Mono-Kazama Iroha on green cheers: bloom the 250-HP Buzz Iroha, feed it with the oshi skill, then hit with 2nd hBP06-027's Taking a Step Together from the center.
A+Tier
85.4%Win rate vs the field
#15 of 49JP ranking
JPCard pool
A+Round robin tier: 65.2% head-to-head, #9 of 49
How the deck wins
The list is 31 Kazama Iroha with Iroha as the oshi and 20 Green Cheer. Friendly PC puts 1–2 debut hBP01-048 on stage, Yamada Lui the 54th finds 2 more #holoX holomem, and SorAZ Celebration and Bloom Stage draw.
Iroha's oshi skill Start by Taking Action If You're Lost! (2 holo power, [1/Turn]) sends the top card of your cheer deck to a Buzz holomem or to an Iroha that bloomed from one. Her SP skill Unlimited Strength, I Daresay (2 holo power, [1/Game]) gives every Kazama Iroha on your stage Arts+10 for each cheer on your stage this turn, then draws 3 if a Buzz holomem is on your stage.
Buzz 1st hBP06-026 (250 HP) is the bridge: it is hard to knock out, and from the center its gift Cheer Up! sends a cheer to your collab holomem when one collabs while you hold 5 or more cards. It is a Buzz, so losing it costs 2 life.
2nd hBP06-027 is the attacker: Taking a Step Together does 160 (+50 against white), +40 with an Iroha oshi and a collab holomem, and its damage cannot be reduced if it bloomed from a Buzz. If it downs the opponent's center, its gift lets you bloom an Iroha that bloomed this turn once more from your hand.
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
Kazama Iroha
Oshi
hBP06-003
6
Kazama Iroha
Debut
hBP01-048
2
Kazama Iroha
Debut
hBP06-022
1
Kazama Iroha
Debut
hBP06-023
2
Kazama Iroha
Debut
hBP08-029
2
Kazama Iroha
1st
hBP01-050
1
Kazama Iroha
1st Buzz
hBP01-051
1
Kazama Iroha
1st
hBP06-025
4
Kazama Iroha
1st Buzz
hBP06-026
4
Kazama Iroha
1st
hSD06-005
4
Kazama Iroha
2nd
hBP06-027
3
Kazama Iroha
2nd
hBP07-030
1
Kazama Iroha
2nd
hSD06-007
2
Bloom Stage
Event
hBP06-090
1
Explosion Magic
Event
hBP02-079
2
So, That Makes You My Enemy
Event
hBP01-108
2
SorAZ Celebration
Event
hBP05-080
1
Workout
Event
hBP06-094
4
Yamada Lui the 54th
Event
hBP06-093
4
Friendly PC
Item
hBP05-074
1
Sub PC
Item
hSD01-018
2
Stone Axe
Tool
hBP01-114
20
Green Cheer
Cheer
hY02-001
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 65.2% of those games: tier A+, #9 of 49. It won 37 of its 48 matchups (5 below 40%). These are AI-vs-AI results, not tournament data.
Mio-oshi Baelz Elizabeth23.8%In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 4.3 times a game, and downs 3.9 holomems a game. When Iroha Bloom Cup wins, it downs 3.0 holomems a game (vs 1.1 in its losses) and attacks with "Taking a Step Together" from 2nd Kazama Iroha (hBP06-027) more often (2.7 vs 1.2 times a game).
Kiara-oshi Sora34.2%In its wins, Kiara-oshi Sora attacks with "You're Always There When I Turn Around" from 2nd Tokino Sora (hEB01-010) 5.5 times a game, and attacks with "Yay, 7th Anniversary! ✩°。⋆⸜(*╹꒳ ╹* )⸝" from 2nd Tokino Sora (hBP05-013) 1.6 times a game, and downs 4.2 holomems a game. When Iroha Bloom Cup wins, it downs 4.8 holomems a game (vs 2.6 in its losses) and attacks with "Taking a Step Together" from 2nd Kazama Iroha (hBP06-027) more often (3.9 vs 2.1 times a game).
29% going first, 18% going second. Games last 10.1 turns on average (400 games).
Most wins come from taking the opponent's last life card (96% of wins). In a loss, the opponent usually takes its last life card (79% of losses). Much better going first (29% vs 18%).
In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 4.3 times a game, and downs 3.9 holomems a game. When Iroha Bloom Cup wins, it downs 3.0 holomems a game (vs 1.1 in its losses) and attacks with "Taking a Step Together" from 2nd Kazama Iroha (hBP06-027) more often (2.7 vs 1.2 times a game).
Key cards
2nd Iroha hBP06-027 (main attacker)
Taking a Step Together, green + 2 colorless: 160 (+50 against white), +40 if your oshi is Kazama Iroha and you have a collab holomem; if this holomem bloomed from a Buzz holomem, the damage cannot be reduced. Gift Conveying Feelings: if it downs the opponent's center holomem, you may bloom 1 of your Kazama Iroha that bloomed this turn once more using a holomem from your hand. 210 HP.
Bloom it from the Buzz 1st and attack from the center with a holomem in the collab spot.
