Idolm@ster Cinderella Girls – Kimi ni Ippai☆ (Y) [07/04/2025]

Perhaps more as a homage to the recently announced changes for the decade old Idolm@ster Cinderella Girls: Starlight Stage (デレステ), I’ve decided to make this post to celebrate one of the many mini sub-units that are available in the game. Kimi ni Ippai☆ is the single performed by the unit, Sunflower, which consists of the following members: Yuki Himekawa, Nina Ichihara, Sanae Katagiri, Yui Ohtsuki, and Yumi Aiba.

As stated earlier, this deck plays around the synergies of the sub-unit, Sunflower, and their signature and only single, きみにいっぱい☆ (Kimi no Ippai☆). Interestingly enough, and likely by design, this deck is based on the yellow Passion+ trial deck that was released for the set, Idolm@ster Cinderella Girls: Shine More!. You may even consider this deck profile as essentially an upgraded trial deck.

Starting us off is Yuki who acts as the deck’s main finisher. She pays a cost when she attacks with her climax is in play, giving any of your characters the ability to deal another shot of three damage whenever they cancel that character’s damage, punishing them for doing so.

Supporting Yuki, members Nina and Yumi have a combo of their own that also uses the same climax. At level two, you may pay Yumi’s costs and rest both herself and a specific other card to play Nina on field early from hand. Nina herself digs through your deck and combos with Kimi no Ippai☆ to provide you additional stock and hand advantage.

The final members of Sunflower arrive. Bursting with energy, Yui arrives and allows you to discard a card and search out Sanae on the right and play her directly onto the field. When Yui is reversed, she has a coin-flip ability where if you reveal a level two or higher card, she bounces right back to hand. Sanae is your salvage brainstorm and is needed to be tapped alongside 2/1 Yumi to spawn Nina onto stage.

Aiko is suggested here mainly because she already comes in the trial deck. She also does double up in the advantage she gets you, netting you two hand although the targets are random since they are from the top of your deck. She synergizes quite well with Sanae, taking advantage of the additional power provided at the start of climax phase to assist her with her reverses. Alternatively, you can run any combo of your choice, likely that of Yui or Mika if you so wish.

The irony with Yuki’s combo is that ideally, we don’t want it to trigger. Yuki’s ability doesn’t actually deal any additional damage; Yuki just secures damage. To that end, we want to make it less likely for our opponent to cancel and punish them should they do so. To push Yuki’s finishing power and help with securing her damage, we have the two cards above. Yumi heals to stock on play, but more importantly, when she attacks and you pay her costs, all your characters gain the ability to shuffle back cards from your opponent’s waiting room once per turn whenever their damage is cancelled. This works tremendously with Yuki as you can activate Yumi’s ability first and then Yuki’s to make it more likely for her damage to stick. Alternatively, Mio refreshes both players on play, giving your opponent a fresh deck to work with, ideally filled with less cancels.

Both Miria and Shiho above are looking to accomplish the same goals. Given the heavy costs to play 3/2 Nina as is, it’d be disappointing if your opponent were to easily get rid of her during their turn. Miria is an early play healer that can swap positions with your center slot to give yourself additional power and move Nina away from your opponent’s harm. Shiho accomplishes the same thing in another sense, sacrificing herself and forcing a swap of your choice in your opponent’s front row at the start of their attack phase, keeping Nina safe from any large beaters or potential Adachi profiles.

As for defences, Mika and Shiho are perfect for protection. Mika refunds your stock on use, but more importantly, she has a soul icon, great for our eight choice climaxes. 2/1 Shiho is an oversized backup that can potentially keep either Nina or Yuki alive in the late game. Yuki’s combo is essentially free; so, on the off chance that you get another turn at level three and you draw her climax again, you can very easily loop her combo. Nina creates great additional value if you can keep her alive for a couple turns as well.

As for some suggestions, Orange Sapphire is a great alternative finisher. Given the low costs of Yuki, Orange Sapphire can finish your opponent during main phase while also milling your deck. You can grab the event through lucky draws or through Nina’s check and add ability. Tomoe is a reprint of old climax swapper Yuki. Rika is a search Helmet profile that can nab any character you need from your deck. Yumi among the grass is a drop searcher on play. Old classic Miria is a generic Riki profile to nab your early game pieces. Lastly, the Jougasaki sisters is a waiting room Rize profile that adds any yellow character.

Sunflower is aptly named for its sunshine smiling girls. Cheery and energetic, rain or shine, nothing can keep these girls down.