Matsuri Limited Rush (EN)

The Matsuri Limited Rush deck with only cards from the EN pool: play LIMITED supports, then let 2nd Matsuri hit for 140 plus 30 for each one.

CTier
74.4%Win rate vs the field
#23 of 35EN ranking
ENCard pool

How the deck wins

This is the EN-pool version of Matsuri Limited Rush, using only cards in the English card pool through Diva Fever (hBP07), including the hEB01 Summer set and the start decks through hSD19. The 15 hBP09 Matsuris are replaced by EN Matsuris (more Debut hBP04-079 and hBP06-072, 4 Buzz 1st hBP06-076, 3 1st hBP06-074, a 4th 1st hBP04-081, a 2nd 2nd hBP07-084 and 2 2nd hBP04-082), and Watermelon Bubble becomes Sub PC, which finds a LIMITED card. The oshi is still Natsuiro Matsuri hBP06-008, with 30 Matsuri holomem, 20 support cards (13 of them LIMITED) and 20 Yellow Cheer.

2nd Matsuri hBP06-077 is the finisher: Never Give Up!! Natsuiro Spirits costs 2 yellow + 1 colorless and does 140, +30 for each LIMITED support card you used this turn (+50 against blue). Normally you can use only 1 LIMITED a turn; the oshi's SP, I Absolutely Want to Win!!!!!!! (1 holo power, [1/Game], center Matsuri), raises that to 2 for the turn: 140 + 60 = 200, and 250 if one of them is Workout on that 2nd.

Without the hBP09 cards there is no second way to get a double-LIMITED turn, so the SP is the deck's one big turn. 1st hBP06-074's collab adds Arts+10 to your center for each support used that turn (up to 3), and the Buzz 1st hBP06-076 (250 HP) searches Ebifrion when it blooms.

This run trained under JP rules on an EN-legal list (the server only accepts EN cards that have already been released in English; Diva Fever comes out in English on 2026-11-20). The trained AI started from the JP Matsuri Limited Rush AI and played 25,000 more games with this list. On the same deals it won 74.4% against the field, up from 70.3% for the JP AI piloting this list (the JP list scored 87.1%).

Deck list

Tap any card to see it full size.

Oshi and holomem (30)
Support (20)
Cheer deck (20)
QtyCardTypeCard no.
1Natsuiro MatsuriOshihBP06-008
4Natsuiro MatsuriDebuthBP04-079
4Natsuiro MatsuriDebuthBP06-072
3Natsuiro MatsuriDebuthBP06-073
4Natsuiro Matsuri1sthBP04-081
3Natsuiro Matsuri1sthBP06-074
4Natsuiro Matsuri1st BuzzhBP06-076
2Natsuiro Matsuri2ndhBP04-082
4Natsuiro Matsuri2ndhBP06-077
2Natsuiro Matsuri2ndhBP07-084
4Harusaki NodokaStaffhSD01-016
2Bloom StageEventhBP06-090
1So, That Makes You My EnemyEventhBP01-108
3SorAZ CelebrationEventhBP05-080
1TotsumachiEventhBP03-088
1WorkoutEventhBP06-094
1Friendly PCItemhBP05-074
4Normal PCItemhBP01-104
1Retro PCItemhBP02-077
1Sub PCItemhSD01-018
1EbifrionMascothBP06-102
20Yellow CheerCheerhY06-001

Key cards

2nd Matsuri hBP06-077 (main attacker)

Bloom Re:START: if your life is less than or equal to your opponent's, you may send the top card of your cheer deck to your Natsuiro Matsuri. Arts Never Give Up!! Natsuiro Spirits: 140 for 2 yellow + 1 colorless (+50 against blue), +30 for each LIMITED support card you used this turn. 200 HP.

Your finisher; play a LIMITED card before you attack every turn. The trained AI does more of its damage with it than the JP AI does.

Natsuiro Matsuri (oshi)

Festival Wasshoi!!!, 2 holo power, [1/Turn]: roll a die; if the result is at least your life, add 1 card from your deck to your hand; if it is at most your life, put the top card of your deck into holo power. SP I Absolutely Want to Win!!!!!!!, 1 holo power, [1/Game]: if your center holomem is Natsuiro Matsuri, you can use 2 LIMITED support cards this turn.

Use the SP on the turn 2nd hBP06-077 attacks, with two LIMITED cards in hand.

Workout

LIMITED event. Only if you have a collab holomem and/or your opponent has no collab holomem: 1 holomem on your stage gets Arts+20 this turn, or Arts+50 if it is a Buzz or 2nd holomem.

