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Little Witch, Lulu  

- #BT07/039

Date Reviewed: Feb. 18, 2013

[AUTO](Soul):When another of your grade 3 or greater «Oracle Think Tank» is placed on (VC), you may call this card to (RC). [AUTO]:[Choose two «Oracle Think Tank» from your soul, and put them into your drop zone] When this unit is placed on (RC) from your soul, if you have an «Oracle Think Tank» vanguard, you may pay the cost. If you do, draw a card.

Ratings Summary

Rating: 3.83

Ratings are based on a 1 to 5 scale. 1 being the worst. 
3 ... average.  5 is the highest rating.

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"Gale" Gaylord

Little Witch, LuLu is a novice out of the Oracle Think Tank's "Magical Training Center" that instantly became famous due to her abilities. Presumably the youngest of the Stardust Witches, she has strong feelings and admiration for her senior, CoCo. Not surprisingly, LuLu's creation led to the existence of an entirely new competitive deck! 

Prior to Rampage of the Beast King, options to clean out the soul, especially in a pure Oracle Think Tank deck, were few and far between. Even if one was able to set up CoCo's draw 2 skill, they'd still be sitting on the scenario where they'd have to soul blast again to get that inate power bonus. It simply wasn't worth jumping through all those hoops. With LuLu, however, the sequence of events is much more fluid. Upon riding a Grade 3 Oracle Think Tank unit, she slips out of the soul and can then draw 1 card with a Soul Blast of 2 Oracle Think Tank units. This leaves the soul empty for CoCo to follow up with her own draw 2 skill at the same time. An explosion in card advantage then serves to keep a loaded field and an iron defensive wall. 

LuLu isn't just a tool for CoCo decks, however - she also performs rather well for Amaterasu decks with a lighter soul focus, not to mention that Sakuya can pick her up for another 10K shield and free up the booster slot. Even the more gimmicky Imperial Daughter (releasing in Comic Style Vol. 1 next month!) can find ways to use LuLu's draw skill multiple times. 

Despite the raw payoff of LuLu's ability outranking that of just about any other First Vanguard, a lack of early presence proves to be a significant shortcoming in practice. Without the immediate 5K boost and enough fortune to start with multiple Grade 1s, you'll be open to absurdly cheap or even nonexistent early guards and find yourself quite a distance behind in the damage race, which even a CoCo ride can have a difficult time fixing should your Heal Triggers not make an appearance. LuLu doesn't aid your ride consistency, either, so it's far easier to be caught with unplayable hands when compared to the Tsukuyomi line, Crimson Lion Cub, Kyrph, or even the hit-or-miss Eclair and friends. My luck isn't anything stellar, so I've had my fair share of terrible experiences as a result of these speed bumps. 

It's something of a mixed bag, but LuLu is far and away the best means to start the base of any budget Oracle Think Tank deck. 3/5

David NavyCherub Lynn

Little Witch, LuLu
What is usually expected of your starting vanguard is that it provides two functions: a guaranteed early booster and some way to replace it in a cheap 1-for-1 trade-off. Obviously there are exceptions to this that are still played for one reason or another, but what I just described is the basic format most decent starting vanguards follow.
LuLu, then, plays with those rules a little bit, giving you a bit more on one side in exchange for a bit less on another. You see, with the exception of some ride chains, most starting vanguards can move back upon being ridden by another member of their own clan, giving a guaranteed bit of pressure from the earliest part of the game. LuLu, on the other hand, plays a waiting game - she does move back, but not until you have successfully ridden all the way to grade 3. In exchange for that wait, she clears two Oracle Think Tank cards from your soul and allows you to draw a card. This is a straight, essentially free extra card, without ever having to sacrifice LuLu herself. LuLu also completely empties your soul, which sets up the effects of the series of Oracle Think Tank cards (namely Scarlet Witch, CoCo) that require you to have no cards in your soul in order to be live. She can even be picked up from the board and used as an extra 10k shield while making room for a better booster with the effect of Goddess of Flower Divination, Sakuya. She is special in this way, as the vast majority of starting vanguards don't actually generate hard advantage, they simply exchange themselves or help set up whatever strategy the clan revolves upon. LuLu does both, and with a little extra, too.
LuLu's main fault, then, is how she has no presence whatsoever until midgame begins. This means that your field will typically be inherently less developed than the majority of your opponents' during early game, forcing you to find some other way to add the necessary pressure to keep up. Of course, in combination with CoCo's counterblast, it becomes incredibly easy to find yourself with a well-developed field as early as turn 3; in other words, LuLu's strength lies in how she easily and effortlessly sets up a very strong midgame in exchange for a lackluster early game. In the end, it really is worth it, though.


So to begin I'd just like to say hello to the Cardfight Vanguard community of Pojo.

I'm sure a number of you have seen me around and I look forward to sharing my
thoughts and knowledge with everyone. By the way, I am Canadian so
expect a few extra "u's" and such  in my segments :P.
So on this lovely February the 18th we bring you Little Witch, Lulu.  This highly skilled magician is consistently used as the starting Vanguard for the ever so popular, Soulless Oracle Think Tank build. I do honestly have to say there really are no other options when it comes to the Starting Vanguard spot in the Soulless OTT. This witch who strives to become like her elders has given us something to believe in her. Her ability to basically clear the soul when you ride the grade 3 is phenomenal considering the Grade 3 you are hoping and most likely going to be using each game allows you to draw two cards when you have one or less cards in the soul when you ride her. Not only that, but when you use Lulu's effect to clear out the soul, you get to draw an additional card for basically setting up Coco's ability for free.
So for using Lulu to start off your cardfight, and ride to Coco, you're
guaranteed +3 on your 3rd turn which is huge. To make it a bit better, if you
are unable to ride Coco for whatever reason, you still have the +1, alternatively,
when you ride Coco because of the fact that our little Lulu just cleared the
soul, this opens up our Vanguard Coco's offensive capabilities.
I can honestly say that Lulu for the purposes it serves, is easily one of the best starting vanguard in the game and for that I grant our little lady a 4.5/5.


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