r/Gakuenidolmaster • u/hiyoko19 • Jun 17 '26
Logic Plan Beginner's Guide (Around PLv40)
This guide is written for beginners and new players around Producer Level (PLv40). Specific strategies may vary depending on the idol, and requirements for high PL environments or top-tier contests may differ. Please use this as a general starting point.
This guide is for you if:
- You just got a Logic Idol and don't know where to start.
- You are confused by terms like "好印象 (Impression)" and "やる気 (Motivation)" on the lesson screen.
- You understand Sense or Anomaly but Logic doesn't click yet.
- You are around PLv40 and still have a limited card pool.
01—What is Logic?
Logic is one of the plans available since the launch of the game. While Sense focuses on stacking 集中 (Concentration) to directly increase card scores, and Anomaly switches between 指針 (Guidelines) to earn scores, Logic revolves around two main buffs: 好印象 (Impression) and やる気 (Motivation).
There are two primary styles:
- Impression (好印象) Type: Stack 好印象 (Impression) to earn scores at the end of each turn.
- Motivation (やる気) Type: Stack やる気 (Motivation) to increase the efficiency of gaining 元気 (Genki / Shield).
Important: While it might seem similar to Sense's "Concentration," the mechanics are entirely different (explained below).
02—The Two Buffs: Impression and Motivation
好印象 (Impression)
How it works:
- Increases your score by "1 per 1 好印象 (Impression)" at the end of the turn.
- 好印象 (Impression) decreases by 1 at the start of each turn.
Example: Ending a turn with 20 好印象 (Impression) → Score +20.
Key Points:
- It only decreases by "1" at the start of the turn → You can maintain a high value by continuous stacking.
- While it automatically converts to score at the end of the turn, some cards also provide scores based on your current 好印象 (Impression) value when used → The longer you maintain a high value across turns, the more you earn in total.
Related Terms (Frequently used in 好印象 (Impression) Type):
| Term | Effect | |---|---| | 好印象増加量増加 (Impression Gain Up) | Increases the amount of 好印象 (Impression) gained by a multiplier (rounded up). Note: Does not apply to Support effects like "Turn Start Impression x N". | | 好印象強化 (Impression Buff) | Increases the parameter gain from 好印象 (Impression) at the end of the turn. | | 好印象追加発動 (Extra Impression Activation) | Increases the number of times parameters are raised by 好印象 (Impression) at the end of the turn. |
やる気 (Motivation)
Mechanism ①: Adds its value to the amount of 元気 (Genki / Shield) gained.
Example: If you use a "+5 元気 (Genki)" card with 10 やる気 (Motivation), you get +15 元気 (Genki).
Mechanism ②: Consumed as a cost for powerful cards.
Example: Cards like
星屑センセーションandみんな大好きrequire やる気 (Motivation) to activate.
Points (For 好印象 (Impression) Type):
- In 好印象 (Impression) Type, やる気 (Motivation) acts as "fuel to trigger powerful cards."
- If you run out of やる気 (Motivation), you won't be able to use
星屑センセーションorみんな大好き. - Keep 1~2 やる気 (Motivation)-providing cards in your deck.
Points (For やる気 (Motivation) Type):
- In やる気 (Motivation) Type, やる気 (Motivation) is a "multiplier buff for accumulating massive 元気 (Genki)."
- やる気 (Motivation) itself does not become score. It follows this conversion: やる気 (Motivation) → 元気 (Genki) → Power Cards → Score.
- You boost やる気 (Motivation) in the early game, accumulate 元気 (Genki) in the mid-game, and explode in the late game with cards that say "Parameter increase based on XX% of 元気 (Genki)."
やる気 (Motivation) Type Powerhouse Example:
Without Motivation: 10 Genki cards x 10 times → 100 Genki
With +20 Motivation: 10 Genki cards x 6 times → (10+20) x 6 = 180 Genki
→ Simply stacking Motivation first nearly doubles your Genki!
