Ayame Oni Inferno (EN)

All-Nakiri Ayame on red cheers, EN pool: burn cheers off the top of the cheer deck for big Nakiri Dance hits, keep a 1st hBP06-038 in the collab spot, and finish with Ayame's SP.

A+Tier
87.1%Win rate vs the field
#10 of 35EN ranking
ENCard pool

How the deck wins

Every holomem in the list is Nakiri Ayame, with Ayame as the oshi and 20 Red Cheer. The EN list leans on 1st hBP06-038 and 3 Encore instead of the JP list's Buzz 1st and other support.

2nd Ayame hBP06-039 is the attacker: Nakiri Dance -Oborozuki- (2 red) does 80, and with an Ayame oshi you may archive the top 1-3 cards of your cheer deck for +40 per cheer archived, so up to 200 before other bonuses (+50 more against green). From the collab position it can only be used at 2 life or less.

Ayame's oshi skill Oni Inferno (2 holo power, [1/Turn]) archives the top 1-2 cards of your cheer deck and draws 1 card per cheer archived. Her SP Two Blades Strike as One! Oni Cleave (2 holo power, [1/Game]) deals 20 special damage to the opponent's center or collab holomem for each red cheer in your archive, so every burned cheer also powers the finisher.

1st hBP06-038's collab may archive the top card of your cheer deck to return 1 Ayame from your archive to your hand, and its Arts Let's Go! (1 red, 30) may archive the top cheer for 20 special damage to the opponent's center or collab. Encore returns 1-3 archived cheers to the cheer deck so you don't run dry, at the cost of SP damage.

Deck list

Tap any card to see it full size.

Oshi and holomem (27)
Support (23)
Cheer deck (20)
QtyCardTypeCard no.
1Nakiri AyameOshihBP06-004
4Nakiri AyameDebuthBP06-034
4Nakiri AyameDebuthBP06-035
2Nakiri AyameDebuthSD02-002
2Nakiri AyameDebuthSD02-004
4Nakiri Ayame1sthBP06-038
3Nakiri Ayame1sthSD02-006
4Nakiri Ayame1sthSD02-007
4Nakiri Ayame2ndhBP06-039
3Bloom StageEventhBP06-090
1DIYMikoEventhBP05-079
3EncoreEventhBP01-107
2So, That Makes You My EnemyEventhBP01-108
4SorAZ CelebrationEventhBP05-080
1TotsumachiEventhBP03-088
4Normal PCItemhBP01-104
1Demon Blade AsuraToolhBP06-098
4PoyoyoMascothSD02-014
12Red CheerCheerhY03-001
8Red CheerCheerhY03-009

Key cards

2nd Ayame hBP06-039 (main attacker)

Nakiri Dance -Oborozuki-, 2 red: 80 (+50 against green); if your oshi is Nakiri Ayame, you may archive the top 1-3 cards of your cheer deck for +40 per cheer archived. In the collab position it can only be used at 2 life or less. Gift Didn't Hear a Thing., center only: if you have a collab holomem and the opponent has none, your holomem take no Arts damage from the opponent. 160 HP.

Bloom it in the center and attack every turn, burning 1-3 cheers for the damage you need.

Nakiri Ayame (oshi)

Oni Inferno, 2 holo power, [1/Turn]: archive the top 1-2 cards of your cheer deck, then draw 1 card per cheer archived. SP Two Blades Strike as One! Oni Cleave, 2 holo power, [1/Game]: deal 20 special damage to the opponent's center or collab holomem for each red cheer in your archive. 5 life.

Draw with Oni Inferno; save the SP until the archive holds enough red cheers for a knockout.

1st Ayame hBP06-038

Collab Some Occasional Additions: you may archive the top card of your cheer deck to return 1 Nakiri Ayame from your archive to your hand. Let's Go!, 1 red: 30, and you may archive the top card of your cheer deck to deal 20 special damage to the opponent's center or collab holomem. 140 HP.

