Watame Holo Power (EN)

The Watame Holo Power deck with only cards from the EN pool: every Watame attack adds holo power, 2nd Watame hBP07-014 hits for 160 and LAMBDUCK attacks for free from the collab spot.

ATier
80.6%Win rate vs the field
#16 of 35EN ranking
ENCard pool

How the deck wins

This is the EN-pool version of Watame Holo Power, using only cards in the English card pool through Diva Fever (hBP07), including the hEB01 Summer set and the start decks through hSD19. Compared with the JP list it makes one swap: the 3 hBP09 2nd Watame hBP09-022 become 3 2nd Watame hBP07-013. The oshi is still Tsunomaki Watame hBP07-001, with 33 Watame holomem (3 of them LAMBDUCK), 17 support cards and 20 White Cheer.

Watame's stage skill, Do-do-drive, puts the top card of your deck into holo power whenever one of your Tsunomaki Watame uses Arts. At 6 holo power, Shall I do a Horn Drill? ([1/Turn]) gives every Tsunomaki Watame on your stage Arts+100 for the turn.

2nd Watame hBP07-014 is the main attacker: 160 for white + white + colorless (+50 against red), and from the center, when it downs a holomem with more damage than that holomem had HP left, the extra damage hits 1 of the opponent's 2nd holomem as special damage. With Tsunomaki Watame's Hammer it hits for 210 in the center. The new 2nd hBP07-013 hits for a flat 90 for 2 colorless (its +50 per Watamates does nothing, since the list has no Watamates), and its collab gives every Watame Arts+20 that turn. LAMBDUCK hBP06-083 counts as Watame: in the collab spot with a 2nd Watame in your center, its 80-damage Arts needs no cheers at all.

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 Watame Holo Power AI and played 25,000 more games with this list. On the same deals it won 80.6% against the field, up from 76.4% for the JP AI piloting this list (the JP list scored 85.1%).

Deck list

Tap any card to see it full size.

Oshi and holomem (33)
Support (17)
Cheer deck (20)
QtyCardTypeCard no.
1Tsunomaki WatameOshihBP07-001
1Tsunomaki WatameDebuthBP03-067
4Tsunomaki WatameDebuthBP07-008
4Tsunomaki WatameDebuthBP07-009
4Tsunomaki WatameDebuthSD08-007
3LAMBDUCK1sthBP06-083
1Tsunomaki Watame1sthBP03-070
3Tsunomaki Watame1sthBP07-010
4Tsunomaki Watame1sthBP07-011
2Tsunomaki Watame1sthBP07-012
3Tsunomaki Watame2ndhBP07-013
4Tsunomaki Watame2ndhBP07-014
3Harusaki NodokaStaffhSD01-016
3holoANStaffhSD14-010
1Borderline Evil RobotEventhBP07-094
2So, That Makes You My EnemyEventhBP01-108
2SorAZ CelebrationEventhBP05-080
4Normal PCItemhBP01-104
2Tsunomaki Watame's HammerToolhBP07-102
20White CheerCheerhY01-001

Key cards

2nd Watame hBP07-014 (main attacker)

Gift Cute Sexy: +10 HP for each holomem stacked under it. Arts Headshot with the Watame Hammer!: 160 for white + white + colorless (+50 against red). [Center Position Only] If it downs your opponent's holomem and the damage was greater than that holomem's remaining HP, deal the excess as special damage to 1 of your opponent's 2nd holomem. 200 HP.

Your finisher in the center; with the Hammer it hits for 210. It does the most damage in both AIs' games.

Tsunomaki Watame (oshi)

Stage skill Do-do-drive: when your Tsunomaki Watame uses Arts, put the top card of your deck into holo power. Shall I do a Horn Drill?, 6 holo power, [1/Turn]: this turn all Tsunomaki Watame on your stage get Arts+100.

Attack with Watame every turn to grow power; spend 6 for the +100 on the turn it wins the game.

LAMBDUCK

1st, also regarded as Tsunomaki Watame and Oozora Subaru. Arts I Am Subaru & Watame! Yeah!!: 80 for 3 yellow; [Collab Position Only] it needs 1 yellow less with a Watame or Subaru oshi, or 3 yellow less (free) if your center is a 2nd Tsunomaki Watame. Collab: reveal 1 Oozora Subaru from your hand (here only another LAMBDUCK counts) and you may return it to the bottom of your deck to return 1 Watame or Subaru from your archive to your hand. 170 HP.

The cheer deck is all white, so it only attacks in the free case: collab it next to a 2nd Watame center. The trained AI does more damage with it than the JP AI (76 vs 50 a game).

