Showing posts with label Oracle Think Tank. Show all posts
Showing posts with label Oracle Think Tank. Show all posts

Saturday, May 16, 2020

Are Galahad and Tsuk VP Farming ACTUALLY Good?

No.


Oh?  I have to explain why?  Sure.

Let's set some criteria for "Automated VP Farming Statistics".

Overall
Game Length (vs. non-VP Farmers)
Game Length (vs. VP Farmers)
Game Length (vs. non-attacking VP Farmers)
Winrate

The idea that Tsuk and Galahad farmers intended to instantiate was to trade Game Length vs. non-VP Farmers for Winrate.  Did that work out?  I mean, sort of.  But the payouts were marginal at best and the tradeoffs were huge.  It also had the unintended consequence of increasing the Game Length vs. VP Farmers by an even wider margin.  Some may have considered Tsuk/Galahad making it to grade 3 and having Twin-Drive!! or an 11k butt that the opponent can't hit, but this is improbable.  On average, it will take you as many turns to make it to grade 3 as the game lasts, so you won't be gaining these benefits, typically. 

 Let's put some stats down for VP Farming decks and explain how they got there.

3k Farmer (no attack)

Overall - S (Due to smaller amount of non-attack VP Farmers)
Game Length (vs. non-VP Farmers) - S+++
Game Length (vs. VP Farmers) - S
Game Length (vs. non-attacking VP Farmers) - F (longest possible games, actually)
Winrate - F (can't win unless opponent concedes)

3k Farmer (attack)

Overall - A
Game Length (vs. non-VP Farmers) - S++
Game Length (vs. VP Farmers) - A
Game Length (vs. non-attacking VP Farmers) - D (many no-attack farmers use larger bodies)
Winrate - D

4k Farmer (no attack)

Overall - S (Due to smaller amount of non-attack VP Farmers)
Game Length (vs. non-VP Farmers) - S+++
Game Length (vs. VP Farmers) - S
Game Length (vs. non-attacking VP Farmers) - F (longest possible games, actually)
Winrate - F (can't win unless opponent concedes)

4k Farmer (attack)

Overall - A
Game Length (vs. non-VP Farmers) - S++
Game Length (vs. VP Farmers) - A
Game Length (vs. non-attacking VP Farmers) - B
Winrate -D+

5k Farmer (no attack)

Overall - C- (No real reason to run 5k no-attack farming when all clans have 4k starters)
Game Length (vs. non-VP Farmers) - S++
Game Length (vs. VP Farmers) - B (More VP farmers have to trigger to hit you)
Game Length (vs. non-attacking VP Farmers) - F (longest possible games, actually)
Winrate - F (can't win unless opponent concedes)

5k Farmer (attack)

Overall - S+
Game Length (vs. non-VP Farmers) - S++
Game Length (vs. VP Farmers) - S
Game Length (vs. non-attacking VP Farmers) - A+ (only weakness is 6k non-attackers)
Winrate - D+

6k Farmer (no attack)

Overall - F (Yet this is extremely popular for some reason?!)
Game Length (vs. non-VP Farmers) - A (Harder for opponent to make rows to hit over triggers)
Game Length (vs. VP Farmers) - D (Only two decks can hit you, barring hitting a ride chain/trigger)
Game Length (vs. non-attacking VP Farmers) - F (longest possible games, actually)
Winrate - F (can't win unless opponent concedes)

6k Farmer (attack)

Overall - S
Game Length (vs. non-VP Farmers) - S++
Game Length (vs. VP Farmers) - B+ (Slow matchups against Tsuk/Galahad, which is already slow)
Game Length (vs. non-attacking VP Farmers) - S
Winrate - C-

Tsukuyomi/Galahad Chain Farmer (attack)

Overall - C
Game Length (vs. non-VP Farmers) - C+ ((Lower rating due to ride chain animations)
Game Length (vs. VP Farmers) -B- ((Lower rating due to ride chain animations and 6ks)
Game Length (vs. non-attacking VP Farmers) - B+ (Lower rating due to ride chain animations)
Winrate - C-


