The Dreaded... Mister Sinister
The Dreaded…
Mister Sinister!
Please Note: This article was originally written in early 2022.
Whether it is The
Dread Dormammu or The Dreaded Stark, there’s no character in the Marvel Crisis
Protocol Universe which fails to send a shiver down the spine of their enemies…
at least some of the time. Today let’s look at The Dreaded… Mister Sinister!
Welcome to the first in a series of articles I am putting
together to draw attention to some of the characters and their unique interplay
within Marvel Crisis Protocol. With over 100 characters either in the game or
revealed and spoiled, all of which can play under the 24 (!!) leaderships
currently available, there’s a truly vast number of different combinations
which can provide huge variety in the play experiences on the table.
In this series I want to try and draw attention to some
characters or playstyles which I think tend to fall a little under the radar.
Let’s begin with the one who inspired this whole series for me. Mister
Sinister.
With an incredibly cool model and a unique set of abilities,
Mister Sinister has a lot going for him, but he’s still seen relatively rarely
on the tabletop. Let’s break down what obstacles there are for him.
The first and most obvious is his defences. 3/3/4 with 6
health isn’t a terrible statline by any metric, but it also isn’t a fantastic
one. His power generation is also not incredible; relying heavily on a 5 die
energy strike to get himself power. When he has that power, though, he has a
huge number of ways to spend it. Genetic Splicing is where a lot of it will go;
a 5 die mystic beam that gets him the unique Genetic Samples he needs to fuel
the abilities that are probably the reason you are taking the character
competitively.
The samples can be used to negate damage on a 1 to 1 basis,
and the ability to do that up to 3 times is unique to Sinister. Once he has
those tokens on him, his survivability rockets up significantly – giving him an
effective 9 health if he has all three tokens. But he can also spend those
tokens to remove status conditions, or if he spends a power and a token, he can
give Root to an enemy character within 3.
Those Genetic Sample tokens are very important then and make
up a large part of the appeal to Sinister. Root is a very rare status condition
which forces an opponent to spend 1 to use any reactive or active superpowers –
this can be particularly devastating to characters like Thanos and Corvus who
want to use their powers as much as possible, but most characters have at least
one power they want to use and having that cost increase by 1 can ruin some
critical plans.
Sinister’s ability to negate damage also doubles down on
this playstyle. Whilst it can be used to keep Sinister alive at a critical
moment, if he has the tokens to spend when someone attacks him with their
builder it can slow them down significantly to receive less – or no – power
because Sinister prevented the damage from occurring.
Finally, Sinister has “Such Fun Little Playthings…” a
fantastic (and very familiar) power which lets him advance a character within 3
short for 2 power.
Mister Sinister is currently affiliated with the Cabal, and
only the Cabal. On the face of it, Red Skull helps with his power generation
issues – but that’s only a small part of the puzzle with Sinister. The far
larger issue with him is usually getting those tokens on to begin with. Whilst
you can easily get one or two tokens with a Genetic Splicing, a canny opponent
will make it difficult for you to get all three – and the more you can get, and
earlier, the better.
Sinister does come with a tactics card which helps him with
this dilemma. Forced Extraction lets him pay 1 power to cause 1 damage to up to
3 allied characters within 3 of him. This gains him 1 Genetic Sample token for
each character damaged. That’s a hefty cost though; unless you are damaging
Sin, your characters are losing a health to give Sinister a token and they
aren’t even getting a power back.
There are some characters who can pay this cost easily.
Played round 1, anyone with Healing Factor is likely to activate and heal the
damage before they care that it happened. However, I’d like to draw attention
to a perhaps unlikely spot where Sinister can really shine.
Under Thor’s leadership, characters may spend 1 power at the
start of each of your turns to heal 1 damage or remove 1 condition. Sinister
can then play Forced Extraction at the start of round 1 and begin play with all
3 tokens to begin his dastardly work, and each of those characters who were
damaged may spend 1 power to heal.
Unless they are on a flip secure, any given Asgardian can
then still have 1 power left to pick up an objective. Enchantress has great
synergy with Sinister because they can both move an opposing character and then
beam attack.
The combination of having two characters who can advance
opponents and then beam them can make the pair a real terror on one side of the
board. In later rounds, Sinister can also make great use of the leadership
ability to double down on his health pool (if he heals just once before he is
dazed and he uses 3 tokens to negate damage, he had 10 effective health for the
opponent to chew through. Often this will be more in practice) or to remove
annoying status effects without needing to use the precious Genetic Sample
tokens.
Sinister also enjoys great synergy with Loki. Between Loki’s
ability to increase the cost of opponent’s superpowers by 1 and Mister
Sinister’s ability to Root, superpowers which are staples of a character – like
Thanos’ gems, Vision’s throw and form change, or Valkyrie’s charge – can
suddenly become prohibitively expensive. Teams like the Web Warriors, who are
often very reliant on their pushes and can have difficulty with native power
generation, can really struggle with the pair of them in one place.
