Hello everyone! Over the past few months, I’ve gotten frustrated with my Tsukuyomi build. I kept building it, giving up on it, and re-building it. Mainly, I was getting frustrated by how weak the deck is right now. The release of Interdimensional Dragon, Heteroround Dragon particularly irked me. What was meant to counter Deux Ex Machina, Demiurge ended up destroying Tsukuyomi instead. What’s the point of stacking when my opponent can shuffle my deck before I attack at the cost of a measly soul blast? On top of that, the release of G-Guardians in Fighter’s Collection 2016 also hit the deck hard as Silent Tom is now easier to guard against. Now you can simply kill it (Denial Griffin) or shuffle it back to the deck (Heteroround). The fact that Tsukuyomi’s entire win-con has been destroyed was further solidified by her loss to Tokoha in the GIRS Crisis. Suddenly, the new Tsukuyomi support in GBT-05 and Misaki’s re-appearance went from legacy support to a slap in the face. In a few months, Tsukuyomi went from Tier 2 to garbage. So then, how can we, dedicated Tsukuyomi fans, bring the ride-chain back as more than a gimmick that stacks triggers and hopes to remember them later? After a lot of playtesting, the answer has become clear: we need to do the opposite of what we did before!

What does that mean?

Old Tsukuyomi playstyle:

Stall the game until you reach the stack while placing units on the board in a conservative manner.

End the game with triple critical on Silent Tom or “all effects to Tom“.

Use Virtuoso Housekeeper, Moon Deity who Governs Night, Takemikazuchi, Psychic Bird, Wakahirume and others to manipulate the stack to hit as many triggers as possible.

Use Susanoo as a back-up Grade 3 to ride after Tsukuyomi or if the ride chain fails.

12 crit always.

Soul Charge constantly with Tsukuyomi, Psychic Bird, and Shrewd Concierge while only using Wakahirume to soul blast.

NEVER SHUFFLE.

New Tsukuyomi playstyle:

Early game, midgame, and late game aggression using Shrewd Concierge to apply pressure and force early damage.

End the game with whichever stride can apply the most pressure at that moment, against that match-up.

Use Virtuoso Housekeeper to add a Tsukuyomi to hand when needed. Use Moon Diety to recharge the hand and field to continue early game aggression into the mid-game. Use Psychic Bird as a free card on board in the early game that can replace itself later. Use Wakahirume to gain multi-attacks or heal.

Have no back-up to Tsukuyomi.

8 crits, 4 stands.

Soul Blast constantly to bounce units back to the deck or hand.

Shuffle whenever.

So without further ado, here is the updated decklist:

Grade 0:

Godhawk, Ichibyoshi x1

Ichibyoshi is necessary to commence the ride chain and gain free advantage.

Lozenge Magus Fine x4

This is the deck with the best synergy with Lozenge Magus Fine. Since the strategy is to mill through your non-triggers, her skill is used to drop a Grade 1 from hand and draw a new card. I like to drop Virtuoso Housekeeper, Weather Girl, Milk, Battle Sister, Cocoa, or the Crescent Moon herself depending on my board state. If it’s full, I can drop and draw with no consequences (besides deck-out, but you can’t deck-out if your opponent is already dead).

Psychic Bird x4

It builds the soul in a pinch and removes the top card of the deck. The draw isn’t forced so it’s more flexible than Divine Sword, Kusanagi.

Battle Sister, Muffin x4

Muffin delays deck-out and helps increase the number of triggers in the deck.

Nebula Witch, NoNo x4

This is the spiciest card in the deck. It’s great for bouncing itself back in the deck and drawing a card. Essentially, it’s a free card on the board. Let’s face it, you don’t need your soul that much. Also, no one, and I mean NO ONE expects to see stands in OTT. You think it isn’t relevant, but standing a Shrewd Concierge for an extra 16k attack will throw your opponent off-guard and make a big difference in the early game. This card is also great on a Wakahirume or Amaterasu turn because it helps you enable multi-attacks, which works well in today’s meta. Surprisingly enough, this card helps the deck work and increases the number of triggers in the deck.

Grade 1:

Goddess of the Crescent Moon, Tsukuyomi x4

This deck ALWAYS wants to pull off the ride chain, so you need every piece. If you have to stall on Grade 0, or 1, do it. In fact, sometimes it’s better to stall because it will enable you to stride first and help you defeat GB reliant decks like Nightrose, Time Leap, and Luard.

Divine Sword, Ame-no-Murakumo x2

I tried the deck with 4 stride fodder, and again with 0. The sweet spot is 2 as you’ll see it often enough to stride, but it won’t clog your hand.

Arbitrator, Ame-no-Sagiri x4

This card is useful in this deck for its ability to Counter Charge your damage. More resources means more winning!

Virtuoso Housekeeper x3

Since this deck relies on the ride chain, this card helps a lot if you’re missing the next Tsukuyomi piece. It’s also a good 1 for 1 and deck thinner.