Tsukuyomi/Galahad Chain Farmer + Heals/PGs (attack)

Overall - D-
Game Length (vs. non-VP Farmers) - F (Lower rating due to ride chain/PG/Heal animations/game extensions)
Game Length (vs. VP Farmers) - C- ((Lower rating due to ride chain animations/PGs/Heals, and 6ks)
Game Length (vs. non-attacking VP Farmers) - B+ (Lower rating due to ride chain animations)
Winrate - C+


Tsukuyomi/Galahad Chain Farmer + Heals/PGs (non-attack)

Overall - F---
Game Length (vs. non-VP Farmers) - F---
Game Length (vs. VP Farmers) - F---
Game Length (vs. non-attacking VP Farmers) - F---
Winrate - F---
Troll Rating - S+++


So, let's take a look at the good and the bad here and explain the current trinity of VP Farming:

The three decks that seem to be the best at face value are:

5k attacking
6k attacking
Tsuk/Galahad ride chain

However, 6k and Tsuk/Galahad ride chain have a massive issue with their match-up:  Namely, The odds of riding up in Tsukuyomi off of the ride chain being less than hitting a coin flip each turn increases the duration of the games in this match-up due to the decks "taking turns" being able to hit each other without triggers.

We take for granted how amazing the Tsukuyomi ride chain is because you can ride from hand or top 5 of the deck.  However, with no selective mulligan and no hand-riding, your odds of riding up to grade 1 with Tsukuyomi/Galahad are: 43.616%.  The odds of riding grade 1 Tsuk/Galahad in two turns is 68.209%.  The odds in three turns are 82.075%.  Inverted, this gives us the odds of missing them.

Your odds of being a 5k against a 6k while running the ride chain:

Turn 1 - 56.384%
Turn 2 - 31.791%
Turn 3 - 17.925%

This means that for the first few turns, you have very likely odds as a 6k to be hitting the Tsuk/Galahad and them missing you barring triggers because they missed their ride.  Then, you flip that around when the ride does eventually happen and now you're just spending extra time having the person who was winning start to lose.  And to make matters even less consistent, triggers will throw the defensive walls being utilized into utter disarray, which could invalidate the temporary advantage that either side may have had.  Neither deck truly edges out over the other in winrate by a significant margin.  Thus, in theory, there's no reason to run the Galahad/Tsukuyomi ridechain over and against a 6k butt because that's the only match-up that both wouldn't just have an advantage in by default.

Unfortunately, because both exist and because both counteract each other (and Tsuk/Galahad also counteracts its own mirror), it means that you have a "bad matchup" for game speed on the VP Farming ladder for both decks.  This is why the 5k farmer who can hit Tsuk when Tsuk misses the chain, but will never failed to be hit by Tsuk or the 6k butt is the objectively best VP farming deck for pushing the ladder (not that VP farm decks are particularly great for this) and for speed, because it will never have a slow game.  No slow games means more chances to string VP farming opponents.  More VP farming opponents in a row means more potential to gain ranks.  Since ranks can't be lost, it's about match quantity over marginal increases to winrate that will help you climb.

Heals and PGs will improve the winrate for any of the VP farming decks (albeit by an incredibly marginal amount) AND because they prolong games, it can help you to hit your ride chain as Tsuk/Galahad, but that makes matters even worse because it's match count, not winrate, that will get you rank ups through automated farming.  The 6k deck with heals and PGs is actually just as "strong" as the Tsuk/Galahad deck and substantially faster, so it's also superior in this case.

The final tier list results are:

Best VP Farming decks - 5k Attacking (S+), 6k Attacking (S), 3k non-attacking (S), 4k non-attacking (S).

Note:  Non-attacking decks are only S tier right now because so few people are doing it.  If it gets popular and you start running into mirrors, it will drop to C tier.

