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The Tinkerer's Vs. System Workshop
T.K.O Syndicate
Feb. 18, 2005

Welcome to another edition of “The Tinkerer’s Workshop.”  Sorry I’ve been absent of late, but I’ve been feeling a little under the weather.  That said I got a deck from “The Roche” this week needing some help with the Syndicate.  This is what he had to say:

 

“Hey Tinkerer!  I come to you with a problem with one of my favorite teams Sinister Syndicate. I started out when Web of Spider-Man was coming out and I really wanted to make a deck with Sinister Syndicate but after several attempts I finally figured out they were made to control the board.  With that said I present to you T.K.O Syndicate.

 

Characters (30)

 

 3x Tombstone (1)

 2x Tinkerer (1)

 4x Electro (2)

 2x The Rose (2)

 2x Alistair Smythe (3)

 3x Rhino (3)

 2x Shocker (4)

 2x Scorpia (4)

 2x Green Goblin (5)

 2x Carrion (5)

 2x Sandman (6)

 2x Venom (6)

 2x Dr. Octopus (7)

 

Plot Twist (30)

 

4x Finishing Move

4x Overload

4x Get Him My Petsss

4x Inside Job

4x Greater Of Two Evils

4x Acrobatic Dodge

4x Sadistic Choice

2x Rejuvenation

 

As you can see from the plot twist I don't like my opponent to have any characters at all. The deck idea itself is pretty solid but it has problems getting started. I would appreciate any changes or tips you have for a relatively new player.”

                                                                                            

  I can certainly understand your desire to use the Syndicate as a means of board control.  After all it’s easy with cards such as Electro, Green Goblin, Sadistic Choice, Scorpia and such.  However, after playing this affiliation first hand for so long myself, I’ve found the team to does much better as a totally aggressive slam your opponent in the face style deck.  I have been able to consistently end games by turn six with these guys.  Trust me, the amount of discard that you’re liable to do will make you want to end games as quickly as possible.  However, for your sake, I will try to incorporate more board control into this build so you can keep your opponent from having any of those pesky characters hanging around.

 

With all that said, let’s take a look at what you’ve got.

1 Drops:

3 Tombstone

2 Tinkerer (love the name)

  Personally I love Tombstone.  I mean come on, a 1 drop that can stun some 3’s?  Just ridiculous.  I’d play 4 of him.

  Tinkerer isn’t good enough to be here I don’t think.  Seems unlikely his effect will go off more than maybe once a game.  Vulture would be better.

+1 Tombstone

+1 Vulture (or +2 if you don’t have another Tombstone)

-2 Tinkerer

 

2 Drops:

4 Electro

2 The Rose

  Electro is very good as far as Syndicate characters go, 4 is perfect.

  The Rose isn’t as good as he could be, at least not for this deck.  We should probably drop him all together.

-2 The Rose

4 2 drops should be plenty since Tombstone can hold his own for this turn too.

 

3 Drops:

2 Alistair Smythe

3 Rhino

  This can be a pivotal turn for us, so we need to do as much damage as possible while we can.  For this reason we’re gonna bump the Rhino count to 4.

  Alistair is sort of a hit or miss card.  Unless you’re playing against an all Superman or Spider-Man deck this will be more of a miss.  Time to say good-bye to Alistair.

  While we’re here, let’s add another beater to the bunch, Man-Wolf.  He’s not as strong as Rhino, but a 6/4 while you have the initiative is nothing to sneeze at.

+1 Rhino

+2 Man-Wolf

-2 Alistair Smythe

 

4 drops:

2 Shocker

2 Scorpia

 This is an interesting turn for the Syndicate because you can take the deck in a couple different directions.  Both Shocker and Scorpia are excellent control options.  It’s almost hard to believe you don’t play Venom here though (unless you don’t have him that is) since he is just about the best character this team has.

-2 Shocker

-1 Scorpia

+4 Venom (if you can get him)

Otherwise…

+1 Doc Ock in addition to Shocker and Scorpia, just to help even out your curve some.

 

5 Drop:

2 Green Goblin

2 Carrion

  I like Green Goblin a lot. With flight, range, and an excellent (if somewhat costly) effect he’s almost the total package.

  Carrion on the other hand is merely ok.  I realize your only other choice is Scorpion and that’s not much of a choice at all.  Oh, and one more thing.  Good work for seeing how much Carnage sucks….Bravo son.

+2 Green Goblin

-1 Carrion

 

6 Drop:

2 Venom

2 Sandman

  These are both good enough choices for turn 6 characters, but I would almost always prefer to have Vemon over Sandman, so…

-1 Sandman

 

7 Drop:

2 Doc Ock

  Not many other choices here, Looks good to me.

 

And now we move onto the other stuff.

  You’ve got 4 Finishing Moves in here.  Drop these regardless.  You need to attack hard and fast with all your guys and shouldn’t have an extra one to exhaust.  Unless you’re playing in a new format Modern Age tournament, I’d always play A Death in the Family over these.

  You also pack a full set of Overloads.  Since you’ll almost never need 4 of these in one game, why not add some Nasty Surprises to the mix to use on your opponents defenders and then stun them with Overload so you can ready your character and attack again.

  Oh boy, I think I’m very sad now….Get Him My Petsss???  These are better suited as kindling for starting a fire, or maybe you could make your dog a sweater out of them.

  Now Inside Job is a much more reasonable card for us, but still not the best option, maybe we can cut these down to 2.

  Greater of Two Evils.  I’ve always liked this card and think it’s way underrated.  Provides either board control or hand control, neither of which is bad to have on your side.

  Sadistic Choice is another Greater of Two Evils, but even better since you get to target a character.

  Rejuvenation would be an excellent choice for late game after playing a few A Death in the Family’s.

  And of course the old stand-by Acrobatic Dodge is never a bad idea.

  Goblin Glider is absolutely sick if you don’t have to pay its recruit cost fully.

Now for the final decklist:

 

Characters: 30

4 Tombstone

1 Vulture

4 Electro

4 Rhino

2 Man-Wolf

4 Venom(4)       or     2 Shocker    2 Scorpia

1 Scorpia                         1 Doc Ock

4 Green Goblin(5)

1 Carrion

2 Venom(6)

1 Sandman

2 Doc Ock(7)

 

Plot Twists:

3 A Death in the Family

4 Sadistic Choice

3 Greater of Two Evils

4 Acrobatic Dodge

4 Nasty Surprise

4 Overload

2 Rejuvenation

2 Inside Job

 

Equipment:

4 Goblin Glider

 

Now that’s a little more like it.  This deck should now hit real hard and fast and still keep you opponent’s field on the clear side.

 

That’s it for this installment of “The Workshop”.

         Signing off,

              Tinkerer

 


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