Buzz 1st Iroha hBP06-026
Buzz, 250 HP (downed = life-2). Gift Cheer Up! [Center only]: when your holomem collabs, if you have 5 or more cards in hand, you may send the top card of your cheer deck to your collab holomem. Hope You'll Like It, 2 green: 60.
The bridge to the 2nds and the target of the oshi skill's cheer.
Kazama Iroha (oshi)
Start by Taking Action If You're Lost!, 2 holo power, [1/Turn]: send the top card of your cheer deck to your Buzz holomem or a Kazama Iroha bloomed from a Buzz holomem. SP Unlimited Strength, I Daresay, 2 holo power, [1/Game]: this turn all Kazama Iroha on your stage get Arts+10 for each cheer on your stage; then, if a Buzz holomem is on your stage, draw 3. 5 life.
Use the cheer skill every turn on the Buzz line; the trained AI fires the SP early for the draw 3.
1st Iroha hSD06-005
Bloom Going out with Kazama: send the top card of your cheer deck to your holomem with #holoX. Together with Kazama!, 1 green: 30. 120 HP.
The most-bloomed early 1st: an extra cheer on bloom.
2nd Iroha hBP07-030
Bloom holoRêve -Iroha-: if bloomed from a Buzz holomem, restore 100 HP to 1 of your holomem. Lots of Treasure, 2 green: 100 (+50 against yellow); you may archive 2 cheers from this holomem to draw 2. 210 HP.
A second attacker that heals 100 when it blooms from the Buzz.
Friendly PC
Item: reveal 1–2 Debut holomem with "You may include any number of this holomem in the deck" from your deck and place them on stage, then shuffle. If 2 were placed, return 1 card from your hand to the bottom of your deck.
Fills the stage with debut hBP01-048 on turn 1.
Start by Taking Action If You're Lost! only sends a cheer to a Buzz holomem or an Iroha that bloomed from one. Losing a Buzz 1st (hBP06-026 or hBP01-051) costs 2 life. Cheer Up! works only from the center and only with 5 or more cards in hand. Yamada Lui the 54th needs every holomem on your stage to have #holoX. Bloom Stage's re-bloom needs life 4 or less. Workout needs a collab holomem of yours or no collab holomem for the opponent. A holomem downed by Explosion Magic costs the opponent no life, and only 1 #Magic event can be used a turn.
Game plan
Turns 1–2
Early game
Fill the stage and find the Buzz.
Friendly PC places 1–2 debut hBP01-048; Yamada Lui the 54th (LIMITED; only if every holomem on your stage has #holoX) adds 2 #holoX holomem and sends a cheer when you have fewer cheers on stage than the opponent.
Going second on your first turn, collab debut hBP06-023 to add a Buzz Iroha from your deck.
Bloom 1st hSD06-005 for an extra cheer and Buzz 1st hBP06-026 in the center; SorAZ Celebration (LIMITED) draws 2 and finds a 1st in the top 5.
Turns 3–4
Mid game
Feed the Buzz line and bloom the 2nds by turn 3.
Use Start by Taking Action If You're Lost! (2 power, once a turn) to put a cheer on the Buzz or on the Iroha that bloomed from it.
Bloom 2nd hBP06-027 from the Buzz so its damage cannot be reduced; 2nd hBP07-030 bloomed from a Buzz heals 100.
The trained AI uses the SP skill early (around its 2nd turn) to draw 3 with the Buzz on stage; keep a holomem in the collab spot for hBP06-027's +40.
Turn 5 on
Late game
Attack with Taking a Step Together.
Attack with 2nd hBP06-027 every turn for green + 2 colorless; Workout (LIMITED) adds Arts+50 to a 2nd or Buzz when you have a collab holomem or the opponent has none.
When hBP06-027 downs the center, Conveying Feelings can bloom another Iroha that bloomed this turn; Bloom Stage (LIMITED, life 4 or less) can re-bloom a 1st that bloomed from a debut this turn.
So, That Makes You My Enemy (LIMITED) swaps the opponent's center with a back holomem; Explosion Magic deals 20 special damage to finish one off.
The trained AI wins in about 7 of its own turns.
What the trained AI does
In 60 test games the trained AI won 88%, against 65% 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
SP skill used (average own turn)
2.2
5.2
Fires Unlimited Strength early for the draw 3.
Start by Taking Action If You're Lost! per game
1.33
0.15
Feeds the Buzz line with the oshi skill almost every game.
Hope You'll Like It (Buzz 1st hBP06-026) per game
1.75
0.63
Attacks with the Buzz while the 2nds come online.
Damage from Buzz 1st hBP06-026 per game
134
43
Gets real damage out of the 250-HP Buzz.
Debut hBP01-048 collabs per game
1.23
0.52
Keeps a holomem in the collab spot for hBP06-027's +40.
Stone Axe played per game
0.12
0.80
Mostly skips the tool that damages its own holomem.
Own holomem downed per game
1.52
2.85
Loses about half as many holomem.
Life lost per game
1.68
3.03
Loses more than one less life a game.
Practice it
In Match Lab's Player vs Bot, play against the Iroha Bloom Cup (JP) Specialist AI first and watch how it sets up.
Then pilot the deck yourself: bloom the Buzz in the center early, feed it with the oshi skill, and bloom 2nd hBP06-027 from it.
Aim to win in about 7 of your own turns, like the trained AI does.