So, a random game the other game pulled up my least-favorite villain, and I played him anyway, and then I got to thinking. Mostly, I love Sentinels; it's a wonderful game, and the villains are interesting to fight, just varied enough to require shifting tactics, and cool and thematic.
Spite: Agent of Gloom is the absolute worst.
What I did not realize until this week is how badly his math is broken. I thought it was just that I was having bad luck with him, but it's not. He doesn't do the things he should do.
So... the thing is, the theory behind the Agent, AIUI, is that he has two modes. First, you fight him to slow down his power, putting victims into the Safe House to prevent his Drugs from flipping, and then he flips and becomes a killing machine, and you have to pull the victims back out again to slow him down and fight him off.
But in practice, neither of those things happen. It is functionally impossible to ever flip one of Spite's drugs face-down, and if you save enough victims for him to flip he will instantly obliterate you.
The problem is that the drugs flip at the start of the turn, the Victims check at the end of the turn, and Spite only plays one card per turn in this variant. Spite starts the game with a single Victim in play, and then flips his first drug. Then he plays one card.
On Spite's second turn, he flips a second drug. Then, if there are not three Victims in the safe house at the end of the turn, his two drugs stay face-up. But to get three Victims into the Safe House by the end of the second turn, you need one of two things: Either for Spite to play a Victim, and for the Samaritan to be one of the two Victims out, and for the Samaritan to play another Samaritan off the top of his deck, and for THAT Samaritan to not play a Victim-destroying card (for those who are curious, the chance of this happening is about 1.6%), or to play one of the three heroes who can force plays off of the villain deck (Omnitron-X, Rogue Agent KNYFE, and Dark Conductor Argent Adept) and then get lucky in playing just victims and also not having the Samaritan kill himself (technically a much better but still real low chance, at 11.5% with one of those heroes).
If you can't get three Victims into the safe house at the end of Turn 1, it becomes impossible, because a new drug flips every turn, Spite only puts one card out per turn, and the chance of that card being one that kills Victims or empties the safe house increases substantially each turn. And you can't get H victims into the safe house until after Spite has that many drugs out, which means if there are four or five heroes his whole suite is out to mess you up.
And then when he flips, he instantly deals 2H+2 damage to everyone - more with a lab raid - plus H+3 damage to the weakest player. In a 4-hero game, that means 12 damage to each hero and then 7 to the weakest before you can respond. And if you respond by pulling all the victims out, he eats them and hits everyone again.
The math is a nightmare.