Your collab of choice: it gets a downed Ayame back and adds a red cheer to the archive.

1st Ayame hSD02-007

Bloom Which One♪: if bloomed from Debut, look at the top 2 cards of your deck, add 1 to your hand and archive the other. Don't Look Away when I Shine~~!!, 1 colorless: 30. 120 HP.

A turn-2 bloom that digs for the 2nd.

Poyoyo

Mascot: +20 HP. On Nakiri Ayame, draw 1 card when the holomem it is attached to blooms. Only 1 mascot per holomem.

Attach it early to a Debut that will bloom; the trained AI plays about 2 a game.

Encore

Return 1-3 cheers from your archive to the cheer deck, then shuffle the cheer deck.

Refill the cheer deck when it runs low; each cheer returned is 20 less SP damage.

Nakiri Dance's bonus needs an Ayame oshi, and from the collab position it can only be used at 2 life or less. Oni Inferno is once a turn and the SP is once a game. Every burned cheer comes off the cheer deck, so count it; Encore refills it but lowers SP damage. Didn't Hear a Thing. works only in the center, with your collab filled and the opponent's empty. Totsumachi needs your life to be lower than the opponent's.

Game plan

Turns 1–2

Early game

Set up Debut Ayame and Poyoyo.

  1. Normal PC places a Debut from your deck; SorAZ Celebration draws 2 and finds a 1st in the top 5.
  2. Attach Poyoyo to a Debut Ayame that will bloom.
  3. Going second on your first turn, collab debut hBP06-035 to attach a tool, mascot or fan from your deck to an Ayame.
Turns 3–4

Mid game

Bloom into 2nd hBP06-039 in the center by turn 3.

  1. Bloom 1st hSD02-007 from a Debut to look at the top 2, or 1st hBP06-038 to collab with it later.
  2. Bloom 2nd hBP06-039 in the center; Bloom Stage draws 2 and, at 4 life or less, lets a 1st that bloomed from a Debut this turn bloom again from your hand.
  3. Use Oni Inferno (once a turn) to draw while filling the archive with red cheers.
Turn 5 on

Late game

Burn cheers and finish with the SP.

  1. Attack with Nakiri Dance from the center, archiving 1-3 cheers for +40 each.
  2. Collab 1st hBP06-038 and archive the top cheer to return a downed Ayame to your hand; with a collab holomem out and none on the opponent's side, Didn't Hear a Thing. stops all Arts damage to your holomem.
  3. Fire the SP once the red cheers in your archive add up to a knockout (20 each); use Encore only if the cheer deck is about to run out.
  4. The trained AI wins in about 8 of its own turns.

What the trained AI does

In 60 test games the trained AI won 83%, against 48% for the general AI playing the same deck. It finished games in about 8 of its own turns.

Habit (per game)Trained AIGeneral AIWhat it means for you
Nakiri Dance per game4.683.93Attacks with 2nd hBP06-039 more often.
Damage from 2nd hBP06-039 per game666523Most of its damage comes from this one card.
1st hBP06-038 collabs per game3.431.12Keeps hBP06-038 in the collab spot.
2nd hBP06-039 collabs per game0.281.90Keeps the 2nd in the center instead.
SP first used (your turn)6.04.6Holds the SP longer for a bigger hit.
Total special damage per game205146More special damage from Let's Go! and the SP.
Opponent holomem downed per game4.553.82Takes more knockouts.
Life lost per game2.553.58Loses less life.

Practice it

  1. In Match Lab's Player vs Bot, play against the Ayame Oni Inferno (EN) (EN) Specialist AI first and watch how it sets up.
  2. Then pilot the deck yourself: keep 1st hBP06-038 in the collab spot and 2nd hBP06-039 in the center, and save the SP for the knockout.
  3. Aim to win in about 8 of your own turns, like the trained AI does.

Last updated 2026-11-11.