Hi everyone! As always I’ve been testing out Oracle Think Tank against multiple G-era decks. My goal is to find a build that I’m finally satisfied can keep up in the G-era. So far, I haven’t found that deck build, but I wanted to share with you what I’ve been trying out so far.

Recently I’ve been trying to find a balance between Oracle stride turns and early game pressure. The idea here is to overwhelm the opponent with early game attacks, and then draw a lot, while guarding minimally to end the game with Miroir on second stride (or even better on first stride if you can G-guard early). The idea here is to pressure the opponent as much as possible, as soon as possible, because otherwise OTT just can’t keep up. Here are the units that I’ve found useful in this quest so far.

Grade 0:

Little Witch, LuLu

This card is a great starter of choice when you want to have easy abilities to plus. It offers it’s own draw, and enables you access to Scarlet Witch, CoCo’s skill. In my Sakuya/CoCo deck, she’s amazing as I can utilize CoCo draws for fast plusses, or I bounce my entire field with Sakuya. The Sakuya is a great option because it can be used when you have less than two damage, meaning you couldn’t pay for CoCo’s counter blast. It’s typically the suboptimal move though, as it doesn’t offer the plusses CoCo does. Regardless, LuLu’s automatic +1 is amazing no matter how you spin it.

Magical Calico

I’ve been testing this out at four copies in my main deck. The concept here is that even though this card is a -1, it thins you deck, allowing you to dramatically increase your trigger chances. 1 Calico removes 3 normal units from the deck, and using it twice (because the first 3 normal units you removed where all other copies of Magical Calico) means that 6 normal units have been removed from the deck. Not too shabby at all. My only issue so far is that drawing Magical Calico is not consistent, however, I do believe that it’s worth it.

Psychic Bird

This card is amazing as it allows you to get rid of your useless units (triggers in hand? ew) for potentially more useful units from the top of your deck. The idea here is to deck thin by hopefully removing a non-trigger from the top of the deck, and then using it as an attacker on the field. My only issue with this is that it doesn’t synergize with CoCo, as it adds a unit to the soul. No matter though, just use it after riding to Grade 3.

Battle Sister, Muffin

This card single handedly (well combined with Magical Calico, I guess) won me a game against Messiahs yesterday. The thing about this card is that after your deck has been thinned of normal units, sometimes you end up with triggers in hand. No matter! Just spin them all back to the deck. In the end, the only three cards left in my deck were Battle Sister, Muffins. Without this card I would have decked out instead of winning the game. Who needs Oracle when you can just drive check a critical trigger anyway?

Lozenge Magus

My bae always has to be with me no matter what deck I play (except, you know, pure Battle Sisters, and Regalias). I will never get over just how useful this card is. This card also returns to the deck, thereby increasing your triggers and delaying deck out. I do want to add though that she is only useful in the late late game, when your deck is running low. Thankfully with OTT, the late late game for you, is equivalent to your opponent’s mid-game as your deck thins so much faster.

Grade 1:

Battle Sister, Cocoa

This card allows you to increase your trigger chances. On top of that it works on the Vanguard Circle, isn’t GB restricted, can be re-used with Sakuya, and has the Battle Sister name.

Grade 2:

Battle Sister, Mocha

It has the Battle Sister name, it can easily hit 11k, it isn’t GB restricted, and it works on the Vanguard Circle. There is never enough good things to say about Mocha.

Battle Sister, Crepe

It has the Battle Sister name, also hits for 11k, and it maintains that power during the opponent’s turn. It also offers so on hit pressure for Miroir turns. If Mocha is the ideal early game unit, this is the ideal mid game unit.

Battle Sister, Berrymousse

It’s a Battle Sister that can hit 11k. That’s all I really need it to do honestly.

Grade 3:

Goddess of Divination, Sakuya

This card is used in different situations from CoCo. It’s great when you’re at low damage, or need your counter blasts for other things. She’s also much more consistent at hitting over an 11k Vanguard than CoCo, so she’s a nice ride after CoCo.

Scarlet Witch, CoCo

This card is an engine by itself. It’s the ideal first ride when you can pay for it as the +2 can make all the difference.

Grade 4:

Spiritual Deity of Benevolence, Ame-no-sagume

If you can be at Oracle pre-attack, and can also get this card to hit, then it’s ability is really really good. It’s not nearly as good as Miroir, but it’s better than a lot of other things. I just wish that it didn’t require Oracle pre-attack…

Excite Battle Sister, Miroir

The game ender to end all games. With OTT’s general poor offence, the change that this 1 card makes is astounding. For the first time in ages I actually feel like I’m pressuring the opponent with this card. It’s basically our only real win-con right now, so it’s worth putting all of your resources into setting it up (ei taking damage to conserve hand, making sure to set-up a proper field, etc.)

Dragon Battle Destroyer Deity, Kamususanoo

Not as good as Miroir, but the fact that this card doesn’t have the Oracle ability is very relevant. It’s great for pushing when the hand begins to die.

Anyways, that’s what I have so far. If I ever find the deck build that I’m looking for, I’ll update with said deck list. For now, happy testing! If you have any suggestions on units or builds I should try out, let me know!