of Wonderland is the pairing this whole section turns on. Exerting alone does not deny a quest. Exert plus “cannot ready” does, and with the coconut both halves can arrive and fire on the same turn. It costs 7 ink across two cards to take one character away from one opponent, so it is a tool for the player who is running away with the game, not a general answer.
Gaston — Despicable Dealer, Elsa — Storm Chaser and Mushu — Fast-Talking Dragon round out the list. Gaston is a 3-drop that hands 2 ink back on arrival and every turn after. The other two hand out Rush, which is the half of haste the Dumbo coconut does not provide: the coconut lets your fresh characters use abilities, not challenge.
Worth separating from all of the above: Lady Tremaine — Bitterly Jealous, Kida — Creative Thinker and Triton — Discerning King are graded highly on raw strength, not on coconut synergy. Their Coconut mark is Some, and they would be excellent in a deck with no coconut at all. One detail on Lady Tremaine that changes how she plays: the bounce targets a chosen damaged character, not a chosen opposing one, so you can return your own damaged Evasive body to hand and replay it, picking up a fresh coconut activation on the way. That also solves the case where the table has no damaged character to point at.
Exert abilities you are given rather than printed
Seven cards in the pool hand an exert ability to characters that do not print one. Our reading is that a granted ability belongs to the character receiving it, so the coconut lets a freshly played character use it. Four are characters or the named card itself: Donald Duck — Coin Collector, Cogsworth — Talking Clock, Aladdin — Barreling Through, and Dumbo’s own MAKING HISTORY. The other three are not characters, and they are the more interesting half.
Food Fight! is a 1-cost non-inkable Steel action reading “Your characters gain ‘{E}, 1 {I} — Deal 1 damage to chosen character’ this turn.” With the coconut, every character you played that turn is included, so a turn that dumps three bodies is three extra pings on top of whatever those bodies already do.
Walk the Plank! is a 3-cost non-inkable action in Emerald and Steel giving your Pirate characters “{E} — Banish chosen damaged character” for the turn. In a Pirate shell under this coconut, the Pirates you just played are removal.
Bad-Anon — Villain Support Center is a 3-cost Steel location, move cost 2, granting Villain characters “{E}, 3 {I} — Play a character with the same name as this character for free” while they are there. Moving does not require exerting, so a freshly played Villain can move in and activate the same turn. This one is a note for the format rather than for Dumbo: any coconut whose named card is a Villain runs up to four copies of that name, and this location turns each of them into the next one.
Two locations grant plain exert abilities and are worth knowing for a Dumbo build. The Great Illuminary — Abandoned Laboratory, Amethyst 2 with move cost 1, gives characters there “{E} — Draw a card” with no ink cost, which is where a non-Evasive body that the aura cannot reach should be parked. Sherwood Forest — Outlaw Hideaway, Emerald 2 with move cost 2, gives characters there Ward and a paid ping at damaged characters.
What we excluded, and why
Seven of the 70 characters that mention the exert symbol are outside the census. Three are restrictions rather than abilities: Ariel — On Human Legs, Dopey — Drawn to Music and Ulf — Mime all say the character cannot exert to sing songs. Three are the aura cards above, which grant an ability rather than having one: Donald Duck — Coin Collector, Cogsworth — Talking Clock and Aladdin — Barreling Through. The last is Aurora — Lore Guardian, whose ROYAL INVENTORY exerts one of your items as its cost rather than exerting her, so it already works the turn she is played under normal rules and the coconut adds nothing.
The deck we built around this
My Dumbo list is Amethyst, Sapphire and Emerald, running the named card’s Evasive aura as a draw and lore engine, funding roughly one activation per turn per battery with Sapphire’s ramp, and taking most of its interaction from the Staple and Strong columns above. It sits at B in our Aug 27 tier list, and the reason is not on this page: the deck’s problem is resilience, not its exert package. A list built out of cheap Evasive bodies folds to mass damage, and the pool prints Windstorm and Tug-of-War, which are area effects aimed specifically at Evasive.
One consequence of the ink choice is worth naming, since it cuts against this guide. Mickey Mouse — Trumpeter is the highest-ceiling ability in the census and our deck cannot play it, because Steel is not in our trio. The census is pool-wide and any Dumbo build only ever sees Amethyst plus two, so at least a third of this page is inapplicable to any one list, including ours. If you build the Steel version, I would like to see it.
The full 60, the curve, the ink budget per turn and the 4-player game plan are in the Dumbo deck tech published alongside this guide.
What did we miss?
The parse found 70 characters and we graded 63 abilities by hand, and grading is judgment. Beyond that, if your pod has made Nero — Fearsome Crocodile work, found the Trumpeter shell we have not tested, or built the Bad-Anon engine under a Villain coconut, we want to hear it. Analysis dated Aug 27, 2026, against the card texts in the app on that date. Corrections welcome.