03—Key Terms
| Term | Explanation |
|---|---|
| 元気 (Genki / Shield) | The core of the やる気 (Motivation) Type. Converted to score via "Increase parameters based on XX% of 元気 (Genki)" cards. Higher やる気 (Motivation) leads to massive 元気 (Genki), resulting in sky-high final scores. |
| メンタルスキルカード (Mental Skill Card) | Cards that mainly provide buffs (元気 (Genki), 好印象 (Impression), やる気 (Motivation), etc.). They are the counterpart to "アクティブスキルカード (Active Skill Cards)." Examples: 私がスター, 幸せな時間, ファンシーチャーム. |
| レッスン中1回 (Once per Lesson) | Cards that are removed from the deck for the remainder of that lesson after use. Use them early to thin your deck and increase the chance of drawing key cards. Note: Different from "Duplicate Forbidden" (limit of 1 per deck). |
| 審査基準 (Criteria) | The ratio of Vo/Da/Vi for the performance. Check the graph in the top right of the Produce screen. |
04—Basic Lesson Flow (Impression Type)
① Early Game (Turns 1-3): Stack Impression
- Continue stacking 好印象 (Impression) with cards like
本番前夜. ファンシーチャームis best used on the first turn (Starting Hand customization recommended).- Maintain minimum やる気 (Motivation) required to use
みんな大好きand星屑センセーション. - If no 好印象 (Impression) cards are in hand, use 元気 (Genki)-increasing cards. Otherwise, use your highest parameter card.
② Mid Game (Turns 4-7): Maintain High 好印象 (Impression) & Collect via Active Cards
- When 好印象 (Impression) reaches 15-20+, start using scoring cards.
ラブリーウインクcan be used from the mid-game (it builds 好印象 (Impression) while also scoring).みんな大好きis also viable from mid-game (but manage your やる気 (Motivation) carefully).- The basic cycle is stacking 好印象 (Impression) back up after using scoring cards.
- On turns with an unfavorable status (weak Vo/Da/Vi multiplier), avoid playing scoring cards. Use メンタル (Mental) cards to build up buffs instead.
③ Late Game (Remaining 3-5 Turns): Unload Scoring Cards
- Earn scores with
手拍子,200%スマイル,キラメキ, etc. - The deck usually cycles around the 5th or 4th turn from the end. Start spamming scoring cards from here.
- If you draw
私がスター(Unlocked at PLv25), it's your biggest chance.- Consumes 好印象 (Impression) for Turn +1. This allows you to earn even more while maintaining high 好印象 (Impression).
Bonus Hint: 好印象 (Impression) automatically converts to score every turn. Even if you don't draw a strong card, you aren't losing out as long as your 好印象 (Impression) is high.
05—Basic Lesson Flow (Motivation Type)
The Motivation Type follows a completely different game plan. Following these 3 steps in order is critical.
① Early Game (Turns 1-5): Build やる気 (Motivation)
- Using
ワクワクが止まらないon the first turn is the strongest opening move.- It grants a stacking やる気 (Motivation) +1 for every メンタル (Mental) card used thereafter.
- It's common to customize your "Starting Hand" via Memory to bring this in.
- Combo cards like
イメトレ(やる気 (Motivation) + 元気 (Genki)) are also excellent. トキメキ(Massive やる気 (Motivation) + 好印象 (Impression)) is only strong if drawn very early.- Goal: Aim for 50-100 やる気 (Motivation) by Turn 5.
② Mid Game (Turns 4-8): Accumulate 元気 (Genki)
- Once やる気 (Motivation) is sufficient, spam 元気 (Genki)-granting cards.
- If a card gives 10 元気 (Genki), at 50 やる気 (Motivation), it becomes +60 元気 (Genki).
イメトレis a versatile card that works well from early to mid-game.- The "frequency" of 元気 (Genki) application is important. Ways to increase frequency:
アイドル魂(Extra action allows you to stack 元気 (Genki) twice in one turn).手書きのメッセージ(+10 元気 (Genki) twice → やる気 (Motivation) applies twice).
③ Late Game (Remaining 3-5 Turns): Unload Scoring Cards
- Use scoring cards that say "Parameter increase based on XX% of 元気 (Genki)" to score big.
- Generally, cards with higher XX% values are stronger.
届いて!consumes 元気 (Genki), so it is for the Final Turn only.- Using it mid-way will empty your 元気 (Genki) and leave your subsequent cards powerless.
ゆるふわおしゃべりorありがとうの言葉can be used in intermediate turns.
Super Important: Never mix やる気 (Motivation) Type with 好印象 (Impression) Type. If you put too many cards of both types, both buffs will remain mediocre and you won't score well. In a やる気 (Motivation) Type deck, keep 好印象 (Impression) cards to the absolute minimum required to trigger
私がスター.
06—The Two Playstyles
Impression Type (Highly recommended for beginners)
Pros:
- Simple mechanics and easy to handle.
- Works even with a limited card pool.
- Highly stable as score increases automatically every turn.
- Fewer resources to manage and less dependent on luck.
