Current status of DCL work, which is on pause while my job occupies my time:
| Emblem | Side | Main Theme | Strategies |
|---|---|---|---|
| Heart | Light | “Stats matter” | Aggro; Sac; Fling |
| Oil | Dark | Swarm (non-unique) go-wide | Reanimator; “grow teeth” (swarm allies grow/fight back) |
| Crown | Light | Scaling go-wide | Crew (non-unique) allies; Healing; Ally play rewards |
| Want | Dark | Plot marker “Play land” (time-based, MtG-like resource) | Big finish, force party discards (not defeat), “dark alliances” (unique minions ‘chip in’ to the plot) |
| Star | Light | Control (reactive/proactive) | Direct damage, strong defenses, MPs |
| Ruin | Dark | Scour marker (Whenever this character takes damage, its player discards that many cards from the top of their deck) | Mill; dredge; ‘gum the board’ |