Deck of summoning
|A deck of magical cards, depicting a range of weird and wondrous creatures.|
The possible cards across versions in this deck are shown in the table below.
|pre-0.14||0.14||0.15||0.16 - 0.18||0.19 - 0.26||0.27 onwards|
Summoned monsters are always useful, and Nemelex is one of the best gods for them. Most cards can create multiple monsters, meaning you have meatshields to hide behind. Over the course of the game, the average strength of each card diminishes, though a clone of yourself or a pandemonium lord will kill just about everything up to Zot.
Both Triple Draw and Stack Five are fairly weak; most (if not all) cards always deal friendly summons, meaning its better to just keep drawing until the situation's clear. If you need to save on turns, Draw Four is the stronger ability, creating a true swarm of allies if you really need to block line-of-fire.
- Prior to 0.23, this deck was a physical item.
- Prior to the deck simplification in 0.19, the deck of destruction was an archetype deck, with physical decks of destruction only pulling from the archetype. It was one of 4 decks to be kept in this version.
|Deck of destruction||Degeneration • The Orb • Pain • The Storm • Vitriol • Wild Magic|
|Deck of escape||The Cloud • The Elixir • Exile • The Tomb • Velocity|
|Deck of summoning||The Dance • The Elements • The Illusion • The Swarm • The Pentagram • The Rangers|
|Deck of punishment||Swine • Torment • Wraith • Wrath|