The AZKi Frontier plan with only cards from the EN pool: grow holo power, then a center 2nd AZKi hits for 140 plus 20 per power card.
A+Tier
87.9%Win rate vs the field
#9 of 35EN ranking
ENCard pool
How the deck wins
This is the EN-pool version of AZKi Frontier, using only cards in the English card pool through Diva Fever (hBP07), including the start decks through hSD19. Compared with the JP list it plays 1 copy of 1st Kronii hBP01-093 instead of 2 copies of 1st Kronii hBP09-063, drops Watermelon Bubble, and adds a 3rd copy of 1st AZKi hBP07-065 and a 2nd copy of 2nd AZKi hBP07-068.
AZKi's stage skill, ETERNiTY FRONTiER, gives your center AZKi Arts+20 for each card in your holo power. Every collab adds a power card, so the longer the game goes, the harder AZKi hits.
2nd AZKi hBP07-069 is the finisher. Its first Arts does 140 and draws 2 for purple plus 2 colorless. Its second Arts does 200 and, with an AZKi oshi, can archive 4 holo power to make your opponent lose 1 more life if you have 4 Frontier Spirit in your archive.
The trained AI is the JP AZKi Frontier AI: 25,000 more games on this list did not produce a better version, so the saved bot is the same AI.
Deck list
Tap any card to see it full size.
Oshi and holomem (31)
Support (19)
Cheer deck (20)
Qty
Card
Type
Card no.
1
AZKi
Oshi
hBP07-006
3
AZKi
Debut
hBP01-044
3
AZKi
Debut
hBP07-063
4
AZKi
Debut
hBP07-064
1
AZKi
Debut
hSD01-009
1
Ouro Kronii
Debut
hBP01-092
3
AZKi
1st
hBP07-065
4
AZKi
1st
hBP07-066
4
AZKi
1st
hBP07-067
1
Ouro Kronii
1st
hBP01-093
2
AZKi
2nd
hBP07-068
4
AZKi
2nd
hBP07-069
1
Ouro Kronii
2nd
hBP01-095
4
holoAN
Staff
hSD14-010
1
Bloom Stage
Event
hBP06-090
1
Borderline Evil Robot
Event
hBP07-094
4
Frontier Spirit
Event
hBP07-100
1
So, That Makes You My Enemy
Event
hBP01-108
2
SorAZ Celebration
Event
hBP05-080
1
Friendly PC
Item
hBP05-074
4
Normal PC
Item
hBP01-104
1
Pioneers
Fan
hBP01-124
20
Purple Cheer
Cheer
hY05-001
Key cards
2nd AZKi (main attacker)
To a new frontier with you: 140 and draw 2, for purple + 2 colorless. The trajectory we spun: 200 for 3 purple + 1 colorless; with an AZKi oshi you may archive 4 holo power, and if you have 4 Frontier Spirit in your archive your opponent gets life-1.
Your finisher. In the center, every holo power card adds 20 to its Arts.
AZKi (oshi)
Stage skill ETERNiTY FRONTiER: your center AZKi gets Arts+20 for each holo power. Let's Go, Pioneers. (1 power, [1/Turn]): if one of your holomem was downed during your opponent's previous turn, search your deck for 1 event.
Collab every turn to grow power. The trained AI spends power on Let's Go, Pioneers. a third as often as the general AI.
1st AZKi hBP07-066
Collab effect: restore 30 HP to 1 of your holomem, then 1 holomem on your stage gets Arts+10 this turn.
A collab that heals and powers up the center hit.
1st AZKi hBP07-067
Bloom effect ROMANTiC NiGHT: look at the top 4 cards, take 1 AZKi, put the rest on the bottom.
Bloom it to find your 2nd AZKi.
Frontier Spirit
Return 1 AZKi from your archive to hand, then send 1 cheer from your archive to an AZKi for each Frontier Spirit in your archive. Only once per turn.
Refills attackers and cheers after a knockout, and counts toward the life-1 Arts.
Debut AZKi hBP07-063
Collab effect: if you went second, it is your first turn, and your oshi is AZKi, return 1 cheer from your opponent's stage to the bottom of the cheer deck.
Your turn-1 collab when you go second; it slows the opponent down.
Debut AZKi hSD01-009
Collab effect: you may roll a die; on 4 or less, send the top cheer of your cheer deck to a back holomem, and on a 1 you may move this holomem to the back.
A cheap collab that often adds a cheer and holo power.
Holo power only boosts the center AZKi. Let's Go, Pioneers. needs one of your holomem to have been downed during your opponent's previous turn. holoAN, SorAZ Celebration, Bloom Stage, Borderline Evil Robot and So, That Makes You My Enemy are LIMITED, so only one of them a turn. Frontier Spirit can be used once per turn. The life-1 effect of 2nd hBP07-069 needs 4 Frontier Spirit in your archive and costs 4 holo power.
Game plan
Turns 1–2
Early game
Get Debuts out and start collabing for holo power.
Use Normal PC and Friendly PC to fill the stage with Debuts.
Going second, collab debut AZKi hBP07-063 on your first turn to take away one opponent cheer.
Collab debut hSD01-009 for a chance at an extra cheer; every collab adds holo power.
Turns 3–4
Mid game
Bloom into 1st AZKi and line up the 2nd.
Bloom 1st hBP07-067 to look at the top 4 for a 2nd AZKi, and use SorAZ Celebration to find 1sts.
Keep collabing every turn so holo power keeps growing.
Save Let's Go, Pioneers. for when you really need an event; power is damage.
Turn 5 on
Late game
2nd AZKi hBP07-069 in the center closes the game.
Bloom 2nd hBP07-069 around your 3rd or 4th turn and give it its cheers.
Use To a new frontier with you each turn: big damage plus 2 cards.
Use Frontier Spirit after a knockout to get an AZKi and cheers back.
What the trained AI does
In 60 test games the trained AI won 92%, against 82% for the general AI playing the same deck. It finished games in about 7 of its own turns.
Habit (per game)
Trained AI
General AI
What it means for you
2nd AZKi hBP07-069 damage
764
534
Put your cheers and the center spot on 2nd hBP07-069.
Attacks with 2nd AZKi hBP07-068
0.8
2.2
Treat 2nd hBP07-068 as backup; 069's Arts hit harder in the center.
Collabs with debut hBP07-063
1.3
0.03
Collab debuts early instead of leaving the collab spot empty.
Collabs with debut hSD01-009
0.7
0.03
It is a free extra collab that may add a cheer.
Oshi skill Let's Go, Pioneers.
0.5
1.5
Keep holo power for the +20 per card.
Life lost
1.9
3.0
Fewer of your holomem are downed when the stage stays full.
Practice it
In Match Lab's Player vs Bot, play against the AZKi Frontier (EN pool) Specialist AI first and watch how it sets up.
Then pilot the deck yourself: collab with a debut every turn, keep your holo power, and attack with 2nd hBP07-069 from the center.
Aim to win in about 7 of your own turns, like the trained AI does.