Stitch Coconut Deck Tech: A Free Body Every Turn, and Every Body Becomes a Card

Tier S Inks Amber / Emerald / Steel Rules as of Sep 5, 2026 Analysis date Sep 6, 2026

The Stitch coconut has one line of text: once during your turn, you may play a character with cost 2 or less for free, and if that character was named Lilo or Stitch, a chosen character gets +1 lore this turn. That is the whole ability, and the one resource it needs is a cheap body in hand. A free cheap body every turn, plus a small lore bonus for staying on theme.

The named card is Stitch — Rock Star, a 6-cost Amber character with Shift 4 whose ability, ADORING FANS, reads: whenever you play a character with cost 2 or less, you may exert them to draw a card. The coconut guarantees that trigger every single turn, so once Rock Star is on the table, every free body can be exerted for a card.

This is the full deck tech, built on the same 60 I settled on August 27. Stitch sits in S on my August 27 tier list, next to Mickey Mouse, and that S is ordinal and dated: these are the two decks I can best defend right now, and the label means no more than that. Card texts checked against the app as of September 5, 2026.

Why these inks

The coconut cares about exactly one group of cards: characters named Lilo or Stitch with cost 2 or less. There are 13 of them in the pool, and the spread settles most of the ink question by itself: seven in Amber, three in Steel, two in Emerald, and one in Ruby (Stitch — Little Rocket, a Rush body that is not worth an ink slot on its own).

Amber is automatic. It holds the named card, seven of the cheap named bodies, and the go-wide lore payoffs this deck quests with.

Emerald is the second ink for structural reasons. Two of the cheap named bodies are Emerald, Stitch — Naughty Experiment and Stitch — Little Trickster, and so is Morph — Space Goo, the only card in the pool that works as a Shift base for anything, since he can be shifted onto “as if this character had any name”. The pair also makes the Lady — Decisive Dog and Tramp — Street-Smart Dog duals legal. What I filled the rest of the ink with is a build choice: a discard package that hits the whole table (Sudden Chill, Hypnotize, and repeatable versions on Bucky — Squirrel Squeak Tutor, Daisy Duck — Secret Agent and Donald Duck — Distracted Traveler, each copy hitting every opponent at once), plus a small loot suite whose first job is finding the next cheap body when your hand runs low. Stocking the discard for Lilo — Rock Star is a side benefit of that suite; she is one card in sixty.

Steel is the third ink because it adds four things at once:

The strongest alternative is Sapphire, and its argument is resources:

The cost is the census: Sapphire’s only named card is Stitch — Experiment 626 at cost 3, which never triggers the coconut, so the cheap named count drops from 12 to 9 and the two Amber and Steel duals leave with it. I weight the trigger pool first, so I stayed on Steel. For a worked version of the other answer, purpledtentacle’s Stitch Dogs list runs the Amber, Emerald and Sapphire shell as a full sixty, and KNOTZ has tested a princess-themed Sapphire shell in real games on video and reported that the ink relief is real (video).

This trio is one answer among several. The build I most want to test is the puppy version: Dalmatian Puppy — Tail Wagger allows up to 99 copies of itself in a deck, and a thick stack of them keeps the free play fed long past the point where my hand fuel gives out. Puppies never trigger the +1 lore and never serve as a Shift base for this deck’s Floodborn, so the trade is a higher floor for a lower ceiling.

How the engine works

One fact decides everything else: since the August 14 change to the ability, the free play comes from your hand, so every free body is a card you drew, held, and spent.

The deck leans into that with 25 characters at 1 and 2 cost, 12 of them named Lilo or Stitch. From turn 1 the shape of a turn is: pay for one body, free-play another. Two characters a turn, from turn 1.

The +1 lore is simple in play: drop the free body, point it at someone, then quest. Lady — Decisive Dog is the default home for it, since on turns you play three characters she quests for 3 on her own. On turns 1 and 2 the bonus goes to waste; from turn 3 on it is worth about 1 lore a turn.

Then Rock Star arrives, on the plan’s schedule by Shift 4 on turn 4 or 5, over any cheap Stitch or over Morph — Space Goo, and the turn shape upgrades: free body, exert it, draw a card. The numbers below say how often that schedule holds. Two more engines copy the coconut from there. Lilo — Rock Star, a second 6-cost with Shift 4, plays a cheap body from the discard every time she quests, out of the pile the loot has been filling. Woody — Jungle Guide, a 5-cost with Shift 3, draws a card and plays a cheap body from hand every time he quests. A developed turn plays three or four characters and draws two or three cards for very little ink.

Two small rules notes for pilots. Grandmother Willow — Ancient Advisor’s discount is not optional and applies to the next character you play, so the order is Willow, then the paid play, then the coconut’s free one; the other way around wastes the discount on a character that was already free. And Lilo — Escape Artist returns from your discard at the start of your turn but enters exerted, so she never draws a card off ADORING FANS; she is still a free body and a Shift base for Lilo — Rock Star.

The numbers, and what they assume

One sentence of assumptions before any number: everything below comes from a 200,000-game simulation in which I draw one card a turn from turn 2 (on the play), nobody interacts with my board or hand, the only paid draw modeled is Besties, Assemble! and Nani — Stage Manager, and the opening mulligan (Lorcana’s alter) sends back 3.7 cards on average, keeping Rock Stars, cheap bodies, tutors and ink. These are the engine’s own numbers: with no paid loot the late turns are a worst case, and with no opponents the early turns are a best case.

With that said:

The ceiling has its own math. Woody — Jungle Guide, Simba — Pride Protector and Bolt — Superdog are all singletons. At least one of the three is out by turn 6 in 61 percent of games. All three in the same game: under 5 percent. So the plan assumes one engine, a second one is a good game, and no line in the game plan below depends on all three.

The list

Here is the full 60, grouped by the job each package does.

The named card (4)

The second Rock Star (1)

Shift bases at 1 and 2 (8)

The Lilos (6)

Cheap Amber with a job (8)

Emerald loot (4)

Consistency and draw (8)

Table reach (11)

Keeping the board alive (3)

The 5-cost engines (3)

The top (4)

One structural note: this list runs zero single-target removal on purpose. At a four-player table a card that answers one character answers a third of the problem. The deck’s interaction is Grab Your Sword, Reckless, discard, and deterrence.

Stitch coconut deck list for Format Coconut, Amber Emerald Steel, August 27 build

If you want to try it, here is the import block for Dreamborn:

4 Stitch - Rock Star
1 Lilo - Rock Star
1 Stitch - New Dog
1 Stitch - Naughty Experiment
1 Stitch - Alien Dancer
1 Stitch - Little Trickster
1 Morph - Space Goo
1 Lilo - Making a Wish
1 Lilo - Snow Artist
1 Lilo - Escape Artist
1 Lilo - Patient Weaver
1 Lilo - Junior Cake Decorator
1 Lady - Decisive Dog
1 Pudge - Controls the Weather
1 Koda - Talkative Cub
1 Sebastian - Loyal Crab
1 Piglet - Pooh Pirate Captain
1 Grand Councilwoman - Federation Leader
1 Pocahontas - Guiding the Tribe
1 Bobby Zimuruski - Spray Cheese Kid
1 Grandmother Willow - Ancient Advisor
1 Lyle Tiberius Rourke - Adventurer for Hire
1 Scrooge McDuck - S.H.U.S.H. Agent
1 Besties, Assemble!
1 Strike a Good Match
1 Tod - Clever Fox
1 Nani - Stage Manager
1 Lady - Family Dog
1 Pleakley - Arctic Naturalist
1 Lucky - The 15th Puppy
1 Gaetan Moliere - Clever Burrower
1 Sudden Chill
1 Hypnotize
1 Prince John - Greediest of All
1 Bucky - Squirrel Squeak Tutor
1 Lyle Tiberius Rourke - Cunning Mercenary
1 You Have Forgotten Me
1 Daisy Duck - Secret Agent
1 Donald Duck - Distracted Traveler
1 Prince John - Phony King
1 Mickey Mouse - Amber Champion
1 Mufasa - Betrayed Leader
1 Rhino - Motivational Speaker
1 Stitch - Carefree Snowboarder
1 Lilo & Stitch - Fun-Loving Friends
1 Stitch - Carefree Surfer
1 Tramp - Street-Smart Dog
1 Bolt - Superdog
1 Bolt - Headstrong Dog
1 Bolt - Down but Not Out
1 Stitch - High Badness Level
1 Lilo - Bundled Up
1 Woody - Jungle Guide
1 Simba - Pride Protector
1 Stitch - Protector of Frogs
1 Daisy Duck - Musketeer Spy
1 Grab Your Sword