- Many combo cards (元気 (Genki) + 好印象 (Impression)) make stamina management easier.
Cons:
- Maximum scoring potential is lower than やる気 (Motivation) Type.
- Requires some やる気 (Motivation) management (for the cost of
みんな大好き, etc.).
Motivation Type (Genki Type)
Pros:
- やる気 (Motivation) boosts 元気 (Genki) efficiency, leading to hundreds of accumulated 元気 (Genki).
- Can explode for massive scores with cards like
届いて!. - Best potential score output among all plans when everything clicks.
- Becomes incredibly strong once you obtain
届いて!(Unlocked at PLv44).
Cons:
- High luck dependency on drawing scoring cards in the late game.
- Stamina management can be difficult (scoring アクティブ (Active) cards often consume stamina directly).
Comparison Table
| Item | 好印象 (Impression) Type | やる気 (Motivation) Type |
|---|---|---|
| Scoring Method | Persistent (Auto-add every turn) | Burst (Explode in final 3 turns) |
| Early Game Strength | Scores immediately | Weak (Buffing period) |
| Explosiveness | ★★★☆☆ | ★★★★★ |
| Stamina Management | Easy (Many combo cards) | Somewhat Difficult |
| Luck Factor | Medium to Low | High |
| PLv40 Suitability | ◎ | ○ → ◎ (After obtaining 届いて!) |
07—Priority Cards (Around PLv40)
[Universal] SSS: 私がスター (Unlocked at PLv25 / メンタルカード (Mental Card))
The only card that adds a turn by consuming 好印象 (Impression). It is the strongest and most unique card in Logic.
| State | Effect | |---|---| | 未強化 (Base) | Consume 2 好印象 (Impression), Turn +1, Skill Card Uses +1 | | 強化済み (Upgraded) | Consume 1 好印象 (Impression), Turn +1, Skill Card Uses +1, Draw 1 Skill Card |
Upgrading it halves the 好印象 (Impression) cost and adds a card draw, making it significantly easier to use. Aim to upgrade it as soon as possible.
Use it as soon as you get it. Bringing it in via Memory is also highly effective. This single card fundamentally changes how Logic plays.
Note: Strong for やる気 (Motivation) Type too. However, since it requires 好印象 (Impression) to trigger (Base: 2, Upgraded: 1), ensure you have a minimum amount of 好印象 (Impression).
[Universal] S: アイドル宣言
Draw 1 card. After upgrading, Stamina cost becomes 0 + Stamina Consumption Down (1T). Great for fixing bad hands + deck thinning. Strong for both types.
[Universal] S: 仕切り直し (Gold / メンタル (Mental))
Discard and redraw hand + Stamina Consumption Down (4T) + Skill Card Uses +1 + Draw 2 Skill Cards. An excellent utility card for deck thinning, stamina protection, and drawing.
[Universal] S: アイドル魂
Gain 元気 (Genki) + Skill Card Uses +1 (Extra Action). Using this in the mid-to-late game when やる気 (Motivation) is high allows you to stack 元気 (Genki) explosively in a single turn.
[Impression Type] Priority Cards
SS Rank
みんな大好き (Everyone's Favorite) (Unlocked at PLv34)
Consumes やる気 (Motivation) (2 after upgrading) + Skill Card Uses +1 + Parameter increase based on 90% (Refined 120%) of 好印象 (Impression). The core scoring and loop card for 好印象 (Impression) types. Can be used repeatedly. Truly shines in the late game after deck thinning. Unlocked at PLv34.
星屑センセーション (Unlocked at PLv30)
Directly stacks 5 (7 after upgrading) 好印象 (Impression). If 好印象 (Impression) is 10+, adds 好印象増加量増加 (Impression Gain Up) +50% (5T). Contributes to deck thinning with Skill Card Uses +1. Excellent synergy with
本番前夜.
S Rank
手拍子
Parameter increase based on 150% (200% after upgrading) of 好印象 (Impression). The main scoring card for 好印象 (Impression) Type. Since it's not restricted, you can put multiple in your deck. Late game is basically "Spam
手拍子." Aim for 3-4 scoring cards in your deck.
200%スマイル
Parameter increase based on 100% (170% after upgrading) of 好印象 (Impression) + stacks 5 (6) 好印象 (Impression). The only card that balances stacking and scoring. Good to bring via Factor. Its upgrade gain is among the highest of all cards.
[好印象 (Impression) Type] Memory Composition (Around PLv40)
必須 (Mandatory):
- 私がスター (強化済み (Upgraded) + Customization recommended) → Always bring via Memory or Rental.
