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Scarlet Witch, CoCo
May 8, 2013
[CONT](VC):During your turn, if you do not have any cards in your soul, this unit gets [Power]+3000.
[AUTO]:[Counter Blast (2)] When this unit is placed on (VC), if the number of cards in your soul is one or less, you may pay the cost. If you do, draw up to two cards.
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
Geez I really need to write these more
consistently... So today we have Coco. The boss unit of
the Soulless OTT build. Coco is an extremely consistent
unit that gains +2 cards in hand when you ride it and
can swing for 13k alone if the soul is empty. What makes
this even better is that she has an incredibly easy way
of going about this. Little Witch, Lulu. The starting
unit for the Soulless Build.
Her ability is simple. When a Grade 3 Oracle Think Tank
rides, call this unit to the rearguard and move two
Oracle Think Tank's from the soul to the drop zone and
draw a card. So basically, it clears the soul, draws a
card and allows Coco to gain her +3k when attacking AND
draw 3 cards.
However of course there is the event that you don't ride
Coco and when you do get the chance to ride her, you
have extra card in the soul(Which would still allow her
draw effect to go off) most builds run things like Luck
Birds to soul blast the extra cards away.
The only potential downfalls of this unit are that you
don't see the boost if you don't ride it on turn 3(aka
if you're unable to clear the
soul) and that its a 10k base making it easily
punishable on defense.
Overall I'm also going to have to stick this with a
3.5/5 She is very good offensively and for hand
advantage, but the potential of her just being a 10k
vanilla is always there and that she is lacking on the
defensive side to hurt her a bit as well.
What's up, you guys?! It's Wednesday, and to get over
the hump, we got...
Scarlet Witch, CoCo
Clan: Oracle Think Tank
[CONT](VC):During your turn, if you do not have any
cards in your soul, this unit gets [Power]+3000.
[AUTO]:[Counter Blast (2)] When this unit is placed on
(VC), if the number of cards in your soul is one or
less, you may pay the cost. If you do, draw up to two
I remember when this card first came out in Set 2,
people were almost giving this card away without a
second thought and were mainly thinking about the
soon-to-arrive Tsukuyomi deck...then Set 7 came out,
CoCo brought her friends, LuLu, LaLa and NaNa, and she
became a HUGE threat...and all of those people that were
giving out CoCos were kicking themselves, and I was
laughing every moment that I can! Anyway, nostalgia
aside, CoCo is arguably the best Oracle Think Tank ace
that the clan has, and yes, I'm including Set 9's
Goddess of the Sun, Amaterasu! What other card can
cause so much drawing ability WITH a power boost that
can go neck-and-neck against Crossrides? I'll tell you:
no other card. The only downside to this is that if
anything gets into your soul, then CoCo goes back to
10000 on the offense, but that can be easily solved with
either Luck Bird if you have 2 cards or more in Soul or
One Who Gazes at the Truth if you have that 1 card in
Soul. My only other complaint that I have with her is
that she's on the defense at 10000, and that number can
be easily picked on by rear-guards with what I like to
deem the "Loyalty" skill where they gain +3000 if
there's a Vanguard with a certain name (Burning Horn
Dragon with Overlord, etc.).
In short, CoCo is still an excellent card; it just had a
false start until it got off at full cylinders with Set
Rating: 4.5/5 (The 10000 power still bugs me...sorry
Next Time: The Shadow Dragon of Cray...
Go Rogue...Go Pro!!!
Scarlet Witch, Coco
Ah, Coco; the
sleeper hit of Onslaught of Dragon Souls. Coco is the
main grade 3 of the soulless Oracle Think Tank strategy.
When you ride her, if your soul contains one or fewer
cards, you can counterblast two and draw two cards. This
is not hard to do with the likes of Little Witch Lulu
around. In a pinch, cards like Soul Bird and One Who
Gazes at the Truth can empty out the soul as well.
Having an empty soul brings us to Coco’s second skill:
as long as the soul is empty, she gains 3k during your
turn. An unboosted 13k vanguard is really nice to have.
Stick an 8k booster behind her and you’ve got a 21k
Coco really hit
the big times with the release of Little Witch Lulu, so
it’s fitting to mention her briefly. Lulu effectively
activates both of Coco’s abilities at once, drawing you
an extra card in the process. Before Lulu, getting the
soul emptied was a more complicated task, and some
coordination of effects was required to get Coco’s power
boost and draw skill off in the same turn.
The draw power
of Coco accelerates the deck to speeds comparable to
Tsukuyomi decks, letting you draw into those all
important Silent Toms, and without the added risk of a
ride chain, Coco decks are free to run extra critical
triggers instead of draws. This makes soulless a
respectable threat to any deck out there.
Rating: 5/5 –
The soulless OTT strategy cannot operate without her.