What's Wrong With Sinister Syndicate?

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Digital Jedi

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Okay, this has been buggin e from the beginning.

Why can't I make a Sinister Syndicate deck work? It's not ike the effects are all bad. And the ATK/DEF values aren't exactly down the curve. S what's wrong wit it?

I realize they don't have the best support of any Team Affiliation:

Doc Ock's Lab (MSM-023)
Activate, pay 3 endurance -> Target Sinister Syndicate attacker gets +3 ATK this attack.
Doesn't work as well as it should.
Osborn Industries (MSM-024)
Activate, discard a Sinister Syndicate character card-> Draw a card.

Activate, discard two cards-> Draw a card.
Sounds good, but all I ever pull is the same crap I discarded.
Sinister Salvo (MSM-026)
As an additional cost to play Sinister Salvo, exhaust a Sinister Syndicate character you control.

Target player loses 3 endurance.

Ongoing: Characters you control have range.
Sounds great. So why can't I ever get it?
Lion's Den (MSM-099)
Pay 1 resource point -> Target Sinister Syndicate character gets +4 ATK this turn. Use this power only once per turn.
Great! Now where' that extra resouce point comming from if I'm getting my curve?
Oscorp Board Room (MSM-100)
Activate, KO a Sinister Syndicate character you control -> Target player discards a card from his hand. Use this power only during the combat phase.
A discarding effect? This isn't Arkham Inmates!
Hired Goons (MSM-098)
Characters you control that came into play this turn get +1 ATK this turn.

Sinister Syndicate characters you control that came into play this turn get an additional +1 ATK this turn.
Wow. Lame.
Dangerous Experiment (MSM-094)
As an additional cost to play Dangerous Experiment, exhaust a Sinister Syndicate character you control.

Choose a plot twist name. Reveal cards from the top of your deck until you reveal a plot twist with the chosen name. Put that plot twist into your hand and shuffle the revealed cards into your deck. Lose 1 endurance for each card revealed this way.
Bwahahahahahahahahahahahahahahahahahhahahahahahahahahaha!!!!!!!

Well you get the jist of it. What bad is the characters have some pretty decent effects and I've seen a few of the higher drops use as splash ins for other type decks. But Sinister itself, just doesn't seem to work. Any thought?
 
Dangerous Experiment was a fun tech card in the last Marvel Modern Age, lol. Team up Marvel Knights/Sinister Syndicate/Spider-Friends and stall out to the late turns. Use Dangerous Experiment to call a random Plot Twist (could be one you don't run), take endurance loss, keep using the ones you have, if you don't have them all, then search them out. Then use Blind Justice to switch you and your opponent's life totals. So what... I was just at -50 you say? Now you're at it, good luck. Hey, I thought it was fun as hell.

But Sinister Syndicate does suck to be honest, it's like Arkham in the "no love" category IMO. There is promise in maybe teaming up Sinister Syndicate with Masters of Evil to try and take advantage with the extra resource point effects along with Lion's Den, but I don't even see that being that much of a breakthrough in the Golden Age meta.
 
[ycard="DR1-EN006" said:
Helpoemer[/ycard]316]Dangerous Experiment was a fun tech card in the last Marvel Modern Age, lol. Team up Marvel Knights/Sinister Syndicate/Spider-Friends and stall out to the late turns. Use Dangerous Experiment to call a random Plot Twist (could be one you don't run), take endurance loss, keep using the ones you have, if you don't have them all, then search them out. Then use Blind Justice to switch you and your opponent's life totals. So what... I was just at -50 you say? Now you're at it, good luck. Hey, I thought it was fun as hell.
You can do that? <Does best Keanu Reeves voice> Whoa!

But Sinister Syndicate does suck to be honest, it's like Arkham in the "no love" category IMO. There is promise in maybe teaming up Sinister Syndicate with Masters of Evil to try and take advantage with the extra resource point effects along with Lion's Den, but I don't even see that being that much of a breakthrough in the Golden Age meta.
Well, that deck out Arkham Deck is not the greatest build ever, but I there are a lot of Arkham Inmates decks in my area that are quite efficient. They work...wll..I forget how they work. I know Smiles! Everyone and Poision Ivey are a bid part of it. Exhausting is a big part of it and I belive it runs the famed Mimic/Rouge combos. And for some reason I'm told not to put in Paralyzing Kiss though I'm still not sure why.
 
Sinister Syndicate has great beat sticks in the lower drops, that's why they were so popular in Modern Marvel. I think what they are missing is a decent tutor and possibly some sort of defensive card. All they have is beat, and subpar support and defense cards.
 
I'm still confused on this Dangerous Experiment combo. I wouldn't think that would be legal. Aren't we in mid resolution of another effect?
 
Here's how it goes down:
During your recuit step, play one dangerous experiment and name a card you don't have in your deck. So, you search through and lets say lose 30 endurance. Do it again and again till you used up all your dangerous experiement... Hopefully you should be well below you opponents endurance total. After that all resolves play blind justice, and switch endurance totals with your opponent.

hopefully they don't have FIZZLE...lol
 
Ah, I forgot about that not endurance not bing checked until the end of the turn. Bain Fart and all that.
 
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