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.

Tiamat 2199 - 2
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.

Dungeons of Terror - 1
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.

Oblask Crater - 1
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.

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