Crimson Cowl, Master of Evil
The engine here is quieter than the body suggests, because a 1/3 for three mana is not the thing attacking: it is the thing that turns every other attack into a token. The trigger fires when one or more nontoken Villains you control declare an attack against a player, and it manufactures a 2/1 with menace the moment before blockers get sorted. Read the wording carefully, though, because it keys off attacking a player: in a multiplayer game where your Villains split their swing across several opponents, the ability triggers separately for each attacked player, minting a token per defender rather than one per combat. That is where the design opens up, turning a modest go-wide payoff into a swarm that scales with the number of people you can pressure at once. The timing is the tension worth noticing: the tokens arrive on the attack step, so they do not swing that same combat, and because they are themselves tokens, they cannot feed the trigger next turn. They stack up as evasive bodies for the following assault, and menace is what keeps that plan from stalling, forcing each defender to commit two blockers to a throwaway 2/1 or eat the damage. The card wants a critical mass of qualifying attackers sharing a type; one or two Villains produces one or two tokens and little else. Its ceiling is a board full of them, each declaration across a crowded table minting another menacing threat faster than removal can trim them.