Disclaimer - I am not advocating that you should or should not use an auto-clicker to VP farm.  What I am advocating for is if you're going to do it, make your experience and your opponent's experience better and do it properly.

Tuesday, June 26, 2018

Vanguard Reboot - First Thoughts

Hey all,

I decided to give some initial thoughts on the new format and what I think of each individual mechanic, as well as the removal of other things.  Let's start with my initial tier list for set 1.

SS+++ tier

Going First

S tier

Oracle Think Tank, Kagero, Nova Grapplers with a good hand

B tier

Royal Paladin

C tier

Nova Grapplers having a mediocre hand or worse.



You may notice that I skipped a full tier between Royal Paladin and every other deck.  That's because Royals have no incentive to multi-ride grade 3s, don't have a "high-roll" that proves to be devastating like Novas (restanding a 32k attacker with the potential for triggers is crazy strong), and have little end-game utility outside of Soul Saver, which can only be used once and fights for resources with Blaster Blade.  Outside of Royals, I think the format is pretty well balanced.  Novas have an advantage over OTT generally speaking.  OTT can outlast Kagero, although Kagero can get in a win with Waterfall in ideal situations.  Kagero pretty much auto-wins the Nova match-up.  It's not so bad that all of the match-ups are the equivalent of playing rock, papers, scissors, but no singular deck has an insurmountable advantage that we can't see a diversity of tops, either.

My initial opinion is that the format is well-balanced in card design.  But that doesn't make the format itself well-designed.  Let's look into the Imaginary Gifts.

FORCE
Force gives a circle of your choice 10000 power during your turn.  It's pretty close to adding a legion mate to that circle.  Consequently, this is a power-level we've seen and are used to.  Currently, the advantages of Force are that it makes power-requirement clans like Dimension Police achieve those requirements far more easily.  It also makes multi-attacker decks that call mid-battlephase have extra advantages when this is done, which will likely be a facet we see for Royal Paladin and Gold Paladin at a later date (assuming Gold Paladin is in this reboot).  I think Force has solid utility and potential.  The only major abuse I can see for force clans would be sentinel restriction.  Wouldn't you know it, that happened set 1 with a bonus crit and it's the best singular card in the set.  I think that force is the most tame of the the imaginary gifts in power level and the one that's the hardest to abuse.

ACCEL
Accel gives you an extra front row RG circle with a bonus 10000 power on it during your turn.  It's pretty nuts.  Nova Grappler started with very few cards in the first set and nothing to reliably get a solid field set-up.  Currently, when they get their optimal set-up, they are the strongest overall deck.  But, high rolling is still high rolling.  You will keep seeing Novas top here and there so long as the deck can destroy anything when it gets that setup.  I think this is the strongest of the gifts because it has the most potential for abuse when joined with a clan that has access to mid-battlephase calls or a large amount of restanding.  Not only do you get all of the swings associated with having the extra RG slots, but you also get that extra static power boost at all times.  Getting in 7-8 attacks at ascended power levels can be quite potent, to say the least.  So far, no accel clans have had a mid-battlephase call announced, so I think Bushiroad is being mindful of this.   That being said, I could see Accel clans being stupid in premium, which is why I'm glad I won't be playing it.

PROTECT
Protect gives you a null guard every time you ride to grade 3.  It's pretty nuts.  It's currently the strongest mechanic in the current format because Bushiroad has been mindful in restricting the other two from becoming too cancerous, at least in the first set.  This mechanic is strong independent of the deck being used, but OTT gets extra bonuses for riding more grade 3s with Imperial Daughter and Deer, so it's shown itself to be the strongest deck in the current format for exactly this reason.  I can see protect in a control clan (like Megacolony) being strong, but I think protect in a clan like Granblue is going to really show us the limits on how much it can do as a mechanic.  I think protect clans are always going to be in the upper tiers simply for the mechanic at this point, as the mechanic is independently strong and requires no additional mechanism to function properly.



