You have too many friends.
Lose a bunch of them right now by playing a character that'll make them rip their hair out and discontinue returning your calls.
Hyde is the only character with access to a 12-card collection called the Illusion Stack (these Illusions do not go in Hyde's deck).
These cards do nothing, and Hyde offers plenty of ways to add these pointless cards from their stack to his opponent's deck.
Ah! The look on your opponents' faces when they need to draw something good . . . and they instead draw 1 of your annoying, ungodly Illusions.
You can FLOOD your opponents' decks with this garbage.
Additionally, Hyde's ability allows him to use cards with the keyword, "Drug."
When a card tells Hyde (and ONLY Hyde) to "Drug," he selects any player, could even be himself.
That player gains an attribute of their choice, but they afterwards lose 3 hit points.
Knowing when to use this on another player versus yourself is critical.
When a card tells Hyde to Drug, it's always optional.
You can Drug a player with full stats, meaning they'll lose 3 hit points for no reason at all.
Hyde loves to make his opponents make tough decisions, but those decisions often end up his opponents' to make.
The question is: Are your opponents going to make the wrong choice?
You might think this sleazy, psychopathic, intergalactic hitman's greatest power would rest with his ability to create powerful hallucinations.
Or maybe you'd consider the retractable, foot-long rapiers inside his forearms.
If so, you're skipping the element that makes Hyde such a dangerous dude.
Hyde's bright-yellow blood grants him massive power boosts.
If another person drinks his blood, they'll temporarily gain superhuman speed, strength, and durability . . . at the cost of their sanity and health.
Hyde keeps an elderly man as a pet, which he named "Gimp."
Hyde force-feeds vials of his blood to Gimp, transforming him, for a few minutes at a time, into a vicious, mindless, attack dog.
The drug is slowly killing the old man, though, robbing him of his memories and his grip on reality. Which Hyde finds amusing.
Click the link below.
There are 10 of these cards in the game, and they go in a separate stack only Hyde can access via his ability and card effects.
The point is to add these pointless cards to your opponents' decks so they draw nothing useful, buying you time to knock them out of the game.
When one of these is added to a deck, it becomes part of that deck for the remainder of that game.
Many of Hyde's Items and Supports frequently offer triggers when an opponent reveals an Illusion.
When someone adds an Illusion to their hand, they MUST reveal it to all the players.
It stays in their hand unless they actually spend an action to play it.
What happens when someone plays an Illusion?
Well, this Event does nothing.
Zip. Zilch. Nada.
About as much as "thoughts and prayers."
Play a Support from your hand at the cost of 1 action.
When you do, place the card face-up on your side of the field, above your character board.
This puts the card both "in play" and "under your control."
Next, place a number of Stamina tokens on that Support equal to the number of points
you have in Influence at that exact moment.
While on your side of the field, Supports offer continuous effects to aid you.
Unless the Support says otherwise, you do not need to spend an action to activate the effect(s) of a Support already in play (you spend an action to put it from your hand onto the field, but, once it's there, it's typically free to activate its effects).
At the start of your turn(s), remove 1 Stamina from every Support you control.
The instant a Support has no Stamina, destroy and send it to its discard pile.
Like Items, Supports have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
While this Support is on your side of the field, you may, once during your turn, search your deck for any card and banish that card.
Remember to shuffle your deck afterwards.
Khadija is a great way to thin out your deck, getting rid of cards you don't want to draw into.
Hyde's deck also offers cards that take advantage of banishing cards.
Think twice about using something like this if you're playing against Adiba.
While Eden is on your side of the field, you may banish (remove from the game and send to the banish pool) an Event from your hand.
If you do, you'll deal 4 damage to an opponent.
You can only do this once during your turn.
This might seem like a steep cost, but Hyde can benefit from banishing his Events.
Just think twice about going too heavy with Eden if you're playing against Adiba or Tenko, as the former takes advantage of the banish pool, and Tenko might just leave you with no cards left with which to play.
Europa shares Tenko's threat.
Choose carefully.
Eden can prove very powerful in your opening hand.
If you have Eden and a bunch of Events with which you're willing to part, you can start the game by swinging for 4, 8, even 12!!!! points of damage . . . but you're giving up A LOT of cards in the process.
Still, how well do you need to play when you've already broken your opponent's spirit?
While this Support is on the field, ALL damage to your hit points equals zero.
Yes, this means you could Drug yourself & not lose any hit points.
Spend 1 action to play an Event from your hand.
