Recently, while reviewing Eshai's Dice World, I thought that, if you want to play some sort of Deck based on luck, there's an Archetype that tosses a coin each time a monster is Summoned. Unluckily, it is extremely inconsistent and there are only 2 or 3 cards that can really be useful in some ways. So, why not making some support for the old Arcana Force? Let's complete the deck of the Tarots adding the remaining Arcana Forces (+ some cards to boost consistency and to even OTK).
Other Arcanas are anime/OCG only.
Arcana Force IX - The Hermit ATK 1900 DEF 1900 5 Light/Fairy/Effect
You can discard this card from your hand: add an "Arcana Force" monster from your Deck to your hand. If this card is in your GY: you can Tribute an "Arcana Force" monster; Special Summon this card from your GY, and if you do, this card's effect becomes the opposite of the coin toss of the Tributed monster. You can only use each effect of "Arcana Force IX - The Hermit" once per turn. When this card is Summoned, except by its effect, toss a coin:
Heads: "Arcana Force" monsters you control cannot be targeted by your opponent's card effects.
Tails: During the end of your Main Phase, destroy every other monster you control.
This card solves many problems Arcana Force monsters have: inconsistency and bad luck. It's a great searcher, and if you get a Tails, you can Tribute that monster and Summon this one from the GY with a Heads effect (I didn't know how to write it in a decent OCG).
Arcana Force XVI - The Tower ATK 2600 DEF 2600 7 Light/Fairy/Effect
Cannot be Normal Summoned/Set. This card must first be Special Summoned by shuffling 2 "Arcana Force" monsters from your GY into the Deck. When this card is Summoned, toss a coin:
Heads: Once per turn (Quick Effect): you can send an "Arcana Force" from your hand or Deck to your GY, then target one card on the field; destroy it.
Tails: Once per turn (Quick Effect): your opponent can discard one card, then target one card on the field (except this card); destroy it.
The Spirit of an Arcana Force in a Special Summonable monster.
Arcana Force XIX - The Sun ATK 2900 DEF 2900 7 Light/Fairy/Effect
You can Special Summon this card (from your hand) by banishing an "Arcana Force XVIII - The Moon" from your hand, field or GY. When this card is Summoned, toss a coin:
Heads: During your Main Phase, you can pay 500 Life Points: Special Summon a "Sun Token" (Fairy-Type/LIGHT/Level 1/ATK 0/DEF 0). That Token cannot be used as material or Tributed, except for the Tribute Summon or for the activation of an effect of an "Arcana Force" monster. You can use this effect up to twice per turn.
Tails: During the end of your turn, discard 1 "Arcana Force" monster.
This card is the only reason you want to play The Moon, and can swarm the field with Tokens for The World or for a Tribute Summon. Yet it's nothing too overpowered.
Arcana Justice NORMAL SPELL (this would be number XI - Justice)
Target one "Arcana Force" monster you control. Special Summon an "Arcana Force" monster with a lower ATK from your hand or Deck, and if you do, choose which effect to apply without tossing a coin.
That's consistency and anti-bad luck. In the worst case, you'll be Summoning The Fool that can't be destroyed by battle and can't be targeted.
Arcana Lucky Star CONTINUOUS SPELL (this would be number XVII - The Star)
Each time an "Arcana Force" monster(s) is Normal or Tribute Summoned on your side of the field: draw 1 card. If this card is destroyed, you can select a Field Spell that specifically says "roll a six-sided dice" or "toss a coin" in its text in your GY; add it to your hand.
Draw power and recovery (it's meant to get Light Barrier, but Dice World too :D)
Judgement of Destiny COUNTER TRAP (this would be number XX - Judgement)
You can only activate this card if you control at least 1 "Arcana Force" monster. Negate the activation of a Spell/Trap card and destroy it. You can banish this card from your GY: Set a "Reversal of Fate" directly form your Deck or GY.
Dark Bribe for Arcanas, and then it helps you in case you get Tails next turn.
Major Arcana Fortune-Telling QUICK-PLAY SPELL
Add an "Arcana" card or "Light Barrier" from your Deck to your hand. You can banish this card from your GY: select one "Arcana" card in your Deck; put it on top of your Deck. You can only use one effect of "Major Arcana Future-Telling" per turn, and only once that turn.
Arcana Art of Divination NORMAL SPELL
You can only activate this card if you control no monsters, and if you have at least 2 cards in your hand. Discard your entire hand, then Special Summon up to 2 "Arcana Force" monsters from your Deck, then take damage equal to the sum of the ATK of the Summoned monsters. You cannot conduct your Battle Phase or Special Summon any other monsters the turn you activate this card. You can only activate 1 "Arcana Art of Divination" per turn.
This is how you can OTK. Normal Summon something, (activate Light Barrier, or take some risks), Special Summon The World and something else, Tribute with the World and wait until next turn if you have something else decent to OTK.
Arcana Occult Secrets CONTINUOUS TRAP
Once per turn, you can Special Summon 1 "Sun Token" (Fairy-Type/LIGHT/Level 1/ATK 0/DEF 0). That Token cannot be used as material or Tributed, except for the Tribute Summon or for the activation of an effect of an "Arcana Force" monster.
Tokens nowadays can be used in fun Decks, so this card can swarm pretty easily, or you can use Tokens as Tribute fodder for the high level Arcanas.