Oracle Think Tank is a clan taking the form of a corporation, dealing in the businesses of fortune telling and predicting events. They specialize in obtaining information, with an arsenal of fortune tellers and spellcasters backing that goal. A fan favorite, Misaki Tokura, represents OTT in the anime series!

 

Since the beginning of V-Era, Oracle Think Tank has retained its spot as one of the most powerful Protect clans. This deck excels at building up hand, and essentially stacks triggers using the “scrying” mechanic, or manipulating the top card(s) of your deck due to effects.

 

While many Protect clans aim to play very defensively, OTT has the ability to go slightly more aggressive, thanks to cards such as Imperial Daughter and Victorious Deer. They create pressure via additional criticals and power, creating a threatening endgame that other decks lack.

 

OTT also has multiple possible builds, with the current popular build using Tsukuyomi and her new support released in V-BT05. The build focuses on turbo-soul charging Grade 3s to produce large Deer turns and earlier Tsukuyomi activations.

 

 

Pros

  • Consistent thanks to grade 3 searchers

  • Tsukuyomi has a very powerful effect.

  • Victorious Deer is an incredibly strong finisher

  • Large hand size

Cons

  • Falls behind without Grade 3 units for re-riding

  • Slow early game

  • Tsukuyomi soul requirement is crippling against decks that are faster.

  • Deck out is a very real issue, and little in terms of recycling triggers back into deck.

  • Euryale + Deer combo isn't as reliable as you'd like.

 

Goddess of the Full Moon, Tsukuyomi

Grade 3

4 Copies

Optimal G3 Ride

Goddess of the Half Moon, Tsukuyomi

Grade 2

4 Copies

Ride Chain target and card selection

Tetra Magus

Grade 1

2 Copies

Draws cards and sticks criticals on top

Goddess of the Crescent Moon, Tsukuyomi

Grade 1

4 Copies

Optimal 1st Ride

Sphere Magus

Grade 0 

4 Copies

Evil-eye Princess, Euryale

Grade 3

4 Copies

Combo Enabler

Rectangle Magus

Grade 2

2 Copies

Card draw and deck filtering

Cuore Magus

Grade 1 

4 Copies

Swap top cards, works well with Tetra

Psychic Bird

Grade 0

4 Copies

Weather Forecaster, Miss Mist

Grade 0 

4 Copies

Victorious Deer

Grade 3

3 Copies

Finisher

Battle Sister, Chouquette

Grade 2

4 Copies

G3 Searcher, combos with Euryale

Miko of Elegance, Fumino

Grade 1

2 Copies

G3 Searcher, combos with Euryale

Oracle Guardian, Nike

Grade 0 

4 Copies

Godhawk Ichibiyoshi

Grade 0 

1 Copy

 

Goddess of the Full Moon, Tsukuyomi

Grade 3

4 Copies

Optimal G3 Ride

Goddess of the Half Moon, Tsukuyomi

Grade 2

4 Copies

Ride Chain Target

 Miko of Elegance, Fumino

Grade 1

3 Copies

Combo Piece with Euryale

Goddess of the Crescent Moon, Tsukuyomi

Grade 1

4 Copies

Optimal 1st Ride

Sphere Magus

Grade 0 

4 Copies

Evil-eye Princess, Euryale

Grade 3

4 Copies

Combo Enabler

Rectangle Magus

Grade 2

2 Copies

Card draw and deck filtering

Cuore Magus

Grade 1 

3 Copies

Swap top cards, works well with Tetra

Psychic Bird

Grade 0

4 Copies

Battle Sister, Ginger

Grade 0 

4 Copies

Victorious Deer

Grade 3

3 Copies

Finisher

Battle Sister, Chouquette

Grade 2

2 Copies

G3 Searcher

Coral Witch, ZaZa

Grade 1

4 Copies

Gives you room for extra criticals

Oracle Guardian, Nike

Grade 0 

4 Copies

Godhawk, Ichibiyoshi

Grade 0 

1 Copy

 

Oracle Think Tank’s gameplay is fairly linear: draw a massive amount of cards, and make the most out of your trigger effects by manipulating the top cards of your deck. OTT’s early game is relatively slow, as the deck only ramps up when you hit your grade 3 rides. With the new ride chain, you'll always want to ride the Grade 1 Tsukuyomi first. Not hitting her means that the game will be far more difficult for you.