Your best LIMITED on the attack turn: +50 from Workout and +30 from the 2nd's Arts.

Buzz 1st Matsuri hBP06-076

Buzz, 250 HP; if it is downed you lose 2 life. Bloom Let's Perform: search your deck for Ebifrion or Matsurisu and add it to your hand. Arts Fall Head Over Heels for Matsuri: 50 for yellow + colorless, +70 if the target is your opponent's 2nd holomem and you used a LIMITED event this turn.

New in the EN list; the trained AI collabs it much more than the JP AI does.

1st Matsuri hBP06-074

Collab Among Angels: this turn your center holomem gets Arts+10 for each support card you used this turn (up to 3). Arts CURE PALE: 30 for 1 yellow. 140 HP.

Collab it on a big turn to add up to +30 to the center 2nd.

Sub PC

Item. Look at the top 5 cards of your deck, reveal 1 LIMITED support card and add it to your hand; put the rest on the bottom in any order.

Replaces Watermelon Bubble; finds the second LIMITED card for the SP turn.

Debut Matsuri hBP06-073

Collab Would You Stay with Me...?: if you went second, it is your first turn and your oshi is Natsuiro Matsuri, search your deck for 1 LIMITED support card and add it to your hand. 110 HP.

Your turn-1 LIMITED search when going second.

The EN list is about 13 points weaker than the JP list (74.4% vs 87.1%): without the hBP09 Matsuris it has only one double-LIMITED turn (the SP) and fewer ways to find LIMITED cards. The SP is [1/Game] and needs a Matsuri in the center. The Buzz 1st hBP06-076 costs 2 life if it is downed. Harusaki Nodoka, SorAZ Celebration, Bloom Stage, Workout, Totsumachi, Retro PC and So, That Makes You My Enemy are LIMITED, so only one of them a turn without the SP.

Game plan

Turns 1–2

Early game

Fill the stage and dig for LIMITED cards.

  1. Use Normal PC (any Debut) and Friendly PC (1-2 any-number Debut hBP04-079) to put Debut Matsuris on the stage.
  2. Going second on your first turn, collab Debut hBP06-073 to search a LIMITED support.
  3. Draw with Harusaki Nodoka, SorAZ Celebration (which may also find a 1st) and Bloom Stage.
Turns 3–4

Mid game

Bloom your 1sts and line up the 2nd.

  1. Bloom Buzz 1st hBP06-076 to search Ebifrion, and 1st hBP04-081 to search a Yellow Cheer onto itself.
  2. Bloom 2nd hBP06-077 in the center around your 3rd turn and give it 2 yellow + 1 more cheer.
  3. Keep a LIMITED card and Sub PC in hand for the SP turn.
Turn 5 on

Late game

Use the SP for one big turn, then keep hitting.

  1. Fire the SP on 2nd hBP06-077's attack turn and play two LIMITED cards (Workout + a draw card): 140 + 30 + 30 + 50 = 250.
  2. Collab 1st hBP06-074 that turn for up to +30 more.
  3. On your other turns, play one LIMITED card before attacking for 170.

What the trained AI does

In 60 test games the trained AI won 83%, against 78% for the JP Matsuri Limited Rush AI playing the same deck. It finished games in about 7 of its own turns.

Habit (per game)Trained AIJP Matsuri AIWhat it means for you
2nd hBP06-077 damage per game798704Puts more of the damage on the finisher.
Never Give Up!! Natsuiro Spirits used per game4.64.0Attacks with 2nd hBP06-077 more often.
2nd hBP04-082 blooms per game0.551.13Blooms the 1-cheer 2nd hBP04-082 about half as often.
Buzz 1st hBP06-076 collabs per game0.570.13Uses the 250-HP Buzz 1st in the collab spot more.
Turn the SP is first used2.93.1Fires the double-LIMITED SP a little earlier (every game for both).
Sub PC used per game0.280.15Uses Sub PC more to find LIMITED cards.

Practice it

  1. In Match Lab's Player vs Bot, play against the Matsuri Limited Rush (EN pool) Specialist AI first and watch how it sets up.
  2. Then pilot the deck yourself: get 2nd hBP06-077 into the center by your 3rd turn, play a LIMITED card before every attack, and save the SP for a turn with Workout plus a second LIMITED card in hand.
  3. Aim to win in about 7 of your own turns, like the trained AI does.

Last updated 2026-11-13.