Promise Reunion (EN)

The Promise Reunion deck with only cards from the EN pool: an all-Promise stage under Mumei, where 2nd IRyS hBP01-031 hits harder for every Promise holomem you have.

DTier
42.6%Win rate vs the field
#32 of 35EN ranking
ENCard pool

How the deck wins

This is the EN-pool version of Promise Reunion, using only cards in the English card pool through Diva Fever (hBP07), including the hEB01 Summer set and the start decks through hSD19. The 22-card hBP08 IRyS line and GuyRyS become EN IRyS: Debut hBP01-028 x4 and hSD01-007 x2, 1st hBP04-015 x4 (Buzz) and hBP01-029 x4, 2nd hBP01-031 x4, with 1st hBP01-030 still at 1 (it is limited to 1 in EN too). Kronii Debut hBP07-051 goes up by 2 (to 3), 2 Kronii 1st hBP07-053 come in, and Bloom Stage goes up by 1 (to 2). The oshi is still Nanashi Mumei hBP01-002, with 33 Promise holomem, 17 support cards and 20 cheers (7 White, 13 Purple).

2nd IRyS hBP01-031 is the attacker: Power of Promise (white + 2 colorless) does 50, +20 for each #Promise holomem on your stage, so 150 with 5 and 170 with a full stage of 6. Its collab The Garden of Hope takes 1 card from your holo power and puts the top card of your deck as holo power. Every holomem in the list has #Promise, so Ruler of Time -Promise- (take 2 Promise holomem from your deck) always works.

Mumei's Guardian of Civilization (2 holo power, [1/Turn]) gives one of your #Promise holomem -50 damage when it would take damage during the opponent's turn. Her SP Amazing Drawing (2 holo power, [1/Game]) takes 1 event from your deck. 1st Kronii hBP01-094's bloom searches the cheer deck for a cheer matching a Promise holomem's color, which in this list means a White Cheer for IRyS.

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 Promise Reunion AI and played 25,000 more games with this list. On the same deals it won 42.7% against the field, up from 16.6% for the JP AI piloting this list, a big gain of 26.1 points. The JP list scored 75.7%, so the EN pool still costs this deck about 33 points: the EN IRyS are much weaker than the hBP08 IRyS.

Deck list

Tap any card to see it full size.

Oshi and holomem (33)
Support (17)
Cheer deck (20)
QtyCardTypeCard no.
1Nanashi MumeiOshihBP01-002
1Hakos BaelzDebuthBP06-040
4IRySDebuthBP01-028
2IRySDebuthSD01-007
1Nanashi MumeiDebuthBP01-016
1Ouro KroniiDebuthBP01-092
3Ouro KroniiDebuthBP07-051
1Hakos Baelz1sthBP06-043
4IRyS1sthBP01-029
1IRyS1sthBP01-030
4IRyS1st BuzzhBP04-015
1Nanashi Mumei1sthBP01-019
3Ouro Kronii1sthBP01-094
2Ouro Kronii1sthBP07-053
4IRyS2ndhBP01-031
1Ouro Kronii2ndhBP01-095
2Bloom StageEventhBP06-090
1Borderline Evil RobotEventhBP07-094
1DIYMikoEventhBP05-079
4Ruler of Time -Promise-EventhBP07-097
1So, That Makes You My EnemyEventhBP01-108
3SorAZ CelebrationEventhBP05-080
1Friendly PCItemhBP05-074
4Normal PCItemhBP01-104
7White CheerCheerhY01-001
13Purple CheerCheerhY05-001

Key cards

2nd IRyS hBP01-031 (main attacker)

Collab The Garden of Hope: look at your holo power, add 1 card from it to your hand, then put the top card of your deck as holo power. Power of Promise, white + 2 colorless: 50, +20 for each #Promise holomem on your stage (+50 against red). 200 HP.

Your only real attacker; 150 to 170 with a full Promise stage. The trained AI does more than twice the JP AI's damage with it.

Nanashi Mumei (oshi)

Guardian of Civilization, 2 holo power, [1/Turn]: when your #Promise holomem would take damage from the opponent during their turn, 1 of them takes -50 damage. SP Amazing Drawing, 2 holo power, [1/Game]: reveal 1 event from your deck and add it to your hand. 5 life.

Keep 2 power for the shield on most turns. The trained AI also fires the SP in about half of its games, around turn 4 or 5, mostly for Ruler of Time.

Ruler of Time -Promise-

LIMITED event. Only if all holomem on your stage have #Promise. Reveal 2 #Promise holomem from your deck and add them to your hand. If your life is less than your opponent's, 1 holomem on your stage gets Arts+20 this turn.

Your main search: grab 2nd IRyS and the 1st you need. Played about twice a game.

