I've been playing some test games of my mono-Cthulhu deck vs. my mono-Syndicate deck, and Mr. Green has been been getting smacked around like the hysterical woman in Airplane.
The typical pattern is that Syndicate gets a few characters out and start running stories unopposed, exhausting any characters Cthulhu managed to play. Using characters like Hard Case and Extortionist they can generally do this without losing tempo, and handle any leftovers with Intimidate, Kidnapping 101, etc... Sometimes Cthulhu has enough strength to contest the last story but it's generally too late and they lose 3-0.
Y'ha-nthlei Statue helps a little, but it's expensive to get out quickly which puts me further behind on characters, and a good chunk of the Syndicate characters have Skill 2 anyway. Now that I've gotten some more cards in I'm planning to add Degenerate Serpent Cultist but I'm interested in what other cards might be useful to slow down or otherwise deal with a rush deck.
A Single Path seems like it might be a good one. Cards like Dark Quagmire or Sleep of Reason can defend one story, but I suspect they'd just give that one up and go after another. Buys me a turn at best.
I could take the Khopesh and just see if I can mow them down as fast as they show up, that might buy me some time.
If I was lucky enough to get my hands on both, I could combo Y'ha-nthlei Statue with Called to the Sea for one turn, but I'd probably lose some of my own guys too. Might be worth it, but something that takes 2 cards is less reliable.
Anyway, looking for any other ideas you guys might have.