|
|
|
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
Pick up our
New Big Book of YuGiOh! - 256
pages!
|