We Built a Deck for All 18 Coconuts. Here's How They Rank
If you’re new here: Format Coconut is a multiplayer variant of Disney Lorcana, currently in open beta. Three or four players race to 25 lore. Decks are singleton, meaning one copy of each card, with a single exception: you pick one of 18 “coconuts”, which gives you a passive ability for the whole game and lets you run up to four copies of its named card. Decks can have up to three inks, and the coconut’s ink has to be one of them.
Everything below is based on the coconut texts in the official app as of August 23, 2026, which includes this month’s balance changes to Stitch, Robin Hood, Donald Duck and Mufasa. The beta gets weekly tweaks, so check the date on anything you read about this format. That includes this post.
How we ranked them
We built a full 60+ card deck for every coconut, checked every card against the pool, and ran the numbers where numbers matter: draw odds for the combo decks, ink budgets for the ramp decks, realistic and best-case lore turns for everyone. So the grades reflect the decks we could actually build, not how the abilities read on paper. What we have not done is play hundreds of pods, and that’s a real limitation. If you have, your results are worth more than our math, and we want to hear them.
What matters when you have three opponents
Multiplayer changes what makes a card good. Most of this list follows from three shifts:
- Big turns beat steady turns. In a 1v1 you can defend against your opponent. Against three, somebody always slips through, so the winning decks tend to be the ones that can jump from 12 lore to 25 in a turn or two, before the table can react.
- “Each opponent” effects hit three times as hard. A card that deals 2 damage to every opposing character is now clearing three boards. A card that drains 1 lore from each opponent takes 3. These become some of the best rates in the format without looking like it.
- Card draw is the scarcest resource. No four-ofs means you can’t build consistency through copies. You build it through density of similar effects, and the deck that sees more cards each turn is simply the more consistent deck.
Speed matters too, since slow decks have to survive the fast ones. And so does how threatening you look, because a scary early board draws attention from three players at once.
The tier list
Here it is in one image, then every grade explained below, coconut by coconut.

S tier
Robin Hood. His coconut does two things. You start the game with a free Robin’s Bow item, and every time you play a character named Robin Hood you deal 1 damage to an opposing character of your choice, or a location, which almost nothing else in the format can touch. The pool has around 15 differently named Robin Hoods spread over three inks, so the deck pings the table every single turn, all game, with healing shut off. The named Robin is the payoff: he scores 1 extra lore for every damaged enemy character in play, and that’s where the big turns come from. How big depends on what’s across the table. Against boards with some willpower, chaining two shifted Robins gave us the largest turns in our files, up to 16 to 24 lore. Against wide boards of small characters the same turn kills almost everything instead, which wins the game a different way but scores a lot less. Either mode comes with removal attached to every play and the format’s only real answer to locations, and that flexibility is why he’s our number one.
Mickey Mouse. Every Mickey Mouse card in your hand, deck and discard gains Shift 2, so any Mickey can be played on top of another Mickey for 2 ink regardless of printed cost. The deck runs 23 Mickeys and plays them like a conveyor belt. Each turn you shift a big Mickey onto the cheap one you played the turn before (Shift inherits the body’s state, so it quests immediately) and drop a new cheap Mickey for tomorrow’s shift. By turn four or five that’s two characters questing for 4 or more, built for 2 ink apiece, with the rest of your ink funding lore drains that hit every opponent at once. It’s the fastest consistent start in the format: questing for 4 by turn three most games, turn two with the dream draw. Everyone at the table can see it coming, but answering it is expensive. The big Mickeys are Evasive, and only Evasive characters can challenge them, or they hide behind Bodyguards, and removal that does connect takes out one quester rather than the plan, since the next Mickey rebuilds for 2. The real weak point is quieter: the cheap bases have to survive a turn on the table before the shift, and a deck that pings every new body can starve the conveyor’s supply line.
A tier
Ariel. Whenever one of your Princess characters sings a song, you gain lore equal to her lore value. That sounds like free extra lore, but there’s a subtlety that shapes the entire deck. Singing exerts the character, which is exactly what questing does, so a Princess who sings isn’t generating bonus lore. She’s trading her quest for a song and getting the lore refunded. The actual profit lives elsewhere. You’re casting one or two songs per turn without paying ink for them, and every effect that re-readies a Princess becomes a genuine extra quest: Moana of Motunui, Alma Madrigal, Aurora — Waking Beauty, plus eight repeatable heal effects that wake Aurora back up. Built around those, a good turn is 8 to 12 lore with peaks around 17, sitting on top of a strong draw engine (Ursula’s Shell Necklace in a deck with 20 songs is close to “1 ink: draw a card”) and the nice camouflage of looking like a harmless heal deck for the first six turns. One thing to know before you pick her up: singing needs a ready character, so effects that exert your board hurt this deck more than most, and those effects are everywhere in this format.
