[H&V] Heroes & Villains: Design Notes
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Mechanics | Heroic Decks | Archenemy Deck | Design Notes |
Basics
Archenemy is played one-versus-many. The decks on either side want different kinds of cards.
The Heroic Decks want cards that play well with multiple teammates, but avoid cards that indiscriminately hurt all players. Group-Hug cards will disproportionately benefit the Heroic Deck players.
The Archenemy Decks want cards that play well against multiple opponents and scale well with many players even without having any allies that play along. In turn there is a scheme deck that can provide synergies.
Cycles and Cross-Deck Mechanics
Similar to Battlebond we have cooperation options with "partner with":
- Scary 4-Card Cycle: Quillcloak Drifter, Vulturous Duergin, Rukh Nestraider, Paradise Hunter
- Scary 4-Card Cycle II: Hunt Caller, Clan Champion, Echo Conductor, Ambush Master
Undaunted:
- commons:
- uncommons:
- rares: Witchlord's Summons
"Surmount" is a storm variant that works like undaunted:
- commons: Spill from the Cracks
- uncommons:
- rares: Guardian of Ancient Lore, Cryptic Haunt
Traps/Troves
Traps | Troves |
---|---|
Study Forbidden Lore |
Mechanical Notes Per Deck
Dwarf
Main Mechanic:
- Traps Crushing Wall Trap, Maddening Miasma Trap, Shadowrealm Trap, Venomshower Trap
- Trap tribal Dwarven Trapper, Ruthless Trapper
Archer
Main Mechanic:
- Combat Caleria's Rebel, Gilt-Leaf Archer
- Combat Unsettling Warpaint
Wizard
Main Mechanic:
- Flash/Addendum Feline Familiar, Swiftlet Familiar
- Instant Inscribe Scroll
- Troves Stack of Scrolls
Witchlord Crypt
- Reanimation/Graveyard
- Life Payment?
- Troves: