The moment Oracle Think Tank was confirmed for a proper booster set again, I was rather elated, because I knew whatever toys appeared would be many times better than the ones I'd been locked to for a couple years. What I didn't know was that they would cater directly to the fortunetelling style of play, simultaneously blazing through the deck at such a pace that the bottom of the deck can feasibly be reached not just often, but almost every game.
1 Godhawk, Ichibyoshi
1 Sphere Magus
3 Lozenge Magus
4 Psychic Bird
4 Assault Dive Eagle
4 Oracle Guardian, Nike
4 Goddess of the Crescent Moon, Tsukuyomi
4 Divine Sword, Amenomurakumo
4 Mediator, Amenosagiri
1 Battle Sister, Lemonade
4 Goddess of the Half Moon, Tsukuyomi
4 Diviner, Kuroikazuchi
4 Promise Daughter
4 Goddess of the Full Moon, Tsukuyomi
4 Supreme Sky Battle Deity, Susanoo
4 Sword Deity of Divine Sound, Takemikazuchi
2 Soaring Auspicious Beast, Quilin
2 Snow Element, Blizza
Susanoo now leads the charge as our ace Grade 3, offering a nice bonus card and extra digging for every Stride that's made. After a second G-Unit has been turned face-up, he can even threaten an opponent with an innate critical buff, which is more useful than it really deserves to be. What can I say? Heals are a bitch.
Most of her drawbacks have vanished, so the Full Moon is free to see play again. The rare 9K defense is no major issue when archetype decks and their 12K attackers are drying up en masse, and CB2 for +1, while overcosted, is still a boon in the event your opponent is exercising anti-Stride tactics or you at a bunch of damage when going first. You'll primarily be ignoring what she does in favor of your G Units, appreciating the ride chain procs as a means to retain cards (read: discard fodder).
Kuroikazuchi is the best Grade 2 the clan has received in years, offering a near unconditional CB1 for +1, the timing of which can be toggled slightly to your liking.
Promise Daughter remains the primary means of reaching further heights on the power front.
It goes without saying that the new perfect guard variant is incredible. Lemonade is far better than she used to be as well, because 2 CB is worth twice as much as when she was printed.
Amenomurakumo serves a great many purposes, the first of which is acting as an additional 4 Grade 3s for the cost of Stride. You want to do it on every turn, so it's imperative to have the fuel. Additionally, he's the most cost effective way of shuffling the deck in a pinch. It just couldn't be done before without losing a card. Amusingly enough, shoving a Full Moon back into the deck while sending the other three to a random location rather than the bottom of the deck increases your odds of seeing one on the Half Moon check, so you can end up milking a lot out of this move. He's a solid 7K boost otherwise.
I do find, however, that Dark Cat and draw triggers made it easier to have Stride fuel even without Amenomurakumo in the deck, so I suspect I may retain the flavorful 12 Bird trigger lineup if nothing else. Kinda liked having spare change when dealing with modern Nova Grapplers, honestly. Though I'll admit I've yet to deck out with this setup.
BRB, nagging Bushiroad for a bird Heal.
Oh, and the G Units OTT got are absolutely perfect. I do appreciate having unlimited power to finish the opponent off at the end of the game, though, so I employ a couple Cray Elementals to have just that.
G Assist need not apply most of the time since the deck already has it built in, so to speak. I'll use it on turn one if necessary, however, then smile when Godhawk turns the process into a break even. :x
The deck as a whole is slightly slow on the uptake as per usual, but I find the wait is actually worthwhile now. I mean, taunting an opponent with an average hand of 8 is pretty sweet, as is hamming it up with 26K+ unboosted behemoths in your center lane.
End of rambling.
I suspect a major upswing in this style of deck in the near future, so practice well!