Weather Painter has gained 2 very good pieces of legacy Support from DIFO in The Weather Painter Moonbow and The Weather Forcast. Not only do these cards make the Deck more consistent, but it also allows you to have easier access to the strongest part of your Deck that used to be inaccessible for years, The Weather Painter Rainbow.
Our Weather Painter monsters consist of 1 The Weather Painter Aurora, 3 The Weather Painter Thunder, 3 The Weather Painter Cloud, 3 The Weather Painter Snow, and 1 The Weather Painter Rain. The Weather Painters have a playstyle where they are given additional effects from their Continuous Spell/Trap lineup based on what column they are in. They banish themselves for cost in order to activate these effects and return during the next Standby Phase. Aurora protects all of your Weather Painter Spells/Traps from being targeted or destroyed. You will almost never use her Normal Summon effect because you want to keep all of your Weather Painter monsters in rotation and using 1 for a Tribute Summon is not worth it. Thunder has the effect to send a Continuous Spell/Trap you control to the GY to place 1 The Weather Spell/Trap from your Deck in your Spell/Trap Zone. Notably, you cannot get The Weather Forcast with this effect since it has to place them in the Spell/Trap Zone which means that Field Spells are unapplicable. Also keep in mind that it also sends the card for cost, so you can use this to send a Floodgate you control to the GY to access your plays once you've hindered your opponent's plays enough. Cloud can target up to 2 The Weather Spells/Traps from your GY and place them face-up in your Spell/Trap Zone when another The Weather card you control is sent to the GY. It synergizes with The Weather Forcast's effect to use your The Weather Spells/Traps as Link Material as Cloud just gets them right back. Snow places a The Weather Spell/Trap from your Deck face-up in your Spell/Trap Zone on Normal Summon which is really good for the Deck. Rain places a The Weather Spell/Trap from your hand face-up if it is Special Summoned. It is not very good, but it is another Weather Painter name at the very least and it is seemingly more playable than The Weather Painter Sun. We also play 3 Nibiru, the Primal Being since there are many situations where your Weather Painters will not be on the field, so you don't suffer from Nibiru Tributing your own monsters.
For our Weather Spells/Traps, we play 3 The Weather Snowy Canvas, 1 The Weather Rainy Canvas, 3 The Weather Forcast, 2 The Weather Rainbowy Canvas, and 1 The Weather Thundery Canvas. The Weather Painter Continuous Spell/Traps give all Weather Painter monsters in your Main Monster Zones in the same column and the adjacent columns a unique effect. Snowy Canvas allows your Weather Painter to banish itself to search any The Weather Card from Deck. Rainy Canvas allows your Weather Painter to banish itself to return a Spell/Trap your opponent controls and you can keep on doing this if you have other Weather Painters who've gained the effect. Rainbowy Canvas banishes the Weather Painter to Special a Weather Painter from Deck if your opponent controls a monster. Thundery Canvas banishes the Weather Painter to return the monster its battling to the hand at the start of the Damage Step. The Weather Forcast is a Field Spell that places a Weather Spell/Trap from Deck face-up upon activation, it gives you an Extra Normal Summon of a Weather Painter, and it allows you to use your The Weather Spell/Traps as Link Material. This gives much more consistency as well as an easier way to access The Weather Painter Rainbow. We also play 3 Pot of Prosperity to dig for cards, 1 Terraforming to search The Weather Forcast, 3 Infinite Impermanence, 3 Skill Drain, 3 Anti-Spell Fragrance, and 3 Solemn Strike. Skill Drain is good as your Weather Painters banish themselves as cost, so they will not be hindered by Skill Drain. Your effects "place" The Weather Spell/Traps face-up instead of activating them, so Anti-Spell doesn't hinder you either.
We will rarely go into the Extra Deck outside of our Weather Painter Link Monsters. Elder Entity N'tss and Garura, Wings of Resonant Life are Ultimate Slayer Targets as N'tss can destroy a card and Garura can Draw a card. 1 Divine Arsenal AA-ZEUS - Sky Thunder, 1 Downerd Magician, 1 The Phantom Knights of Break Sword, and 1 Number 49: Fortune Tune as an Xyz package. 1 World Ocean Dragon - Zealantis and 1 Accesscode Talker. Accesscode will not have that many pops since you are Link Summoning very little in this Deck, but it can be used as Material for Zealantis for for board-clearing. 1 Knightmare Unicorn, 1 Wynn the Wind Charmer, Verdant, and 1 Lyna the Light Charmer, Lustrous. You can play any combination of Charmer Links including Aussa the Earth Charmer, Immovable, Dharc the Dark Charmer, Gloomy, and Eria the Water Charmer, Gentle. 2 The Weather Painter Rainbow and 2 The Weather Painter Moonbow. Rainbow can send itself to the GY to negate a Special Summon and it makes all of the Weather Painter monsters it points to into omni-negates. Moonbow floats into Rainbow on destruction and it allows the Weather Painters it points to the effect to banish a monster your opponent controls until the next Standby Phase. You mainly want to Summon Rainbow as it has more application, but Moonbow can come up and it even floats into Rainbow eitherway.
Side Deck, we are playing 3 Kaijus, any of your choice, 1 Dinowrestler Pankratops for removal, 3 Raigeki, 3 Ultimate Slayer, 1 Dimensional Fissure, 3 Torrential Tribute, and 1 Macro Cosmos. Cards like Dimension Fissure, Macro Cosmos, and Dimension Shifter are completely playable in Weather Painter, but it does interfere with The Weather Painter Cloud's effect, so it is best to only play them when it hurts the opponent more than you.