The game plan at a four-player table

Turns 1 to 3. Two bodies a turn, lore from turn 2 through Lady — Decisive Dog, Sebastian and Piglet. Loot aggressively, and dig for cheap bodies first: the free play needs one in hand every turn, and that is the resource that actually runs out. Pitching expensive cards to the loot improves the hand, and if Lilo — Rock Star or Lilo — Escape Artist turns up later, the stocked discard is a bonus. If Bolt — Down but Not Out is in hand, turn 3 is his spot, 4 lore for 3 ink. And ink with a plan: 4 ink turns on every Shift line in the deck, 5 covers the utility drops, and each ink past the plan is a coconut turn lost later.

Turns 4 and 5. Rock Star arrives by Shift; with Bucky out, that Shift also makes each opponent discard. The loop starts: free body, +1 lore on a quester when the body was a Lilo or Stitch, exert the body, draw. Woody or Lilo — Rock Star over Morph adds a second free body per quest. On a full turn the order matters: Woody quests first (draw, play, exert for a card), then Lilo — Rock Star (body from discard, exert for a card), then the coconut’s free play with the +1 lore aimed at someone still ready, then the lore quests, and Simba last, exerted, so his end-of-turn trigger readies everything behind him.

Turns 5 to 7, the politics. This is the low-profile stretch, and the deck is built for it: exerted 1-drops do not look like a threat, and 3 or 4 lore a turn does not read as a race. Sudden Chill, You Have Forgotten Me and Daisy Duck — Musketeer Spy drain hands while Prince John — Greediest of All refills yours. Koda blanks lore retaliation on their turns. Lyle Tiberius Rourke — Cunning Mercenary is the card to announce out loud: attacking you should look like the worst deal at the table.

The close. On a wide board the pump effects stack. One sample line of several: Grand Councilwoman — Federation Leader quests first, giving every other Alien +1 lore for the turn, Lucky — The 15th Puppy quests with four others out, giving every other character +1 more, Piglet — Pooh Pirate Captain quests for 3 on his own, and the coconut’s +1 sits on top; with five or six bodies that is a turn of 8 to 12 lore, and the pieces rotate game to game. With Superdog readying over an undamaged board the same turns climb toward 20, and with Simba out he can trigger twice in a cycle, though I am not counting that second trigger yet, for reasons below. Grab Your Sword is a closing tool as much as a defensive one: sing it with Snowboarder, Surfer or Phony King when their quest was not doing much anyway, and save your Rock Star quests for cards. Phony King taxes anyone who gets close to 25 before you.

What the table should do against you. Attack the hand. The free play needs a body in hand, so every forced discard threatens to turn the coconut off for a turn, and this deck holds 13 cards it cannot ink, which pile up. Challenge the exerted fans; ADORING FANS leaves its own bodies exerted and cheap to remove. Never pass the turn to a wide undamaged Stitch board while Superdog is unaccounted for. And before leaving a board of 1 and 2 willpower bodies in play, count how many of my characters cost 5 or more, because any of them sings Grab Your Sword for free.

Where it breaks

The weaknesses are measurable, so here they are with numbers on them.

The free play spends a card from hand every turn it fires, and under the simulation’s no-paid-loot floor a cheap body in hand falls from 96 to 100 percent through turn 3 to about 51 percent by turn 6. The paid draw engines exist to fill exactly that gap. The same fact makes a discard deck the worst opponent to share a table with: forced discard can turn the coconut off for a turn, and the 13 cards this deck cannot ink pile up in hand as targets.

Whether the engine arrives on time is close to a coin flip: Rock Star is in play by turn 6 in 51 percent of games, and the engine is genuinely running on turn 5 in 22 percent, under assumptions that are generous to me. The redundancy behind her is real, four copies, Besties, Assemble! digging four deep for her, and a category of 25 bodies that work without her, but the deck as designed shows up on time in about half of games, and you should know that going in.

