Relics, classes, buffs, and debuffs. These are all things that influence how good your run in a deck-building roguelite game like Diceomancer or Slay The Spire. However, at its core, the most important element of any card game would be the cards.
Blue is the color of control, patience, and careful planning in Diceomancer. It has a larger variety in what its cards can do when compared to red and green classes, and as such, has a larger collection of card effects to choose from. From Sage’s Miracle and Loaded Ammo cards to the Builder’s Constructed ones, here are the best blue cards to keep an eye out for in Diceomancer!
11Organ Gun
Damage Based On Loaded Ammo
Organ Gun is one of the simplest cards to talk about and one of the easiest to get. It’s a Loaded Ammo weapon, which means it has limited uses before its ability changes. However, its ability to deal a significant amount of damage for each ammo you have makes it a very strong finisher.
If the distortion isn’t severe, you may also use The One Dice on this card to even double or triple the ammo. Furthermore, if you have Lord of War or another relic that lets you copy or repeat cards, this can quickly escalate into dealing 100+ damage on each cast.
10Advanced Summon / Space Fire Element
Damage And Block On Turn End
Builder arguably has access to the best cards in the game. This is balanced around the Construct mechanic, only letting you use the full potential of said cards after playing other cards from your hand. However, with just 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 turns into Space Fire Element, an extremely strong summon with a long lifetime. If dealing five damage five times for a total of 25 damage each turn isn’t enough, you can even use The One Dice to upgrade it to around 400 damage, depending on your luck.
9Defensive Tactics
Impeccable Defense
It might be difficult to defend and attack at the same time. To combat this, Defensive Tactics gives you a significant amount of Block each time you play a mono-blue Card. This not only lets you attack and defend at the same time but also allows you to double the protection by playing a blue Guard card.
Furthermore, you may have two copies of this in your deck. If you manage to get them both at the start of an encounter (or fish 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 if you play non-mono-blue cards.
8Steam Engine / Steam Tank
Consistent AOE Damage
Among the various Constructed weapons available to the Builder, the Steam Tank is one of the best ones for its cost. It takes a mere three cards to be fully Constructed and lets you deal a significant amount of damage to all enemies at the end of every turn, as well as gaining some Block.
While not an absurdly strong card by itself, the damage not being considered in combat means debuffs like Weak cannot stop it from taking effect. You can also use Mitosis to double it, making it one of the strongest cards against Bosses that summon weaker creatures to aid them in battle.
7Sniper Rifle
Single Hit Kills
Unlike the Berserker or the Barbarian, blue classes don’t have access to the same one-shot firepower. However, the Sniper Rifle is the closest you get to a weapon that decapitates the enemy in one swift motion. Its ability grants you Critical Chance, and then deals damage based on your total Crit Value.
Apart from just dealing a hefty amount of damage, it synergizes extremely well with other cards that grant Luck, as well as buffs like Dice: MAX. If you manage to get the Encourage card from an event that grants Crit Chance at the end of every turn, the Sniper Rifle’s damage can very easily take away half of a Boss’s HP.
6Tactical Reload
One thing you’ll often find yourself using The One Dice on, especially if you haven’t been cutting cards, is to fish for your game-winning card combos. Since The One Dice is an extremely limited resource, having a card such as Tactical Reload that provides an alternative is immensely strong.
In certain scenarios, it’s a lot better than using The One Dice for card drawing. It fishes specifically for Loaded Ammo weapons that synergize with Lord of War and also reload them without consuming any orbs or Actions.
5Flow
Double Damage
The Pro, much like the Builder, doesn’t have access to many strong damaging options. This makes Flow one of the most necessary cards for any Pro deck to have, giving you that 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 the Bad Luck or Dice Cheat: MIN debuff to enemies.
Flow doubles the damage you deal from all sources for a single turn. This includes cards you play, as well as passive effects such as the damage from your summons. An interesting combo is the synergy between Flow and Roulette, instantly one-shotting the enemy regardless of how much health they have.
4Build
Cheat Out Constructed Cards
Without access to Build, the Builder would be a completely different character. If the name itself wasn’t convincing enough, not having multiple Build cards in your deck means you won’t be able to fully Construct your Artificial Intelligence or Dyson Sphere before getting killed by the enemy.
The card negates the only downside of Construct cards and is the reason the Builder is one of the strongest classes in Diceomancer. However, even if this enables your stronger cards to function, it pales in comparison to how useful said stronger cards are.
3Lord Of War
Double Your Loaded Ammo Card Casts
Lord of War is the single most important card for any Sage run that wants to use Loaded Ammo weapons such as Organ Gun or even common ones like the Crossbow. Its effect of doubling all Loaded Ammo weapon effects doubles your overall damage output at a base level, increasing it even more when paired with other multiplicative effects, such as the Small Mirror relic.
Certain cards and relics that allow multiplicative effects can also be used on cards with Gain effects, such as Lord of War. If you manage to use the Lord of War this way, every coming Loaded Ammo card will be cast four times regardless of any other conditions.
If you manage to find a Merchant selling patches in an event, getting an Innate patch for your Lord of War ensures you have access to it at the start of every turn. With it only consuming Void colored orbs to function, you can always activate it on the first turn this way.
2Foundation Model / Artificial Intelligence
Activate All Cards In Hand
Foundation Model is a generally good card to get your important pieces in hand. It also synergizes well with 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 upon completing its Construction, Artificial Intelligence.
Artificial Intelligence lets you cast all cards you’re currently holding in your hand for the cheap price of a mere three blue orbs. This card by itself provides the Builder with the most impactful and efficient use of orbs in the game. Even when compared with Dyson Sphere, it can be better due to you not having to convert any cards into colored orbs. Overall, even without good synergy or strong exploits, using Artificial Intelligence on a full hand guarantees you maximum power in a single turn, often ending the game.