Do what the card says in the order it's written.
While an Event's effects resolve, that card does not exist anywhere.
It is considered, "in the aether," no longer in your hand, on the field, in a deck or discard pile, or on a hot date with your mom.
Only after its effects resolve, will a played Event enter its discard pile.
It's best not to ask what's going on in this picture.
When you play this Event: you'll destroy a number of tokens, up to as many as points your have in Influence.
Afterwards, you'll Drug, meaning you'll select a player, who will then gain an attribute of their choice and lose 3 hit points.
Spend 1 action to play an Item from your hand.
To do this, you'll need a number of points in Knowledge equal to or greater than the Item's level.
When you play an Item, place it face-up on your side of the field above your character board.
It's now considered "under Your control" and "in play."
While on your side of the field, Items offer continuous effects to aid you.
Unless an Item already in play says otherwise, you do not need to spend any actions to activate its effect(s).
Like Supports, Items have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
While this Item is on your side of the field, whenever an opponent reveals an Illusion (which they MUST do whenever they add an illusion to their hand), you may destroy a card on the field, such as an opponent's Support or Item.
Remember to shuffle your deck afterwards.
Yes, this triggers if an opponent reveals an Illusion in some weird way, like using an effect that "reveals" (not "peeks at") the top card of their deck.
Once during your turn, while this card's on your side of the field, you'll gain actions equal to the total number of Illusions revealed since the end of your lat turn.
Since opponents MUST reveal all Illusions that enter their hands, you can rake up a lot of extra actions (these are all in addition to the usual 2 actions you gain during your action phase.
(art work coming soon)
While this Item is on your side of the field, whenever an opponent reveals an Illusion (which they MUST do whenever they add an illusion to their hand), you MAY Drug any player, yourself included.
When a player gets Drugged, they gain an attribute & afterwards lose 3 hit points.
When you play this Event, you'll attack an opponent with damage equal to your Knowledge.
Afterwards, you may add to your hand all non-Events (Items and Supports) currently banished from your deck.
Temptation Tree, another Combat-flavored Event in Hyde's deck, loves for him to banish as many Events from his own deck as possible.
While cards like Eden allow you do banish Events directly from your hand, cards like Shaman grant you opportunities for banishing cards off the top of your deck without 1st seeing what they are.
Sure, counting cards is easy with these small decks, but you could easily banish something with which you weren't ready to lose.
Islands of Kyhama helps return those cards to you.
When you play this Event, deal damage equal to your Combat.
Afterwards, Drug (pick a player, they gain an attribute, they lose 3 hit points).
Fun fact, when you Drug, you COULD target a player who's already out of the game.
Little reason why you would, but it might turn up as a worthwhile option in a weird enough situation.
Here's a finisher for you.
Temptation Tree allows you to play a number of banished Events (banished from anyone's deck).
You do not spend additional actions to play those banished Events.
The number of banished Events you get to play (in whichever order you see fit) is equal to your Combat.
You may not play the same Event twice when playing Temptation Tree.
This makes for a hell of a game against Adiba, who loves to banish cards.
This makes for a HELL of a game where you're playing with Adiba as your teammate!
In most cases, if you get to play 4 to 5 cards with Temptation Tree, you're probably going to win the game immediately.
When you play this Event, deal damage equal to your Combat.
You may repeat this effect (once when you play this card) by banishing the top 2 cards from your deck (you must have at least 2 to banish).
Treat these 2 swings as separate instances of damage.
If your attacks trigger the effect of a card on the field, both swings of damage from Shaman will trigger them both separately.
If an effect lowers or raises your attacks, it will alter these swings separately.
If an effect would block 1 of your attacks (not negate Shaman, itself), it would only block 1 of Shaman's swings.
If you decide to repeat this effect, you must do so immediately after the 1st attack resolves.
If you have both Islands of Kyhama and Shaman in your hand, using Shaman to banish cards (which basically increases Shaman's damage) will probably feel like a pretty safe bet.
If Shaman banishes Items and/or Supports, you can afterwards use Islands of Kyhama to add those banished cards to your hand, resulting in increased damage to an opponent's hit points plus card advantage for you.
When you play this Event, you may spend any number of your hit points, up to the number of points you have in Combat, and draw that many cards.
You must decide how many hit points you're paying and THEN draw that many cards.
You cannot pay a hit point, draw a card, see if it's what you want, maybe decide you want to draw again, pay another hit point, draw a card, so on and so forth.
You gotta commit.