Alright, so I can’t actually remember when I initially had the idea for this post, but it was definitely quite a while ago. The subject of who is the best villain in the LotR LCG is certainly one which has been discussed quite a few times before, and I guess it may simply have been that at some point I was randomly casting around for ideas of interesting top 10 lists I could make up/put together to provoke opinions and discussions and so on. This certainly should work OK for that. So anyway, this is my take on the top 10 villains in the LotR LCG. Needless to say, once I get into the actual list this will include spoilers for the cycles these villains appear in, both in terms of gameplay mechanics and story – so if you’re not fully up to date and want to play through quests blind and/or want to experience the story as you’re playing through the game rather than have details given away in advance, you shouldn’t read through the list until you finish the Dream-Chaser cycle.
Before I get into my actual list though, there is some important preamble that’s required here: namely, what distinguishes an enemy as being a villain rather than simply a monster or a boss? Top 10 boss enemies would actually be another interesting thing I could go for but that would be a bit different.
So it must be said, my definition is a bit vague and nebulous. To some extent it’s just a case where I know it when I see it – or at least that’s basically how I assembled a list, and then I kind of reverse-engineered some criteria by figuring out what made the ones on the list stand out. And the rankings are then largely determined by how well I think each villain fulfilled those criteria. Part of it is still just a feeling, but there are some pretty solid criteria I could pick out:
Firstly, a villain tends to turn up more than once. I don’t know if this is really something which contributes to them being a villain or more that it contributes to the other criteria – if an antagonist turns up more than once you get more of a feel for them and they make more of an impression, whereas an enemy you encounter once and immediately defeat doesn’t generally make the cut because once you’ve dealt with them that one time they’re easily forgotten. Though related to that, it also helps if they’re difficult to defeat as opposed to an enemy you can one-shot the moment they appear.
Secondly, a villain tends to have some connection to the ongoing story as well as you actually contending with them in the game. Them appearing in the story as well as the gameplay means you can get more of a feeling for them as a character rather than just a stat-block, and that’s crucial, because a villain has to be a character. As a sidenote, I feel like it’s theoretically possible that we could have a villain in this game who actually never appeared as a card in a quest so long as the portrayal of them in the story text was good enough, but it would obviously be kind of difficult to do that.
Thirdly, and this is definitely related to the second point and probably the first in a lot of cases; a villain often evokes the feeling that they’re obstructing your attempts to achieve your goals in ways other than just directly trying to kill your heroes. An enemy feels more like a villain if it feels like there’s some sort of contest of wills going on in addition to a physical combat encounter. Of course this contest of wills may appear only in the story text and not the gameplay, or it may feature in both (which in principle is probably a better option).
An addendum to these points is that antagonists who appear in the books sort of have a leg up on FFG original villains since their book portrayals do some of the work in advance – but this merely serves to inform an impression of them in the game, not replace it. I’m still judging them based on how they work in the game, but knowing them from the books can give important context for interpreting that.
A further addendum is that there aren’t actually that many enemies in this game who I would really consider to be villains – in fact my top 10 list covers all the ones I could think of.
As a possibly illustrative example I’m going to bring up an enemy who just missed my list and why he doesn’t exactly feel like a villain to me: Smaug. Smaug is an enemy who turned up more than once – in Battle of Lake-Town the whole quest was about a long fight against him while in Lonely Mountain it was about sneaking around him. And he appears in the book of The Hobbit and gets characterisation there. Despite all this though, he doesn’t feel to me like a villain. He isn’t really a villain even in the book – there’s no real contest of wills except for one conversation between him and an invisible Bilbo, which doesn’t significantly impact the outcome of the quest – he’s merely an obstacle for Bilbo to get around, and a monster for Bard to slay. And in the game it’s just the same. The only hindrance Smaug presents to the players is his ability to kill their characters – the mechanic in Lonely Mountain of placing progress on him is merely a timer counting towards the point where he will start killing their characters. He doesn’t work against them in any other way, either in the story or in the game.
And a second example for different reasons would be Grima. The character of Grima in the books is definitely a villain, having spent a lot of time corrupting Theoden, and he stays in Saruman’s service right up until the point of murdering him at Bag End. In the game, however, while his hero and objective ally incarnations offer somewhat double-edged abilities, they are nevertheless helpful, leaving the enemy in Road to Isengard as his only truly antagonistic portrayal in the game, and that’s not enough for me to hang a villain title on. I suppose I could count Poisoned Counsels as another portrayal of Grima in that sense, but it just doesn’t feel that way to me. The correspondence between Poisoned Counsels the card and the actual poisoned counsels Grima was responsible for in the books is… debatable.
