Let's Play Guild of Dungeoneering 42: Water, Water Everywhere
The hydromancer is definitely an interesting class. Armed exclusively with magic damage and defence cards it also has a lot of cards with recycle, the core ability of the class relying on you having a lot of cards in your discard pile to become effective. While I can certainly see this ability giving you a huge advantage when you have a large deck against difficult opponents for me I think it makes the early fights when you don't have many cards a lot harder as you're constantly discarding large amounts of your deck, most of which you'll really want to keep. The added drawback of having mostly magic based cards when many of the enemies in this expansion focus on physical attacks is something I quickly noticed.
It's quite likely I haven't figured out yet how to take advantage of the hydromancer's abilities. It might also do better in the core game areas where there's a better mix of opponent types. For now, I think I'll stick with the shapeshifter.
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