I Am Untouchable
Archenemy schemes trade in asymmetry, and this one hands the villain a defensive posture that the whole table has to solve rather than shoot through. Blanket hexproof on the archenemy and their board is the loud half, but the quiet half is the trap baked into how the scheme leaves the game: it stays face up until its trigger resolves, and the only trigger is taking combat damage, which is exactly the thing three-or-more attacking players are trying to do anyway. That creates a genuine tension for the group. Spot removal is worthless against an untargetable archenemy with a full board, so the honest answer is to swing; but the first player who connects both pops the protection and hands the archenemy a 4/4 Scarecrow with vigilance. The scheme creates that single token once, for the combat damage event, then abandons itself: it does not scale with how many players got through. The vigilance is the detail that closes the loop, letting the Scarecrow block on the crackback after it swings on the return, so the reward for cracking the scheme is a body that punishes the attack from both directions. The design reads the multiplayer rhythm correctly: the villain buys a turn or two of insulation to set up, and the players get a reason to commit bodies to combat instead of durdling, knowing the removal of one wall raises another.
