The counter-player

Across from the Programmer-Reprogrammer sits a counterentity, whom Joseph Campbell calls the dark counterplayer. God, the Programmer-Reprogrammer, is not making his moves of improvement against inert matter; he is dealing with a cunning opponent. Let us say that on the game board — our universe in space-time — the dark counterplayer makes a move; he sets up a reality situation. Being the dark player, the outcome of his desires constitutes what we experience as evil: nongrowth, the power of the lie, death and the decay of forms, the prison of immutable cause and effect. But the Programmer-Reprogrammer has already laid down his response; it has already happened, these moves on his part. The printout, which we undergo as historic events, passes through stages of a dialectical interaction, thesis and antithesis as the forces of the two players mingle. Evidently some syntheses fall to the dark counterplayer, and yet they do not, by virtue of the fact that, in advance, our great Advocate selected variables, the alteration of which brings final victory to him. In winning each sequence in turn he claims some of us, we who participate in the sequence. This is why instinctively people pray, “Libera me Domine,” which decodes to mean, “Extricate me, Programmer, as you achieve one victory after another; include me in that triumph. Move me along the lateral axis so that I am not left out.” What we sense as “being left out” means remaining under the jurisdiction of, or falling prey to, the malignant power. But that malignant power, for all its guile, has already lost even as it wins, for in some way the counterplayer is blind and so the Programmer-Reprogrammer possesses an advantage.
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*AQ-350= The counter-player; alice in monsterland; 
----The Counter-Tradition; The counter-thesis