4 players. Each of us had a slightly different approach for character development.
Character Name: Valeros the Dragon Slaying Clockwatcher
Role Card: Weapon Master
Skill Feats: STR+4, DEX+1, CHA+1
Power Feats: +1 hand size, Add 1d4+4 to another's combat check, shuffle recharged weapons, use melee in place of ranged
Card Feats: weapons+3, armor+1, item+1, ally+2, blessing+1
Weapons: Returning Frost Spear +3, Force Sling +3, Karzoug's Burning Glaive, Venemous Heavy Crossbow, Acidic Sling +3, Forged Falchion, Flaming Ranseur +3, Great Club +3
Armors: Magic Full Plate (x2), Invincible Breastplate (x2)
Items: Masterwork Tools, Boots of Teleportation, Revelation Quill
Allies: Black Arrow Ranger (x2), Shalelu Androsana, Sacred Killer
Blessings: Gorum (x2), Gozreh, Abadar
Character Name: Seoni the Devastating
Role Card: Celestial Sorcerer
Skill Feats: DEX+2, CHA+4
Power Feats: innate attack +3 +acid, auto recharge items, if fail check by 1 bury card to succeed, use d12 for blessing of Pharasma
Card Feats: spell+3, item+3, ally+1, blessing+1
Spells: Augury (x2), Poison Blast (x2), Lightning Bolt, Disintegrate
Items: Wand of Treasure Finding, Robes of Xin-Shalast, Ring of Protection, Holy Candle, Staff of Hungry Shadows, Wand of Enervation
Allies: Acolyte, Charmed Red Dragon, Ilsouri Gandethus, Burglar, Jakardros Sovarle
Blessings: Lamashtu (x2), Pharasma (x3), Iomedae
Character Name: Seelah the Forever Itemless ("Why can't I ever have anything nice?")
Role Card: Hospitaler
Skill Feats: STR+4, WIS+2
Power Feats: +2 hand size, discard to add 1d6+3, recharge if spell, bury divine card to heal
Card Feats: weapon+2, spell+2, armor+1, ally+1, blessing+2
Weapons: Runechill Hatchet +2, Mokmurian's Club, Chellan Sword of Greed, Shock Greatsword +2, Impaler of Thorns
Spells: Swipe (x2), Aid
Armors: Bolstering Armor, Breastplate of Fire Resistance (x2), Adamantine Plate
Allies: Sheriff Hemlock, Soldier, Charmed Red Dragon
Blessings: Norgorber (x2), Gorum (x2), Abadar (x2), Nethys, Gozreh
Character Name: Lini the Versatile
Role Card: Wild Warden
Skill Feats: STR+2, WIS+4
Power Feats: +2 hand size, weapon proficiency, reveal animal for 1d4+4,
Card Feats: weapon+1, spell+2, item+1, ally+3, blessing+1
Weapons: Flaming Icy Axe +1
Spells: Sign of Wrath (x2), Mass Cure (x2), Dominate, Augury, Find Traps, Scrying
Items: Ring of Energy Resistance, Emerald Codex, Greater Luckstone
Allies: Saber-Toothed Tiger, Bear, Pyromaniac Mage, Velociraptor, Lizard, Monkey
Blessings: Pharasma (x2), Nethys, Gorum, Irori
We decided not to "game" the game by optimizing our decks for the final conflict. Instead we kept our decks like they would be if we were going to continue on additional adventures.
Nobody died throughout the entire campaign. In fact, nobody was ever even close to dying except during a few of the early scenarios where we were learning the game. We only lost a scenario 2 or 3 times (definitely twice, but we thought maybe there was a third one in there...hard to remember!).
Our MVC (Most Valuable Card): the Holy Candle. Those extra 1d6 turns enabled us to win several scenarios that otherwise would have been a defeat.