You have too many friends.
Lose a bunch of them right now by playing a character that'll make them rip out their hair and discontinue returning your calls.
Hyde is the only character with access to a 6-card collection called the Illusion Stack (not a "deck").
These Illusions do not start in Hyde's deck.
These cards do nothing beyond require a player to present them whenever they enter their hand).
Hyde's ability and deck offer 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 an annoying, ungodly Illusion.
You can FLOOD your opponents' decks with this garbage.
Since Illusions ARE Events, a player CAN play an Illusion from their hand (at the cost of an action), but the played Illusion will do literally nothing (except trigger anything triggered by, "when you play an Event").
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, and that player gains an attribute of their choice.
However, if he targets another player, that player will also lose 3 hit points.
Very technically, because of how this is written on Hyde's board, you could, as Hyde, CHOSE to lose 3 hit points when you targets yourself with Drug, but you probably wouldn't.
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.
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, nine-inch rapiers inside his forearms.
If so, you're skipping the key 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 long-term health.
Hyde keeps a thirty-year-old 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 Gimp, aging him to look like a decrepit eighty-year-old while robbing him of his memories and his grip on reality.
Which Hyde finds amusing, because he is, and you can fact-check me on this, a giant douche.
Click the link below.
There are 6 of these cards in the game, and they go in a separate stack Hyde can access via his ability and card effects, allowing him to shuffle them into other players' decks.
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, which they MUST do when an Illusion enters their hand.
Once added to a player's hand, Illusions stay there until they're played or discarded through Reloading or some effect.
Hyde's deck offers a few banish pool shenanigans, as well.
This makes for an interesting battle against Adiba, who loves to banish cards.
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).
When an opponent reveals an Illusion (because it entered their hand), and Khadija is on your side of the field, you MAY banish 1 card in ANY discard pile.
As previously mentioned, Hyde's deck offers a few banish pool shenanigans, so banishing the right cards can pay off well in the mid to late game.
At its floor, this card will grant you opportunities to banish some of your opponents' more problematic cards.
While Eden is on your side of the field, you may, once during each of your turns, 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.
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, given his love of looting discard piles.
A serious backfire could come in the form of Tenko or Europa stealing Eden from you (Tenko can steal it from the field, and Europa can steal it from your discard pile).
If they play Eden, they can turn those pesky Illusions (which are Events) into ammunition to cook off via Eden's effect.
When an opponent reveals an Illusion (because it entered their hand), and Byakko is on your side of the field, you MAY add to your hand 1 card in the banish pool, regardless of whose deck it came from.
This basically puts that card back in the game, so remember that when a card goes to a discard pile, it goes to its own (its owner's).
If you pair this with Khadija (1 of Hyde's other Supports), you can quickly turn the banish pool into a toolbox to use as you see fit.
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.
Remember that you can mix-and-match the tokens you target--take out a couple Shields with a side order of Stamina tokens, for example.
Afterwards, you'll Drug, meaning you'll select a player, who will then gain an attribute of their choice and lose 3 hit points (if you select yourself, you don't have to lose those 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 draw a card (drawing a card always means drawing that card from your deck and adding it to your hand).
There's tempo, and then there's TEMPO.
At the START of each of your turns, if Guitar Pick is on your side of the field, and at least 1 Illusion was revealed since your last turn ended, you'll gain 4 actions!
Notice this card's effect triggers at the start of your turn, meaning you won't get this effect the same turn you play Guitar Pick.
Regardless, the amount of tempo this grants you can prove massive and game-ending.
Note that this effect doesn't stack.
If, for example, 2 Illusions were revealed since your last turn ended, Guitar Pick only grants you 4 actions (at the start of your turn), not 8.
Don't be greedy.
(art work coming soon)
Once during each of your opponents' turns, while Potion 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 3 times.
EACH time you drug, you'll select a player, who will then gain an attribute of their choice and lose 3 hit points (if you select yourself, you don't have to lose those hit points).
This can deal up to 9 points of damage!
At the cost of gift wrapping 3 attribute points, of course.
Or you could use it to gain 3 attribute points for yourself.
Or spread it out.
Maybe you gain 2 attribute points while dealing 3 points of damage and giving your target an attribute point.
When you play this Event, you'll attack an opponent with damage equal to your Knowledge.
Afterwards, you may add to your hand all the cards currently banished from your deck.
This means that cards you banished to activate Eden will return to your hand!
When you play this Event, deal damage equal to your Combat.
Afterwards, Drug (pick a player, they gain an attribute and lose 3 hit points).
If you pick yourself, you can skip that part where you 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 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.
Temptation Tree does NOT return those banished cards to the game (they remain in the banished pool).
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 Islands of Kyhama or Temptation Tree in your hand, using Shaman's kicker will probably feel like a pretty safe bet (depending on how many Events are still in your deck).
When you play this Event, and you have fewer than 5 points in Combat, you may perform 1 of the following effects (if you have 5 points in Combat, you may perform BOTH):
1) Destroy 1 Item, OR (perhaps "and")
2) Draw 2 cards.
What's great about this card is it does something great even if you never invest a single point in Combat.
However, you now see a serious weakness in Hyde's deck.
His entire deck has the ability to destroy only ONE Item (without finding ways to replay Forest City, which, sure, you totally can).
Still, if you're playing as Hyde, and you see your opponent investing heavily in Knowledge, you know you need to make sure you can bounce Forest City's effect, something you can do with a little planning.
Another option is to banish as much of your deck as possible that ISN'T Forest City, allowing you to draw it often when you reload, and Hyde's deck allows for that, as well.