A quick guide to deadly one- and two-card combos for every class in DICEOMANCER. Master the synergies and hit Ascension 20 in a blink of an eye!
Intro
These are simple combos for each class to get you to Ascension 20. This game is actually fairly difficult to lose, given how forgiving combat is with the dice.
There are many other combos, but these are simple to follow. Feel free to adjust to your own game! I generally don’t like to modify cards to avoid them purple mist from accelerating. It’s usually better to use the dice to improve your economy or reduce HP of enemies.
Sage
Organ Gun x Tactical Reload
Spend your run using Tactical Reload (with other reload cards e.g. upgraded crossbow). Use some power increase cards, then unload all the charges saved up on Organ Gun on the final boss.
Berseker
Chip Rain is a card that looks unassuming, but it wins games itself. Even when you are rolling for crit, evasion etc, it also counts those dice rolls. Resolving it ends games in your favour fast.
Druid
An upgraded lotus wins games by itself. Fill your deck with purple cards and cards that increase your mana pool. In a pinch, use the one dice to up your mana pool to 5 or more and cast this. Everything increases for you (mana, damage, block, keywords, even your second lotus if you have one etc). Snap pick if I see it. Be sure to upgrade it, as the un-upgraded version is very hard to cast.
Pro
Tension & Relaxation and Brain Surge (Upgraded) allows you to thin your deck fast to find the Chip Rain.
Consistent decks for Red/Blue if you can’t find a chip rain are usually Flow Decks, where cards like Lever Shotgun (card Draw), Tiger Claw (Damage), Throwing Knife (Card Draw) helps to combo to a win.
Another alternative is critical hit decks (usually mixed with some form of flow), where Sniper Rifle pulls off a win with various critical hit relics (e.g. Vest, Straw Hat)
Builder
Fireworks combined with some card draw usually results in a win. Note that you want the unconstructed version to generate mana. The constructed version (fireworks array) is worse as you only obtain the rockets when you end your turn.
Barbarian
Giant Club can be played for free. This means some card draw effects (e.g. Sling) will help you to cycle through your deck to play the club. Injury doesn’t matter if you can end the game on that turn.