Goblin Slayer – Dungeon D1ce Monsters (Y) [02/21/2023]

Ahh, Dungeon D1ce Monsters, the classic children’s dice game found in everyone’s childhood. To play the game, you simply load up the board, roll some dice, and let the fun times begin. Why do people gamble? What is so fun about rolling some randomly numbered dice? Why is it that humanity tends to bring itself to the table to pit their odds against some low-chanced fate?

GBS/S63-024U サイコロ

The dice above represent humanity’s plight against fate. We continually struggle and fight against unreasonable odds, trying to push for a brighter outcome, a hope for a better future. In essence, this deck profile is like an essay challenging the age old notion of man vs. fate. Are our lives predetermined from the very start? Is there agency in our lives? Or are we just truly oppressed by fate into this disbelief that we have free will?

Dice goes to memory when it’s played from hand. At the start of your main phase, you play a mini game with your opponent. Both players reveal the top cards of their deck, and if the levels are three or higher characters (both characters have to be level three), you may stock four cards from your waiting room. However, if you lose the gamble, and reveal cards whose levels are zero or lower characters (both characters are level zero), you must discard the top card of your stock. This event is stackable.

The end-game combo is composed of these two. Lizardman is a healer which changes into Dwarf from the waiting room when their climax is played on stage. When Dwarf enters the field (from hand or Lizardman’s effect), you may draw two and discard one. Dwarf’s combo allows you to play four stock when he attacks to mill the top five cards of your deck and give him 3000 power for the turn. For every soul trigger milled, you may deal a single damage to your opponent.

To help us with securing our means to delete our college education funds, High Elf above serves as our mainstay early combo to secure advantage. She is a reverse combo with an interesting mechanic that much of the deck shares as well (revolving around soul triggers). When High Elf reverses her opponent, you mill the top three cards of your deck, and for every soul trigger milled, you may salvage a character. This means that a single Elf can net you a total of three characters to hand if you are lucky enough.

Furthermore, Elf carries an interesting static ability that prevents a player from using an event with the same name more than once a turn (this is a symmetric effect).

GBS/S63-003R 未知への羨望 妖精弓手

High Elf here is a gambling addict enabler. When she swings, you can shuffle back two characters from your waiting room to deck to give herself an additional soul. This is important because you can recycle your soul triggers to boost your other cards’ effects. She is also a fleeing runner during your opponent’s turn, letting you reuse her during your next turn.

GBS/S63-004S-SR 勇士を訪ねて 妖精弓手

One other important card to mention is the deck’s brainstormer. Elf above has an ability with Dwarf’s climax where if any of your characters trigger that specific climax, you may freely salvage either the Dwarf or Lizardman level 3s to your hand. She is a tap two brainstorm that salvages, but it reveals six compared to the usual four and checks for exclusively shot triggers.

Our supporting cast of ne’er-do-wells gathers together for a night of drinking and dice-rolling. 1/0 Dwarf to the left is an on-play beater with a nice triggered ability if he triggers a shot climax. He turns any shot climax he triggers into a free salvage trigger. Helping to pay out triggers is Lizardman in the center, letting you potentially trigger twice for more damage or to hit other triggers. Lastly, the level assist Dwarf to the right has a unique on-play ability. When he is played from hand to stage, Dwarf lets you scry the top two cards of both your and your opponent’s deck, putting them back in the same order, and giving you information to help decide your next plays.

To help our 1/0 Elf with her reverses, the two above are great additions to support her. The Elf on the left can mess with your opponent’s clock when she becomes reversed, replacing the top card of their clock with the top of their deck. Furthermore, when she attacks, she can decrease the power of a card in your opponent’s front stage by 1000, lowering the power of other cards to secure 1/0 Elf’s reverses. The Elf on the right has a tap ability to bolster one of your characters by 1500 power for the turn, a solid amount to help 1/0 Elf pierce her opponents.

Backups are highly encouraged, mostly due to their soul triggers on the cards themselves. 1/1 Elf is a pseudo costless counter that replaces your stock used for her effect. The 2/1 Elf counter is a memory counter to get rid of annoying threats. More importantly, both are soul triggers that help in adding to the overall soul trigger count.

Remember to try and always keep your deck loaded with soul triggers for the squad’s check effects. 1/0 Elf is a very powerful combo that can net you three hand per copy if you are lucky. Remember that the dice event only counts characters for its ability. 0/0 Lizardman is a free mill and a way to turn extra hand into more stock. 0/0 Dwarf is a global support during your turn with a nice on-play stun ability. 3/2 Elf is a Musashi on-play and a way to bounce your opponent’s annoying threats.

Win the gamble and pile up stock to finish your opponent with Dwarf.