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It’s been a while since I’ve posted a deck, but after viewing October’s PCQ results, I felt that the Sinister Syndicate deserved a more thorough exploration. Here’s a deck that showcases the Syndicate’s strength right from the opening bell.
4 Hired Goons
4 A Death in the Family
3 Flying Kick
2 Savage Beatdown
4 Spider Slayers
4 Doc Ock’s Lab
3 Lion’s Den
4 Goblin Glider
This is, without a doubt, the scariest deck I’ve ever played against. If you can’t find a 1-drop to put in its way, you’ll start to worry. If you don’t have a 2-drop to defend yourself with, you’ll begin to panic. Even if you do have a 2-drop, you’re not out of the woods.
Vulture is this deck’s preferred turn 1 recruit, and if you played Doc Ock’s Lab as your resource, you’ll end the turn with 52 endurance to your opponent’s 45. The optimal turn 2 recruit is Hammerhead. He’s often used to take down whatever the opposition recruited, leaving Vulture free to expand the gap between endurance totals. If your opponent was unfortunate enough to have missed his or her 2-drop, then the score at the end of turn 2 will be 56 to 33. That’s not an insurmountable lead, but it does make it very difficult for your opponent to stabilize. I’ve seen this perfect opening several times—usually from the wrong end of the equation.
There is no doubting that sinister sindicate are one of the most aggressive ealry game teams, but I say put that agression to good use, and utilize the endurance gain atributes. Morbius rounds things off nicely and throw in sadistic choice/overpowered/rejuvination, and you have some healthy potential.
If you are considering running the type of deck featured in this article, , I think you should look to fit in a couple of no fears at least.
This deck will be top decking all game, and will only have 2 cards in hand every build phase after turn 3. That makes it way to slow to play. Serious card drawing is needed in this sucker for it to be somewhat viable.
I've been testing a similar deck recently... I've included some 3 drops (Rhino), 2x 7-drop Green Goblin, 2x Morbius to make up for the fact that I have no Tinkerer and only 1 Tombstone.
As far as plot twists, I thought the same thing that kamiza did: remove A Death in the Family for Sadistic Choice and replace Spider Slayers with No Fear. I also added 4x Tech Upgrade (Speed Demon is great for this), 2x Flamethrower and 2x Salvage.
The deck is all right, but I get hammered mercilessly if my opponent has enough defensive cards to hold me off for even one turn (I'm looking at you, Spider-Friends). Around turn 4-5 things start to swing back into my opponents' favor as my hand runs dry and I can no longer keep up with their curve (as SonofVader observed).
Things that really hurt this deck: Spider Tracer, Overload, Fast Getaway, Insignificant Threat, Political Pressure (who plays that anyway? ;) ).
Kamiza, after seeing an aggressive endurance gain deck in action, here's my problem with it...
The victory condition is to knock your opponent's END to 0 or lower. While improving you own is nice, reducing your opponent's further at the cost of not raising yours as much tends to put both sides on nearly equal terms. With this in mind, it's better to lower your opponent's END further, because I've been able to pull more victories out from the SS by pummeling back hard in the late game. The problem is that even in the game is 62 to 30, he'd have won if the game was 42 to 10 on that same turn.
The key to the SS speed deck looks a lot that of the TNB... damage, damage, damage. In fact, I think that either a straight SS pummeling deck or a team-up with the Brotherhood or Fearsome Five will give the best shot at seeing a highly successful speed build with them.
Originally posted by canamrock Kamiza, after seeing an aggressive endurance gain deck in action, here's my problem with it...
The victory condition is to knock your opponent's END to 0 or lower. While improving you own is nice, reducing your opponent's further at the cost of not raising yours as much tends to put both sides on nearly equal terms. With this in mind, it's better to lower your opponent's END further, because I've been able to pull more victories out from the SS by pummeling back hard in the late game. The problem is that even in the game is 62 to 30, he'd have won if the game was 42 to 10 on that same turn.
The key to the SS speed deck looks a lot that of the TNB... damage, damage, damage. In fact, I think that either a straight SS pummeling deck or a team-up with the Brotherhood or Fearsome Five will give the best shot at seeing a highly successful speed build with them.
I do agree that if your looking to make SS Tier 1 (or anywhere near that) endurance gain shouldn't be your primary focus. The deck I am currently working on is mainly for casual play, but I do see some serious potential. SS have plenty of meaty effects that cost endurance, so its more a case preparing for those. Goblin at 7 can be a winner in an endurance deck, and a pumped up Morbius can be a real turning point. Now if only I could pull of the turn 6 Morbius, Caped crusader team attack....hmmmm :p
I really hope that marvel knights, or even the Superman set throw in a couple of cardfs to compliment this deck style. GK scratched the surface, SS whent a little deeper, but no one has hit the mother load.
They key with endurance gain, especially with the Syndicate, is that there are several cards that can help to set them up for a late game victory at the cost of that extra endurance. With a character like Vulture, where his gain-granting ability is essentially free, it's making the most of him that's going to be key in best abusing the SS this way. I could using him early to get the fuel for a copy or two of Rise From the Grave or even A Death in the Family. Since you can either just play it to ensure a character's death, or combo it with an avoided Sadistic Choice to make the discards worthless, it's a nice card for them.
Endurance gain by itself is meaningless right now, until we get a card that sets an alternate win condition to gaining up to a certain value. Using it to further another goal that's more directly related to victory, such as board control or funding effects such as Green Goblin's mutual reducer, is not a bad idea to work with.
Well... I've said before that I don't think Syndicate is viable as a Tier 1 team. Despite a recent top 8 finish at the Clermont, FL PCQ, I can't see this team going far because of the lack of crucial components.
Given that, I think Hyra's article is UDE's way to show us doubters that Syndicate is viable. I built the deck to test it and as other posters have mentioned, if you don't get the god draws (and I mean god... not just good) the deck runs out of steam fast. Without any additional card drawing, you end up being empty-handed with all your resources face-up (or being character cards) and no more tricks.
As much as you can end the game on turn 5, you also can get owned by turn 5. I would put in Finishing Moves because more often, the last guy you have can't hit anyone anyways and maybe you will have enough to Tinker up a guy.
But still... I stick to my contention that half the WoS set is not very usable (or AS usable as other cards). This is why UDE should stick to 4-team sets so that 1) it's more fun to draft and 2) it makes a set more collectible.
Yes speed kills, but I think a better direction would be a suicide style deck. Run rejuvanation and gone but not forgottens, and don't be scared of the seven drop goblin.
1 drop
Vulture x4
Speed Demonx 3
2 drop
Silvermanex3
Electrox4
3 drop
Mysterio x 3
Rhino x 3
4 drop
Doc Oc x 4
Kraven x 2 ( will change to Venom when I get them)
5 drop
Green Goblin x 2
Morbius x 2
6 drop
Venom x 3
7 drop
Green Goblin x 2
This deck hits the curve like a dream. The plot twists are a combo of life gain and search cards. Two goblin gliders and a sonic gun for equipment.
Kaboom and Foiled x 2 help give the deck a control aspect.