Final alert for spoilers, I’m getting into the list now.
10. Durin’s Bane/The Witch-King
The tenth place tie is between two enemies who aren’t that much above Smaug, and if I had more villains to choose from then I wouldn’t have expected them to make the list. Neither is particularly well characterised – Durin’s Bane never speaks, while the Witch-King only speaks in two scenes, to taunt Gandalf and Eowyn during combat. Neither really distinguishes themself as a character with a personality, but in both cases there is more of a feeling of a sinister intelligence directing forces against our heroes, both in the books and crucially in the game.
The Balrog has appeared three times in the game – as The Nameless Fear, Durin’s Bane, and finally The Balrog. Of course the two appearances in Dwarrowdelf are arguably merely magnified versions of two parts of the Saga appearance, at least in terms of the story being told. The actual appearance of The Balrog and Durin’s Bane as enemies would very much match my view of just a boss enemy rather than a villain, but what gives more of a sense of villainy is the first appearance as The Nameless Fear. In the book we know the Balrog is directing the orcs (and trolls) in pursuing the Fellowship, and that’s what The Nameless Fear kind of shows us – it’s not a direct threat, not trying to kill us (unless you reveal A Foe Beyond), it’s just a constant hindrance, a malevolent intelligence working against us to prevent our Flight from Moria. This interpretation is definitely helped along by the knowledge of how things play out in the book, but nevertheless the portrayal supports it. There’s also the Counter-spell treachery in Shadow and Flame as an additional point, though again it wouldn’t carry the same weight without having read the scene it represents. And the final big thing which really gives points to the Balrog is that it close to forces a hero death in campaign mode (or actually forces it in Nightmare), and however you respond to that it inevitably makes a big impact.
The Witch-king is a bit more complicated. He too has appeared three times if you count by boxes, four if you count quests – and of course his final appearance in Flame of the West is as a double-sided card, so we could consider that four separate versions. The Black Riders version and the Sorcerer side in Flame of the West are both straightforward combat threats which I could consider demoting to simple ‘boss’ status. That said, while the actual card in Black Riders is simple, we know from the book that of course the Witch-king was directing the other Nazgul and thus we can view the whole pursuit of Frodo, and particularly his gradually dwindling life in Flight to the Ford as the work of the Witch-king – which certainly supports the feeling of a malevolent villain working against you rather than just a faceless but deadly enemy. And on top of that we have the other two versions – the Captain at Pelennor Fields clearly poses a different sort of threat to just directly attacking them, commanding a battle is much more a villain thing than a boss thing; and the Massing at Osgiliath portrayal forcing you to raise your threat to stay engaged or face a huge willpower reduction for having him in the staging area – simple mechanics but they do give the feeling that there is more danger in staying close to the Witch-king than just him attacking you, and that he commands a fear which saps your ability to progress. I suspect the inspiration for the Massing Witch-king was Faramir’s retreat from Osgiliath, and it certainly fits that very well in my opinion (with the extra thematic win of ally Faramir being able to counteract the Witch-king in the staging area penalty for one player).
In the end, both of these villains are actually very impactful, certainly deserving of the title, but their lack of real personalities or significant appearances in story text hold them back from falling any higher on my rankings.
Bellach turned up as a villain for two quests in the Ring-maker cycle. The impact of this nefarious spy from Mordor is unfortunately lessened by the fact Trouble in Tharbad is rather easy and Celebrimbor’s Secret is not that interesting and sometimes frustrating (in my opinion anyway), but in principle he functions pretty well as a villain. As a combat threat he’s not that big a deal, but he absolutely fills the role of a villain for you to constantly match wits against, as in Tharbad he co-ordinates the search for you, making it harder for you to remain undetected, and in Ost-in-Edhil he co-ordinates the Orcs’ search for the Secret Chamber, forcing you to hurry to obtain Celebrimbor’s Mould first. And of course his villainous influence is impossible to really avoid since it’s impossible to permanently defeat him until the end of Celebrimbor’s Secret. He also appears in the story text for both quests as a definite personality, if something of a one-note one. Perhaps worst of all, the story makes it clear that it’s his unrelenting pursuit of you which forces you to go through the Nin-in-Eilph to avoid him, which for a majority of players is reason enough to long for his unpleasant demise.
