Deck Ratings
This is my rough gouge on the complexities (heroes) and difficulties (villains and environments) of each deck.
Heroes
Baccarat - 3
Lots of trash/discard management and budgeting, lots of card counting and deck knowledge needed, slow early game. Almost completely resistant to destruction.
Cricket - 2
Lots of minor effects which can be chained into deck manipulation or support. Lots of extra plays and powers, but also sets herself up fast.
Cypher - 3
Can grant almost any buff to any hero via Augments. Complexity comes from ability to rearrange, destroy, and recover Augments to reuse benefits multiple times per round.
Doc Havoc - 2
Requires lots of cost/benefit decision-making for the team. Ability to turn his own damage into healing allows for some combos. Reliably allows others to act out of turn.
Drift - 3
Lots of forward planning needed to get full effect out of most of her cards, needs lots of setup to shine.
Echelon - 3
Team buffs that reward you for changing them often. Lots of ways to boost damage or let others fine-tune their turns. Can do some decent attacking herself.
Gargoyle - 2
Lots of plus/minus optimization and simple ways to use the team's extra resources like damage, cards, powers, etc.
Gyrosaur - 1
Mostly damaging one-shots with simple scaling, some hand management required to mitigate team damage.
Impact - 1
A lot of straightforward damage and setup cards, although the line between them is blurry. Can take down big targets. Plays and destroys lots of ongoings.
The Knight - 1
Straightforward armor and damage buffs, and ability to play small meat-shield targets. Minor team support cards.
Lady of the Wood - 3
Large number of stacking buffs that give lots of combo options. Has no one required combo piece, allowing wide variety in her setup. Loses and recovers HP easily.
Magnificent Mara - 3
Manipulates others for benefit. Lots of break-even effects that become great if you game the system. Team deck manipulation, HP/stuff protection, and stuff recovery.
Malichae - 3
Only acts directly through summoned targets which require numerous cards in a particular order to gain effectiveness. Resistant to losing his setup cards and can eventually create huge late-game combos.
Necro - 2
Counterintuitive gameplay involves summoning detrimental minions which require team support to kill. Abuses villains who attack lowest HP targets.
Pyre - 3
Can do a LOT of friendly fire if you don't know the deck. Can set up himself and teammates pretty fast, and do interesting things with cards in players' hands.
Quicksilver - 1
Straightforward, attacks by playing chains of damaging one-shots. Gets more powerful at low HP and requires little setup.
Starlight - 3
Low-yield effects which require her to paint targets with Constellations first. Also pays Constellations to fuel effects. Has few cards which are effective without setup.
The Stranger - 2
Plays multiple buff/debuff cards each turn and pays HP to keep them in play. Rarely attacks directly.
Terminus - 2
Fairly different mutually exclusive builds available which can change how you use her otherwise simple cards; knowing the deck helps a lot.
Tango One - 2
Provides some top-deck/trash/hand management which she can leverage to increase her own damage. Irreducible damage and ability to insta-kill cards.
Titan - 2
Provides some team support, direct damage, and tanking/redirection through simple combos with his Titanform card. Lots of situational problem-solver cards.
Vanish - 2
Spams simple effects multiple times per round and acts our of turn frequently. Has low initial damage and numerous villain debuffs.
Villains
Anathema - 2
Gets shut down by damage prevention, since then his other effects can't trigger. A challenge for teams without it.
Accelerated Evolution Anathema - 3
Probably a bit harder than regular Anathema due to more HP and massive transformation turns.
Celadroch - 4
Goes a bit bonkers after 3 turns, but most teams are well setup by then. Our results are probably skewed because we tend to pick power teams against him.
Dendron - 2
Straightforward. Her last turn or two are usually very hard, but you know they're coming.
Dynamo - 1
Simple damage race with beefy targets and predictable super turns, which his ongoings accelerate.
Windcolor Dendron - 3
Dumps targets like crazy in the early game, but nothing stops players from eating their damage and killing her quick.
Gray - 4
Lots of consequences that make it hard to remove his problem cards when you want to, plus a bit of luck surrounding how hard his first two turns are.
