Collective is unique in utilizing Heroes and the EXP System as an integral part of gameplay. Heroes aren't actual units or cards, but act as a reward system through which you can receive a free unit on board, a spell in hand, or a passive ability that lasts for the duration of the game. The nature of heroes, their passives, and their rewards shapes the playstyle of the decks built under them, while allowing enough flexibility that multiple archetypes can be built under one hero. Building your deck to best take advantage of a given hero's traits is a pillar of Collective’s gameplay, and enables a further layer of variety beyond the affinity system.
List of Heroes[edit | edit source]
EXP System[edit | edit source]
Each hero has 4 different rewards specific to them, provided sequentially when they level up. Leveling up happens as certain EXP thresholds are reached within each match, which are reset once the match concludes, with the exact thresholds differing for each hero.
Players begin a match with a hero of their choosing and 0 EXP. EXP is attainable through three ways:
1) At the beginning of each turn, each player gains 1 EXP.
2) Each hero has a unique passive ability that triggers once per turn, and providing you with a set amount of EXP if you meet that condition.
3) Cards that have an ability that gives you EXP.
In-Game Drafting[edit | edit source]
When a player levels up, they receive the hero rewards for that level, and also get to draft a card. They are presented with four cards of the same rarity, of which they choose one to add to their hand. They may play that card like any other card in their hand. Antifinity Penalties still apply, and exclusive cards of another affinity cannot be drafted. At the end of the game, they may choose one card out of all the cards they've drafted that game to add to their deck, or choose not to add any and gain an amount of amber instead, equal to the amber conversion of the card with the highest rarity out of the cards they have drafted.