Pay 3, exhaust: Deploy a Fort location.
Pay 3, exhaust: Repair for 6 health.
Character- Magic Human
Characters you control gain +2/+2. Whenever a character you control dies, you lose 4 health and 2 morale.
Pay 3: At the end of the turn if there is an Enthusiastic Architect in the same zone as this card Combine into Murder Mansion
1p Verore + 1p GI
Location- Artificial Magic
Whenever a character dies, its owner loses 4 health and 2 morale.
Whenever a character your opponent controls dies, deploy a 4/5 thrall in your support zone.
Pay 3: All characters on the battlefield get -2/-3 until end of turn.
Whenever a card that was created using Combine leaves the deployed area, it splits back into the 2 cards that combined to make it
Huh, Hiding has found a way to actually kind of make 4 cards for a 1 card challenge and still keep it valid for the challenge
So the actual entry here is Murder Mansion, but the two characters are the important enablers. Therefore i will focus on the Mansion and only leave a quick small review to the characters:
I think Enthusiastic Architect is fine, the fort he can make on his own is pretty good. I really enjoy the design of Dark master, his drawback and ability togheter in CoV purity are really interesting and could make for fun decks. The fact that he works from command and is non-unique however could make him quite disgusting in rita token decks though. Then again his drawback works from command too, so it might balances it sufficiently? Not sure tbh.
Now for the Mansion itself:
As a first observation: I find the idea of location subtypes compelling. Wouldn't do much right now really, but could be of importance one day, why not? I really like how it expands the drawback of Dark Master on your opponent (which is very useful for CoV), and the fact that it gives you tokens when the opponent dies is nice too. That it needs a special way for deployment is something new and interesting for a location too. I however have several problems with this design. The first is the activatable ability:
It does not exhaust the location and can be activated multiple times, so especially towards the late game this card can become yet another stally CoV location and can even shut down many decks until they draw location removal. And this leads to the next problem: Killing the location splits it back into the two characters which cant be targeted the same turn, and which could combine again the next turn. Makes it a bit too difficult to permanently get rid of the location. I mean i can see that getting the mansion out is a huge investment considering that it 'consumes' two characters with a combined cost of 7 and takes 3 to activate the ability, but it might should take at least one of the two characters with it when it goes down to avoid them just recombining next turn. And my last point: the characters dont need to be deployed to combine, just in the same zone. Choosing both as commanders means you can get this location for 3 - which seems a bit cheap for an almost guranteed location with this effect - and they are even more protected after splitting up. Overall i really like how creative this design is and enjoy a lot of the ideas behind it, but I think it is a bit rough around the edges!