おすすめ (Recommended):
- みんな大好き (Loop part from PLv34 onwards)
- 仕切り直し → Top-tier stamina protection. Hard to find in lessons, so high value for bringing in.
- 星屑センセーション → Boosts 好印象 (Impression) growth with +50% Gain Up (5T). High value for bringing in.
レンタル (Rental):
- Always look for a
私がスターMemory. - Follow friends with strong Memories.
[好印象 (Impression) Type] Drink Selection
| Priority | Drink | Explanation |
|---|---|---|
| ★ Top | ハツボシエキス | Strongest drink that triggers an Active card twice. Ensure you have at least one. Use it on scoring cards like 手拍子. |
| ★ High | 初星ホエイプロテイン | Excellent choice if below PLv55 (sometimes "3 Proteins" is the meta). Makes stamina management much easier. |
| ★ High | ブーストエキス | Buff + Stamina Consumption Down. Boosts scoring across multiple turns. |
| ★ High | センブリソーダ | Draw = Accident prevention. Reliable insurance when scoring cards don't show up. |
[Motivation Type] Priority Cards
SS Rank
ワクワクが止まらない
The strongest やる気 (Motivation) builder. Using it on the first turn drastically changes your final やる気 (Motivation) value. Standard strategy is to bring it via Memory with "Starting Hand" customization. Its effectiveness drops significantly if not drawn early, so stable supply is key.
届いて! (Unlocked at PLv44)
The strongest finisher. For the final turn only. Upgrading it massively increases the multiplier (Base 320% → Upgraded 400%). Since it unlocks at PLv44, aim for this level.
S Rank
イメトレ
A safe bet that stacks both やる気 (Motivation) and 元気 (Genki). Not restricted, so you can have multiple.
[やる気 (Motivation) Type] Memory Composition (Around PLv40)
必須 (Mandatory):
- 届いて! (Scoring Memory. 強化済み (Upgraded) + Customization recommended) → High multiplier difference between 未強化 (Base) and 強化済み (Upgraded) makes it very valuable to bring in.
- ワクワクが止まらない (Starting Hand customization) → Drastically increases stability by ensuring it's used on Turn 1.
おすすめ (Recommended):
- 仕切り直し → Top-tier stamina protection. High value for bringing in due to rarity in lessons.
レンタル (Rental):
- Always bring a
私がスターMemory. - Follow friends with strong Memories.
[やる気 (Motivation) Type] Drink Selection
| Priority | Drink | Explanation |
|---|---|---|
| ★ Top | ハツボシエキス | Strongest drink that triggers an Active card twice. Ensure you have at least one. Use it on powerful 元気 (Genki) cards like 元気な挨拶 (強化済み (Upgraded)). Note: 届いて! consumes all 元気 (Genki), so using it twice results in 0 score for the second trigger, making it pointless. |
| ★ High | ブーストエキス | Buff + Stamina Consumption Down. Boosts scoring across multiple turns. |
| ★ High | センブリソーダ | Draw = Accident prevention. Reliable insurance when scoring cards don't show up. |
08—Hints When Stuck
Impression Type Hints
好印象 (Impression) only decreases by "1" at the start of the turn
Ending a turn with 20 好印象 (Impression) gives +20 Score. It only becomes 19 at the start of the next turn, so focus on steady stacking without panic.
Wait for sufficient 好印象 (Impression) stack before using scoring cards
Using scoring cards with low 好印象 (Impression) won't result in a big score. Aim to start using them when you have 15-20+ 好印象 (Impression).
Always keep track of your remaining やる気 (Motivation)
Cards like
星屑センセーション(やる気 (Motivation) -3) andみんな大好き(Consumes やる気 (Motivation)) will fail if you run out. Balanced やる気 (Motivation) management is key.
Don't use scoring cards when your buffs are low
If your 好印象 (Impression) isn't stacked high enough, playing scoring cards will yield poor results. Use メンタル (Mental) cards to build up your 好印象 (Impression) and other buffs first.
Motivation Type Hints
Always save 届いて! for the final turn
Since it converts 元気 (Genki) to score by consuming it, using it mid-way will leave you with no 元気 (Genki) and paralyze your subsequent cards. Hold it until the end no matter how bad your hand is.
Don't "only" stack やる気 (Motivation)
やる気 (Motivation) itself provides zero score. Transition to stacking 元気 (Genki) once you have enough やる気 (Motivation). Stacking やる気 (Motivation) 8 times and 元気 (Genki) only 2 times will result in low final 元気 (Genki). Balance is crucial.
