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Scarlet Witch, CoCo

- #BT02/007EN

Date Reviewed: 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 Summary

Rating: 4.33

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

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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.

Go Rogue,
Go Pro
What's up, you guys?!  It's Wednesday, and to get over the hump, we got...
Scarlet Witch, CoCo
Power: 10000
Grade 3
Clan: Oracle Think Tank
Race: Human
[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.
                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 7.
Rating: 4.5/5 (The 10000 power still bugs me...sorry Soulless players...)
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 line.

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.


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