Infernal Choir - 4
Disruptive targets and high damage output on the front, heroes have limited time/cards during the back side damage race.
Menagerie - 2
Steady stream of high-HP targets and extra card plays can pile up negative interactions that make it hard to come back. Much easier for high-damage teams.
Mistress of Fate - 2
Throws around big numbers and likes to incap heroes, but stakes are low because you can reset everything and you usually have plenty of time.
Mythos - 3
A marathon of surviving through enough of his deck to flip him, although players have good control of the pace.
Oriphel - 2
Straightforward. Has some self-combos that can chain lots of damage and high HP targets but almost no destruction.
Outlander - 3
Gradually increasing damage and passive effects allow heroes to ramp up pretty steadily, last round is usually the challenge. Vulnerable to single-target damage reduction.
Phase - 3
Has lots of ways to keep heroes from killing her while she piles on the damage and spams annoying targets.
The Ram - 2
Due to the way Up Close was implemented, trash/deck manipulation can crush him. Without it he's considerably harder; lots or restrictions on when you can deal with his problem cards, and possibility to destroy all your stuff frequently.
1929 Ram - 3
A heavy stream of starting damage, and big AoE bursts that come on a timer, making it a bit of a damage race toward the end.
Screamachine - 3
Lots of effects to track by the end of the game, but buildup is steady and disruption minimal.
Swarm Eater - 4
High HP miniboss targets that can come out early and recur. Difficulty heavily influenced by the environment and how many targets it has.
Hivemind Swarmeater - 2
The minibosses are still nasty but they may get tied up as augments instead of targets, and SE himself deals far less damage.
Tiamat - 3
Lots of damage and no low-HP targets that can be easily shut down.
Hydra Tiamat - 4
Probably slightly harder than regular Tiamat due to damage coming from more sources and the heads regenerating.
Probably slightly easier than regular Tiamat, since all damage comes from one source and there are rewards..
Vector - 2
Very team dependent; card-play prevention and large hits make him easier. Placement of Supervirus in his deck can lead to very different games.
Environments
Blackwood Forest - 2
Villain-dependent. Mirrorwraith can create cruel combos and Hound can punish the heroes based on villain targets.
Catchwater Harbor - 2
A few cards that can be swingy but you'll mostly see them coming, and plenty of helpful effects to leverage.
The Chasm of a Thousand Nights - 2
Some djinn combinations can be mean, but they're very equal-opportunity.
The Cybersphere - 2
Straightforward. No crazy hero/villain combos, plenty of alternatives to having environment destruction. Does play a lot of cards.
Many affects can be abused to favor the heroes with damage or deck/trash manipulation. Penalties are mild.
Halberd Experimental Research Center - 2
Can become extremely difficult but spends more time helping the heroes. Deck manipulation allows heroes to abuse.
F.S.C. Continuance Wanderer - 3
Cards that can completely ruin your planning without warning. Deck manipulation recommended just to manage what's coming.
Nightlore Citadel - 1
A few mean cards but also a lot of helpful cards. If Oros never shows up, things are very friendly.
Northspar - 1
Affects heroes and villains pretty evenly, worst effects can be avoided even without environment destruction. Does require heroes to pay attention but costs are small.
Most targets are pretty easy to deal with, most non-targets can be leveraged to help heroes.
St. Simeon's Catacombs - 3
Effects aren't too painful but take a lot of management to remove and can't be dealt with quickly. Some can drastically enhance the villain.
Superstorm Akela - 2
Gets painful and complicated if allowed to amass a few cards, but provides lots of outs and doesn't pick on heroes exclusively.
Vault 5 - 1
Artifacts can mess with some hero decks but usually help you way more. Can throw out decent hero damage, but moves slowly.
The Wandering Isle - 3
Favors villain over the heroes in general, and the turtle is vulnerable to high-damage AoE villains, making it easy for the heroes to lose if it appears early.
Windmill City - 2
Generally low-impact, mostly picks on everyone, although it does have lots of non-target cards that could stick around if you never draw Responders.