Which coconut should you play?
This format gives you eighteen characters to choose from, and each one comes with its own ability that stays with you the whole game (the format calls it your "coconut"). You build your deck around that character, and picking which one is the hardest part of getting started. Answer five quick questions about how you like to play and I will suggest one, with a ready deck to go with it.
Already know which character you want? Skip the quiz. Tap their name in the list further down and read about the deck.
A note before you trust this
I built and played all eighteen of these decks, and the quiz is my opinion of which one suits which kind of player. Each description is about the deck I built, which I think is a fair picture of how that character plays, but the same character can be built in more than one direction, so treat it as a starting point rather than the last word. It is not a ranking. Some of these decks are a bit stronger than others right now, and I keep a tier list for that argument, but the gap is small: all eighteen are balanced enough to win at a normal table, and none of them is a sure thing. Your first deck should be the one you will enjoy losing with, because you will lose a fair amount while you learn how a table of four works.
Each result comes with a line on what will annoy you about the deck, and three quick scores: how fast it wins, how much thinking it asks of you, and how much it gets involved with the other players. I wrote this on Aug 31, 2026, while the format is still in beta and changing often, so some details will drift.
If you already play Lorcana
The cards are the same, the maths is not. Removal that deals with one character is worth about a third of what you are used to: there are three opponents, and your one answer handles one card from one of them, while the other two keep going. The cards that touch every opponent at once, a point from each, a bit of damage to everyone, are the ones that do the real work here, and a lot of cards that are filler in a duel become the reason to play a deck.
Your own board is under more pressure too. Three people take a turn between each of yours, so anything you leave exposed usually does not survive until you play again. And you are racing three clocks, not one: the game ends when the fastest player at the table reaches twenty-five, so it tends to arrive sooner than twenty does in a duel.
If you already play Commander
You will feel at home quickly: casual multiplayer, one character your deck is built around, politics at the table. Three things do not carry over, and they cost people games.
The race is faster than it looks. Twenty-five lore sounds like forty life, but nobody has to take it away from you, they just have to get there first. A comfortable board on turn six can already be a lost game.
Nobody gets knocked out. In Commander, a player at low life is effectively gone and the table shrinks toward the end. Here there is no life to lose, everyone stays in until someone reaches twenty-five, and the deck in last place still has its full board and its ability. That changes the endgame. Someone gets to nineteen, the table turns on them and holds them there for a couple of turns, and while everyone is busy doing that, the player who was quietly stuck at eight cashes in a big turn nobody was watching. Being behind is not the same as being out, and being ahead early is mostly a way of getting everyone's attention.
The character card is not your commander. You get four copies shuffled into the deck, not one sitting in the command zone. The thing that never leaves is the ability, so build your habits around the ability, not the card.
Lorcana is easier to get into than Magic, and that is not the same as having less to it. The card pool is a couple of thousand cards rather than tens of thousands, so the ones that matter are learnable in a few weeks, and building a deck of your own is something you can enjoy early on, even if building a good one takes as long as it does anywhere. Nothing happens on other people's turns, no instants, no responding, so a turn is easy to follow and easy to teach. All the depth is in what is left: what you play first, what you turn into ink and what you keep, and how you read three opponents who can see everything you can. It takes an evening to learn and a long time to play well. It is also the game I would put in front of someone who would never sit down to a game with dragons and demons on the cards, because the same table dynamics come wrapped in characters they already love.
A rough map, if it helps: Stitch and Winnie the Pooh are the token decks. Mufasa and Moana are ramp. Snow White is the Exodia combo deck. Ursula is spellslinger. Scar is aristocrats. Tinker Bell is the board wipe deck. Nick Wilde is an artifact deck that never fights. John Silver is the pillow fort. Robin Hood pings, Mickey Mouse grows one big threat, and Sisu is stompy. I would still take the quiz. The table plays differently enough that your Commander self is not always your best guide here.
All eighteen decks, by how they win
These are the same four groups as the second question. Tap a name to read about the deck. If your quiz result did not feel right, try the ones next to it.
Ability text checked against the app on Aug 23, 2026. If something has changed since, or you think I have a deck wrong, tell me: what did I miss?