Sora Seaside Venus

All-Sora on red cheers: keep a Sora in the center and collab for holo power, and let 2nd Sora hEB01-010 hit for 100 twice.

ATier
81.7%Win rate vs the field
#24 of 49JP ranking
JPCard pool
CRound robin tier: 54.9% head-to-head, #21 of 49

How the deck wins

Sora's stage skill, Seaside Venus, puts the top card of your deck into holo power at the end of your turn if your center and collab holomem are both Sora, and draws 1 more card if you have a 2nd on stage. Every holomem in this deck is Sora, so a collab every turn keeps it going.

2nd Sora hEB01-010 is the main attacker: 100 for red + 2 colorless, and you may rest one of your active back 2nd Sora to use the same Arts once more. Its bloom (center only) can roll a die and, on an odd number, swap the opponent's center with one of their back holomem.

At 4 holo power, Sudden Romance (once per turn) blooms a Sora on your stage with a Sora from your deck, and that holomem needs 1 colorless less for its Arts this turn. The trained AI learned to collab debuts and keep its 2nds out of the collab spot.

Deck list

Tap any card to see it full size.

Oshi and holomem (31)
Support (19)
Cheer deck (20)
QtyCardTypeCard no.
1Tokino SoraOshihEB01-001
3Tokino SoraDebuthBP01-021
4Tokino SoraDebuthEB01-004
4Tokino SoraDebuthEB01-005
3Tokino Sora1sthBP08-016
1Tokino Sora1sthBP08-017
4Tokino Sora1sthEB01-006
4Tokino Sora1sthEB01-007
2Tokino Sora2ndhBP08-018
2Tokino Sora2ndhEB01-009
4Tokino Sora2ndhEB01-010
3holoANStaffhSD14-010
4SorAZ CelebrationEventhBP05-080
2Summer ConcertEventhEB01-027
1Watermelon BubbleEventhBP09-098
1Watermelon SplittingEventhEB01-028
4Summer PCItemhEB01-025
4AnkimoMascothBP01-118
20Red CheerCheerhY03-001

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 54.9% of those games: tier C, #21 of 49. It won 28 of its 48 matchups (12 below 40%). These are AI-vs-AI results, not tournament data.

Toughest matchups

  1. Mio-oshi Baelz Elizabeth8.8%In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 4.7 times a game, and downs 4.6 holomems a game. When Sora Seaside Venus wins, it downs 3.1 holomems a game (vs 0.7 in its losses) and attacks with "You're Always There When I Turn Around" from 2nd Tokino Sora (hEB01-010) more often (8.2 vs 2.3 times a game).
  2. Ayame Oni Inferno19.0%In its wins, Ayame Oni Inferno attacks with "Nakiri Dance -Oborozuki-" from 2nd Nakiri Ayame (hBP06-039) 5.2 times a game, and attacks with "Don't Look Away when I Shine~~!!" from 1st Nakiri Ayame (hSD02-007) 1.6 times a game, and downs 4.8 holomems a game. When Sora Seaside Venus wins, it downs 4.1 holomems a game (vs 2.0 in its losses) and attacks with "You're Always There When I Turn Around" from 2nd Tokino Sora (hEB01-010) more often (9.8 vs 7.4 times a game).
  3. Kiara-oshi Sora22.0%
  4. AZKi Frontier25.5%
  5. Towa Selection27.0%

9% going first, 8% going second. Games last 10.8 turns on average (400 games).

Most wins come from taking the opponent's last life card (100% of wins). In a loss, the opponent usually takes its last life card (79% of losses).

In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 4.7 times a game, and downs 4.6 holomems a game. When Sora Seaside Venus wins, it downs 3.1 holomems a game (vs 0.7 in its losses) and attacks with "You're Always There When I Turn Around" from 2nd Tokino Sora (hEB01-010) more often (8.2 vs 2.3 times a game).

Key cards

2nd Sora hEB01-010 (main attacker)

You're Always There When I Turn Around: 100 for red + 2 colorless (+50 against green). You may rest 1 of your active back 2nd Sora to use the same Arts once more. Bloom, center only: you may roll a die; if odd, swap the opponent's center with one of their back holomem. 210 HP.

Bloom it in the center and keep another 2nd Sora active in the back so it can attack twice.