 

In fact, in most instances if you always mulligan 4 cards you only have about a 57% chance to see one or more copies of Crescent Moon, Tsukuyomi in your hand. This means that in about 43% of your games, you'll be missing your ride chain target from the get-go!

 

If you do manage to start the ride chain, you'll find that it's very easy to stay on it. Your goal is to guard early and make sure that you do not over-commit until you have access to Euryale, Tsukuyomi and Deer. I would advise not calling Rectangle Magus on your Grade 2 turn (unless you're missing pieces) and saving her for when you have an active Euryale. 

 

Tsukuyomi OTT plays differently than the builds of the past. Rather than generating massive amounts of advantage on your first Grade 3 ride, OTT now focuses entirely on utilizing Euryale to soul charge Grade 3s for a turbo Victorious Deer. As such, you'll want to refrain from calling many of the units that generate you advantage or check the top of the deck until your first Grade 3 ride.

 

Not only will a lucky soul-charge net you an online Tsukuyomi, but it will also set up the possibility of a very early Deer.

 

Keep an eye on your counterblast, as you’ll be using at least one or more every turn. And with the power of Tsukuyomi it can be easy to heal but don't rely on just that to manage your counterblast, it’s a good idea to control the damage you take. In the early to mid-game taking more than one damage per turn can prove dangerous. While circumstances vary try your best to remain at low enough damage so that when the Accel decks go for their kill turn you have more chances for defensive triggers.

 

Once you’ve built up a few grade 3s in soul, you can start looking towards your win condition, Victorious Deer. Deer packs quite a punch, granting your entire board 10K power and allowing you to check the top seven cards of your deck, searching for up to two critical triggers to place on top, for the cost of soul blasting two grade 3s and discarding a card from hand. You’ll want to utilize Deer when your opponent is at four damage, since your attacks will be guaranteed to be lethal (granted that you see your crits).

 

Pairing Victorious Deer with other units creates an even more threatening turn. You do not have to utilize Tsukuyomi's skill every turn if you have a significant amount of knowledge about the cards in your deck. Sometimes just Deer is enough. Tsukuyomi's 2nd skill will pair well with Deer as you'll gain an additional 10,000 power across the front row for free.

 

Assigning criticals is also an important thought. If your opponent is at four damage and you find two crits, be sure to assess the number of cards in their hand to see where to assign power. Regardless, you’ll want to assign criticals to both of your rear guards, since they’ll become lethal, and therefore your opponent will have to guard them as well. If all else fails, don’t forget that your Deer skill is an ACT, so if you have the resources, you can do it again!

mid game

late game

 

Bermuda Triangle

Matchup Difficulty: Hard

Bermuda Triangle is a beast that creates troubles for just about every deck in the format. Hitting for high numbers on its first grade 3 ride, it’s a menacing thing to face up against. While you generate protect markers, Bermudas force out so many attacks with upwards of 60-70K power that more often than not, you’ll have to take more damage than you like. In this matchup, be sure to guard the smaller attacks early, enabling you to take more of the huge attacks later.

Dimension Police

Matchup Difficulty: Medium

New VEB08 Dimension Police can be a difficult opponent even for Tsukuyomi OTT. If they go first and get to Grade 3 before you they will be attacking with a very large Dailiner with three criticals. If you rode either Grade 1 or Grade 2 Tsukuyomi pulling a Perfect Guard out with the effect is not a bad play. After you begin re-riding the match up gets a tad bit easier but the multi-attacking capabilities Daiyusha grant make the match up long and tedious.

