Keith Richmond Lone Shark Games |
Happy to give advice, but agree that it'd be good to know your group makeup.
In testing, things which helped the most - not all required, but each build up towards success:
Taking as many curse removal options as possible, and ways to cycle them back into play.
Being able to mitigate small amounts of group damage (Elemental Treaty, Safety Bubble, some character powers, or each of you having a golden serpent armband, khepresh, or similar resist 1-2 any)
Being able to heal, even a steady small amount (Shaman provided all the healing one table needed)
Ability to deal with a variety of barriers (or some luck on the draw on which you get)
Ability to move cards down in the deck to put the villain on the bottom (augury, scrying) or ability to evade (especially ability to grant evades to others), so you don't have to go through the villain costs multiple times.