Bellach is something of a minor villain and not as memorable as others on this list, but that’s through no particular fault of his, he’s a perfectly serviceable villain with some definite personality to him, and might even rate a bit better if he was more difficult to deal with.
Daechanar is an interesting one in that technically he’s the main villain of the whole Angmar Awakened cycle, but he only appears in the final quest of it on account of being dead. Prior to that he’s merely name-dropped as the guy behind everything, and Elrond gives a brief account of his last battle against his brother Iarchon. The limited nature of his appearances certainly lessens his stature as a villain – it should be noted that I placed him somewhat further down the list than his second-in-command Thaurdir – but he does still work well in the appearances he’s got.
Daechanar is first name-dropped by Thaurdir in the story text before Escape from Mount Gram and the question of his identity continues to cast something of a shadow over the narrative as Treachery of Rhudaur is devoted entirely to investigating it, and it is revealed in the story text before Battle of Carn Dum – indeed it’s the reason why go to fight that battle. It’s that account which really begins to elevate Daechanar as a villain, especially since it ties him to a known event in the fall of Arnor (The more fleshed-out account of Iarchon and Daechanar’s battle given in the epilogue also helps).
And then he finally arrives in Dread Realm. He manages to feel more villainous and less like a simple boss as a result of his connection to the Sorcery cards which define so much of the quest – and of course it helps that they postpone his demise allowing him to have more of an impact. Finally, while not on quite the same level as the Balrog making you sacrifice a hero (in campaign mode), Daechanar does nevertheless make the contest somewhat personal in that his whole plan hinges on him possessing the body of your ally from the deluxe expansion, Iarion. That could have more impact if Iarion had more impact – unfortunately he’s not particularly fleshed out so the loss doesn’t hit as hard, but in principle it’s good.
Daechanar certainly merits the villain title and sticks in the mind as a difficult boss fight which shows him off as a villain, but his limited appearances keep him low on the list.
7. Bill Ferny
Bill Ferny is a bit odd in this list – compared to the others he’s more of a small fry. But then in some ways that can be worse. The big-name serve Sauron, take over the world type of villains have a certain grandeur to them which sets them apart from normal people, but a more down to (Middle) Earth petty villain like Bill Ferny may actually have similarities to people you might meet in real life on occasion. He has no grand ideas about subjugating the Free Peoples, he’s just willing to behave like a scumbag and support those with such ideas to get paid, and that lower level of villainy also makes him more unpleasantly insidious. Obviously quite a bit of this is informed by the books rather than Bill Ferny’s actual appearances in game, but those definitely support his book portrayal as well.
In Murder at the Prancing Pony, Bill Ferny’s House is one of the possible Hideouts – and I would say possibly the worst one to get, because apart from having to deal with Bill himself (even if you already defeated him earlier in the quest) it also ends up making the Suspect and their shadow cards immune to player card effects – a double whammy of really tough to deal with otherwise only seen on The Balrog and The Witch-king. Meanwhile he himself is presumably tipping off the criminals we’re pursuing, making it that much harder for us to thwart their schemes and evade notice – and since he cannot be optionally engaged, if you’re actually doing well and keeping your threat under control you may have no way of stopping him, for real frustration.
And for Knife in the Dark Bill Ferny was kind of the centrepiece, here tipping off the Nazgul so either you’d have more to deal with later or you’d generally find it harder to escape notice once again. And again he can’t be optionally engaged so dealing with him becomes a significant concern which you may well want to specifically build for – that’s what I mean about him being the centrepiece of the quest.
Bill Ferny has no grand villainous schemes, but he nevertheless has the power to endlessly infuriate players by betraying them to his more deadly associates (in a manner totally consistent with his book portrayal) and that sticks in the mind to make him a memorable 7th place in my list.
Gollum has to be the best and most memorable villain in the books, but does he have quite the same lustre as a card game villain? Well, I have to say that I think it’s quite likely I might put him further up this list if I waited until after the release of Mountain of Fire to write it. That said, the complexities of a character like Gollum are not so easy to show in a card game – and the story text for the saga quests is less than the cycle ones because obviously the real story text is just the books.