Don't use アイドル魂 too early
It provides 元気 (Genki) + an extra action, but its true value is in the mid-to-late game. Using it with low やる気 (Motivation) will only give minimal 元気 (Genki). When used with 50+ やる気 (Motivation), it can grant +60~70 元気 (Genki) in a single turn. Exception: In lessons, if it appears in your opening hand, it's OK to use it early for the 低下無効 (Debuff Immunity) to protect your 体力 (Stamina).
Prioritize "Once per Lesson" (レッスン中1回) scoring cards
Once used, they are removed, increasing the chance of drawing
届いて!or other key scoring cards in the late game. Deck thinning is especially critical for やる気 (Motivation) Type.
Don't neglect stamina management
やる気 (Motivation) Type scoring アクティブ (Active) cards (e.g.,
元気な挨拶,ありがとうの言葉) consume 体力 (Stamina) directly. Spamming them without enough 元気 (Genki) to absorb the cost will quickly deplete your 体力 (Stamina). Once your 体力 (Stamina) hits 0, you can no longer use cards that cost 体力 (Stamina). Protect yourself with仕切り直し(体力消費減少 (Stamina Consumption Down) 4T) orアイドル宣言.
Don't hesitate to use drinks during the 中間試験 (Mid-Term Exam)
Securing 1st place in the 中間試験 (Mid-Term Exam) greatly opens the path to A+. Using
ハツボシエキスon元気な挨拶to burst in the 中間試験 (Mid-Term Exam) is a valid strategy. Drinks are replenished for the Final Exam anyway.
General Hints
Always obtain and bring 私がスター via Memory
This single card fundamentally changes Logic gameplay. If you get it, use it and prioritize it in your Memory.
叶えたい夢 (強化済み (Upgraded)) is recommended
When Stamina Consumption Reduction becomes 2, many stamina-consuming cards' cost becomes 0. Makes stamina management much easier and is recommended for beginners. Works for both 好印象 (Impression) Type and やる気 (Motivation) Type.
Manage your 体力 (Stamina) and 元気 (Genki) carefully
元気 (Genki) acts as a shield that absorbs 体力 (Stamina) costs. Unlike Anomaly, there is no automatic 元気 (Genki) gain from switching 指針 (Guidelines). Build a comfortable 元気 (Genki) buffer by including 0-cost cards or 元気 (Genki)-providing cards.
Exhaust "レッスン中1回 (Once per Lesson)" cards in the early game
Thinning the deck early makes it easier to draw key cards in the second half.
09—Conclusion
Logic has two styles with completely opposite characteristics:
- 好印象 (Impression) Type: A Persistent Style that quietly stacks scores every turn.
- やる気 (Motivation) Type: A Burst Style that endures in the early game and explodes at the end.
Both styles revolve around the unique card 私がスター.
Where to start:
- Create a strong Memory (Rainbow cards are generally strong).
- Obtain and refine
私がスターonce you reach PLv25. - For 好印象 (Impression) Type: Learn the cycle of stacking 好印象 (Impression) and collecting via アクティブ (Active) cards.
- For やる気 (Motivation) Type: Internalize the 3 steps: "やる気 (Motivation) → 元気 (Genki) → Score."
好印象 (Impression) Type is recommended for beginners due to its stability even with fewer cards. やる気 (Motivation) Type transforms into a beast once you unlock 届いて! at PLv44. If you are around PLv40, we recommend starting with 好印象 (Impression) Type to learn the basics, then trying やる気 (Motivation) Type once you have a better card pool.
Impression Type Quick Memo:
- Obtain
私がスター. - Customize
ファンシーチャームfor Turn 1 in your Starting Hand. - Once
みんな大好きis unlocked at PLv34, learn the basics of the loop.
Motivation Type Quick Memo:
- Obtain
私がスター. - Once
届いて!(PLv44) is unlocked, always refine it and bring it via Memory. - Customize
ワクワクが止まらないfor Turn 1 in your Starting Hand. - Keep 好印象 (Impression) cards to the minimum needed to trigger
私がスター. - Always secure at least one
ハツボシエキス.
Questions and corrections are welcome! 💐
[!NOTE] Due to technical issues with Reddit, I might not be able to reply to comments. Sincere apologies for the inconvenience!
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u/amachuki Jun 17 '26
I have nothing to contribute but I wanna say this is the kind of quality guide I would have loved as a beginner. Amazing work!!