The best blue card in Diceomancer

Relics, classes, buffs, and debuffs. These are all things that influence how well your run goes in a deck-building roguelite game like Diceomancer or Slay The Spire. However, at its core, the most important element of any card game will be the cards.

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In Diceomancer blue is the color of control, patience and careful planning. It has a greater variety in what its cards can do than the red and green squares, and as such, has a larger collection of card effects to choose from. From Sage's Miracle and Loaded Ammo cards to Builder's Constructed, here are the best blue cards to keep an eye on in Diceomancer!

11

organ gun

Damage based on ammo loaded

The limb gun card in Diceomancer.

The Argon Gun is one of the simplest cards to deal with and one of the easiest to get. It is a loaded ammo weapon, which means it has limited uses before its capacity changes. However, the ability to deal a significant amount of damage for every ammo you have makes it a very strong finisher.

If the distortion isn't severe, you can also use one of the dice on this card to double or triple the ammo. Furthermore, if you have a Lord of War or other relics that let you copy or repeat cards, this can quickly escalate to deal 100+ damage per cast.

10

Advanced Summon / Space Fire Element

Damage and block on turn end

Advanced Summons in Diceomancer. (1)-1

Builder has access to the best cards in the game. It's balanced around the construct mechanic, only letting you use the full potential of said cards after playing other cards from your hand. However, with a few build cards in your deck, this downside is completely negated.

Advanced Summon itself is a strong card that summons Elementals. However, when constructed, it transforms into the space fire element, an extremely powerful summon with a long lifespan. If dealing five times five damage for a total of 25 damage per turn isn't enough, you can use The One Dice to upgrade it to 400 damage depending on your luck.

9

Defensive strategy

innocent defense

Defensive strategy cards in Diceomancer.

It can be difficult to defend and attack at the same time. To combat this, Defensive Tactics gives you a massive amount of block every time you play a mono-blue card. Not only does this allow you to attack and defend at the same time, but it also allows you to double up on defense by playing a blue guard card.

Furthermore, you can have two copies of it in your deck. If you manage to get both of them at the start of an encounter (or take them out using The One Dice), you can comfortably have 30-50 block points at the end of each turn. It also has a very useful upgrade, letting you activate the effect even when playing non-mono-blue cards.

8

Steam Engine / Steam Tank

Continuous AOE damage

Steam Tank in Diceomancer. (1)-1

Among the various built weapons available to the builder, the Steam Tank is one of the best for its cost. It only takes three cards to fully build and lets you deal a significant amount of damage to all enemies at the end of each turn, as well as gain some block.

While not an absurdly strong card on its own, the unconsidered damage in combat means debuffs like Weak won't prevent it from having an effect. You can use Mitosis to double this, making it one of the strongest cards against bosses that summon weak creatures to help them in battle.

7

Sniper rifle

Single hit kills

Sniper Rifle in Diceomancer.-1

Unlike Berserker or Barbarian, blue classes don't have access to the same one-shot firepower. However, the sniper rifle is the closest you'll get to a weapon that cuts down an enemy in one swift motion. Its ability gives you critical chance, and then compensates based on your total crit value.

Aside from dealing massive amounts of damage, it also synergizes very well with other cards that grant luck, as well as buffs like Dice: MAX. If you manage to get a boost card from the event that grants a crit chance at the end of each turn, the damage from the sniper rifle can easily remove half of the boss's HP.

6

Strategic Reload

Draw your loaded ammo weapons and reload them

Tactical reload in Diceomancer.-1

One thing you'll often find using The One Dice On, especially if you're not cutting cards, is fishing for your game-winning card combos. Since The One Dice is such a limited resource, having a card like Strategic Reload that provides an alternative is very powerful.

In certain scenarios, this is much better than using a dice for card drawing. It specifically fishes for loaded ammo weapons that coordinate with the Warlord and reloads them without consuming any orbs or actions.

5

the flow

Double damage

Flow in Diceomancer.-1

Pro, like most builders, doesn't have access to very strong damage options. This makes Flow one of the most essential cards for any pro deck, giving you the single game-ending turn you need.

If you're trying to have success with the Flow + Roulette combo, you should have access to cards that can give enemies bad luck or the Dice Cheat: MIN debuff.

Flow doubles the damage you deal from all sources for a single turn. This includes the cards you play, as well as passive effects such as damage from your summons. An interesting combo is the synergy between Flow and Roulette, instantly one-shotting an enemy regardless of their health.

4

build up

Construction cards cheat

Build in Diceomancer.-1

Without access to the build, the builder would be a completely different character. If the name itself wasn't convincing enough, not having many build cards in your deck means you won't be able to fully build your artificial intelligence or Dyson Sphere before being killed by an enemy.

The card negates the only downside of Construct cards and is the reason why Builder is one of the strongest classes in Diceomancer. However, if it enables your strong cards to act, it pales in comparison to how useful said strong cards are.

3

Lord of War

Double your loaded ammo card casts

Lord of War in Diceomancer.-1

Lord of War is the single most important card for any Sage run that wants to use loaded ammo weapons such as arm guns or normal weapons like crossbows. Its effect of doubling all loaded ammo weapon effects doubles your overall damage output at base level, increasing it even more when combined with other multiplier effects, such as Small Mirror Relic.

Certain cards and relics that allow multiplier effects can also be used on cards with gain effects, such as Lord of War. If you manage to use Lord of War this way, each incoming Loaded Ammo card will be cast four times regardless of any other conditions.

If you manage to find patches that a merchant sells in the event, getting an innate patch for your Lord of War ensures you have access to it at the start of each turn. Since it only consumes zero colored orbs to function, you can always activate it on the first turn.

2

Foundation Model / Artificial Intelligence

Activate all cards in hand

Artificial Intelligence in Diceomancer.

The Foundation Model is generally a good card to have your important pieces on hand. It also synergizes well with the Dyson Sphere, giving you two Void Orbs for free. However, the reason this is one of the best cards to have in Diceomancer is the card you get after completing its creation, the artificial intelligence.

The artificial intelligence lets you cast all the cards you're currently holding in your hand for the cheap cost of just three blue orbs. This card itself gives the builder the most effective and efficient use of orbs in the game. Even compared to the Dyson Sphere, it's probably better because you don't have to convert any cards into colored orbs. Overall, even without good synergy or strong exploits, using artificial intelligence in a full hand guarantees you maximum power in a single turn, often ending the game.

1

Dyson Sphere Program / Dyson Sphere

Get Orbs in Card Draw

Dyson Sphere in Diceomancer.

A builder belonging to the blue category means this game has access to the best card-drawing cards and abilities. This makes Constructed Dyson Zone a perfect fit for any builder deck. Its ability to get orbs infinitely, as long as you keep drawing cards, lets you throw your entire hand over and over like a gunslinger.

Dyson Sphere is much better than AI if you have an Astrolabe Relic due to its ability to negate the Orb spec.

Once activated, victory is simply a matter of drawing the cards you like, as long as you do a good job building your deck. A bonus synergy exists with drawing cards using the One Dice, which also fills your orbs, killing two birds with a single almighty dice.

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