Now Gollum’s appearances in The Dead Marshes and Dungeons Deep and Caverns Dim don’t really make a villain of him. In those two cases he essentially amounts to a progress bar and a failure state respectively, neither of which really screams ‘villain’ to me. Return to Mirkwood and Land of Shadow are where he really gets to shine a lot more, with of course our knowledge of the story in the books contextualising his actions.
In Return to Mirkwood Gollum is central to the whole quest, driving our threats up as we escort him through Mirkwood – and the Nightmare version just serves to further emphasise that feeling, with its focus on the Tantrum cards. It’s not the stuff great villains are generally made of – but then the point of Gollum is that he’s a fairly insignificant player in Middle Earth just like the Hobbits, and yet does remarkable things by just being in the right/wrong place and the right/wrong time. And what it does do very well is get across the incredibly punishing and wearing nature of dealing with Gollum as a captive, which of course is entirely consistent with what we know from the books.
And Land of Shadow obviously *is* the Gollum we know from the books, with his double-sided card representing the double-sided nature of working with Smeagol when at any moment he could revert to Gollum and turn on them, though he’s held in check by the Ring. On those grounds I could drag Speak Your Promise! into this interpretation as well. As I said, Gollum is a complex character who doesn’t easily translate into a card game – and one could certainly raise questions as to how well the mechanics work out – but I think it would be hard to do much better.
In the end, Gollum mostly gets his place here off the back of the books, but I do think the game does a decent job of bringing the character across.
OK, this is partly a joke on my part… but honestly Nalir does feel kind of like a villain. From the perspective of the players he is absolutely an antagonist to you rather than an ally whatever it says on his card. Part of my inspiration for this post was a vaguely remembered conversation from years ago about the best villains in the game where I jokingly said Nalir would be voted the third best villain despite being an objective ally, and on the one hand I really wanted to run with the joke but on the other hand I also kind of stand by it.
Our first meeting with Nalir certainly doesn’t paint him as a virtuous character – he’s pretty clearly mercenary, willing to break his original deal with Bellach if we offer him more money for the map. He then takes advantage of our keenness to extort all the money we have. On Bellach appearing he runs off with the map (rather than leaving it with us, the people he just sold it to) and gets it ripped in half. And then apparently complains continually through the trek through the Nin-in-Eilph, only a couple of times grudgingly acknowledging that we saved his life on multiple occasions. And in gameplay terms while he’s better balanced for multiplayer than Return to Mirkwood Gollum, he’s still a highly frustrating extra threat raise – thematically implying he’s drawing a lot of extra attention towards us, presumably through clumsiness or other incompetence and being bad at stealth, but given the penalty at higher player counts is right in line with or exceeds that of the actively malicious Gollum, it’s questionable whether he could have done more to sabotage us if he’d tried. And because he is defined as an ally rather than an enemy you can’t even do anything about him while he’s screwing with you. He ends up being more frustrating than a lot of villains because although he’s hindering you, you have no recourse to fight against him, only manage his uselessness and accept the extra threat as part of the quest. And isn’t provoking a hate reaction from the players a natural part of a type of good villains?
Trying to genuinely argue for Nalir as a villain is admittedly a stretch, and I did originally mean it as a joke – but if there is such a thing as an accidental villain, he is it.
We’re getting into the really good ones at this point. Saruman I would rate as a close second to Gollum in book villains, and his portrayal in the game benefits hugely from that book knowledge, though game Saruman doesn’t hit all the notes perfectly (limitations of the different medium, to be expected) and we have no indication as yet of the Scouring of the Shire featuring in the game.
Let’s start with the obvious, there’s a reason we got a box named The Treason of Saruman. Putting his name in the title helps remind us that although he only appears as an enemy in the third quest, all three are his doing in one way or another. That said, I never felt as much like The Uruk-Hai was a Saruman thing since Ugluk takes a bit more of the spotlight. Helm’s Deep on the other hand, is Saruman’s army attacking Rohan, and it’s popularly considered to be both one of the best quests in the game and also one of the hardest – both of which add by proxy to Saruman’s stature as a villain. And finishing up in Road to Isengard, while inevitably putting the contest into the game couldn’t quite capture the same feeling as reading that momentous conversation between Saruman, Theoden and Gandalf, the quest did do an excellent job with the Wizardry effects and hand discarding to make fighting a wily wizard feel hugely different to just fighting a big tough orc/troll/dragon. It does Saruman very well, but if that were all the Saruman we got in this game I’d probably put him further down the list.
