Ahhhhhh, might as well. No use hiding my deck anyway.
Skill
4x Gust Fan - Because Gust Fan is used so often. The fact that L0 Gust Fan doesn't travel along the ground annoys the crap out of me, so I want it ASAP. And though I usually only get to use it in Sprinkle, L4 Gust Fan is hilarious and sneaky.
3x Tengu Drum - I really like Tengu Drum. It's quick, does good damage, can be used as a crossup, can be used in combos and aerial pressure, and it's quite satisfying when it hits. It has its downsides, sure, but it's a fun skill. Chose three cards to slightly increase the probability of getting to L2 quickly. L3 doesn't seem as important.
Spell
4x Demonic Beast "Wind Sickle Veiling" - Helps with maintaining pressure, very cheap, makes certain moves safer (Dom. Dash), our eco-friendly spellcard.
2x Wind Sign "Wind of the Tengu Path" - I've never really been fond of this particular spellcard, but I'm starting to come around. Good for maintaining pressure midscreen, so its actually kind of important (I think). Haven't actually used this yet since I only added it recently, but I've been seeing how other Ayas use it. ^^;
2x Whirl Sign "Maple Leaf Fan" - For quick, easy corner pressure/combos. Tengu Drum follow-up is also quite satisfying. Feels like Aya nailed a dismount or something.
2x Thrist Sign "Tengu's Macroburst" - I really don't know about this one anymore. It doesn't really seem to be a good pressure spellcard since it seems to be easy to just graze out. I usually just use it immediately after landing Tengu Drum for a little extra damage or occasionally to cover a blocked Domination Dash. People seem to like punishing DD, but don't really expect someone to burn a 3card to cover it (or they're just not aware that it can be used for that, IDK). I've tried to use it as a trap (like catching Remilia's j.6/8A or something), but it usually just feels more as a mild deterrent than an actual threat. Thinking of just replacing it with extras of the other spellcards.
2x Headwind "Route Forbidden to Man" - Because it's a great, easy-to-use spellcard. Could potentially do good damage, forces them into a corner, and puts a good amount of pressure on them to continue grazing or block and feel the wrath of the angry boulderwinds. Feels like it's a guaranteed orb break/forced BE if used correctly.
System
1x Divine Raiment - Just a random little surprise.
Many of my other decks are just small variations, either just changing my 22, adding certain system cards, or switching in Illusionary Dominance (I only really use it during blockstrings or after confirming with Dom. Dash) and/or 5card Tornado (I'm bad at landing it, so I mostly just hold it as a deterrent; sometimes people make larger gaps in their blockstrings if they notice that you're holding it).
Also, Fire Oni is downright evil!