2nd Watame hBP07-013

Collab Have A Nice Day!!!: this turn all Tsunomaki Watame on your stage get Arts+20; if 6 or more cheers are attached to your center holomem, draw 2. Arts Thank You, Oversheep!: 90 for 2 colorless (+50 against purple), +50 for each Watamates attached (none in this list). 210 HP.

New in the EN list; collab it for Arts+20 on the whole stage, so a Hammer hBP07-014 in the center hits for 230.

1st Watame hBP07-010

Collab Everyone! Let's Have Fun!!!!: put the top card of your deck into holo power, look at your holo power and add 1 card from it to your hand, then shuffle your holo power. Arts: 40 for 1 white. 170 HP.

Your best early collab: 1 holo power and a card at once.

Tsunomaki Watame's Hammer

Tool: the Tsunomaki Watame it is attached to gets Arts+20. If attached to a 2nd Tsunomaki Watame: [Center Position Only] Arts+30 more, and [Center Position Only] when it uses Arts, roll a die once; on a 3 or 5, deal 50 special damage to 1 of your other holomem. Only 1 tool per holomem.

Put it on your center 2nd for +50; keep your other holomem healthy because of the self-damage.

1st Watame hBP07-012

Bloom Wata-BEEEAM!!!!!: deal 30 special damage to your opponent's center or collab holomem; your opponent draws 1 card. Arts And a Wata-Cannon Too!: 20 for 1 colorless; draw 1. 190 HP.

The trained AI collabs and attacks with it more than the JP AI does (29 vs 14 damage a game).

The EN list is about 4.5 points weaker than the JP list (80.6% vs 85.1%) because it loses 2nd hBP09-022. 2nd hBP07-013's +50 per Watamates does nothing here, so it is a flat 90. Watch the Hammer's die roll: on a 3 or 5 it deals 50 special damage to one of your own other holomem. The cheer deck is all white, so LAMBDUCK only attacks when it is free. So, That Makes You My Enemy, SorAZ Celebration, Borderline Evil Robot, Harusaki Nodoka and holoAN are LIMITED, so only one of them a turn.

Game plan

Turns 1–2

Early game

Set up Debuts and start building holo power.

  1. Use Normal PC to fill the stage with Debut Watames; going second on your first turn, collab Debut hBP07-008 so a Watame can use its Arts twice.
  2. Collab 1st hBP07-010 when you can: +1 holo power and a card from it.
  3. Attack with Watame every turn so the stage skill keeps adding power.
Turns 3–4

Mid game

Bloom 1sts, get LAMBDUCK ready and 2nd Watame into the center.

  1. Bloom 1st hBP07-011 to search another 1st Watame (once per turn), and 1st hBP07-012 for 30 special damage.
  2. Bloom LAMBDUCK and keep it for the collab spot.
  3. Bloom 2nd hBP07-014 in the center around your 3rd turn, with the Hammer and 3 cheers (2 white).
Turn 5 on

Late game

Two attacks a turn close it out.

  1. 2nd hBP07-014 hits for 210 with the Hammer; LAMBDUCK in the collab spot adds a free 80, or collab 2nd hBP07-013 for Arts+20 on every Watame.
  2. At 6 power, use Shall I do a Horn Drill? for Arts+100 on every Watame on the turn it wins the game.
  3. The trained AI wins in about 8 of its own turns.

What the trained AI does

In 60 test games the trained AI won 90%, against 83% for the JP Watame Holo Power AI playing the same deck. It finished games in about 8 of its own turns.

Habit (per game)Trained AIJP Watame AIWhat it means for you
LAMBDUCK damage per game7650Uses the free LAMBDUCK Arts more (0.62 vs 0.43 a game).
2nd hBP07-014 damage per game591558Puts more damage on the finisher.
1st hBP07-012 damage per game2914Collabs it more (0.55 vs 0.40) and attacks with it.
1st hBP07-011 damage per game514Attacks less with the 70-damage 1st.
So, That Makes You My Enemy per game0.430.78Swaps the opponent's center less often.
2nd hBP07-013 damage per game229229Same use of the new 2nd.

Practice it

  1. In Match Lab's Player vs Bot, play against the Watame Holo Power (EN pool) Specialist AI first and watch how it sets up.
  2. Then pilot the deck yourself: attack with a Watame every turn, keep 2nd hBP07-014 with the Hammer in the center, and collab LAMBDUCK next to it for a free 80.
  3. Aim to win in about 8 of your own turns, like the trained AI does.

Last updated 2026-11-14.