I think that the Imaginary Gifts have the potential to be really unbalanced depending on what support is created, and it will make entire clans limited in design in that facet.  I wanted to discuss what I'm really upset about with the new format:  Going first.  I wrote an article about how going first was objectively overpowered until Legion became a mechanic.  Well, here we are, back with the same old problems, only we also have to deal with Imaginary Gifts benefiting the first player as well and all previous mechanics that benefited the second-turn player are now gone.  I have done some playtesting with friends, and short of playing a deck that wins a match-up convincingly, the person who goes first wins at a very disproportionate amount.  I did mirrors with my buddy (Novas vs. Novas) where there is even more variance in potential power-output from the decks, and the first-turn player won the first 12 games.  ~_~  Unless there is a large disparity in deck strength, the deck going second has an unfavorable match-up, or the player going first plays suboptimally, going first is a daunting facet to the game that currently is the hardest thing in a fight to overcome.  I hope Bushiroad addresses this in some way to make it more "fair" for people going second.  Especially now that the loser decides who goes first in games 2 and 3.  Every single 3 game match my buddies and I played was won by the person who won the dice roll when doing mirrors.  Let that sink in.


In conclusion, I think that there's some room to work with.  I see caution from Bushiroad on Accel that I think is merited.  I also see caution on Royal Paladin, as that was the busted clan last time around, and this over-caution left them pretty lackluster, but these cautions can both be fixed later.  I think that the individual mechanics are slightly imbalanced, Accel for potential and Protect for practical usage, leaving Force somewhat underpowered, but I think that they aren't so varied in power-level that it's damning to the game's potential for fun or future content.  I do think this about going first, though.  I hope Bushiroad will implement something to make going second less detrimental that doesn't lead to the stupidity of something similar to R I P P U L.

Tuesday, September 17, 2013

Chicago Regional Tournament Report

So, we'll start with the two big things, my placement and the deck I was using.  I decided to go with Tom and Jerry this year, since I felt like it's one of the strongest possible mixed decks in the game right now, with its only major weakness being a straight OTT deck.  I'm running the same decklist that I have on this blog:

Starter - Flask Marmoset

4x Ruler Chameleon (Crit)
4x Triangle Cobra (Crit)
4x Psychic Bird (Crit)
4x Oracle Guardian, Nike (Crit)

Grade 1's

4x Silver Wolf
4x Coiling Duckbill
3x Tank Mouse
2x Chocolat
1x Tic-Toc Flamingo

Grade 2's

4x Binoculus Tiger
4x Silent Tom
3x Maiden of Libra

Grade 3's

4x CEO Amaterasu
4x Battle Sister, Cookie

Now, my standings.  There were about 360 people there, and I ended up 47th (Pics or it didn't happen?), losing in round 6.  There were less than 32 people for round seven it seems, so I could totally just say "top 32 if you don't count tiebreakers".  So, because I'm an egomaniac, we'll go with that.  Top 32.  I felt very fortunate that I got to use almost all of the tricks that the deck has to give, and neither myself nor my opponents were gradelocked in any of my games.   Now for the play-by-play.

Round 1: W vs. DOtE

I rushed the guy super hard.  I think he said he was a Pojoer (Flying Teapot?) and immediately knew who I was when he saw the mixed decks.  He had no idea what to expect when he saw the Psychic Bird boosting my Vanguard on turn 1.  I went second and drive checked into the Libra that I needed to ride, since I had no grade 2.  I put him to 4 damage turn 3, then he crossrode into DOtE with only one card left in hand.  I had a pretty good hunch he had no other DOtE's, and I ended up being correct.  He attacks, I no guard at 3 damage, he checks a grade 1 and 2, and I get put to 4.  I soul charge and check top-card with CEO seeing a critical and leaving it there.  I knew that he checked a grade 1 and 2 last turn with one unknown card in his hand.  I anticipated it being a perfect guard (it was actually a 10k).  Since he was at 13k defense and my row was Coiling and Tom, I decided to pump up Coiling a bit.  I used the effect of a Tank Mouse I already had out on Coiling, then called another one over it, doing the same thing, making Coiling a 15k boost, in case he checked double heals or some other shenanigans.  I use my unboosted row to swing at his grade 2, retiring that.  Then I attack with CEO, which he ended up one-to-passing from a misplay.  Had he guarded that attack, I would have gone in with a 28k 2 crit Tom, which is the first cool thing this deck can do.  Make crossrides shit their pants.  Dude was a total bro and I'm happy to say he beat his goal of not losing in two rounds.  I think he got to round 4.