Battle Sister, Cocoa x2

Battle Sister, Cocoa is a great card to throw down on the field in the early game, while increasing your chances of pulling a critical trigger. She’s also a good ride if you miss the Crescent Moon and need to ride up.

Weather Girl, Milk x2

I thought that 10k Vanguard boosters were a thing of the past, and completely obsolete. But since trying the card in my deck again, I realized just how much pressure this card can add. It adds an additional 10k power to your Vanguard no matter what Grade you are. As long as you aren’t playing against a control deck, this card can make a world of difference as a “no pass” turns into a “1-to-pass” on Grades 1 and 2 increasing the amount of pressure you can make.

Grade 2:

Goddess of the Half Moon, Tsukuyomi x4

Obligatory ride-chain piece.

Shrewd Concierge x4

This is our best pressure card. Shrewd Concierge hits like a truck as long as Tsukuyomi is the Vanguard. Furthermore, his on-hit is cheap, effective, builds your resources, and isn’t GB restricted. This help the deck apply pressure by turn 2 and helps counter pesky 10k vanillas. After all, you don’t need to attack the Vanguard to be an 11k swinger. This card is the main hitter of the deck.

Battle Sister, Tarte x4

This space is a placeholder for another Grade 2 pressure unit. This used to be where you would play Silent Tom before he became obsolete. Now any Grade 2 will work as long as it increases the amount of pressure you can make. I’ve chosen Tarte, as the 10k base helps if you HAVE to ride her, and also helps keep her alive as a rearguard. She also gives you access to Miroir for more pressure. Once GBT-12 is released, this Tarte will be replaced by Nanase.

Grade 3:

Goddess of the Full Moon, Tsukuyomi x4

She is the only Grade 3 in this deck. Her Tsukuyomi name is indispensable. Her secondary skill is also quite useful if you’re running behind and need those early game resources.

Grade 4:

Moon Deity who Governs Night, Tsukuyomi x2

This is the ideal first stride. This card can really fix your hand and field if it was destroyed in the early turns.

Lord of Guidance, Wakahirume x4

She’s great if you need an easy way to force a multi-attack, heal, or crit. Wakahirume falls flat in most OTT decks but shines brightly in Tsukuyomi.

Excite Battle Sister, Miroir x1

Since we play Tarte, we play Miroir. It’s as simple as that.

State Affair Subjugation Deity, Kamususanoo x1

This card is great to use when you’re falling behind, or need some critical pressure with the Vanguard.

Chief Deity of the Heavens, Amaterasu x2

Amaterasu, though not a great GB8, is still a great stride that is definitely worth using. The first copy may not kill your opponent, but the second copy will finish the job.

Sunrise-on-high Godhawk, Ichibyoshi x2

An easy 20k shield at almost no-cost is very nice to have.

Persevering One, Lozenge Magus Apex x2

Though this card is usually bad, it’s decent in this build. You run 2 copies as an option if you want to reach GB8 quickly. You can also flip the second copy as the cost for the skill. This card helps thin the deck and increase the chances of pulling a trigger. It also enables Lozenge Magus Fine, which also helps to thin the deck. This card increases your resources, so she’s really useful when all you need is a 15k shield.

Sun of Eternity, Amaterasu x2

This card is great for the extra Soul Charge, the extra scry, and the extra shield. Be careful though, as the Soul Charge is mandatory.

FAQ:

But shuffling ruins EVERYTHING. OTT should never shuffle, it goes against deck manipulation!

Look, the stacking strategy was only ever as good as the stack. No trigger in the top 5 cards? Oh RIP, I guess I lose all my aggression. OTT needs to evolve the deck manipulation strategy beyond stacking as it is obsolete. We need to take back the power of our own deck by evolving beyond Gear Chronicle’s forced shuffle.

2. You should never use stands in OTT, they’re bad.

This was true before, but now almost any clan can use stands. Some use them to multi-attack, like Angel Feather and Neo Nectar, and others, like Gear Chronicle and Spike Brothers, use them for their utility. In this deck, they’re used for both. NoNo’s self-bouncing effect allows you to call her without wasting a card from your hand, while also increasing the number of triggers in the deck. Furthermore, multi-attacks, even just small pokes, are very effective right now since they force your opponent to call more cards to the guardian circle instead of using a G-Guardian.

3. Why not play Battle Sisters instead? They’ve gotten recent support and they have Miroir. Tsukuyomi is too outdated.

This deck can go toe-to-toe with Battle Sisters in terms of early game aggression. It can also outlast them through the mid-game. It loses to most control decks, like Battle Sisters. Overall, Tsukuyomi has better pacing that Battle Sisters, which are generally a one-trick pony of on-hit draws and high numbers. Tsukuyomi is more flexible overall and offers the same on-hit pressure, with higher quality control.

4. WHY SO MANY G-GUARDS?!?? IT’S TOO MANY!!!

I have space, and I like options. Every game is different. Some games require a different set of g-guards, and it’s not worth losing a game because you didn’t have the G-Guardian you needed. This set of 6 g-guards is what I’m playing in all of my OTT decks and has become my standard G-Guard line-up.