I've never liked playing against Spite so I was pleasantly suprised when he got an alternate villain card. I was hoping it would fix the problems I had with Spite, namely:
1) Lack of variety and excitement. Having only 5 drugs and needing 5 drugs to flip means every game ends the same. This is exacerbated by his not playing cards once he flips and one of his drugs destroying enviornment cards as soon as they come out. Suddenly there's no villain turn or environment turn.
2) Incredibly swingy. If you are not prepared to deal with the drugs or his flip, it's going to be bad. If you are fortunate and pile a bunch of Victims under there in time for the flip (without losing them), it's cake.
Played against him last night and had to cheese him with a Mr. Fixer grease gun. Without that card we would have lost.
Here's what I think Agent of Gloom does right:
1) Consistent drug delivery. There's no way to get lab raided to death in this version.
2) That's it.
The main problem is that if you don't draw victim cards, he's going to snowball out of control in 5 turns and there's pretty much nothing you can do about it.
Granted, I may have been doing something wrong (not the first time with SotM), so hopefully someone will shed some light on how AoG spite is supposed to work. I was anticipating a constant struggle with keeping certain drugs in play while saving victims but that was not the case. Instead I got 5 drugs in 5 turns and back to the same old Spite (except with a massive damage increase).