Nick Wilde. His coconut bends the singleton rule, letting you run four copies of Pawpsicle, and once per turn you may banish four of your items to gain 4 lore. The whole deck is built to feed that. Cheap items come down all game, and from around turn six you’re converting them into 4 extra lore a turn on top of whatever your characters quest for. Since the fuel is items and cards in hand rather than characters, most removal has nothing useful to hit, and the deck can jump from 14 lore to 25 in one big turn. What keeps him out of S is that the list runs almost nothing that touches your opponents. You cannot slow anybody down. You just have to be faster, and against three other players that’s a real gamble. Of all the grades here, this is the one we’re least sure about.
Pocahontas. Once during your turn, choose any character at the table, yours or an opponent’s. Until your next turn it gets +1 lore, can’t challenge, and must quest if able. That’s two different tools in one ability. Pointed at your own best quester it’s a free extra lore every single turn, a floor most coconuts would envy. Pointed at the lore leader, it forces their biggest character to quest and then sit there exerted, unable to defend, while the other two players get a free shot at it. The deck leans hard into that second mode, with effects that exert every opponent’s board and then Calming Words to stop anyone from challenging back on your own big turns. It wins through the table as much as through the cards, and how high it climbs really depends on how well you read three opponents at once.
Stitch. Once during your turn you may play a character costing 2 or less from your hand for free, and if that character is named Lilo or Stitch, one of your characters also gets +1 lore for the turn. The named card is where this gets good: Stitch — Rock Star draws you a card for every cheap character you play, so the free body each turn becomes a free card each turn and the deck snowballs a wide board while staying ahead on resources. Behind that sits the deepest hand-attack package in the format, hitting all three opponents at once. Two things to keep in mind. The free play has to come from your hand, so opponents attacking your hand hurts more than you’d expect. And if there’s a second discard deck at the table, the whole pod’s night gets worse, including yours.
Winnie the Pooh. Whenever you play a character with no ability text, you may pay 1 ink to draw a card. Plain characters, the ones with good stats and nothing written on them, all become cantrips. That means the deck gets built almost entirely out of efficient bodies and never runs out of gas, and it ends up the most consistent deck of the eighteen: low curve, tons of inkable cards, and interaction that only uses symmetric effects, the kind that hit everyone equally, so nobody at the table takes anything personally. What’s missing is a big turn. Winnie grinds out 4 to 6 lore reliably, every turn, and wins by never missing a beat, which also means a deck with a true burst finish can simply beat him to 25.
Mufasa. Once during your turn you may pay 5 ink to put the top 2 cards of your deck into your inkwell. That’s ramp which costs nothing from your hand, every turn, and it compounds fast. By turn eight or nine the deck is operating on 16 to 20+ ink a turn and casting its entire hand, and the named Mufasa, who re-readies your whole inkwell whenever he quests, pushes single turns past 20 lore. It’s also built around high-willpower walls and is genuinely hard to kill. There are bills to pay, though. The early turns are slow, everyone can see what you’re building by turn five, and feeding two cards off the top every turn means the deck runs 66 cards just to avoid decking itself out, because running out of deck is a loss here.
B+ tier
Snow White. Once per game, during your turn, you may reveal your hand, and if you have a Snow White plus seven differently named Seven Dwarfs cards spread across your hand, discard and play, all your characters get +2 lore for the rest of the game. When it fires the game transforms. Every quest doubles or triples, and 25 lore is suddenly two turns away. The hard part is getting there. We ran the odds, and drawing naturally you almost never assemble seven different dwarf names by turn ten. The deck only functions when it’s stuffed with loot effects (draw a card, then discard a card) because discarded dwarfs still count toward the total. With about 18 of those, the reveal is live for roughly six players in ten by turn seven. So the grade averages two decks: a strong one when the reveal happens on time, a mediocre one when it doesn’t. And the reveal itself tells three opponents exactly who to gang up on.
Scar. The coconut here is modest, just 1 ink off your first Ally character each turn, and honestly the deck is about the named card. At the end of each of your turns, Scar — Finally King can devour one of your Ally characters to draw cards equal to its strength, discarding two afterward. Feed him something big like Willie the Giant and that’s 8 cards in one bite, every single turn. In a singleton format, where seeing more cards is most of the game, that’s the strongest draw engine we managed to build for anyone. The problem is that everything runs through one body, a 5-cost you can’t ink, with only 4 willpower, in a format full of incidental damage flying around. When Scar sticks, this deck plays a tier higher. He frequently doesn’t.
Dumbo. His coconut lets your characters use their exert abilities the turn they come into play, no waiting. The named Dumbo makes that matter: he has “exert, pay 1 ink: draw a card and gain 1 lore”, and he grants the same ability to every other Evasive character you control. So the deck floods the board with Evasive bodies that each pump out a card and a lore immediately, without attacking anyone, and since the lore comes from abilities rather than quests, most anti-quest interaction just misses. Evasive also makes the board nearly impossible to challenge. What it doesn’t protect against is damage from effects, and that’s the sore spot: every small ping that hits the whole table clears these little batteries before they’ve paid for themselves, and two of the best decks in the format are built on exactly those pings.