What really secures Saruman’s high ranking for me is his appearances in the story text of the Ring-maker cycle. In Two Towers we’re told that Saruman’s voice has the power to bewitch people, but we only see it in use when he’s already beaten and is fighting an uphill battle trying to charm people he was recently waging war against. In the Ring-maker story text our heroes know only good things about Saruman and so trust him entirely, letting us see that charming voice work to a much fuller potential as he enlists us to do all his dirty work for him. Fighting against Saruman’s armies and his wizardry makes him a great adversary, but what really elevates that villainy is the attendant story in the game that we were also responsible for helping him forge his own Ring of power to advance his nefarious schemes and create the Uruk-Hai to serve him; plus we united Dunland so they were easier for him to enlist to his armies.
When I said it might be possible to have a villain in this game who only appeared in story text and not as a card, I was thinking of Saruman (though of course in Ring-maker he did still appear as an ally). I do think having him actually appear in Treason adds to the effect, but what gets me the most is still that initial story portrayal where he just has us dancing on his strings and working against our own interests while he prepares to betray us.
Speaking of which…
3. Lord Alcaron
Now, it must be said, I unfortunately didn’t get the proper Lord Alcaron experience, because when my brother was initially getting into this game our first few purchases were just whatever was at our local games shop at the time, so we got Morgul Vale before any of the other packs with Alcaron in them (except his story text appearance in Heirs of Numenor, but being less into the game at the time, I hadn’t read the story text). So I knew all along that he was a traitor. I can only try to imagine what it was like for people playing through the cycle a quest at a time as it was released, and how they were presumably caught off-guard by Alcaron’s sudden betrayal.
The story text tavern meeting in Pelargir doesn’t give much, but between then and seeing him as a card, him trusting us is the reason Denethor trusts us for Steward’s Fear – implying that Denethor trusts him. And Denethor is not an overly trusting man! Then we meet Alcaron again in Encounter at Amon Din, in which he is instrumental to keeping the count of dead villagers as low as possible. It’s hard to think of a way they could’ve done more to paint Alcaron as an altruistic character. And while we might certainly sympathise with Faramir’s desire for caution as we move through Ithilien, it’s totally understandable for a stand-up guy like Alcaron to get pretty zealous about pursuing the forces of Sauron after what they’ve been doing. And then he’s captured, we have to rescue him! And then… yeah.
Again, I didn’t get the proper experience. I didn’t really feel the sting of that betrayal, but I imagine it must have been quite a shock. And even without having experienced it, I can definitely appreciate how well it was set up with the preceding story getting us to trust him. And then for all that he’s only the intermediate boss in Morgul Vale, he’s quite possibly the one most likely to cause a loss to the unprepared by adding progress to To The Tower – thematically giving us a glimpse of his sheer dedication to his evil cause, that his highest priority is to delay us rescuing Faramir. On top of that, they provided us with that glimpse into his backstory as Ulchor on the extra insert, which really sold him as a villain to me.
Against the Shadow was when they started putting more effort into the story of the cycle, and as far as the villain goes at least, they nailed it pretty strongly right away. A shock betrayal flipping a character from a highly convincing facade of virtue to a hateful and malevolent villain. While I do think he has been surpassed since then, there’s no question that Alcaron set a pretty high bar for villains in this game.
Technically Thaurdir is another betrayal, though nothing like as drawn out since both our first meeting with him and his betrayal take place between Weather Hills and Deadmen’s Dike. Also in Sindarin ‘thaur’ literally means abominable or abhorrent, so we really should’ve seen it coming. But we didn’t, so he launches his whole undead ambush at Fornost, kidnaps Iarion and thus kickstarts the main plot of the Angmar Awakened cycle.