1st Kronii hBP01-094

Bloom Kronii-Chiwa!: search 1 cheer from your cheer deck with the same color as 1 #Promise holomem on your stage and send it to a #Promise holomem, then shuffle. Let's Make It an Unforgettable Fes!, 1 colorless: 40. 120 HP.

Bloom it to send a White Cheer to an IRyS. The trained AI attacks with it less and saves its turns for 2nd IRyS.

Buzz 1st IRyS hBP04-015

Buzz, 230 HP; if it is downed you lose 2 life. The Race Queen, white + colorless: 30, +10 for each #Promise holomem on your stage (up to 4 counted), so up to 70.

A tough step to 2nd IRyS. The trained AI attacks and collabs with it much less than the JP AI, which keeps it from giving up 2 life.

1st Kronii hBP07-053

Bloom A Timeless Promise: choose 1 #Promise holomem on your stage; it gets Arts+20 this turn. Everlasting Flower, blue + colorless: 50, send the top card of your cheer deck to a #Promise holomem. 150 HP.

Bloom it the turn 2nd IRyS attacks for +20. Its Arts needs a blue cheer, which this list does not have.

Debut Baelz hBP06-040

You Can Do It!, 1 colorless: 30; roll a die, and on an odd number deal 10 special damage to the opponent's center and collab holomem. 110 HP.

Small chip damage; the trained AI uses it more than the JP AI.

The EN list is about 33 points weaker than the JP list (42.7% vs 75.7%) because the hBP08 IRyS are not in the EN pool. Power of Promise counts only #Promise holomem, and Ruler of Time needs every holomem on your stage to be #Promise. Guardian of Civilization is once a turn and the SP is once a game. The Buzz 1st IRyS hBP04-015 costs 2 life if it is downed. The cheer deck is only White and Purple, so the blue Arts of Kronii (hBP01-092, hBP07-053, 2nd hBP01-095) and the red Arts of 1st Baelz hBP06-043 cannot be paid. Ruler of Time, SorAZ Celebration, Bloom Stage, DIYMiko, Borderline Evil Robot and So, That Makes You My Enemy are LIMITED, so only one of them a turn.

Game plan

Turns 1–2

Early game

Fill the stage with Promise holomem.

  1. Use Normal PC and Friendly PC to place Debut IRyS and Kronii; keep every holomem #Promise so Ruler of Time works.
  2. Play Ruler of Time -Promise- for 2 Promise holomem, and SorAZ Celebration to draw 2 and find a 1st.
  3. Bloom 1st IRyS hBP01-029 or hBP04-015 and 1st Kronii hBP01-094 for a White Cheer on turn 2.
Turns 3–4

Mid game

Get 2nd IRyS out by turn 3 or 4.

  1. Bloom 2nd IRyS hBP01-031 (the trained AI does it around own turn 3.4 in almost every game).
  2. Collab another 2nd IRyS for The Garden of Hope, or Debut Kronii hBP07-051 to move a cheer to another Promise holomem.
  3. Keep 2 holo power for Guardian of Civilization; use the SP Amazing Drawing for an event when you need Ruler of Time.
Turn 5 on

Late game

Attack with a full Promise stage.

  1. Hit with Power of Promise: 50 +20 per Promise holomem, so 170 with 6 on stage.
  2. Bloom 1st Kronii hBP07-053 or 1st IRyS hBP01-030 first for Arts+20 or +30 on your attacker.
  3. Use -50 from Guardian of Civilization on the opponent's biggest hit.

What the trained AI does

In 60 test games the trained AI won 50%, against 22% for the JP Promise Reunion AI playing the same deck. It finished games in about 8 of its own turns.

Habit (per game)Trained AIGeneral AIWhat it means for you
Power of Promise (2nd IRyS) per game3.651.72Makes 2nd IRyS the attacker (619 vs 277 damage a game).
2nd IRyS hBP01-031 blooms per game2.481.25Blooms it earlier (own turn 3.4 vs 4.8) and more often.
2nd IRyS hBP01-031 collabs per game1.680.62Uses The Garden of Hope more.
Buzz 1st hBP04-015 The Race Queen per game0.401.50Stops attacking with the Buzz 1st (28 vs 108 damage).
SP Amazing Drawing used52% of games, turn 4.58% of games, turn 8.6Actually uses the SP to find an event.
Life lost per game3.124.42Loses much less life; wins in about 8.7 own turns.

Practice it

  1. In Match Lab's Player vs Bot, play against the Promise Reunion (EN pool) Specialist AI first and watch how it sets up.
  2. Then pilot the deck yourself: keep the stage all Promise, have 2nd IRyS hBP01-031 out by your 3rd or 4th turn, and keep 2 holo power for Mumei's -50 shield.
  3. Aim to win in about 8 of your own turns, like the trained AI does.

Last updated 2026-11-14.