The ceiling sits on three singletons. At least one of Woody — Jungle Guide, Simba — Pride Protector and Bolt — Superdog is out by turn 6 in 61 percent of simulated games; all three in the same game happens in under 5 percent of them. And the Simba plus Superdog interaction itself, a mass ready at end of turn triggering MARK OF POWER a second time, is something I have not personally confirmed in the app, so the closing line I most want to play is one I refuse to count yet.

And the honest footnote: the strongest outside results I have seen for Stitch predate the August 14 change to the ability. The current version has to re-earn that reputation.

So why does it still sit in S next to Mickey? Because the weaknesses above are the ceiling and the late-game hand, and the floor and the clock do not depend on either. Two bodies a turn from turn 1 needs no specific card, the turns that score come from a 25-card category plus a 4-of, and the deck closes on turns 7 and 8, which exactly one other deck in my eighteen does. That is an ordinal claim, dated August 27, and it is exactly as strong as that sentence sounds.

Flex slots

The list above is a starting point, so here are the swaps I would actually make and the table conditions that trigger them.

OutInWhen
Daisy Duck — Musketeer SpyRatigan’s Marvelous TrapTables that keep reaching 23-24 before you; the Trap takes 2 from every opponent once, on your turn
Grandmother Willow — Ancient AdvisorCursed Merfolk — Ursula’s HandiworkChallenge-heavy tables; a 2-lore 1-drop that taxes a discard when they hit it
Bolt — Down but Not OutYzma — Exasperated SchemerHeavy incidental damage; an undamaged DbNO is exactly what Superdog wants to count
Pudge — Controls the WeatherHoney Lemon — Chemical GeniusIf Pudge keeps arriving before a Lilo and getting paid for
Stitch — Carefree SnowboarderPerdita — Devoted MotherRemoval-heavy tables; she is a Lilo — Rock Star that skips the Shift
Tramp — Street-Smart DogLady — Miss Park AvenueRecovers two cheap bodies from the discard to hand, two guaranteed coconut turns
HypnotizeSteal from the RichRacing tables; with eight questers it drains the table 8 in a turn
Stitch — Carefree SurferChristopher Robin — AdventurerA second ready payoff; 2 lore per ready with a full board, twice per cycle with Simba
Pleakley — Arctic NaturalistBernard — Brand-New AgentReadies Superdog or Rock Star at end of turn if he is exerted
Stitch — Little TricksterGosalyn Mallard — The Quiverwing QuackReadies the body ADORING FANS just exerted, undoing the ability’s one cost

One card I keep out on purpose: Bend to My Will, the 7-cost Emerald action that makes every opponent discard their whole hand. The discard package I already run tests the table’s patience; adding this turns three annoyed players into a coalition against a deck that needs to be ignored until turn 5. The seven ink does not fit the curve either.

And the bigger fork: Sapphire instead of Steel, which comes in two flavors. The resource version is the one from the ink section, built on bodies that ramp from the board and on Ward to hold it. The speed version runs Yokai — Intellectual Schemer, whose ability makes your Shift plays cost 1 less, which means Rock Star on turn 3, and Hiro Hamada — Intuitive Thinker, who exerts to ready a Floodborn for a second quest. Both give up the same things: the Bolt package, the +2 willpower anthem and Grab Your Sword leave, and the cheap named count drops from 12 to 9. I have not tested either at a table.

What did I miss?

The question I most want answered from an actual table is the fork above: Sapphire’s endgame, or three more cheap named bodies? Half of that trade I can measure. Cutting Steel takes the named count from 12 to 9, that count sets how often the coconut’s +1 lore triggers, and it is the number I weighted when I stayed on Steel. The other half, what a stronger late game is worth at a four-player table, no simulation of mine can answer, because it depends on what the other three seats are doing. If you have played either Sapphire version, resource or speed, tell me which half decided your games.

Analysis date September 6, 2026, on the August 27 build, texts checked September 5. When the next rework lands, assume this page is wrong until it says otherwise.