In the LCG thus far, I haven't been particularly appreciative of the syndicate faction. It's an excellent support faction, in my mind, with cards like Patsy, Dutch Courage, and Low Blow being perpetually useful, but I didn't really see much winning potential playing mono, with the exception of Panic (which is, after all, only one card). So I decided to try out a mono Syndicate deck, and I found that it was carried almost entirely by Panic. I tested it out against three other decks, my Agency-Hastur character-light control, a friend's Shub-Agency Y'golonac Shotgun monstrosity, and another friend's interesting Yog-Agency-Neutral combat struggle extraordinaire deck. Against the first deck, Agency Hastur's control cards proved a great deal better than Syndicate's, and the games weren't even close. In the second, Syndicate could not bring enough of an early rush (having few useful 1 cost cards, with the exception of Patsy, who is defensive), and, while it got two stories early-ish in most games, could manage the speed to get three before Agency Shub could bring out lots of character-removal and characters, couple with Y'Golonac, a shotgun, and five domains. Dutch courage provided a bit of an obstacle, but it stopped the Syndicate deck from being able to use enough exhaustion that round, and soon bit the dust Burrowing Beneath. In the third game, early sledge dogs, some (tougher than mine) investigation, and a judicious shotgun blast sealed the game on turn four. Subsequent games offered similar results.
The conclusion I drew from this (about which I would love to be proven wrong), is that mono-Syndicate is fairly slow, and incredibly vulnerable to removal. The lack of good one cost cards, and the almost total reliance on two costs for everything (Like a Moth, Low Blow, Alhazred Lamp, Dutch Courage, plus a bunch of characters), insure that the deck can't really get going until around turn three, by which time I've found most other decks I play will have gotten a story or two (or three), and be well stocked on removal or other nasty tricks, making the game very difficult to win, excepting the fortuitous draw of at leat two Panics. The only solution I've been able to think of is Sledge Dogs, but given my own tendency to play Interrogation Center (what witht the prevalence of the Dogs and the Descendent), I'm rather hesitant to do so.
Anyway, I'd love to hear whether you agree or disagree, and whether I'm possibly missing something essential (I don't yet have the Twilight Horrors pack, and am still missing the Ancient Horrors AP as well), or maybe just not thinking of something. Keep in mind that I'm not dinting Syndicate as a second, or first, faction in a two faction deck, I'm just wondering if mono-Syndicate is viable, since it seems to me to be the only top tier faction in which mono isn't viable (with maybe the exception of Shub).