I had an idea a while back for upping the difficulty for each villain. This is because in 5 player matches, the villains tend to see the worst of it more often than not...and even with three players, there are villains that are easier.
So, why not give the villains new lieutenants that increase their difficulty, or give them an advantage? Some of these are cards with high HP that give the villain an advantage (somtimes even with incap effects), and some are global modifiers that you can't get rid of.
BB- Igor the lab assistant (30 HP):
End of V turn, play the top card of the deck. Redirect the first damage that would be dealt to BB every turn to Igor.
(artwork: A blade minion in a labcoat, holding up a testube, being berated by the Baron)
Incapacitated effect: Whenever Baron Blade attacks the Hero with the Highest HP, he also deals the same damage to the hero with the second highest.
Voss- Admiral Ulkath (30 HP):
End of V turn, if there are no ships in play, search the deck for a ship and put it into play.
If all ships are in the trash, put one on the bottom of the deck.
Reduce damage to ships by 1.
(Artwork: A Thorathian in a military uniform with medals, on the bridge of a starship, looking at a holographic earth)
Incapacitated Effect: All ships regain (H-2) HP at the start of the villain turn.
Cit. Dawn- Citizen Dusk (40 HP):
Redirect all damage that would be dealt to Dawn to Citizen Dusk.
Increase damage by citizens by 1.
At the start of their turn, heroes may deal themselves 3 radiant damage to play an extra card.
(I chose this because Dawn has enough resets to be painful, and I liked the idea of him "helping" his daughter and the heroes...which is why there isn't a citizen dusk anymore!)
Incapacitated Effect: Start of villain turn- All Heroes may draw a card. If they do, Play the top card of Citizen Dawn's deck.
Omnitron- Prototype Omnidroid (40 HP):
End of V turn, Omnidroid searches trash for a component, plays it on itself.
It then then deals H-2 energy damage to hero w/highest.
(Artwork: A barely humanoid robot, heavily loaded with weaponry. Looks like a VERY early version of Omhnitron-X)
Incapacitated Effect: All components are only destroyed after Omnitron takes 10 damage/round
Chairman/operative- The Lawyer (No HP, is not a target):
At end of V turn, The lawyer looks for an underboss card in the trash, puts it on bottom of deck.
(seemed like a natural extension of the mechanic)
(Artwork: A sharply dressed man at the police station, opening his briefcase and cocking his eyebrow at at the cops.)
The Ennead: The Altar of Immortality- (No HP, is not a target)
End of V turn, If no Sun cards have been played, the Ennead acts as if one had been put into trash.
If no Ankh cards have been played, the Ennead acts as if one had been put into the trash.
(this prevents being crippled by takedown or mistbinding- but their nastiest hits come off of elemental cards, so they don't get full love.)(artwork: a richly decorated altar with the Ennead's cup on it)
Apostate: Curator Moriarty (20 HP)- At the end of the V turn, search the deck and trash for the "Tome of the Unknowable" and put it in play.
(Because the tome is hugely powerful, and can be a gamechanger)
(Artwork: An evil looking old man with all sorts of relics around him, reading out loud from the tome)
Incapacitated effect: the first time each turn a Hero damages a relic, apostate deals them 1 melee damage.
Matriarch: Call of the Corvidae (No HP, not a target)
Whenever a "Fowl" card is played, the matriarch deals the hero target with the highest HP 1 sonic damage.
Plague Rat: Virulent Mutation (No HP, not a target)
At the start of the Villain turn, roll a D6. All damage by Plague Rat and infected heroes is changed to:
1. Cold
2. Fire
3. Psychic
4. Infernal
5,6. Toxic