Mono-Ayame on red cheers (v2 list): burn cheers off the top of the cheer deck for big Nakiri Dance hits, refill it with 1st hBP06-037, and finish with Ayame's SP.
BTier
77.6%Win rate vs the field
#32 of 49JP ranking
JPCard pool
CRound robin tier: 49.0% head-to-head, #28 of 49
How the deck wins
Every holomem in the list is Nakiri Ayame, with Ayame as the oshi and 20 Red Cheer. The v2 list cuts the 2 Debut hSD02-004 for 2 more 1st hBP06-037 (4 copies), whose bloom may return 2 red cheers from your archive to the bottom of the cheer deck, so the deck runs out of cheers less often.
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.
The Buzz 1st hBP08-040 (220 HP) hits with Sakura Viewing Date: 30 +10 per red cheer in your archive, but gives up 2 life when downed. The trained AI leans on the 2nd instead and uses the Buzz less.
Deck list
Tap any card to see it full size.
Oshi and holomem (30)
Support (20)
Cheer deck (20)
Qty
Card
Type
Card no.
1
Nakiri Ayame
Oshi
hBP06-004
4
Nakiri Ayame
Debut
hBP06-034
4
Nakiri Ayame
Debut
hBP06-035
2
Nakiri Ayame
Debut
hBP09-046
4
Nakiri Ayame
1st
hBP06-037
3
Nakiri Ayame
1st
hBP06-038
2
Nakiri Ayame
1st Buzz
hBP08-040
3
Nakiri Ayame
1st
hSD02-006
4
Nakiri Ayame
1st
hSD02-007
4
Nakiri Ayame
2nd
hBP06-039
3
Harusaki Nodoka
Staff
hSD01-016
1
holoAN
Staff
hSD14-010
3
Bloom Stage
Event
hBP06-090
1
So, That Makes You My Enemy
Event
hBP01-108
2
Watermelon Bubble
Event
hBP09-098
4
Normal PC
Item
hBP01-104
2
Demon Blade Asura
Tool
hBP06-098
4
Poyoyo
Mascot
hSD02-014
20
Red Cheer
Cheer
hY03-009
Matchups (round robin)
In the JP round robin, each of the 49 JP specialist AIs played every other one 400 times, half going first. This deck won 49.0% of those games: tier C, #28 of 49. It won 22 of its 48 matchups (15 below 40%). These are AI-vs-AI results, not tournament data.
Sora Seaside Venus81.0%In its wins, it attacks with "Nakiri Dance -Oborozuki-" from 2nd Nakiri Ayame (hBP06-039) 5.2 times a game, and attacks with "Don't Look Away when I Shine~~!!" from 1st Nakiri Ayame (hSD02-007) 1.6 times a game, and downs 4.8 holomems a game. Sora Seaside Venus wins more when it attacks with "You're Always There When I Turn Around" from 2nd Tokino Sora (hEB01-010) more often.
Mio-oshi Baelz Elizabeth7.8%In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 4.6 times a game, and downs 4.3 holomems a game. When Ayame Oni Inferno wins, it downs 3.2 holomems a game (vs 1.0 in its losses) and attacks with "Nakiri Dance -Oborozuki-" from 2nd Nakiri Ayame (hBP06-039) more often (3.3 vs 1.8 times a game).
Vivi Overflow Stall17.5%In its wins, Vivi Overflow Stall attacks with "Vivi is a Strong Defender!" from 2nd Kikirara Vivi (hBP09-069) 4.3 times a game, and attacks with "Mm...... Vivi!" from Debut Kikirara Vivi (hSD10-007) 1.9 times a game, and downs 3.3 holomems a game. When Ayame Oni Inferno wins, it downs 4.1 holomems a game (vs 2.4 in its losses).
7% going first, 8% going second. Games last 10.3 turns on average (400 games).
Most wins come from taking the opponent's last life card (97% of wins). In a loss, the opponent usually takes its last life card (89% of losses).
In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 4.6 times a game, and downs 4.3 holomems a game. When Ayame Oni Inferno wins, it downs 3.2 holomems a game (vs 1.0 in its losses) and attacks with "Nakiri Dance -Oborozuki-" from 2nd Nakiri Ayame (hBP06-039) more often (3.3 vs 1.8 times a game).
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 hBP06-037
Bloom Date to the Shrine: you may return 2 red cheers from your archive to the bottom of the cheer deck. Hope You'll Be Full of Energy Forever..., 2 red: 50, and you may archive the top card of your cheer deck to deal 30 special damage to the opponent's center or collab holomem. 140 HP.
The v2 list plays 4; bloom it to refill the cheer deck before Nakiri Dance runs it dry.
1st Ayame Buzz hBP08-040
Sakura Viewing Date, 1 red + 1 colorless: 30 +10 per red cheer in your archive. Collab: with Demon Blade Asura attached and no opposing collab holomem, the opponent moves a back holomem to collab. 220 HP; if downed, you lose 2 life.
A sturdy mid-game hitter, but the 2-life risk makes the 2nd the better attacker.
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.
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; hBP06-037's bloom puts 2 archived red cheers back but lowers SP damage by 40. The Buzz hBP08-040 costs 2 life when downed.
Game plan
Turns 1–2
Early game
Set up Debut Ayame and Poyoyo.
Normal PC places a Debut from your deck; Harusaki Nodoka and holoAN draw 3.
Attach Poyoyo to a Debut Ayame that will bloom.
Going second on your first turn, collab debut hBP06-035 to attach a tool, mascot or fan from your deck to an Ayame; debut hBP09-046's collab may archive the top cheer to place another Debut Ayame from your deck.
Turns 3–4
Mid game
Bloom into 2nd hBP06-039 in the center by turn 3.
Bloom 1st hSD02-007 from a Debut to look at the top 2, or 1st hBP06-037 to put 2 archived red cheers back under the cheer deck.
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.
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.
Attack with Nakiri Dance from the center, archiving 1-3 cheers for +40 each.
Keep a holomem in the collab spot: with 2nd hBP06-039 in the center, your collab filled and the opponent's empty, Didn't Hear a Thing. stops all Arts damage to your holomem.
Fire the SP once the red cheers in your archive add up to a knockout (20 each).
The trained AI wins in about 8 of its own turns.
What the trained AI does
In 60 test games the trained AI won 85%, against 75% for the v1 specialist AI playing the same v2 list. It finished games in about 8 of its own turns.
Habit (per game)
Trained AI
v1 AI
What it means for you
Nakiri Dance per game
4.15
3.33
Attacks with 2nd hBP06-039 more often.
Damage from 2nd hBP06-039 per game
693
517
Most of its damage comes from this one card.
Sakura Viewing Date (Buzz hBP08-040) per game
1.02
1.55
Uses the Buzz 1st less.
1st hBP06-037 blooms per game
2.18
1.62
Blooms the cheer-refill 1st more.
2nd first bloomed (your turn)
3.4
3.6
Gets the 2nd out a little sooner.
SP first used (your turn)
6.4
5.4
Holds the SP longer for a bigger hit.
Practice it
In Match Lab's Player vs Bot, play against the Ayame Oni Inferno (JP) Specialist AI first and watch how it sets up.
Then pilot the deck yourself: keep 2nd hBP06-039 in the center, refill the cheer deck with 1st hBP06-037, and save the SP for the knockout.
Aim to win in about 8 of your own turns, like the trained AI does.