Oh fuck, I forgot about SpellRogue, one of my favorite games of all time.
Think Slay the Spire in terms of gameplay loop. It's the standard "Traverse a map with branching paths, complete a combat/event at each node, fight a boss at the end of the floor and do the same thing again in the next act until you either win the run or die" roguelike formula that a lot of games use.
Unlike Slay the Spire, you aren't building a deck and drawing cards at random. In SpellRogue when you're in a fight you have a list of prepared spells that are available to cast every single turn. When you start your turn, you roll a bunch of standard 6-sided dice and those dice are what you will use as mana to cast your spells. Each spell has different conditions on what dice can be used as spell components (Some just need you to keep spending dice until the add up to or exceed a certain value, some need you to slot in a matching pair, some spells only take even or odd valued dice, some need an exact value, some allow a range of values like it must be between 4-6, etc etc). In addition, each spell can only be cast a limited number of times each turn before it is exhausted.
As you go through a run, you will learn new spells to add to your spell book. You can only have a limited number prepared at a time, but you will also get crystals that you can spend to either level up your spells or you can spend them to unlock additional spell slots so that you can have more spells prepared. And you can swap out prepared spells with ones from your spell book at will in-between combats.
When you start a run you select from 4 different characters who each specialize in a different school of magic, and they all have a handful of different starting spell loadouts, so there is a ton of variety between runs. Everyone usually gets at least one "mana-fixing" spell in their starting loadouts, with effects that range from just rerolling the die you spent casting it, splitting the die into two dice whose values add up to the original one, returning the die with +1/+2 value (if this would overflow the value on the die you will instead get two dice that add up to the new value just like in the previous example), flip a die to its opposite face, or spending dice that add up to 8 or more to roll 2 new dice, and so on. And all of these effects synergize with different spells spells in the game, and some spells will even enchant the dice themselves with different effects that give you a benefit every time you reroll or that give you bonuses when you spend them in spells.
It is so much fun, and if you're a dice goblin who gets satisfaction from rolling a shit-ton of dice this game scratches that itch like no other.