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Q's Universe

Sinister Pack
7.07.04

Characters: 32

4x Vulture
4x Electro
4x Rhino
4x Lizard
4x Kraven
4x Dr. Octopus (4)
4x Green Goblin
4x Venom

Plot Twist: 28

4x No Fear
4x Nasty Surprise
4x Ka-Boom!
4x Finishing Move
4x Sadistic Choice
4x Greater of Two Evils
4x Flame Trap


The Sinister Syndicate has arrived with their evil ways and malevolent schemes. We’ve always had Spider-Man to protect the innocent but the Sinister Pack will no longer be stopped by a single hero alone. That’s right! With this deck the sinister crew can take out anyone at will… is this the end?

HOW IT WORKS

They say behind every great victory there’s always a great strategy and that’s the concept this deck follows. In this game each player is able to recruit bigger and stronger characters as turns pass. But what would happen if every new character you played was KO’d in the same turn you brought him into play while you’re opponent’s characters stuck around?

That’s exactly what this deck tries to achieve. In this deck you have cards like Finishing Move, Sadistic Choice, Greater of Two Evils, The Green Goblin and Venom to help you KO every character your opponent brings into play. Most players don’t play early drops unless their deck is focused around them and for that type of deck all you have to do is aggressive mulligan to get a Flame Trap and you should be safe.

Just about every deck might play one or two, two drops and everything else will follow a curve that’ll help them ensure they’ll be able to play a bigger and stronger character each turn. It’s a strategy follow by most players out there and this deck tries to capitalize on the one flaw in that strategy… you can only play one character per turn.

When using this deck you have to know exactly what character to KO, when to do it and most importantly of all you have to know the correct way to KO that character. After you use this deck a few times you’ll realized that this deck is better at hand disruption that anything else because your opponent will be willing to discard two cards from his hand when you use Sadistic Choice and Greater of Two Evils which is why you have to know how to KO his characters the right way.

It’s normally good to play Sadistic choice as soon as you stun your opponent’s character that you’re trying to take out that turn even if your opponent still hasn’t finished his attack step. A lot of times you can force them to discard cards like a Flying Kick or something along those lines that would have enabled him to attack another of your characters. Besides it’s better to Sadistic Choice before the recovery step and then to play Greater of Two evils at the start of his Recovery. That move is pretty good when it comes to frustrating your opponent and it’s even better when you Greater of Two Evils your opponent and follow it up with a Finishing Move after he discards his two cards.

The Sinister Syndicate is perfect for a deck like this one because not only do they bring Sadistic Choice to the table but they also have the three drop with the biggest attack currently in the game and a four drop than can stun just about anybody with his potential attack of ten. It’s a shame that the deck has to pack Lizard but you need as many Sinister characters as possible for this deck to work because of Electro, the Green Goblin and because a lot of the times you’ll be team attacking to ensure your opponent’s new titan becomes stunned.

No Fear is a great card in this deck because it works great with Rhino when he’s attacking bigger characters and when combined with Nasty Surprise your opponent will think twice before sending his new beat stick after your poor and defenseless Vulture.
When I started kicking this deck around Nasty Surprise used to be Savage Beatdown to help ensure I could stun whoever I was going after but it wasn’t a good card for the deck. After using Savage Beatdown for a couple of weeks I realized how hard it is to team attack a character and still leave one character open to be able to use Finishing Move.

The other problem was that with Savage Beatdown the deck could only work during your turn because your opponent would take out your smaller characters with out getting stunned and you would normally have to wait until the next turn to be able to team attack and have someone ready for Finishing Move. With Nasty surprise and No Fear you can stun and KO your opponent’s characters during either turn and it gives your opponent a headache when deciding which character is going to attack which because he won’t want his few characters to get stunned.

The last two things I would like to mention are that if you only have a Greater of two Evils in your hand is better to just stun the stronger character your opponent has in play and leave everyone else alone so you can KO his stronger character. If you stun one of his weaker characters you might be able to get a bit of damage in but he’ll KO his weaker character and your Greater of Two Evil will be pretty useless. The last thing is that you shouldn’t waste any of your KOing cards on three drops or lower because four drops and higher are the ones that normally make the difference in a game. Besides if your opponent has a few small characters by the time you hit turn five the Green Goblin will give your opponent a headache because the Green Goblin will get an automatic KO or your opponent will put everyone upfront and take a decent amount of breakthrough damage.

That’s pretty much all I got regarding this deck. It’s a really fun deck to use and it’s a very cost efficient deck to build because there’s not a lot of high dollar cards in it. After all not all of us have an unlimited amount of Savage Beatdowns and Feral Rages at our disposal. ^_<

 


IQ


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