DICEOMANCER

DICEOMANCER

View Stats:
Is Green Broken?
And I don't mean from a 'game doesn't function' perspective. I mean a 'this deck is ridiculously easy to run, hella straightforward, resilient and recursive' kind of way.

I could not routinely get TO the second boss of the game, then I unlocked green, and ran what I thought was a pretty simple summon deck made up solely of commons and uncommons.

And beyond the first two turns of each fight from halfway through the first area onward, the following was always true:

1. I had more than 5 summons.
2. I had at least 25 guard.
3. I was dealing at least 12 damage a turn.

And needless to say, I beat the game for the first time as a Druid. The very first time I tried the color. No other deck I've tried has anywhere near the same damage output, guard output, or value return per mana as Green Summon decks do.
< >
Showing 1-14 of 14 comments
Nixmachine Oct 16, 2024 @ 7:11pm 
Honestly the other two Green characters, Barbarian (green + red) and Builder (green + blue) are very strong too, especially builder since the construct mechanic is easy to pull off and you basically get all the positives from the summoning mechanic (easy to stall fights without directly attacking). I guess that's why the green mana is unlocked the last :gp_lol:
Artol Oct 17, 2024 @ 2:04am 
I think red is the best color, you basically can't die. Just change you injuries with the dice, or just take the 2 cards that ignore injuries.
You literally can't die.
ゲ-で Oct 17, 2024 @ 2:50am 
Game isn't hard in 1st place, even not using one-dice doesn't make it hard
Matiorasu_TTV Oct 18, 2024 @ 2:46pm 
Originally posted by ゲ-で:
Game isn't hard in 1st place, even not using one-dice doesn't make it hard

http://www.quickmeme.com/meme/3oft9x
Matiorasu_TTV Oct 18, 2024 @ 2:51pm 
Originally posted by Artol:
I think red is the best color, you basically can't die. Just change you injuries with the dice, or just take the 2 cards that ignore injuries.
You literally can't die.
I've yet to encounter any card that legitimately makes injury irrelevant (tbf, only played mono-red once or twice), and I find that I can't roll the dice often enough to keep the injuries beaten down. Maybe later upgrades make it easier.
M.K. Oct 19, 2024 @ 9:35am 
I'm seeing it this way too. Druid and Builder have felt like the absolute strongest classes for me.
Cronstintein Oct 21, 2024 @ 6:43pm 
Red is an absolute beast. Distort the storm card that gives you permanent power and then just smash their face in. That's how I got the Beat the Boss on turn 1 achievement.
Matiorasu_TTV Oct 22, 2024 @ 3:17pm 
Originally posted by Cronstintein:
Red is an absolute beast. Distort the storm card that gives you permanent power and then just smash their face in. That's how I got the Beat the Boss on turn 1 achievement.
I wasn't aware there was such a card. o.o Def gotta play red again,
ZZ55Z Oct 23, 2024 @ 6:26am 
Every class is op with dice,if you ask me.
ゲ-で Oct 23, 2024 @ 1:08pm 
Originally posted by ZZ55Z:
Every class is op with dice,if you ask me.
Play A20. games becomes much more unfair and fun, even dice can't save your ass from bad luck.
Snowcrash Oct 23, 2024 @ 10:59pm 
Hehe gatling gun go brrrr
asmodeal Oct 27, 2024 @ 2:30am 
Doing Druid at the moment, I kind of feel green is actually a lot weaker unless you get relic it synergies with.
Earth element is most of the time useless unless you have mana overflow relics that take advantage of it.
Water element is ok but defensive.
Dark element is also ok but still defensive.
Chaos I forgot what it does exactly.
Fire is nice but 4 dmg is nothing crazy.
Element oriented decks are kind of slow to ramp up. There are situations where you can get an insane amount of them but that is not going to happen on turn 1 or 2. And they are still slow to ramp up damage unless you modify some numbers or get relevant relics.
Mostly element oriented decks do much better if you can evolve your basic cards but you are rarely finding yourself in a situation where you have that many, unless you find the event for it.

Evolve cards are nice in theory but they all start with mediocre to low output for their mana cost. Cards that accelerate their evolution are a bit too rare and costly to really speed up the evolve process. I have yet to make a nice evolve deck, it is probably amazing if you can rotate it very quickly but if your deck is too big or just not amputated from any cards, it is really not worth it.

It has good power generation but it involves being damaged, evolving cards, or raising elements to kill them for a hefty cost.

Compared to the many one turn kill and ramp up storm mechanics of the barbarian, druid is really slower and harder to build imho. Or maybe it is that I don't resonate with the class and have yet to learn to build it better.
Shifter Oct 27, 2024 @ 2:38am 
evolution is totally broken if you got right cards, otk everything.
Matiorasu_TTV Oct 27, 2024 @ 6:24am 
Originally posted by asmodeal:
Or maybe it is that I don't resonate with the class and have yet to learn to build it better.

I appreciate that you're sensible enough to leave that as a possibility. And it is one I kind of agree with. I've never started as druid and not killed the final boss on or before turn three. If you're using the dice well, any one fire elemental plus a coordinate card can output loads of damage. Or that one pack-tactics card with a bunch of free-to-cast elementals dealing upwards of 240 damage if you get the right draw build going with it.

But so much of this game really is subjective, and other parts of it are really luck-based. So I understand the feeling of "I feel this would be powerful in someone else's hands, but I just can't get there." That's where I'm at with the mono-red build
< >
Showing 1-14 of 14 comments
Per page: 1530 50