While Daechanar is nominally the villain of the cycle, Thaurdir is the one actually doing things. He’s the one who kidnaps Iarion in our first confrontation, comes to take us prisoners away from Gornakh’s dungeons at Mount Gram, pursues us to Treachery of Rhudaur for our second confrontation, then leads Angmar’s army and is finally defeated in our third and final confrontation at the climax of the Battle of Carn Dum. The ongoing antagonism combined with how difficult he is to deal with each time naturally sets him up as a good villain, but his final appearance really clinches it. I brought up for the Witch-king the effectiveness of having him appear commanding the battle at Pelennor Fields, but Thaurdir did it first at Carn Dum. Carn Dum, widely agreed to be the most difficult quest in the game, and Thaurdir is central to its mechanics. He’s the one covering the table with shadow cards, the count up to him attacking at three shadows is one of the defining features of the quest which really dictates the players’ strategy, and then of course on stage 2 he switches back to his previous, more personally dangerous version. I suspect Carn Dum may have a higher proportion of Sorceries than Deadmen’s Dike or Treachery of Rhudaur as well, though I haven’t actually checked. How much the players hate them can be a key component to a good villain, as then is giving a proper resolution to that hate by allowing you to defeat them in a satisfying way – Thaurdir hit both of those aspects fantastically in Battle of Carn Dum. You really want to take him down, and it’s immensely satisfying when you finally do.
While he doesn’t go through the same interesting character interactions as Lord Alcaron with the betrayal and everything, I give Thaurdir the edge for the longer-lasting opposition and how satisfying it ends up being to fight him to the death.
Which brings me to the last, my pick for the best villain in this game:
1. Captain Sahir
Though it’s not why I put him as my number 1 pick, it probably helped and is certainly notable that Captain Sahir is the villain who appears in the most quests – 5 ties him with Gollum, but you could argue for Sahir hitting 6 including Flight of the Stormcaller since he is after all the ship’s captain.
What does set him up well is that one could argue he combines the good qualities of both Alcaron and Thaurdir – he has the longer term antagonism of Thaurdir combined with the time spent as an ally of Alcaron. Granted the betrayal didn’t come as so much of a surprise, I don’t think anyone was really expecting him to have a change of heart and stick with you, but it worked.
Right from his first appearance we get a sense of him as a character as the Raid on the Grey Havens story text includes a bit from the Corsairs’ perspective, and this continues into Flight of the Stormcaller. We see first-hand in a relaxed setting Sahir’s focus, his cruel bloodthirstiness, his arrogance, and that informs our view of him as we encounter him in further story text and in-game as both an enemy and an objective ally.
It’s a nice arc. We start from outrage at his burning of the Havens, we pragmatically accept his help first against the sea-monster and then in finding the mysterious chest despite clearly not trusting his show of civility, and then the inevitable betrayal. Actually, while I doubt anyone was surprised by the fact of his betrayal, at least if they’d been reading the story text, I imagine they may have been caught off-guard by the timing and brevity of it – you advance the quest, he flips to enemy, makes one attack and is removed from the game; blink and you’ll miss it if you’re not running the encounter deck, and you get no resolution on it until the final confrontation at the end of the cycle. Which is great in itself, it would probably also be my pick for best boss fight in the game – boss fights have always been problematic in this game, ensuring they don’t just end in one big attack, keeping things interesting. Having other enemies around obviously makes things difficult, but they mostly become distractions and often you just ignore them to kill the boss and end the quest with a bunch of spare enemies hanging around, plus they detract thematically by making it feel less like you’re having an epic showdown with the boss specifically. The final Sahir fight gets round that by forcing you to deal with the other enemies and making them feed his power so rather than detracting from the confrontation they feel like a part of it, like the other Corsairs are just extensions of Sahir.
Fighting both alongside and against Sahir shows him off as a skilled and canny warrior, a worthy adversary or ally; while the story text shows him off as a noble villain, pursuing grand schemes to the ultimate end of increasing his own power as far as possible. The Corsairs of Umbar were originally men of Numenor, loyal to the corrupt King although they escaped his demise and the fall of Numenor, and continuing their descent into evil after it. They’re kind of the dark reflection of the Gondorians and Dunedain, and so Sahir serves as kind of a dark reflection of one of the great men on that side of the Numenorean divide – he’s akin to what you might expect of an evil Denethor, an evil Faramir, perhaps even an evil Aragorn. That portrayal really stands out to me and makes Sahir my clear choice for the best villain in the game (up to this point).
And that’s my list. I’m sure people will disagree with bits of it, so feel free to go down to the comments section and start telling me why I’m wrong. To close out though, I’d just like to add one more honourable mention onto the end of the rankings, for someone who doesn’t necessarily meet the standard criteria, but is nevertheless the cruelest and most nefarious villain this card game has…
0. Caleb Grace
That there is the evil, evil smile of a game designer who has created a quest which is impossible to win. Hope you’re enjoying the game!