Gear Chronicle

Matchup Difficulty: Easy

Gears are another vanguard-centric clan, making them an easier matchup. They take time to set up their grade 4, Interdimensional Dragon, Mystery-Flare Dragon, needing 3 and 7 grades in bind zone to get their key effects: an extra drive check and an extra critical, respectively. Much like Dimension Police, utilizing your perfect guards on the vanguard is crucial, especially when it gains triple drive and an extra critical. Perfect guarding the vanguard every turn is a viable strategy, until you can use Deer and end the game. Another possibility is that they deck themselves out!

Genesis

Matchup Difficulty: Moderate

Genesis’ boss, Oracle Queen, Himiko can be threatening, having the ability to activate either three draw triggers or three critical triggers (which will usually be spread across the front row). However, an alternate win condition exists in Witch of Frogs, Melissa. This is arguably more scary, as it can make you deck out! Since you already draw a lot out of your deck, be wary of this card. She can make you call out your grade 3s that you need to reride, so rush Genesis early on if possible.

Kagero

Matchup Difficulty: Hard

Gone are the days of Dragonic Waterfall and his sentinel restrict giving OTT a hard time. The new Kagero, featuring Dragonic Overlord The Great, can pose just as much of a difficult matchup. The Great is unique in that it can enable a Force deck to get five attacks off in a single turn. If they have a grade 3 in soul, The Great can restand himself and a Neoflame for one counterblast and discarding two cards from hand. While the deck gains brute power, they sacrifice defense. During The Great turns Kagero actually only generate 1 additional card from their trigger checks, instead of the usual 2. Getting those 2 extra attacks off is quite costly. OTT can punish this weak spot thanks to Imperial Daughter and Deer. With the amount of Protect markers OTT can generate each turn, it can turtle during the most aggressive Kagero turns. Be wary of Neoflame as it gives The Great an additional 5k and the ability to give it an additional critical. This applies to both The Greats on Vanguard and Rearguard circle. Definitely something to look out for!

Link Joker

Matchup Difficulty: Moderate

Going first you should generally be fine against Harmonics Messiah Link Joker. Both of you are 2nd Grade 3 ride decks, and as such you'll be able to generally dodge the heat that Messiah can bring if you go first. If you do not shut the door on them quickly however, the multi-attacking capabilities of the clan can tax your hand significantly. Even with smaller numbers on their opening attacks losing six or more cards out of your hand in a turn can quickly spell doom. Make sure to remove key rear-guards, and don't hesitate to damage deny if you do not think they have the counter-charger available. Setting them to 4 damage and only attacking with critical is a surefire way to break open the game in your favor.

Neo Nectar

Matchup Difficulty: Hard

Neo Nectar is one of the few Force clans that can stand toe to toe with Protect in general. Their units allow them to draw cards much like OTT can, and even call rear guards from deck, allowing them to filter to get to their triggers faster. They can play the grind game, so don’t be surprised if the game boils down to who decks out first. Much like Bermudas, they can generate huge numbers--so don’t be afraid to guard early. Conserve your sentinels for later on when the attacks get huge later on in the game.

Royal Paladin

Matchup Difficulty: Medium

While Royal Paladin is still considered an easy matchup, it has a good early game, being able to push with Blaster Blade and an extra critical. Surviving early is imperative, as OTT can stabilize later on. This matchup should be heavily in your favor, as is the nature of Force vs. Protect in most cases. The new BT05 support enables Blaster Blade drive checks which injects a significant amount of variance into this match up. If the RP deck goes first they can pressure you hard with their powerful Grade 2 turn, while it's fine to take up to three damage try to avoid going to four at all costs. Guarding the Grade 1 attack will make this easier.

Shadow Paladin

Matchup Difficulty: Moderate

Shadow Paladin places a lot of power on its vanguard, whether that be Phantom Blaster Dragon, or Gust Blaster Dragon. These, which buff themselves up with large amounts of power and criticals, added with their ability to call units from the deck, create a threatening opponent. Be careful about your rear guard placement, as PBD has the ability to retire three of its own units in order to retire three of yours. Make sure you have a sentinel ready for if they decide to go into Gust Blaster Dragon, as it has the ability to buff itself up with many criticals.