Tinker Bell. Whenever another of your abilities or actions damages an opposing character, she adds 1 more damage to it. Every area effect gets bigger. A Grab Your Sword that would deal 2 to each enemy character now deals 3, across three boards, and with the right support the deck reaches turns where every enemy character on the table takes 6. Against the format’s many cheap, wide decks that is devastating. The trouble starts after the wipe. Clearing three boards scores you no lore, the deck’s own scoring is modest, and the player who just cleaned the table has become three people’s shared problem. She’s a fantastic answer wrapped around a mediocre clock.
Mr. Incredible. Whenever you play a Super character, they gain Rush for the turn and you may exert an enemy character with less strength. In practice, every Super you cast is a pre-arranged challenge that happens immediately. The deck surrounds that with payoffs that turn each challenge into lore and cards, so unlike most removal decks this one actually gets paid for policing the table, and a big Hero Work turn swings the score by 10 to 15 lore. It also comes with the most comfortable seat in the format, because “I’m attacking you since you’re winning” is an argument the other two players will happily endorse. It does need targets to exist, though, and one global Rush effect switches half the coconut off.
B tier
Moana. During your turn, if you have a Moana, Heihei or Pua character in play, you may ink an additional card. Extra ink every turn is obviously good. The named Moana is what makes it free, since she lets you ink cards from your discard, so the second ink per turn stops eating your hand at all. Five tutor effects find her reliably, and the result is a smooth ramp deck that hits its curve basically every game. What it never quite does is finish. The biggest turns top out around 7 or 8 lore, below what the decks at the top of this list produce, so Moana tends to end games rich, stable and third.
Sisu. Her coconut says characters with more strength than every opposing character can quest the turn they’re played. And as currently written it says “all characters”, not “your characters”, so read literally you’re accelerating the entire table, opponents included. Our answer was to build around the parts that don’t get shared: the named Sisu is a 3-cost who gets +1 strength for each card in your opponents’ hands, routinely sitting at 13 to 16 at a full table, and we surround her with an item engine that incidental damage can’t touch. We think that build is a real deck and we’ll publish the full list soon. Between the shared upside and wording this unusual, though, this is the coconut we’d least expect to survive the next round of changes intact, so consider the grade written in pencil.
Ursula. Her coconut raises what your characters count as for singing, +1 cost, or +2 for characters named Ursula, so small bodies get to sing songs well above their weight. The named Ursula is the engine: whenever she sings a song, you play it again from your discard for free. A doubled Grab Your Sword for zero ink, hitting every enemy character twice, is one of the single best things you can do in this format. The trouble is the kind of game the deck wants to play. It wins by grinding three opponents out of resources, and a race to 25 lore doesn’t reward grinding. Long games here tend to end in somebody else’s burst turn, or with your own deck running out of cards.
C+ tier
John Silver. Each of your locations gains Resist +1 for every character there, so a populated location shrugs off nearly all the damage in the format. The deck builds a small economy out of that: locations generating 6 to 8 lore per turn passively, no questing, no attacking, nothing exposed. There’s a political shield too, since attacking someone’s location is slow, and doing it in a pod leaves you wide open to the two players you ignored. We genuinely like this deck. It’s just the slowest of the eighteen. The economy doesn’t come online until turn five or six, and the decks at the top of this list are closing games around turn eight. He needs longer games than the format currently gives him, which, on the bright side, also makes him the deck with the most to gain from whatever balance change comes next.
Donald Duck. You pay 1 less ink to play characters or locations with Boost and to use Boost abilities. After this month’s buff the discount is real, and the deck operates about 2 ink ahead of fair every turn. The problem is what Boost produces. Cards tucked under your characters make them bigger, but bigger stats aren’t lore, and the pool has almost nothing that converts those tucked cards back into actual resources. On top of that the deck draws less than any other list we built, in the format where draw decides everything. It plays fine. It just doesn’t do anything the decks above don’t do better, and our guess is it stays that way until Boost gets one more set of support.
What we’re working on next
Four deeper dives coming out of this project, each one becoming its own post:
- A tutor census, by ink. In singleton you can’t run copies, so effects that search your deck are the closest thing to consistency money can buy. We’re mapping every one in the pool.
- Every exert ability worth playing with Dumbo. His coconut turns on a whole category of abilities that are normally too slow to bother with. We’re going through all of them.
- The full Sisu item list. The build described above, card by card.
- The “each opponent” shortlist. The pool has close to a hundred cards that affect every opponent, and most aren’t worth a slot. We’re publishing the ones that are, with notes, starting from Grab Your Sword, Ursula’s Plan, Unfortunate Situation, Sign the Scroll and Triton’s Decree. One pattern keeps showing up: the best of these aren’t the damage effects. They’re the ones that make each opponent choose something to give up. Same result, and nobody at the table takes it personally.
What did we miss?
Every grade here is a hypothesis built from deckbuilding and math, dated August 23. A few also lean on rules questions the beta hasn’t settled yet. Whether a re-readied character can sing again matters a lot for Ariel, and Sisu’s wording could change any week. If you’ve been playing pods and your results disagree with a grade, especially on Nick Wilde, Ariel, Snow White, Dumbo or John Silver, tell us what you saw, and share the list if you can. Corrections go into the next revision, with credit.