I firmly believe in clan loyalty, and as such, despite the mediocre level of support OTT has gotten since GBT01, I continue to play the clan as my main deck. I’ve had plenty of time to experiment with dif ferent builds to find one that works the best in the current state of the clan. I stumbled upon this deck list a while back while back while preparing for a tournament. To my surprise, this deck preformed so well that many around me called it “the best OTT build they’ve seen in a long time”. In my opinion, this deck isn’t that special, but I thought I would share it anyway so that I can share how an OTT deck can still work, even now. I’ll go over all of my deck building choices so that you understand why I chose certain units. I understand that this deck seems very outdated, as it plays very few G-era cards, and there are no Generation Break units in the main deck. However, these units were chosen due to their consistency with the grade 4 units the clan has. Surprisingly enough, these older cards work better with the Strides than most G-era cards do.

Grade 4: Grade 4s need to focus on a mix of power and draw, with power being most important.

Sunrise-on-high, Godhawk Ichibyoshi x4

Our only OTT G-Guardian. This choice is replaceable with any Cray Elemental G-Guardian if you like those better. I like this card for its easy 20000 shield.

Dragon Destroyer Battle Deity, Kamususanoo x4

One of this decks biggest power play. Useful when hand size is low, but field is big. Makes your side columns hit for 21k minimum.

Lord of Guidance, Wakahirume x4

The second power play. This card is best used in conjunction with stand triggers. Sometimes it can’t go off at all (Oracle… *cries*), but when it does, if you pair it with Mocha or Susanoo with a stand trigger, it’s a good offensive push.

Sword Deity of the Thunder Break, Takemikazuchi x2

For set-up, for fixing low hands, for a buffer turn. Takemikazuchi is a great card to use when you can’t go into a power play.

Rain Element, Madew x1

This deck’s first stride, as it helps to maintain hand advantage for later Wakahirume turns.

Snow Element, Blizza x1

This deck’s last stride and final power play, used only when almost every other Stride has been flipped up, and only if you suspect that the opponent doesn’t have a Perfect Guard.

Grade 3: Your Grade 3 needs to offer a drawing engine, deck manipulation, and/or high power.

Scarlet Witch, CoCo x4

The engine that keeps this deck alive, if you don’t ride this first, you’ll have a lot of trouble maintaining a hand.

CEO Amaterasu x4

For the Amaterasu name, the 10k base, and for being the OG OTT boss, this card is the one you want to ride after CoCo.

You could use Goddess of the Sun if you wanted the 11k base, but honestly I find more utility in CEO’s ability, as well as the consistency I get with Madew since this deck has no other first stride. This deck’s main mechanic is deck manipulation as well, so Goddess of the Sun would ruin any prior stacking.

You could also run Supreme Heavenly Battle Deity, Susanoo, but in that case you would replace Battle Deity, Susanoo with Battle Sister, Glace.

Grade 2: The Grade 2s you pick must be either Silent Tom or units that hit for 11k minimum. Alternatives include: Battle Sister, Glace, Rigid Crane (inconsistent, GB1 and Oracle), Diviner, Shinatsuiko (GB1 and limited power gain), Promise Daughter (not recommended), Tankman Mode Beamcannon (not recommended). Do not play any more than two Grade 2s that draw, unless they hit for 11k minimum consistently. If your grade 2 line-up isn’t good, then the whole deck doesn’t work.

Battle Deity, Susanoo x4

9k base for a good ride, and 12k beat stick when big sis is looking. A wonderful Wakahirume re-stand target, and hits 22-23k base on Susanoo turns.

Battle Sister, Mocha x4

8k base, but packs a punch. This card is an easy 11k beat stick target for Wakahirume turns, and hits 21-22k base on Susanoo turns.

Silent Tom x3

The OTT assassin is used to snipe pesky rearguards or go for game when you know your opponent has a lot of 0s in hand.

Grade 1: Grade 1s are more free. Grade 1s should have a base attack of 6k minimum.

Arbitrator, Ame-no-sagiri x4

Unflipping in this deck is nice, but not necessary so any PG will do here.

Divine Sword, Ame-no-Murakumo x4

Stride Fodder is here to ensure that stride happens every turn in a cost efficient way.

Virtuoso Housekeeper x2

For the 7k base ride, and for stacking the bottom five. Also very useful when there are only 5 cards or less left in the deck to ensure that late game ends your way.

Circle Magus x2

7k base that lets you know the top card. Good ride, good boost, interchangeable with Cocoa.

Battle Sister, Cocoa x2

6k, but still a good ride and boost because deck manipulation.

Grade 0: Grade 0s should focus on utility. You need 0s that can soul charge, draw, or go back into the deck. Also 2 stands is the minimum for decks that play Wakahirume.

Little Witch, LuLu x1

Because draws keep us alive.

Battle Sister, Assam x2

For Wakahirume turns.

Lozenge Magus x4

Because you might need them to prevent deck out.

Battle Sister, Muffin x4

Also because deck out.

Psychic Bird x4

For soul charging and moving the top card of the deck out-of-the-way.

Divine Sword, Kusanagi x2

For… I guess Kamususanoo turns? Honestly, I don’t use this as much.

So the ideal game would proceed like this:

Turn 1: Ride Cocoa or Circle Magus.

Turn 2: Ride Susanoo or Mocha.

Turn 3: Ride CoCo, call LuLu, Soul Blast 2, Draw 1, Counter Blast 2, Draw 2.

Turn 4: Stride into Madew, add a Grade 3 from drop zone to hand (preferably Amaterasu).

Turn 5: Ride Amaterasu. If you have enough cards in hand + a stand trigger + a stand target, Stride Wakahirume. If you don’t then, if you have enough units to make a full field, Stride Kamususanoo. If you don’t then you’re missing key cards, so Stride Takemikazuchi.

Turn 6+: Repeat Turn 5 until you run can’t (or shouldn’t) Stride Wakahirume, Kamususanoo, or Takemikazuchi. In that situation (or if you know your opponent doesn’t have a PG), Stride Blizza.