Although all three of these characters are available in
Cabal, I don’t feel like Mister Sinister plays well into the high aggression
play that Cabal excels at. His potential to damage with his beam, especially in
combination with Enchantress, is good – but it isn’t superb. Loki and
Enchantress also have good potential for damage, but they aren’t the very
greatest pieces for that – and Cabal has access to pieces who are much better
for that role.
However, with Asgard, a team of Thor, Loki, Enchantress and
Sinister at 17 threat can be very difficult to take down whilst also draining
their opponent’s resources and draw the game out long enough for the advantage
leveraged by Thor’s leadership and the increased power cost inflicted on the
opponent to show.
The last thing to think about with Mister Sinister is how to
force the opponent to attack him. Whilst there are some options which are
universal – giving him an extract and putting him on a point can force the
issue on some teams – others may decide to just move him around or try to
ignore him outright.
As a size 3 character he can be more difficult than some to
throw or push – and that’s worth keeping in mind when you are deploying him and
deciding where to match him up. I’ve found that it is almost always worth
taking Sacrifice with him though.
Especially when being run with Enchantress, Sacrifice puts
the opponent in a frustrating position where they need to spend 2 power or
allow Enchantress to defend with her mystic defence – and if they do so,
Sinister can then spend a power alongside Enchantress and take the hit for her
instead, potentially getting to use those wonderful Genetic Sample tokens to
reduce any damage.
Enchantress is almost always a high priority target because
if she survives, she can often steal an objective, so Sinister being available
to jump in front of the attack can be a real clutch move.
This also combines efficiently with Odin’s Blessing. Whilst
Sinister can’t use it himself, if an Asgardian character begins an enemy
activation with 4 power and you have those two tactics cards available, it
becomes much more challenging for that key character to be dazed or KO’d.
Outside of Asgard I would also like to draw attention to the
Convocation as an intriguing possible home for our friend Nathaniel. Whilst I
haven’t played much Convocation myself, he gains a number of advantages for
them; not least of which is access to the 5 die energy strike and a mystic beam
attack which can benefit from Plane of Pohldahk to allow full rerolls on each
attack, which seems like a significant increase in his offensive output. He
also benefits from the ever-present Iron Bound Books, but with Sacrifice he can
help defend his erstwhile allies from a significant physical hit in a non-Iron
Bound turn or a large energy attack the opponent had been saving up. Lastly,
whilst it isn’t quite as universal as under Thor’s leadership, Convocation do
have access to both Wong and Doctor Strange who can each heal, so the cost of
Forced Extraction is slightly less there than it would be in other affiliations.
There are other aspects to the character which can be niche in
some situations. His medium move and large base allows him to get within range
2 of a central extract if you are running Eyes on the Prize and can get an
extra power onto him from somewhere (perhaps an Advanced R&D play or within
the Inhumans?). He also has one of the best spender attacks in the game on
paper – a 6 die mystic attack which can be up to area 3 if he has the genetic
sample tokens, and which can do an extra damage to every enemy character
in range if any of those attacks rolls a crit, wild and a hit… which is only
undermined by the fact that in over 30 games with Mister Sinister I’ve never
had the 6 power and 3 genetic sample tokens necessary to make it shine. Then
again, I’ve never run him under Cyclops’ leadership either, and the X-Men have
plenty of characters with Healing Factor…
Finally, there’s the famous tactics card Cloning Banks. This
super thematic card allows for the possibility of bringing another character
from your roster into the game, at the cost of genetic sample tokens. I think
this card is best used to paint another big target on Sinister’s head and force
your opponent to deal with him – but the cost of genetic sample tokens is very
high, because without those he is much easier to just take out of the game!
In conclusion, your opponent should dread Mister
Sinister if…
- · You are playing a crisis that forces a tight brawl.
- · If their team has a notable energy or mystic weakness.
- · You are bringing multiple characters who can advance and then beam their team.
- · You can get Genetic Sample tokens onto Sinister easily and with little cost (e.g. Forced Extraction + Healing Factor/Thor Leadership).
- · They need their superpowers to be used often and inexpensively.
But perhaps Mister Sinister should dread these situations…
- · You are playing a crisis combination which doubles down on power cost (pay-to-flip and extract).
- · The crisis is going to be spread out and you can’t guarantee many good beam opportunities.
- · The enemy team has a lot of ways to throw/push size 3 and you don’t expect to be able to make them attack Sinister.
I hope this has been an interesting look at a character who
has mostly stayed lurking in the shadows; maybe this will inspire you to let
him come out and show the world why he is The Dreaded… Mister Sinister!
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