camelotgamer@hotmail.com Player21's Top 10 Marvel VS Sinister Syndicate Starter Deck Cards 10) Venom/Eddie Brock "Whenever Venom stuns a character, KO that character unless its controller pays 6 endurance." Character Cost: 6 12 ATK/12 DEF No Flight/No Range This card is awesome. It has nice stats for a 6 drop, at 12/12, which are comparable to a lot of other 6 drops. However, what this character does is provide field control. This is a free finishing move, or your opponent has to pay 6 endurance to keep their character out. Once turn 6 rolls around, if you're doing things right, your opponent shouldn't be able to pay 6 endurance very often. 9) Crushing Blow "Target attacker gets +3 ATK and +3 DEF this attack while attacking an exhausted character." Plot Twist Cost: 2 Wow. This card could very easily replace Savage Beatdown in my deck. What this card does is make your opponent not want to reinforce, and not use activated character abilities. If your opponent knows you're packing these, they're going to have to change their play style. Any time you can make your opponent feel uncomfortable doing something they want to do, you're on the right track. This card messes with their game plan, and that's a huge boost in your favor. The fact that it increases DEF in addition to ATK is what makes this card awesome, though. It's Clobberin' Time has nothing on this card. 8) Sadistic Choice "Play Sadistic Choice only if you control a Sinister Syndicate character. KO target stunned character unless its controller discards two cards from his hand." Plot Twist Cost: 3 Greater of Two Evils, meet your replacement. This card has a lower cost than Greater of Two Evils at 3 (to Greater of Two Evils 4), does not have the same restriction of being used only in the recovery phase, and forces your opponent to make a decision BEFORE combat is over. Thus, if they want to discard, they're going to have to give something up they can potentially use against you while you're attacking. This card is infinitely better than its older brother, and could see some serious play in viable decks. 7) Dr. Octopus/Doc Ock "Sinister Syndicate defenders you control have reinforcement. Whenever Dr. Octopus stuns a defender, you may stun target support row character." Character Cost: 7 15 ATK/15 DEF No Flight/No Range What this character lacks in its stats, it makes up for in its effect. It may not compare to Magneto/Master of Magnetism at the 7 drop, who has Flight, Range and better stats at 16/16, in terms of brute force, but it does do a lot of things he can't... Firstly, all your Sinister Syndicate characters have reinforcement. Wow. That's awesome. That's what makes the 4 drop Invisible Woman so good in a Fantastic Four deck. Once this guy gets out, you can be relatively certain that you won't be taking a lot of damage this turn. They'll have to get through this guy AND have enough power left to hurt you after that, if they want to get after your endurance. No easy feat. Secondly, this character is offensive-minded, too. At 15/15, he will definitely have the strength necessary to stun your opponent's characters while on the attack. When he does, you can stun ANY support row character. Not exhaust, STUN. That means your next attack will deal breakthrough, because they just lost a character to reinforce, AND they take damage for it, to boot with the Stun Endurance Loss. This guy is incredible. 6) Jetpack "Equipped character gets +2 ATK and has flight." Equipment Cost: 0 Dual Sidearms just got a little bit better. Flight is just better than range. It gives more options, it allows more damage to be dealt, it's just painfully awesome. This deck lacks flight and range to begin with, and this card helps take care of that problem. It's a free equip, so you don't have to give up any points for recruiting a character, it boost ATK AND helps you to deal more damage every turn. This card should (and probably will) get the nod over Dual Sidearms in most competitive decks that will run an equip. 5) Vulture/Adrian Toomes "As an additional cost to recruit Vulture, reveal another Sinister Syndicate character card from your hand. Whenever Vulture causes breakthrough, you gain that much endurance." Character Cost: 1 2 ATK/1 DEF Flight/No Range Another amazingly powerful character card. Slap a Jetpack on this guy, and you're good to go. He combos well with Doc Ock's Lab which states "Activate, pay 3 endurance -> Target Sinister Syndicate attacker gets +3 ATK this attack." So, essentially, you pay 3 to gain 3, but STILL deal 3 more to your opponent. Vulture can wreak havoc on your opponent when played the right way, and will be a huge asset to any Sinister Syndicate deck. One of the best 1 drop characters in the game, right now. 4) Kraven the Hunter/Sergei Kravinoff "At the start of the combat phase, you may choose a character name. Kraven gets +4 ATK while attacking a character with that name this turn." Character Cost: 4 6 ATK/6 DEF No Flight/No Range Sinister Syndicate's answer to Sabretooth/Feral rage. OK, he might not be as consistent as Sabretooth, but Sabretooth is BROKEN. He's not supposed to be as good as Sabretooth. However, this guy is pretty great himself. He'll be 10/6 the turn you have initiative, and you can change the character you want his effect to be applied to each combat phase, not just the one that he comes out, so that means that each turn that you have initiative, this guy will be exceedingly powerful. He's not bad on turns you don't have initiative, either. If you can keep this guy alive with Acrobatic Dodge, or something like that, great. Plus, he draws attention away from your other characters on the field, as your opponent would be mistaken to not focus on this guy from the beginning. They don't want to face his wrath if they can possibly avoid it. A very solid 4 drop. 3) Rhino/Alex O'Hirn "At the start of your recruit step, pay 4 endurance or KO Rhino." Character Cost: 3 7 ATK/4 DEF No Flight/No Range Wolverine who? The most powerful 3 drop in the game, in terms of attack. Raw power is what this guy specializes in. He's free the first turn, as payment would be at the START of the recruit step, so, obviously, if you haven't recruited him yet, how are you going to pay for him? Four endurance is not a huge price to pay for a 3 drop with level 4 stats. Plus, it does something that really should be considered a pro...You get the choice to keep him or not. Sometimes having a low character on the field is a liability. Sometimes it will hurt more than it will help. If that's the case, get rid of him. No other character makes it that easy. 2) Sinister Salvo "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." Ongoing Plot Twist Cost: 1 The OTHER reason you can run Jetpack over Dual Sidearms. Use this card on the turn your opponent is attacking one of your characters. Rather than just stun, exhaust your guy first for the cost of this card, deal 3 damage AND give all your other characters a huge boost. Allowing any character to have range is just sickening. This card makes every character with flight infinitely better, and can really mess with your opponent's mind. "Why did he just put Kraven in his support row? He can't attack from there." Oh, I beg to differ. Absolutely brutal. Helps reinforcement. One of the best cards in the game, plain and simple. 1) Green Goblin/Norman Osborn "Activate, discard a Sinister Syndicate character card from your hand -> KO target unprotected support row character. Its controller loses endurance equal to that character's cost. Use this power only during your attack step." Character Cost: 5 9 ATK/9 DEF Yes Flight/Yes Range Unreal. Solid stats at 9/9 for a 5 drop. Flight AND range. A HUGE effect. KO target unprotected support row character. Goodbye reinforcement. Goodbye ANY character I fear. If they don't leave the character unprotected for you, take out the guy in front of them. It's not that hard. KO is much better than stun, and it works on ANY character, no matter how big, mean, ugly and nasty it is. Goodbye, Dark Phoenix. Yeah, that's right. This character can get you past somebody with 25/25 stats. This card is amazingly solid at the 5 drop, a huge effect, flight, range, great stats. Why wouldn't you play this card? Options = power. Power wins games. This card is incredible. Questions, comments, concerns? Send an email to camelotgamer@hotmail.com. Thanks.