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Little Witch, Lulu
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 are based
on a 1 to 5 scale.
1 being the worst.
3 ... average. 5 is the highest rating.
Back to the main COTD
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.
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
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
expect a few extra "u's" and such in my segments
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
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.