I since i started playing versus liked the idea of a thunderbolts deck. But then my friend gave me some of his cards and know i like the idea of crime lords better but i want to run what is working best so...
Well, just from past experience, Crime Lords hasn't achieved any measure of success, whereas T-Bolts have at least a little bit. Neither of these teams are that great though but I would say that Thunderbolts has the best chance at being competitive.
These 2 teams have different but slightly similar mindsets. Thunderbolts use oversized characters with drawbacks combined with readying affects to give a damned if you do, damned if you don't effect. Crime lords give the same effect but with reinforcement, defensive plot twists, and attack redirecting. I say combine them into one deck. Oversized walls to steal the initiative that also give you enough attack power to acctually attack back effectively. Plus, they're both Marvel, so Marvel's Most Wanted will search them out. Though Enemy of my Enemy might be better, unless you're on a budget. Try it out, it sounds like fun.
As always, play whatever you enjoy most. Every team has it's advantages and disadvantages.
In the case of the Crime Lords, they're positively beastly when under attack - one reinforcer and your little weenie guy about to get smooshed suddenly turns into a defensive monstrosity that'll make a mess of a much bigger attacker. With attack redirection effects (such as Dr Sun) and defensive boosts all over the place, they can really take a hit. The team's weakness lies in not having any real offensive oomph.
In multiplayer games I haven't found this to be much of an issue, since you're likely to be on the defensive more often, but in single player games, they can sometimes turn into a psuedo-stall deck that stalls to achieve.... well, not much.
As Walnut suggested, combining them with the T-Bolts may be a decent solution to add some punch to the deck. Another might be just to pull in one or two higher drop characters from elsewhere, to give that Crime Lords stall something to stall for.
I remember my first vs. Deck was Synister Syndacate with Crime Lords. I have to say that deck worked rather nicely together, as it can stall and put a pretty good offensive game whenever I needed to, it was fairly consistant, but started getting weak against some of the new deck types, but it was especially fun in Multiplayer Duels. 7 drop Doc Ock and 7 Drop Bullseye for the major hurt, plus cards like No Rest for the Wicked that can make sure your chars can attack and defend at the same time.Also King Takes Knight to force your opponents into the offensive. Fun deck.
Prominently, Crime Lords can play with a card called Honor Among Theives. This teams-up Crime Lords and Synister Syndicate, and gives them an attack bonus. On top of this, the S. Syndicate also has a card called Hired Goons, which gives your guys +2/+2 the turn they enter play (for each copy). It's a strong alliance for the off-curve deck, but not so great for the on-curve one, where I find straight Crime Lords to be bettter. Shriek and Carnage are a must for the off-curve build, though, as is the new Man-Bull and Basilisk.
Correcting punctuation, complaining about poor deck construction, and brewing interesting decks for 13 years. Whether you choose to think outside the box and appreciate this is up to you.
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