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You are: Home -> Articles -> Feature Article | Email the author Editor: James Paraha. Tuesday 19th April 2005

Feature Article

“To Modern or Not to Modern”

 

 “The Peoples Champion”, Ean Press’, article “Rally against Death” inspired me to pick up the keyboard and rattle something off.

As a VS player from Sydney, over the past month or so, Modern age has been the word on everyone’s lips, closely followed by Marvel Nights. Once I delved further into the lingo and tech, it became clear. Formats are changing, everyone is on a level playing field. I, like the rest of people, must find the deck to beat. This is a never ending journey, especially for those heading to PC Amsterdam. I see the hours of play testing that go into making a deck and finding out the percentages.

Thankfully I have never put much effort in on my part. I have the team leader to do that - "The Dark Alliance". I get the deck and learn how to play it, then going on randomly top 4 a PCQ. With the new format, I decided to make a bit of effort and pull my weight in the team, or so I thought…

Where to Start?

Looking at the popular decks it was clear Marvel Knights was the deck to beat, followed by Spider Knights, X-Static, Honour Amongst Thieves, and Underworld. What are their strengths? Do they have weaknesses? How can I exploit them?

One afternoon watching Andrew Corney play Honour Amongst Thieves, I decided if I was to play Modern it would be Syndicate. I always feel vulnerable playing lots of little guys, so to make myself comfortable play Curve. Hence, welcome to the world of Syndicate Curve!

I love the story of the characters to start, Goblin and Dr Octopus. When it comes down to it, I’m just a sucker for baddies. Needing a deck that can beat Marvel Knights was important, but what do all decks need? Characters and cards in hand. How do you decide a balance between them? What a sinister choice. With the Knights deck playing lots of hidden people, I decided on Pleasant Distraction, so they can’t bash back for a quick game. Forcing the opponent into a long game is the aim, as they have no real late game.

The initial make-up of the deck was:

Syndicate Curve
Characters Plot Twists

4 Vulture
4 Hammerhead
4 Rhino
2 Man Wolf
4 Dr Ock, Otto Octavius
2 Kraven the Hunter
4 Green Goblin, Norman Osborn
1 Morbius
3 Sandman
3 Venom, Eddie Brock
4 Dr Ock (7) - Doc Ock
1 Silver Surfer
1 Ghostrider
1 Professor X

4 Pleasant Distraction
4 Sadistic Choice
2 Sinister Salvo
2 Spider Slayers
2 Weapon of Choice
2 Rise from the Grave

Locations
2 Latverian Embassy
4 Doc Ock's Lab
Equipment
 

Testing the deck was interesting, I tried out No Fear quite a bit however usually attacking up the curve it got cut pretty quickly. Osborn Industries was a card I played around with for while, making sure I hit the curve. I ended up taking it out for another Weapon. How can one not play around with Jetpack also.

I made the following changes:

Taken out:

1
Kraven the Hunter – While he has the same stats as Moon knight on the attack, having the 7 attack on the D, is important.
2
Sandman – Venom is better, with the KO factor.
1
Professor X – No deed for so many 8 drops.
2
Pleasant Distraction – Dr Ock (4) tapping guys also.
2
Rise from the Grave – Taking too much damage, though was good.
2
Spider Slayers – Never used it.
2
Latverian Embassy – Wasn’t stopping enough plot twists.


Added:

1 Electro – Can tutor now on turn 2 and kills 3 drops.
1 Venom (4) – 7/7 and can evade. Power up!
1 Venom (6)
2 Crushing Blow
1
Sinister Salvo
1
Weapon of Choice
4 Fight to the Finish
2 Blown to
Pieces

Rise from the Grave was good against Knights, but I found myself dying too easily, usually taking about 18 points of damage from myself (1 Rise and 2 turns of Rhino).  So what can stop Quick Kill? While using Sadistic Choice, what else can I use to KO their guys?  Easy Answer: Fight to the Finish, when both attacker and defender get stunned, KO them both. Thus leaving Quick Kill as a useless card. With Knights having loyalty for their 5 drop and 6 drop, the game can end up in some funny predicaments.

The combination of Fight to the Finish and Sadistic Choice is an excellent one. While you are on the attack, the Fight to the Finish isn’t a trick, so expect them to be quick killed.  If that happens, respond with Sadistic Choice. Either a double KO or leaving their hand bare. An important thing is also saving the Sadistic Choices to let you KO a 6 or 7 drop later, especially good against Spiderman (7).

With the Crushing Blows, Dr Ock, can swing tap and get pumped. Blown to Pieces was an important addition to the deck, especially against Daredevil, Matt Murdock, making sure my 3, 4 and 5 drops can all kill him. I’m still fiddling around with a few plot twists, soon it will be perfected.

With the build of the deck it makes no real difference weather you go first or not.  With your 3, 5, and 7 drops, it’s good to have the advantage.  However Hammerhead, Dr Ock (4), Sandman and Dr Ock (7), all say go evens.

Pros: Dr Ock (4) - I reinforce a person, or tap one of the opponent’s guys.
         Dr Ock (7) - When I stun a guy, I stun another support for character.
         Goblin's KO ability, combined with the above make for some classic formations.
         Players don’t know how to play against the deck.
         Fun Value.

Cons: Daredevil (5) - I can move from Goblin, and when daredevil attacks, he bashes Goblin with ease. 
          Loosing life from Rhino
          Deck solely relies on hitting the curve.

The Perfect Curve begins and ends with Vulture.

Turn 1: Vulture.
Turn 2: Hammerhead
Turn 3: Rhino
Turn 4: Dr Ock
Turn 5: Green Goblin
Turn 6: Venom
Turn 7: Dr Ock
Turn 8: Surfer / Ghost Rider depending on board.
Turn 9: Other 8 drop and Vulture.

Coming soon: The match up percentages and Tournament report!

While the Deck isn't a Tier 1 deck, it is lots of fun to play. While making it, all I could think about was Alex’s article “Respect,” and do you really want to win that way?

Hell Yes!

The Dark Lord.

Lindsay Heming.

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