Tokino Sora (oshi)

Stage skill Seaside Venus: at the end of your turn, if your center and collab are Sora, put the top card of your deck as holo power; with a 2nd on stage, also draw 1. Sudden Romance, 4 holo power, once per turn: bloom a Sora on your stage using a Sora from your deck; it needs 1 colorless less for its Arts this turn.

Collab a Sora every turn for the free power and card; spend 4 power to bloom a 2nd you don't have in hand.

Debut Sora hEB01-005

Collab: if you went second and it is your first turn, search 1–3 Debut Sora with Extra (here debut hBP01-021) and place them on your stage; if you placed 3, return 1 card from your hand to the bottom of the deck. Arts: 30 for 1 colorless.

Your turn-1 collab when going second; later it is a cheap collab body that keeps the stage skill on.

Ankimo

Mascot: +10 HP. Attached to Sora, it also counts as a white cheer when that holomem uses Arts. Only 1 mascot per holomem.

Attach it early; it is the deck's only white cheer for the white costs below.

2nd Sora hEB01-009

Collab: reveal a 2nd Sora from your deck and add it to your hand. Arts: 50 for red + colorless (+50 against purple), return 1–3 holomem from your archive to your deck, shuffle, and draw 1. 210 HP.

A back 2nd that hEB01-010 can rest; its collab finds the next 2nd.

Summer Concert

LIMITED event: this turn all your #Summer holomem get Arts+30. Send 1 cheer from your archive to one of your holomem.

Play it on the turn hEB01-010 attacks twice: 130 per hit.

The cheer deck is all red, but debut hBP01-021, 1st hBP08-016's 90, 1st hBP08-017 and 2nd hBP08-018 need a white cheer. Only Ankimo (counts as a white cheer for Sora's Arts) pays it, so give Ankimo to the Sora that needs it.

Game plan

Turns 1–2

Early game

Fill the stage with Debut Sora and start the stage skill.

  1. Use Summer PC (life 2 or more) to put Debut Sora hEB01-004 or hEB01-005 on your stage.
  2. Going second on your first turn, collab debut hEB01-005 to place debut hBP01-021 from the deck.
  3. Collab a debut every turn so the center and collab are both Sora and the stage skill adds holo power.
  4. Attach Ankimo early and draw with holoAN and SorAZ Celebration (it can also find a 1st from the top 5).
Turns 3–4

Mid game

Bloom 1sts, then 2nd hEB01-010 in the center.

  1. Bloom 1sts on your 2nd turn: hEB01-007 draws 1 and returns 1, hEB01-006 hits 1sts and 2nds for 80.
  2. Bloom 2nd hEB01-010 in the center around your 3rd turn; keep collabing debuts, not your 2nds.
  3. Get a second 2nd Sora (hEB01-009 or hBP08-018) into the back so hEB01-010 can rest it for a second Arts.
  4. At 4 holo power, use Sudden Romance to bloom a Sora from the deck.
Turn 5 on

Late game

Two hits a turn close it out.

  1. hEB01-010 hits 100, then 100 again by resting an active back 2nd Sora.
  2. Summer Concert adds +30 to every #Summer Sora (the hEB01 Soras); Watermelon Splitting gives a 2nd +30 and draws 2 if it downs a holomem.
  3. The trained AI wins in about 7 to 8 of its own turns.

What the trained AI does

In 60 test games the trained AI won 82%, against 62% for the general 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
Collabs with debut hEB01-005 per game1.000.12Use debuts as the collab body.
Collabs with debut hEB01-004 per game0.920.23Its 20-damage Arts also draws 1.
Collabs with 2nd hEB01-010 per game0.281.65Keep hEB01-010 out of the collab spot.
2nd hEB01-010 damage per game916673It uses its Arts 8.1 times a game vs 6.0.
2nd hBP08-018 damage per game1798Its 150 needs a white cheer; the AI rarely attacks with it.
Holomem lost per game2.22.7Faster wins mean fewer knockouts taken.

Practice it

  1. In Match Lab's Player vs Bot, play against the Sora Seaside Venus (JP) Specialist AI first and watch how it sets up.
  2. Then pilot the deck yourself against the Generalist AI.
  3. Aim to win in about 8 of your own turns, like the trained AI does.

Last updated 2026-11-12.