I was thinking, What if environments also had advanced rules? So I decided to Tryand make some. I havent gotten too far, but I would like the rules to be at least quasi unique, and not just a very similar rule for each environment. Heres What I have so far, in no particular order, and feel free to throw out suggestions:
Wagner Mars Base: At the start of the game, put self destruct sequecne in the play zone and shuffle the environment deck. Self-Destruct Sequence is indestructible, cards under Self-Destruct sequence are immune to non-environment card effects. If self destruct sequece were to be destroyed by a hero card, place the top card of the deck under this card instead
Tomb of Anubis: Increase the Damage of all Trial cards to Heros by 2. When anubis gets played destroy H Hero ongoing and equiptment card, and put them under the Anubis card. Cards under anubis are now treated as environment targets. Reduce damage to anubis by the number of cards under anubis
Ruins of Atlantis: Start the Game with one Kraken Card in play. At the end of the Environment turn each Kraken card (if they are in play) regains 3 HP and deals the non-environment target with the second lowest HP 5 melee damage
Insula Primals: Obsidian Fields are indestructable, Whenever a target leaves play, all environment targets get restored to full health. If river of lava is destroyed, search the deck for an Obsidian field, and put it into play, then shuffle the deck.
Mobile Defense Platform:Start the gam with Propulsion System in play, Damage Reduction Cannot Be applied to Propulsion System, Propulsion System cannot be removed from the field. If a villian would deal damage to it, you may redirect it to the Hero with the lowest HP
Freedom Tower: At the start of the game, reveal cards from the top of the environment deck until two room cards are revealed and put them into play. Search the deck for two entry points and put one on each room. If a room card is destroyed by a non-villian target, remove it from the game. At the start of the environment turn, if there are 5 or more room cards removed from the game, the tower collapses with the heros in it. Game Over
Time Catyclysm: Treat the entire game as if only one environment target is in play. Ignore any environment effects that destroy environment cards.
Rook City: Whenever an environment card is destroyed by an environment effect, play the top card of the Villian deck
Silver Gulch: Each cover card can only take 1 damage per turn. Reduce the damage villian targets take by 1 for each cover card in play
Pike Industrial Complex: At the start of the game, reveal cards from the top of the deck until 2 Vat cards are revealed. At the start of the environment turn, if there are no Vat cards, search the trash for a Vat card and put it into play. At the end of the environment turn, add X cards to the chemical pool where X= the number of Vat cards in play. If a Vat card is destroyed by a non environment card, add H-1 cards to the chemical pool. If the chemical pool is ever greater than 20, the factory fumes become too toxic. Game Over
For Suggestion, I will say two things, This is supposed to be a difficulty in between villians and advanced villians. So Hard, But not incredibly hard, like advanced villians. I will also update the main post as I come up with more rules.
To Do: Megalopolis, Realm of Discord, The Block, Final Wasteland, Omnitron-IV, Dok'Thorath Capital, Enclave of the Endlings