Round 2: W vs. Pacifica/Vert

Only individual I fought with a bad deck.  Only individual I fought with a bad attitude.  Maybe the only individual I fought who wasn't aware of who I was or who didn't see someone walk up to me and be like, "Wait, you're that Tim?"  I was polite, didn't boast, didn't gloat.  I mean, for me, that's definitely my best behavior.  She was pissed that I was stomping her.  I mean, it sucks to be losing hard in the second round, but it wasn't like I was sacking her.  She drew into a great hand.  Continued to get great draws.  But she had to keep guarding with all of her boosters since I was intentionally leaving Tom at low power so she would do so.  She checked two stands with no front-row rear-guards to place them on since she had to guard Tom with all of them.  I used Tank mouse to make a Tom row hit an extra stage, to which she responds, "I don't think you can do that."  I explain to her that Tank Mouse only needs a Great Nature target and not a Great Nature Vanguard.    After this point her attitude switched from irritated to bitchy.  I get her to five, and with a break ride draw into Pacifica's skill for another +1, she only had 3 RG's out total that turn.  Even with the card draw and bouncing from Pacifica and break riding, I swing with my 21k Amaterasu which she had to no guard.  Crit.  Crit.  She looks absolutely livid (like the criticals actually mattered), refused to check her damage, and began picking up her cards and gathering her other belongings.  I extend my hand and say, "Good game."  She says, "No it wasn't!" and storms off.  Good game, I guess?

Round 3: W vs. Sephirot/Laurel

I got two Toms in my starting hand.  I get him to four damage very quickly since I had a double Tom whammy that they couldn't guard with grade 0's.  My inability to win dice rolls helped secure all of the rushes.  He ended up riding Laurel on his third turn, which pretty much secured the victory for me.  Tom trick #134 won the game for me.  He had enough grade 0's in hand to guard my Vanguard, and a few 1's and 2's, but not enough if I pumped Tom up.  I had no Tank Mouse or Binoculus out, so I wasn't in a good position to pump units up.  Then I looked at my Marmoset, and was like, "This is going to be awesome."  I used his skill twice on himself, since I was at 4 damage myself.  This made my Tom row 5+8+8, which is a nice 21k.  I scried a critical, so I took the game that turn.

Round 4: W vs. The Blood

I felt bad.  This was the only game that I felt like I turbo sacked.  I crit him turn 2 and double crit him turn 3.  I mean, 16 crit is there for a reason, but I still felt bad.  I apologized profeusly, but my opponent was like, "Nah man.  It's cool."  We wished each other the best of luck.  Then all of my friends left to go do other stuff since they got eliminated, and I was like, "NO!  Friendship!  I will lose if you don't support me with your friendship!  Has Yu-Gi-Oh! taught you nothing!"  My predictions ended up being true.

Round 5: L vs. The Blood

I secure an amazing rush early, getting the guy to 5 damage.  For the first and third turns after this, hitting a single trigger would have secured game for me... but he ended up winning the game of pressure, getting an ultimate break out, and continuously swinging for good numbers with crossridden defense.  I make a pretty cool move by using Marmoset to off himself while calling a Coiling to cycle it into a new card while using him as a pretty legit beater.  Each turn after the opening turns would start with me drawing a crit, soul charging a crit, scrying a non-crit, putting it at the bottom, and hitting two non-crits, save turn 4 when he had a perfect guard to handle the bonus crit Tom.  I made a big push on the fifth turn, sacking two of my boosters to hit some magic numbers.  A single crit could have won the game for me, but I only had 3 left in my 18~ card deck.  No cigar.  It was a great match all-around that could have gone either way.

