Where I’m coming from is the opinion “I play with Doomskulls a lot, but when I compare them to a Divines team they don’t feel much different.” I do think you’re right in saying exploders are more likely the root.
When I play with Doomskulls, my goal is to engineer the death of an opponent so I can unleash an explosion or one of my converters to begin a cascade of death.
When I play with Divines, my goal is to loop consistently, slowly grooming the board until I can engineer a massive hit from Ishbaala. I usually don’t pass the turn often, and if I get “stuck” then Infernus deals damage and “resets” the board so I can try again, with moderately high likelihood of cascades. Thus: an exploder.
Goblins uses an exploder. Psion relies on Ragnagord, an exploder. The only meta I can think of that doesn’t use an exploder is Nyxbringer, which instead relies on converters.
I feel like there are two different games people want out of Gems of War. One is what we have: an endgame that is relatively fast and revolves around engineering a single catastrophic turn for your enemy. The other is a slower, more strategic game much like what you play in the lower levels, where no troops can easily set up such a catastrophic turn.
I feel like a lot of Doomskull complaints come from people that want that slower game. Maybe they’re lower-level and GoW is already a slower game for them. Now they’re cresting the hill of the later game where it’s faster, and Doomskulls seem to be the cause. I don’t think they are.
If we want to steer the game back in their direction, then we need to severely nerf exploders. It’s probably safe to say a troop like Gorgotha should cap at 3-5 gems exploded, maybe less. I could still have fun in that game, but pushing GoW slower would have to mean a lot of rewards need to be adjusted upwards to compensate for the inability to finish a lot of games in a short time.
Personally, I prefer the faster game. I feel like Doomskulls are extremely biased to give an advantage to offense. Since you used an MtG reference, I want to use another: Doomskulls feel very analogous to when the first red Aggro decks appeared in MtG. The community hated them. They were called cheating. There were calls for bans. But it led to the Aggro-Control-Midrange dynamic that is core to deckbuilding today.
Exploders are Aggro. Generators are control. I feel like Divines work a bit like a midrange team, which is why I suspect I should use them if I want “better PvP win rate” as opposed to “faster PvP”.