Spike Brothers

Matchup Difficulty: Easy

Spike Brothers excel in pumping themselves up with big numbers and filtering through their deck. While it has the ability to push early on, in the late game it falls off. While the big numbers seem scary, Protect gifts are your friend, especially for their General Seifried attack. With the ability to soul blast two and restand a rear guard, this is an attack you don’t want to let hit. Be aware of the fact that it doesn’t have to be aimed at a vanguard either!

Aqua Force

Matchup Difficulty: Medium

While the accel matchup is inherently harder for Protect clans, currently Aqua Force leaves a lot to be desired. They are incredibly rear guard reliant, and focus on restanding them. Keep an eye on the key rear guards to attack, and they should crumble eventually. Glory Maelstorm can create a high roll or die situation, make sure to keep higher guard value units in your hand use smaller shield values earlier in the game.

Gold Paladin

Matchup Difficulty: Hard

Gold Paladin, the epitome of highroll decks in standard. If they go first and get their superior ride off, it’s an uphill battle for almost any deck. They can be sitting on grade 3 while you’re still on grade 1, or grade 2 if they went second. In this matchup, it is key to deny them excessive counterblast, which allows them to call more units, and to attack their rear guards. After their initial push, Gold Paladin can run out of steam, and you can push for the end of the game. Watch out for Raven-Haired Ezel, as it gives itself 15K power and an additional critical, while also restricting your sentinels.

Great Nature

Matchup Difficulty: Hard

While OTT generates advantage via cards in hand, Great Nature can call units from the top of their deck due to their boss, School Hunter, Leo-Pald. They can easily create a scary board, and if they got the Hammsuke ride chain off, they’ll have many Accel circles along with it. Be sure to snipe their most threatening rear guards, such as Geograph Giant and Binoculous Tiger. If you can grind out the game and hold on, it isn’t unheard of for the Great Nature player to deck themselves out, due to constant milling. Push them with your Imperials and they most likely will not be able to survive your Deer turn.

Murakumo

Matchup Difficulty: Hard

Murakumo poses a unique threat to OTT, and any deck that needs to reride in general: locking you from reriding at the beginning of your turn. If they have one counterblast and one soul blast, you’ll have to sit on whatever grade 3 you were already on. In this case, riding CEO Amaterasu is crucial, as she can still use her effect, whereas if you’re stuck on Imperial Daughter, she can’t really do anything. Not giving them three counterblast at a time is also important, as it’ll allow them to perform their full lock, preventing your vanguard from standing and reriding. Only give them three at a time if you are confident that you can survive the next turn. Attacking their arresters is also key, since they cannot perform their combo without them.

Narukami

Matchup Difficulty: Hard

Narukami presents a unique challenge with their bind mechanic, removing a card from the game completely. Their main boss, Gauntlet Buster Dragon, has the ability to nuke your front row for the cost of a counterblast and discarding a card. Additionally they've received incredibly strong rear-guards in BT05. Your saving grace is that because you can block their large Vanguard swing with a Protect gift you'll be able to punch back just as hard. Be sure not to call Deer too early, and build up hand for their turns with many attacks.

Nova Grappler

Matchup Difficulty: Hard

In the beginning of Standard, Nova Grappler was one of the few decks to give OTT a lot of trouble. A big weakness OTT has is its vulnerability to decks that can generate more than 3 attacks per turn. This applies to both the old and new versions of Nova Grappler. Gone are the likes of Perfect Raizer and Asura Kaiser, replaced with more powerful cards in Beast Deity Azure Dragon and Incise Raizer. Azure Dragon gives the deck much needed draw power and the ability to attack during the main phase, something unheard of in this time. That coupled with cards such as Beast Deity Black Tortoise who can restand if its attack didn’t hit, can cause quite some problems for Protect clans. Azure Dragon is also able to restand a Rearguard when it attacks for the cost of one counterblast. This match up is close to impossible, pray that shouts will soul charge Tsukuyomi pieces and that you can first ride Tsuku them into oblivion.