Round 6: L vs. DOtE

He hit no less than 4 draws in the first 3 turns.  I knew he had his extra DOtE's in hand.  Since I got him to 3 damage on my first turn from hitting a crit, I was very surprised that he went straight for my rear guards since I was at no damage for a few turns.  He ended up amassing an enormous hand, but stayed at 3 for quite a while.  I was in a bad spot, though, since my first damage check was a Tom, and my first soul charge was a Tom.  I had a Tom in my opening hand, but he attacked it with his Vanguard Dragonic
Overlord, and I didn't have the ability to guard that and his rear-guards from getting Tom.  I was able to prevent a bonus critical because of his decision, so I was literally at 0 damage to his 3 when he rode DOtE.  Since he used Conroe to fetch a Barri, I'm not sure that it mattered.  I kept guarding DOtE since it had a draw trigger booster, and as I said, I knew had that DOtE in his hand.  The guy made several misplays throughout the match.  He said he had only been playing for 2 weeks, and he was super surprised he got as far as he did.  I end up checking Tom with my scry, and with two gone I wasn't sure what to do.  I decided to put it at the bottom, but that might not have been the best choice.  He had two nulls and I had other units I could call to the front, so I wanted more things to guard with.  The game edged on into turn 5 or 6, I had 2 cards left in my hand, and I knew I had no chance to survive the next turn since I couldn't force out much guard over his 13k wall, I had no more Toms, and he had 9 cards in hand.  ~_~  But the card I drew into for turn was a Psychic Bird.  I moved it to soul and drew a card.  I swing with CEO at his Vanguard, and he no guards it since he's going to be able to block everything after that easily.  Since he was new, he didn't know about CEO's megablast.  Psychic Bird secured the 8th soul for me, so I was able to draw 5 from my deck, which put me back in the game.  A little cheesy, but it helped make up for (albeit way too late) all of the cards he drew into earlier.  I burn most of the cards to guard all of his attacks.  I have enough for a full field, and nothing more.  I end up hoping beyond hope that he two-to-passes me the next turn, since I had plenty of crits in my deck, and manmode was my only way out.  He's at 4 at this point.  He nulls me, I double crit, passing one trigger to each rear-guard.  He guards both of those and still has a good 2-3 cards in hand.  I didn't have enough to guard all of his units and have no heals, so I one-to-pass DOtE, win the one-to-pass, but lose to a rear guard attack.  Not much I could have done to sway the game back into my favor since my deck was at only 5 cards from sitting on CEO for so long.  No complaints though, I put up a hell of a fight given the circumstances and I'm very satisfied with the results that Tom and Jerry gave me for the tournament.

Kageroyals piloted by Dustin Henry - Side Special

Poor, poor Dustin.  He got sacked so hard.  ;__;  It's not him, it's me.  My luck did this to him.

Game 1 - L vs. Ezel

His opponent went first.  Dustin attacks, crits and it's now his opponent's turn.  Turn 2 superior ride into Ezel.  They use two self-damagers, bringing themself up to 4, limit break with Ezel getting a 9-10k out, and now he can't guard Ezel at all.    Double crit.  Power got passed to a RG row with a boost which also couldn't be guarded without dropping 3 cards.  The Ezel style superior rides are extremely tough for Kageroyals to handle since it's based around guarding Vanguard attacks early with single cards, and both Ezel's 1k for each GP rear guard and Twin-Drive!! get in the way of that.  Securing that into a double crit is the ultimate disaster for Kageroyals, because it takes away the cheap, single-card guarding advantage that the deck utilizes.  After losing all of the momentum in an instant, he attacks with his grade 2.  His opponent swings in again for huge numbers, and he just couldn't hold up.  Ezel has always been registered as a counter deck, but this is the absolute worst-case scenario for the match-ups.

