One of the mechanics introduced inDisney Lorcana’s’s Rise of the Floodborn wasthe Resist mechanic. The basis of the mechanic is subtracting the amount of damage taken. So, if a character has Resist +1, they take one less damage.
The reason it is so evident here, is because Steel is the ink that has the most cards from Rise of the Floodborn with the keyword. The option to build a deck that takes less and less damage on top of other great qualities of Steel makes this a great ink to play.

10Let The Storm Rage On
The Cold Never Bothered The Illumineers
One of the things Steel has struggled with is different ways to draw. Let the Storm Rage On helps with that. When you play it, you get to deal two damage to any character on the field, and you also draw a card.
This card is uninkable, so with deck building, consider that fact. Nonetheless, being able to deal damage and also draw a card is great. You are effectively replacing the card with another card while also dealing damage, which is a lovely two-for-one deal.

9Charge!
Diving Headfirst Into Battle
A low-cost and inkable action with high output is precisely what Charge! is. When playing this card, you choose a character, and they gain Challenger +2 and Resist +2 for the turn.
This can shift the tides with what is, essentially, a four-damage swing. You are dealing two more damage and taking two less damage, which can give your less powerful character a chance to swing into higher-powered characters and pull off a challenge that wouldn’t usually happen

8Pick A Fight
Get Ready For A Brawl!
In a surprise appearance of Wreck-It Ralph, we got an action that can change the game. Whenever you play Pick a Fight, you choose a character, and they can challenge ready characters on that turn.
It costs two, so it is relatively cheap to play. It gives you the ability to take out anything at any point, while also making your opponent wary that you’re able to play it at any moment, and makes their choices in playing their characters much harder.

7Kronk, Junior Chipmunk
He’s Training To Be The Best
Our first character on the list with the Resist mechanic, Kronk, Junior Chipmunk, takes one less damage when damage is dealt to him. His ability, Scout Leader, also can have a significant impact, and it’s something we’ve seen before.
It says whenever Kronk banishes a character in a challenge, you can choose another character and deal two damage to them. We saw this same ability on Tinker Bell, Giant Fairy, in The First Chapter, and that card saw plenty of play.

6The Prince, Never Gives Up
He’s Protecting Everything He Can
What can and most likely will replace theBodyguardHercules from The First Chapter, The Prince, Never Gives Up, is the perfect character to play when wanting to protect your other character.
The reason he is better is two-fold. One, he has the Resist +1, which, like all other Resist characters, makes him a little more challenging to remove. He also has two lore, so being able to get a quality quest off and then put a body in front of your other characters is always great.

5Chief Bogo, Respected Officer
He’s The One To Solve The Mystery
In any Floodborn-heavy deck, Chief Bogo, Respected Officer, will shine. His ability, Insubordination!, lets you deal one damage to all opposing characters whenever you play a Floodborn character.
With Rise of the Floodborn introducing four Floodborn characters in each ink, plus the two from each ink from The First Chapter, there are 12 different characters with that keyword that can be used over the two colors in your deck. There are plenty of chances to activate Bogo if you build around him.

4Strength Of A Raging Fire
Incoming!
One of the biggest strengths (excuse the pun) of Strength of a Raging Fire is itsability to be sung. Its text says that you choose a character and deal damage to it equal to the number of characters you have in play.
The reason this card being a song is so good is the fact you can use a character to sing it and still have all your ink to do other things. Ultimately, you want to load your board with characters, sing this song, and deal a lot of damage to a target.

3Beast, Selfless Protector
He Will Always Protect
Eight willpower is super hefty in Lorcana. It is the staple piece of Beast, Selfless Protector, and is what makes his Shield Another ability so good. It says that whenever your other characters would take damage, just put it onto Beast instead of them taking the damage.
Depending on how much damage is dealt in those challenges, Beast can eat two to three challenges and keep your other characters alive longer. He can also take damage from direct damage effects, which makes them equally useless when he is on the board.

2Beast, Tragic Hero
Beast, Tragic Hero, has an ability that does two separate but valuable things, which is excellent. The first part of It’s Better This Way says, at the start of your turn, you get to draw a card if Beast doesn’t have any damage on him. The second part says if he does have damage, he gets plus four strength for the turn.
These are both equally amazing in that you are either drawing two cards to start your turn or getting a seven-strength challenger for the turn. And if you can shift him down turn three, it makes him an even greater threat.

1Cinderella, Stouthearted
Protecting Herself At All Costs
The first note of Cinderella, Stouthearted, is her Resist +2. The difference between one and two less damage is vast in a game where damage is kept on characters. She also has three lore, which has also shown to be very effective.
Her ability, The Singing Sword, is fantastic. It says that Cinderella can challenge ready characters during this turn if you have played a song on said turn. Just like Pick a Fight, that leaves everything vulnerable to a challenge from Cindy. The combination of all these things makes her a great card.