Pale Moon

Matchup Difficulty: Moderate

Pale Moon suffers from the affliction that many Accel clans have: defensive triggers can shut down their combos. However, they can be quite scary if they get their pieces in soul, getting an incredible number of attacks per turn. Attacking their grade 2 rear guards becomes increasingly important, as it helps denying them such threatening turns. If they don’t get their pieces in soul, or run out of it, this matchup becomes far easier.

Tachikaze

Matchup Difficulty: Moderate

Tachikaze is a balance between a control and rush Accel clan. They hit high numbers due to Ravenous Dragon, Gigarex and Tyrant, Deathrex and can accumulate resources with Assault Dragon, Blightops. The problems lies in the fact that it lacks the aggression of the other rush Accel clans and cannot play the control/grind game as well as Murakumo. This matchup will come down to how many PGs your opponent sees. If they see more than 2 you've lost the game, try your hardest to manage columns and don't let them have powerful rear-guards, taking a swing at some key pieces like Deathrex will be your best shot.

Angel Feather

Matchup Difficulty: Hard

OTT can play the grind game, and Angel Feather can as well. With their constant reriding of Metatron to heal a damage, these games will usually be long, and often go to deckout. Since they are protect guarding your Tsukuyomi turns should be no issue to them. At the same time, if you build up your hand, guarding their Mobile Hospital attacks should be easier than it is for most. This matchup is pretty much 50/50, just seeing who can get to their win condition first. Be cautious during the very end of the game, as once Angel Feather reaches their “stack” of cards they’ve been tucking at the bottom of their deck with Metatron, they’re likely to be hitting triggers every drive check.

Dark Irregulars

Matchup Difficulty: Easy

Dark Irregulars currently lacks the support to keep up with just about anything. They take a long time to build up their soul, and while No Life King, Death Anchor can be threatening, by the time they get there you should have enough cards in hand/sentinels to deal with it no problem. Continue accumulating resources, and Dark Irregulars will struggle to keep up.

Granblue

Matchup Difficulty: Easy

Granblue is the most aggressive protect deck in the game. As such it will begin it's assault on your resources as early as turn two. Cocytus will often have a critical from second ride so you'll be needing to save your Protect markers for that. Don't ever go up to 4 damage without a plan because Violence Flanger will end the game instantly. This match up is hard, all their cards are huge past the second ride and we do not have enough shield to handle it. Managing your damage properly is the best way to beat this clan.

Megacolony

Matchup Difficulty: Easy

Megacolony’s strategy revolves around Machining Spark Hercules and his board debuff effect. Although it may sound scary, it’s not incredibly effective, and has a high cost of two counterblast. The only real thing to watch out for in this matchup is Death Warden, Ant Lion, as he gives himself 10K power, a critical, and restricts sentinels. When paired with Phantom Black, the guard restrict goes even further, restricting you from guarding with normal units. Save your triggers for this attack if possible! Also, be sure to attack Water Gang when you can, as if allowed to stand, he can draw two cards for counterblast one.

Nubatama

Matchup Difficulty: Medium

Jamyocongo props this clan up. It's an annoying match up that can often times feel like a pointless back and forth. Tsukuyomi's ability will allow you to refuel your hand every turn and keep digging for the combination of trigger units that will close the game in your favor.

Oracle Think Tank

Matchup Difficulty: Hard

This match up became even more variance based with the introduction of the ride chain. First the player who goes first has an advantage, next the player who opens up the Tsukuyomi Grade 1 will have the advantage. If you ever miss your Tsukuyomi ride chain you lose, miss a Grade 3 ride in the mid to late game? You lose. This is a tight rope and not a very enjoyable match up.

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