Pack 14 LIMITED supports, then let 2nd Matsuri hit for 140 plus 30 for every LIMITED you played that turn.
A+Tier
87.1%Win rate vs the field
#11 of 49JP ranking
JPCard pool
ARound robin tier: 62.5% head-to-head, #13 of 49
How the deck wins
Mono-Matsuri on yellow cheers. 2nd Matsuri hBP06-077 does 140 and gets +30 for each LIMITED support card you used this turn, so the whole deck is built to find and play LIMITED cards (14 of the 20 supports are LIMITED).
Normally you can use only 1 LIMITED a turn. Matsuri's SP oshi skill, I Absolutely Want to Win!!!!!!! (1 power, once per game, center Matsuri), and the collab effect of 2nd hBP09-087 (all holomem Matsuri, archive 1 holo power) each raise that to 2 for the turn: 140 + 60 = 200, or 250 if one of the two is Workout.
The 1st Matsuris keep the engine running: hBP09-086 blooms into a LIMITED from the top 5 cards, and hBP09-085 can return a LIMITED from the archive to the deck for Arts+30. Debut hBP09-084 trades a LIMITED in hand for 1-2 more Debut Matsuri on the stage.
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
Natsuiro Matsuri
Oshi
hBP06-008
3
Natsuiro Matsuri
Debut
hBP04-079
1
Natsuiro Matsuri
Debut
hBP06-072
3
Natsuiro Matsuri
Debut
hBP06-073
4
Natsuiro Matsuri
Debut
hBP09-084
3
Natsuiro Matsuri
1st
hBP04-081
4
Natsuiro Matsuri
1st
hBP09-085
4
Natsuiro Matsuri
1st
hBP09-086
4
Natsuiro Matsuri
2nd
hBP06-077
1
Natsuiro Matsuri
2nd
hBP07-084
3
Natsuiro Matsuri
2nd
hBP09-087
4
Harusaki Nodoka
Staff
hSD01-016
2
Bloom Stage
Event
hBP06-090
1
So, That Makes You My Enemy
Event
hBP01-108
3
SorAZ Celebration
Event
hBP05-080
1
Totsumachi
Event
hBP03-088
1
Watermelon Bubble
Event
hBP09-098
1
Workout
Event
hBP06-094
1
Friendly PC
Item
hBP05-074
4
Normal PC
Item
hBP01-104
1
Retro PC
Item
hBP02-077
1
Ebifrion
Mascot
hBP06-102
20
Yellow Cheer
Cheer
hY06-001
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 62.5% of those games: tier A, #13 of 49. It won 34 of its 48 matchups (9 below 40%). These are AI-vs-AI results, not tournament data.
Mio-oshi Baelz Elizabeth17.2%In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 5.2 times a game, and downs 4.8 holomems a game. When Matsuri Limited Rush wins, it downs 3.1 holomems a game (vs 1.0 in its losses) and attacks with "Never Give Up!! Natsuiro Spirits" from 2nd Natsuiro Matsuri (hBP06-077) more often (3.8 vs 1.6 times a game).
Vivi Overflow Stall28.2%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) 1.7 times a game, and downs 3.3 holomems a game. When Matsuri Limited Rush wins, it downs 4.7 holomems a game (vs 2.8 in its losses).
20% going first, 15% going second. Games last 10.8 turns on average (400 games).
Most wins come from taking the opponent's last life card (99% of wins). In a loss, the opponent usually takes its last life card (88% of losses).
In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 5.2 times a game, and downs 4.8 holomems a game. When Matsuri Limited Rush wins, it downs 3.1 holomems a game (vs 1.0 in its losses) and attacks with "Never Give Up!! Natsuiro Spirits" from 2nd Natsuiro Matsuri (hBP06-077) more often (3.8 vs 1.6 times a game).
Key cards
2nd Matsuri hBP06-077 (main attacker)
Never Give Up!! Natsuiro Spirits: 140, +30 for each LIMITED support card used this turn, for yellow + yellow + colorless. 200 HP. Bloom: if your life is less than or equal to the opponent's, you may send the top cheer of your cheer deck to a Matsuri.
Your finisher. Play a LIMITED before you attack every turn, and two on your SP turn.
