Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For the character, I like to pick Potion Marisa, because her potion generate energy and at her high, she's really fun at bulldozing anything in the late game. But early game, if you're not finding the cards you need, she will seriously struggle. And struggle you shall.
Product of Failure is a must pick; Luminous Mushroom is a decent block and potion generate if upgraded, plus it's really gonna shine if you got Radioactive Element or decent charge cards -- Allioth, Rocket Broom, and Basking in Stardust come to my mind.
If you think it's kinda RNG reliant. It's because it is. I kinda feel L7 is more BS than StS's Ascension 20, because the Long Night exist.
Take this with massive grain of salt though, because I've only grinding L7 for its achievement, or otherwise I've got burned out playing this game. My comfort place is Lunatic without that kinda nonsense.
Potions do this for you for "free" when you play potion generating cards because the mana gets refunded back later.
Using Smart Speaker to guarantee you can just immediately exile Long Night on your opening hand like goes a long way.
Otherwise, have enough cards that exile Long Night and hope you draw them on the opening hand is also viable.
Or lastly, run low cost cards. It's similar to the idea of mana generation but you're just brute forcing through Long Night instead.
I haven't tried L7 again since I got the achievement. I haven't even touched Lunatic again yet since I'm still hunting for the cookie achievement so I typically only play on Hard. So I'm also not sure if this is valid but Green Koishi might also be a relatively easier deck to pilot on L7 runs with Serenity helping with the mana problem Long Night causes.
Btw, should I try to get other mana colors as potions marisa and if so which colors and which first boss should I pick? I am personally thinking either cirno or koishi since the marisa green cards are just generically good but I am hesitant to dilute my card pool at all considering how few cards generates potions.
Also, how do I play potions marisa well exactly? Can I go all in on scrying and potions generation or should I still invest in marisa's charge mechanic.
I would aim to not get other mana colors for potion Marisa L7 runs, taking White or Blue if you have to take another mana color but you'd prefer White. White enables Twofold Chemical which is potion Marisa's solution to Doremy if you can't kill her fast enough before she hits Dream Level 3. She will end your potion Marisa runs if you can't finish setting up and kill her before she starts summoning.
Blue mainly enables getting Charge Conversion and Replenish Fuel which while nice, are not nearly as impactful as Twofold Chemical. Cooling Agent sounds good on paper but getting more damage from your potions generally isn't necessary.
With this in mind, I would pick Sakuya as the Act 1 boss.
Your goal with potion Marisa is to scale and in order to scale, you need to be able to live. So opt for more defensive playstyles while still taking potion generation as needed. Fluorescent Forest is usually a bait card. Unless you can afford to upgrade it, its effect is not worth the cost or the deck slot. It's arguable if its even worth the deck slot. The potion generation is just too slow.
From there I looked for ways to gain extra value to mitigate that starting status card. Either exiling it, discarding it, using mana generators or playing 0-1 cost cards that scale you somehow.
I found a lot of value from the cards that gained buffs from being retained because having a hand brick was a big run ender and one of the attack cards with retain has accurate on it.
After the first boss I took the exhibit that gives 1 black mana, access to Marisa cards, and Occult on turn 1.
On the run that I won I also had the exhibit that duplicated the first card played and I used it to duplicate the Occult just to get rid of the status card in the later levels.