Calling all players traumatized by garbage card roguelikes - this game is so damn good it'll break through your defenses. Got completely disgusted by some trash card games before, and even with this polished art style and Steam tags, I didn't dare touch it for half a month. Ended up missing the pre-patch insane storyline and nearly smashed my keyboard. Now the pain points are fixed, I've mastered the deck, and I'm serving up the straight goods for you brothers - this Hundred Flowers Poison Combo build can reliably clear elites in one turn and smash bosses in two. Enough talk, time to copy. All content in this guide is battle-tested, no bullshit - follow the deck building and I guarantee you'll have a blast.

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1. Core Deck Configuration

This is the strongest deck in the current version, bar none. The core build only needs 10 cards - any more is just bricking your hand.Mandatory Cards: Tranquility, Rupture, Slash, Crescent, Magic Arrow, Poison Strike, Falling Leaf, Recuperate, Hundred Flowers in Disarray, Poison Devour1. The absolute core card is Hundred Flowers in Disarray - this card is the entire engine of the build. Without it you're playing with a handicap. 2. The semi-core cards are Recuperate, Poison Strike, Falling Leaf, and Poison Devour - these four are your damage amplifiers. 3. The remaining five 0-1 cost cards can be adjusted based on early game draws, but in the late game you MUST replace them with the five listed above - the power difference is night and day.

2. Gem Setup

Only use these five gems: Combo, Poisoning, Innate, Acquired, Residual. If you have extra slots, stack basic attributes. Give Poison Devour a Shadow Clone in the late-late game. This gem setup is mathematically optimal - don't bother with fancy alternatives. Combo and Poisoning are your damage cores, Innate/Acquired guarantee smooth startup, and Residual solves energy problems. Shadow Clone on Poison Devour in the endgame doubles your damage.

3. Attribute Allocation Breakdown

For attributes, just look at the images below. If you don't have high-tier gems, use lower-tier Poisoning and Combo gems instead. If you don't have the corresponding cards, bring any 1-cost card as filler. Slash, Crescent, and Magic Arrow use the exact same gem setup. I won't repeat the screenshots for the other two cards - just copy the same pattern.

4. Combat Strategy

Combat operations are exactly as shown in the image below - use cards from left to right, save 2 energy to activate Recuperate then slam Hundred Flowers in Disarray. Before resting, attack enemies to dump Poison Strike and Falling Leaf to stack permanent buffs. The combo flow can solo early-to-mid game stages, while the poison path mainly supplements damage and deals high percentage damage in the final two stages. Once this setup gets going, it's fully automatic mowing down enemies. With good draws, bosses won't even get a turn.

Map selection priority: 1. Events - look for cards that reduce costs. 2. Treasure chests - look for combo and direct damage relics. This deck can essentially one-shot everything. If you can't beat something, first check the monster mechanics - for example, hitting mimic chests with the corresponding color heals them, so don't be an idiot and slam into them blindly.

5. Deck Building Logic

This is a charge-combo build with a very fixed construction path. Choose at least two systems from the seven available: Combo, Poison, Charge, Bleed, Burn, Defense, and Focus, then grab cost reduction to enable double-effect bursts. Gem selection is basically "take what you need" plus the fixed few Innate/Acquired/Residual/Splash. There are also Defense and DoT builds, with the same idea of stacking dual buffs then using core cards for burst damage, using cost reduction to play both core cards together. But honestly the power gap is massive - Combo Poison is the meta answer, other archetypes are just for fun.

6. Special Enemy Strategies

Side quest fish have ridiculously thick HP bars, and some monsters are also tanky as hell - these are designed for you to stack poison XX. Take this fish for example - it doesn't counterattack, letting you deal some damage yourself, then stack 90+ poison layers. Don't use all your cards, just end turn and let it die from poison. Simple and brainless, just takes time. Then there are chest-type monsters with those HP bars - these require you to hit them X times with different colors. Properly countered hits deal 2 damage, non-countered deal 1. Hundred Flowers in Disarray is god-tier here, just slash wildly and you're done.

7. Basic Game Mechanics

Let me add some basic info to prevent players from getting stuck. 1. As shown, this is the deck interface. Right-click cards to equip gems, the third option in the top-right corner is one-click gem removal, the fourth is the tutorial. Don't waste time removing gems one by one.

2. As shown, this is the shop gem market. Gems must be obtained at least once in the dungeon before they appear in the shop. The left side has selling options. Remember to explore before shopping.

3. Key mechanics: - Charge must be stacked with item cards because it's consumed when attacking - Combo must be played every turn - Hundred Flowers in Disarray is god-tier, resets to 0 at turn end, same for Focus - Bleed and Burn lose half their stacks each turn, dealing damage equal to current stacks - Poison doesn't lose stacks, deals damage equal to half the stacks, becomes Deadly Poison at 100 stacks dealing 2.5% max HP damage per turn - There's a Good Kid mode toggle in settings, in the last option - If you don't like the Newt person, remember to choose "save" in the save/abandon option. Previous version had no choice and was an instant trap - Save file is at Yuna's house, you can revisit important choices there after clearing the game

I guess that's about it. Just copy the homework and I guarantee you'll have a blast.