The end goal of Weather Painters is putting Rainbow Painter on the field and having a bunch of painters on the field ready to be used as ammo for her. This gameplan has 2 big, overlapping issues:
- It's impossible to achieve turn 1.
- The painters don't offer any meaningful interaction during your opponent's turn in order to survive the turn.
In an attempt to last for long enough to actually get Rainbow out, I'm playing the mother of all floodgates, Mystic Mine. Through Cloudy and Snowy Canvas, you can always keep the number of monsters on your field between 1 and 0 to keep Mine live while you accumulate Painters into rotation, and kill it when you want to push for game.
The deck goes second to make Mine live and to take advantage of one of the Painters' strongest interactions, bouncing Kaijus to hand with Thundery Canvas. The Kaijus serve as recurring removal and they help you actually resolve Mine by taking out any spell negates or quick removal your opponent may have without letting your opponent respond.
The ED practically doesn't matter, so I'm just playing a bunch of Maximus targets, a chonky Zeus package and an Accesscode suite, but you can pretty much just play whatever you want. You can probably even add a DPE package in there, but I'm already running a Mine deck and I don't want to overdose on cringe.
The side has barely been tested so it might be a bit janky, but you have a bunch of cards for going first and some backrow hate because the deck kinda struggles against trap decks.