Wilds Unknown Two-Player Starter Guide: Buzz, Jessie, and the Incredibles

Photo of the Disney Lorcana 2-player starter set with all the contents of the game laid out
Disney Lorcana product artwork © Disney / Ravensburger.

Affiliate disclosure: As an Amazon Associate, B3 earns from qualifying purchases.

The Wilds Unknown two-player starter is the Lorcana box I would consider when two people want to sit down with complete decks and start playing. Its Amber/Emerald Playful Teamwork deck pairs Buzz Lightyear and Jessie with a Toy-focused plan. Its Amethyst/Ruby Daring Heroics deck features Mrs. Incredible and Jack-Jack, with a different mixture of characters and conditional effects. Both are ordinary shuffled decks, not teams with a guaranteed leader always available.

The useful comparison is not simply Toy Story versus The Incredibles. One side rewards cheap plays and keeping a group together; the other asks you to make better individual character decisions. This guide explains those differences and gives you a way to learn the matchup before buying upgrades.

What you get, and what you do not need

The official contents are two sixty-card decks, two special cards in each deck, two storage boxes, thirteen tokens, two lore trackers, and a rulebook. Booster packs are not listed. You do not need to purchase random cards to make either included deck playable.

Keep the decks separate for the first few games. Photograph or record their lists before changing anything. That preserves a repeatable teaching matchup and prevents a familiar problem: buying a starter for two people, upgrading only the favorite side, and making the other player feel permanently behind.

Playful Teamwork: make cheap plays do another job

Buzz Lightyear — On the Way costs three ink. His two abilities distinguish character plays from non-character plays, and both require you to have paid two ink or less. The character effect deals one damage to an opposing character that is already damaged. The non-character effect draws a card and then makes you discard one.

Those are very different rewards. Drawing and discarding improves selection; it does not leave you with an extra card in hand. Likewise, Buzz cannot use that damage trigger to start damaging an untouched opposing character. The target has to qualify when the effect resolves.

Buzz Lightyear On the Way
Disney Lorcana product artwork © Disney / Ravensburger.

Imagine a damaged enemy has one willpower remaining. With Buzz already in play, a useful two-cost character can develop your board and finish that enemy through the trigger. If you play the same character before Buzz, you lose that opportunity. A sensible sequence can make an ordinary card perform two jobs without changing the deck at all.

Do not reverse that into an absolute rule that Buzz must always be played first. If that means spending your entire turn on a fragile character while the opponent threatens a win, immediate interaction may be better. The point is to recognize the extra value when the board permits it.

Jessie needs an actual family

Jessie — Lively Cowgirl can draw when she quests if you have at least two other Toy characters. A familiar Disney character does not count unless Toy appears in its classifications. Her other ability rewards paying two ink or less to play a card by reducing an opposing character’s strength until your next turn.

I would set up Jessie’s quest by checking the Toy count before making trades. Sending away a Toy in a challenge can remove the condition you were planning to use. If you can safely quest with Jessie first, obtain the draw, and then make the same challenge, the ordering matters.

The strength reduction also changes challenge arithmetic. Reducing a target’s strength may let one of your characters survive a trade it otherwise would not. Count both directions of damage before attacking; a favorable challenge is about what remains afterward, not just whether you can banish the target.

Daring Heroics: choose Mrs. Incredible’s job early

Mrs. Incredible — Super Stretchy is a five-cost 5/6 with one lore. At the start of your turn, Flexible Thinking offers either Evasive until the start of your next turn or an additional lore for the current turn. You choose at that timing window, rather than waiting until after you see how all your later plays work out.

Mrs Incredible Super Stretchy
Disney Lorcana product artwork © Disney / Ravensburger.

The extra lore is appealing when the board is safe or it completes your race. Evasive can be more valuable when you need her to survive a return challenge, or when reaching an opposing Evasive character matters. It does not protect her from every removal effect, so inspect the actual threats rather than treating the keyword as invulnerability.

For a practice decision, put yourself at eighteen lore with a dry Mrs. Incredible. Her extra-lore option could produce the winning quest if nothing prevents it. Now change only your total to fourteen and give the opponent an ordinary character that can banish her when exerted. The same printed choice deserves a different evaluation because there is another turn to survive.

Jack-Jack rewards reading the revealed type

Jack-Jack Parr — Incredible Potential has a start-of-turn ability that can put the top card of your deck into your discard and produce a different result for a character, an action or item, or a location. Read the revealed type and apply that branch; you do not choose the result you hoped to reveal.

That makes the deck’s composition relevant when upgrading. Adding locations changes the distribution of possible outcomes, but a location still needs to justify its slot in ordinary games. Filling a deck with weak setup cards to chase one dramatic trigger can damage the turns when Jack-Jack never appears.

I would first learn how the untouched deck operates. Then track which branch appeared and whether it changed your decision. An exciting outcome is easier to remember than several awkward opening hands, so write down both before judging an upgrade package.

How the two decks should approach each other

The Toy side wants affordable development to become sustained value. The opposing side should ask which surviving engine makes those cheap plays more dangerous. Removing every small Toy indiscriminately may be less useful than disrupting Jessie’s qualifying group or answering Buzz before a sequence of cheap cards.

The Toy player, in turn, should avoid turning every turn into a challenge-clearing exercise. Count available lore first. If a trade prevents no meaningful opposing play, developing another useful character or collecting lore may advance your own plan more effectively.

Neither observation establishes a measured win rate for the stock matchup. Swap decks after each game. If the same person wins with both, the immediate lesson is probably about decisions rather than a supposedly unbeatable box configuration.

A three-game learning plan

For game one, use the lists as supplied and say each character’s job aloud: quester, challenger, or engine. For game two, focus on timing—Buzz before a qualifying play, the Toy count before Jessie’s quest, and Mrs. Incredible’s start-of-turn choice. For game three, play normally and discuss one decision each afterward.

Only then choose an upgrade target. If your hand repeatedly runs out, investigate card flow. If you fall behind before turn four, inspect early plays and inkability. If you have a strong board but still lose the race, look at how often you challenged without needing to.

Wilds Unknown or Gateway?

I would choose this set for players ready to learn the full game together and interested in these Pixar characters. Gateway suits a pair that would benefit from a staged introduction with smaller decks and gradual additions. A booster display suits neither purpose as efficiently: random cards do not guarantee two coherent starting decks.

The Wilds Unknown starter’s strongest feature is the complete matchup in one purchase. Give that matchup time to teach you something before turning it into a shopping list. For more cards from the expansion, use B3’s Wilds Unknown set and booster guide.

Find the exact product

View this product on Amazon. Confirm the selected edition, language, seller, contents, and delivered price.

Continue with B3

All Disney Lorcana guides · Learn the core game · Choose a first purchase.

Sources and scope

Product details and printed mechanics were checked against Official two-player set, Buzz Lightyear card, Jessie card, Mrs. Incredible card, Jack-Jack card. Use the included instructions and current official rules for exact procedures. The proposed turns, practice exercises, and buying judgments are B3’s analysis; they do not imply hands-on tournament testing. Checked October 21, 2026.

Share this article

Help someone find their next great read or game.

Pinterest Facebook