Natsuiro Matsuri (oshi)
2 power, once per turn: roll a die; if the result is at least your life, add 1 card from your deck to hand; if it is at most your life, put the top deck card into holo power (a tie does both). SP, 1 power, once per game: with a Matsuri in the center, you can use 2 LIMITED supports this turn.
Save the SP for the turn 2nd hBP06-077 attacks; the trained AI waits until about its 3rd or 4th turn.
1st Matsuri hBP09-086
Bloom (Matsuri oshi): look at the top 5 and take a LIMITED support. Let's Cheer with the Drums!: 40 for 1 yellow. 170 HP.
The best 1st here: it finds the next LIMITED and attacks cheaply.
2nd Matsuri hBP09-087
Collab (yellow Matsuri oshi, all holomem on your stage are Matsuri): you may archive 1 holo power to use 2 LIMITED supports this turn. Arts: 60 for 1 yellow, +60 with 5+ LIMITED supports in your archive. 210 HP.
A second way to get a double-LIMITED turn, and a 120 hitter for 1 cheer late in the game.
1st Matsuri hBP09-085
Bloom (Matsuri oshi): you may return 1 LIMITED from your archive to the bottom of your deck to give a Matsuri Arts+30 this turn. Look How Cute I Drew It!: 50 for yellow + colorless.
Bloom it for the +30 on your 2nd, not to attack with it.
Workout
LIMITED event. Only with a collab holomem of yours and/or no opposing collab holomem: one of your holomem gets Arts+20, or Arts+50 if it is a 2nd or Buzz holomem.
Your best LIMITED on the attack turn: +50 and +30 from the 2nd's Arts.
The starting AI already won 79.8% with this list, so training added 7.3 points; in a mirror the trained AI beat the general AI only 77.6%. The deck is strong in anyone's hands; the skill is timing the once-per-game SP.
Game plan
Turns 1–2
Early game
Fill the stage and dig for LIMITED cards.
Use Normal PC (any Debut) and Friendly PC (1-2 debut hBP04-079) to put Debut Matsuris on the stage.
Collab debut hBP09-084 and archive a LIMITED from hand to bring out 1-2 more Debut Matsuri.
Going second on your first turn, collab debut hBP06-073 to search a LIMITED support.
Draw with Harusaki Nodoka and SorAZ Celebration (which also finds a 1st).
Turns 3–4
Mid game
Bloom 1st hBP09-086 and line up the 2nd.
Bloom 1st hBP09-086 to take a LIMITED from the top 5, then attack with its 40-damage drums.
Don't collab or attack with 1st hBP04-081 or 1st hBP09-085; the trained AI almost never does.
Bloom 2nd hBP06-077 in the center around your 3rd turn and give it 2 yellow + 1 cheer.
Turn 5 on
Late game
Double-LIMITED turns finish the game.
Hold the SP until 2nd hBP06-077 can attack, then play two LIMITED cards (Workout + a draw card): 140 + 30 + 30 + 50 = 250.
Every other turn, play one LIMITED before attacking for 170.
With 5+ LIMITED in the archive, 2nd hBP09-087 hits for 120 on 1 yellow and its collab gives another double-LIMITED turn.
What the trained AI does
In 60 test games the trained AI won 83%, against 73% for the general AI playing the same deck. It finished games in about 8 of its own turns.
Habit (per game)
Trained AI
General AI
What it means for you
Turn the SP oshi skill is first used
3.5
2.4
Wait for the 2nd's attack turn instead of using it early.
2nd hBP06-077 damage per game
749
675
Put your cheers and the center spot on 2nd hBP06-077.
Collabs with 1st hBP04-081
0.15
1.12
hBP04-081 is a bench body here, not a collab.
1st hBP09-085 damage per game
12
47
Bloom hBP09-085 for its +30, not to attack.
Let's Cheer with the Drums! (1st hBP09-086) used
1.20
0.75
Attack with hBP09-086 while you set up.
Collabs with 1st hBP09-086
0.58
0.28
Put hBP09-086 in the collab spot to keep pressure up.
Practice it
In Match Lab's Player vs Bot, play against the Matsuri Limited Rush (JP) Specialist AI first and watch how it sets up.
Then pilot the deck yourself against the Generalist AI.
Aim to win in about 8 of your own turns, like the trained AI does.