Let's start with Pippa, which is the first deck built. Essentially, it's a Poseidon deck with its core ripped out in favor of Chronodile, and adjustments made to accommodate. I've also included multiple "No, you" buttons for Pippa to press when her opponent does something she doesn't like, but the gist of the strategy is:
Nexus Water spirits on the field to activate different effects, and while the deck was built to be a utility belt so that Pippa can adapt to her opponent, what she'll most likely focus on is Galaxea (Champion of Poseidon)'s effect of switching the Attack and Defense, as well as flipping non-Water Elestrals into defense mode with Tsunami (and if she reads the cards, perhaps there are effects that she can take advantage of, if her opponent's Elestrals are in defense mode!)
...To make it more obvious, flip Chronodile's Attack and Defense,
equip it with a Trident (EDIT: I forgot I removed it in a revision - consider a Trident in the side deck), Nexus up to 6 Water Spirits, stonks. On the flip side, because her deck needs so many "No, You" buttons in it, the probability of pulling the one she wants is lowered, so she'll need to learn to adapt, or just draw cards better (skill issue tbh). Just read the cards, and she'll be fine - simple, right?
Mari gets a strategy where she forces her opponent to expend spirits, built into the core of a Demeter Deck. If she plays correctly, she can constantly regenerate her spells and spirits for maximum impact, specifically based around Eruption and the turtles that have effects based on whether a player casts Eruption. Fun fact, Demeter was one of the cosplays that San Salie did for Elestrals!
I feel like this deck is very Mari Mari Underscore EN core! No, I will not elaborate.
At first, I thought that Sleepy would be Artemis because of the obvious, but then I re-considered at the last moment, and gave her one of the hardest decks to play instead. Why is it so difficult? Because Hermes decks require you to know each effect of your cards on hand, because they have effects that cast when they're sent into the Underworld. Hermes himself, as well as his runes, also have additional effects when Elestrals get sent to the underworld (either by yourself, intentionally, or in combat).
For example, if you take control of an Elestral with Carryoff or Carryon (non-Champion), once it's on your field you can cast Hermes Trickery, and use that Elestral + its spirits as fuel. Once that turn ends, and the Elestral you summoned is returned to the Underworld (due to lack of spirits), you can activate its effect to continue the chain.
In short, the Hermes deck is a toolbox, and I believe in Sleepy's ability to both learn the cards and adapt to her opponent's tactics.
...So I gave Clio a conditional win-button. What is the condition?
Knowing what cards are remaining in her deck at all times, and in what percentages. This uses the Foretell mechanic from Daybreak, so read up on that if a refresher is needed, but you can look up to Foretell [X] cards from the top of your deck, shuffle your deck (not the Foretell cards), activate any other effects that follow Foretell, then place the remaining Foretell cards on top of your deck in any order you want. In this way, you know what card you're going to draw next, so you can better pull the cards you want to fuel your reign.
In exchange for all of this, she only has the bare-minimum in reactionary runes to play (Gorgon's Gaze), so it's high-risk, high-reward, all she has to do is know how to count. Easy!
Special mention to the Lyre of Apollo, which if equipped to an Elestral switches its Attack and Defense, as well as gives Champions of Apollo +2 Attack and +2 Defense.
Uruka's was simple to make:
Bears.
Using the Hestia deck as a base, fill it up with bears.
Power up the bears.
Destroy your opponent with Bears.
Braindead strategy, sure, but feel free to change up the deck percentages of bears and runes in the side-deck!
For Dizzy, I made a deck based around swarming the field with Spiders, non-stop Spiders, similar near-brain-dead strategy as with Uruka and non-complex Deck Percentages because I know she doesn't want to think (prove me wrong):
If Dizzy does, indeed, want to think, here's an alternate deck! Instead of Fire/Ice/Wind bugs, Electric Bugs (and some other animals)! Based loosely around a Zeus deck archetype, but filled with regenerating bugs. This also employs a strategy, where you use Solar spirits to power up the Phosvocell by healing it - and, as a reminder, you can use Solar spirits on the neutral runes as well!
For Shiina, since the only crabs in the game are support for other decks, I'm going to indulge in her Yu-Gi-Oh obsession with a modified Champion of Zeus deck, with some tweaks that should (hopefully) work in her favor! Pull Thunderstorm directly from your deck, for massive combo potential. Power up the Champions of Zeus with Gatobolt and Arcalith, ascend to Voltempest directly from your deck, parting shot with Voltempest (Champion of Zeus) if your opponent clears your field.
For Iori, I gave her a modified version of a tournament winning deck, by combining it with a Khione deck. High risks, high rewards, much like Clio's deck, so it was a no-brainer. Gamba brain is eternal.
Discard your entire deck into the Underworld = Win Button.
But because you are discarding your entire deck into your Underworld, if your opponent gets enough solid hits in, they could gain the advantage.
Get Blizzstrix on field ASAP, by Ascending it directly from your Underworld.
Activate effects of cards that get sent to the Underworld.
Wash, rinse, repeat!
