Diana might be a bit of a one-trick pony, but it's a really good trick.
Diana's stats and deckbuilding options are just mediocre, so we're playing her for her unique abilities, all of which are stellar.
- Whenever one of her cards cancels or ignores an effect, if she doesn't have 5 cards under her, she gains a card and a resource. It's quite easy to do this 6 or more times a game (yes, even with the 5-card limit). You will be bringing cards like Ward of Protection, Dark Prophecy, and Deny Existence, which are already good enough on their own, but with Diana they become virtually free. s can sometimes struggle to have enough cards and resources, but Diana is getting paid to shrug off Mythos cards.
- Her gets boosted by +1 for each card beneath her, allowing her to get up to 6 without assets in play. That said, you might not be at the full 6 most turns, but Diana can operate just fine without requiring max . If you do want to go the max route, and are the classes to do it in.
- This does means her starts at 1; Diana is not prone to explosive starts. But it's not hard to get up to 4 within 2 or 3 turns, thanks to...
- Dark Insight always starts as a 6th card in your opening hand. It's a great card on its own, it's even better with Diana's ability, and you will always have it during the first Mythos phase if you aren't done setting up your kit and need to keep the monsters away for another turn.
- Her other unique card, Twilight Blade, lets you replay cards you've placed beneath Diana. This can be a bonkers effect in some decks, as you're getting multiple uses out of your cancel cards, but also freeing up space under Diana so you can continue to get your bonus card and resource from future cancel cards. You do have to pay full price when playing cards this way (no bonuses), so if you want to build a deck where you cancel 15 things a game, bring ways to pay for it. And I guess you can stab with the blade too, if that interests you.
- Her gives a similar effect, but at random. It's usually a nice bonus when it happens.
- Oh, and her weakness? You can't cancel it, but you can ignore it with Deny Existence. You can even intentionally peel off a card or two to make room for more stuff.
Alright, so she's great at making nothing happen, but what does she do to advance the act? You've got the full suite of cards, so you can pick a lane between cluever (Read the Signs, Sixth Sense, Rite of Seeking, etc.) and fighter (Shrivelling, Azure Flame, etc.). Cyclopean Hammer makes her a reliable damage dealer if you go that route; Bandolier lets you also hold your Twilight Blade and boost . "I've had worse…" lets you get paid to tank, and works with Diana's cancel ability. Sword Cane can be a fine starter card until you get some XP. Arcane Initiate can find spells (which many of your "cancel cards" are, further fueling your card draw and boost). Prophetic and Robes of Endless Night can save you resources as you play all your spells. And Dayana Esperence can be a nice "win-more" card since most of your cancel cards are spell events.
Diana's a lot of fun... you start out slow, but you can "powerup" while protecting yourself from early Mythos cards, then start steamrolling as you get your core assets out and have a nice high . And near the end of the scenario, you bring out your Twilight Blade to replay your bank of cards under Diana and provide extra protection against the Mythos deck to make sure your team doesn't trip at the finish line.