Game 2 - L vs. Master Beetle Megacolony

He ended up taking a lead against his opponent and pushing them to 5 damage.  He gets knocked to 5 as well.  He starts his turn, attacks with Dragonic Waterfall, "persona blasts" for 31k, and his opponent is like, "Wow, 31k!  I can't guard that!".  Drive check 1, crit.  Drive check 2, crit.  His opponent says, "Wow.  I'm not even going to check my damage.  Good game, man."  Dustin, being a bro, is like, "Dude, check your damage.  You never know."  Heal.  Heal.  Heal.  Dustin loses the next turn.  Words cannot describe...

Monday, September 9, 2013

Tom and Jerry

Decklist:

Starter - Flask Marmoset

4x Ruler Chameleon (Crit) - When it gets retired, you can counterblast 1, search your deck for another one, and add it to your hand. This only works if you have a Great Nature vanguard, so this is a viable tactic for a grade 1/2 rush if you didn't secure Libra as a ride.
4x Triangle Cobra (Crit)
4x Psychic Bird (Crit) - Move to soul, draw.
4x Oracle Guardian, Nike (Crit)

Grade 1's

4x Silver Wolf (Makes tom 20k with one dope)
4x Coiling Duckbill (Draw when a unit is retired, 23k with two dopes and Tom)
3x Tank Mouse (Tap him, give a unit +4k.  You can call over him to play a booster for Binoculus for a push or leave him behind a VG Cookie for 21k.)
2x Chocolate (Perfect Guard.  Sucks if you have to ride it, but still very easy to get late game since you mill through your deck very quickly.)
1x Tic-Toc Flamingo (Unflips a damage since almost everything is CB2.  A single tech because we don't really need it, but it's still better to have around than an excess of Tank Mouse's 6k body.)

Grade 2's

4x Binoculus Tiger (When it attacks a VG, give 4k to the unit boosting Tom.  If you miss Tom, he can dope his own booster, which if it's 8k, can make 21k.  All kinds of combo play here.)
4x Silent Tom (Can't be guarded by grade 0's)
3x Maiden of Libra (CB2, draw on hit)

Grade 3's

4x CEO Amaterasu (Scries top card, makes it a 70% chance to crit.  Thins deck.  Potential megablast.  Makes 21k with the 7k units, and you typically want to call Coiling behind her anyway.)
4x Battle Sister, Cookie (CB2, draw 2, discard 1.  Synergizes greatly with the fast paced draw and mill of the deck to get out all of your Toms.  Swings for 21k with Tank Mouse and 23k with Silver Wolf.)

Tom and Jerry is a Great Nature and Oracle Think Tank mixed deck that focuses on using the power doping of Great Nature to increase the power of a booster behind Silent Tom while having an Oracle Think Tank vanguard, so that he becomes incredibly difficult to guard against, requiring either 3 or more cards, or a perfect guard.  The Vanguards of the deck, Cookie and CEO also swing for over 21k pretty easily, so this makes opponents want to drop multiple nulls per turn, but instead they have to also 2 to pass your Vanguard with grade 0's, which really burns out their resources and can open up 2-to-pass victories in a lot of cases.  The deck also uses its counterblasts on Libra and Cookie to draw, or if the game goes on for a while, CEO to Megablast.  Flask Marmoset is also an option.  Since we have the OTT card draw, deck thinning, and trigger scrying to go with Great Nature's unflipping (Tic-Toc), drawing (Duckbill), and doping (Tank Mouse, Binoculus), the deck lets you burn through itself to consistently get out what you need.  Typically, by time they can kill a Tom, I'll have another one ready to play.  Additionally, with 16 criticals and Amaterasu scrying the top card for them, we get a 70% chance to crit.  That's right, Tom gets even deadlier.

Link to Youtube video of the deck.