You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Originally posted by SonofVader Try this on for size. Turn 2: Electro. Turn 3: Whomever you want (if you can keep them around, great, but you need to hold onto Electro). Turn 4: Jackal (keep him around to use his ability). Turn 5: Since you pulled someone with Jackal, you should have 3 characters: Electro, a 3 drop (preferrably Rhino), Jackal. Mysterio, Mysterio, Vulture, Goblin Gliders on the Mysterios. Get Him My Petsss on the 5 drop. Electro on their 3 drop. That leaves one attacker (4 drop). Turn 6. Venom. Commence the crushing. It should be a 30 BEL turn.
Mysterio really, really, shouldn't ever be bigger than a 3 or 4 drop. Venom is a 6 drop because he's stronger than Spider-Man and has an evil alien symbiote, Colossus and Rogue are 6-drops because they can punch holes through walls, and can turn to steel and siphon other people's powers respectively.
Mysterio's a really good special effects guy. If he's a 6-drop, Steven Spielberg's an 8.
I like it. But it is not a 3-cost, it's a 4-cost. Dropping it on turn 3 is just stupid. Effects that bring things into play straight from the deck are almost always good.
Here comes the swarmage. Did someone mention Finishing Move?
It's looking more and more like Syndicate is going to be a two-route team, something like the Brotherhood - either play the super-efficient stomp drops at each level (Rhino, Man-Wolf, Doc Ock, Green Goblin, Venom) in a Big Syndicate-style sort of deck, or swarm them with hordes and hordes of weenies, pumping them out with Jackal and Mysterio, in a sort of New Brotherhood-style combined with swarm tactics. Or, of course, go the middle route and use elements of both. Very cool.