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Well against most decks you don't really need anyone on turn 2 anyway. Heck the way I am planning it I basically wont have anyone until turn 4 (as turn 2 Kang Kong removes himself and turn 3 Kang Ransom moves himself to hidden for that turn, then turn 4 Earth Mesozoic removes himself until end of turn so will have only Kang Ransom. After that will have real solid control though with the 5/5 Kang Ransom, and 10/10 Earth Mesozoic on turn 5 with Kang the Conqueror exhausting the oppoents 5 drop.
That card drawing Kang is really bad. For one he has pathetic 6/6 stats. And for 2 if he gets stunned before recovery phase, you don't draw any cards, but just LOSE cards for him. If his abilities would be the other way around, then he would be decent.
4 Kang-Rama Tut
4 Kang-Kang Kong
4 Kang-Kang Ransom
2 Kang-Kang Cobra
2 Kang-Master of Time
4 Kang-Earth Mesozoic 24
2 Kang-The Conqueror
2 Kang-Ultimate Kang
2 Kang-Lord Kang
2 Kang-Lord of Limbo
4 Kang-Immortus
4 Psyche-Globe
4 Game of the Galaxy
4 Cover Fire
3 Null Time Zone (again will put 4 of when get last one)
3 Spheres of solitude (I like alot, semi Ras Al Ghul effect)
4 Savage Beatdown
3 System failure
4 Psychoville (To move those hidden characters to visible)
This is the revised edition to my "Kang Will Rule all!!"
Hugo Strange hurts this deck badly. But who plays AI ........other than me. :)
Looks good. From what I can see the rare Kangs are much better than the common and uncommon ones. I didnt get much Kang during my SP nor did anyone play them.
oh yeah i didnt notice that from the card drawing kang, the meso kang is better, but how do we hold them off till turn 5??? should we use that fly swatter card thing. the one from GLC that gives +4 i know it doesnt ready but still its needed to hold them off.
Originally posted by ObsidianKnight Hugo Strange hurts this deck badly. But who plays AI ........other than me. :)
Looks good. From what I can see the rare Kangs are much better than the common and uncommon ones. I didnt get much Kang during my SP nor did anyone play them.
They look like they can rock but Im not sure?
Hehe and even from those who play AI, who plays Hugo Strange? :p And yeah Kang isn't good in limited since most of the best Kangs are rares, unfortunately. As that will make it a pain to get all the cards to my Kang deck. :/
Oh and yeah turn 4 will be a problem to Kang against rush decks, as you will only have Kang Ransom on the field most likely. But you probably just need to accept that you will take some endurance loss that turn, as after that, you will have very strong position. As You have the 5/5 Ransom, 10/10 Earth Mesozoic, and have Kang the Conqueror exhaust their best character (or if you also play Entangle, can have Conqueror exhaust BOTH their 4 and 5 drops, now how nice is that? :)
Posting v 1.0 of this deck for comment:
Characters:
4x Kang's Guards
4x Kang: Kang Kong
4x Macrobots
3x Kang: Kang Ransom
4x Kang: Kang Cobra
4x Kang: Master of Time
4x Amenhotep or Kang: The Conqueror
1x Kang: Lord Kang
3x Kang: Lord of Limbo
3x Kang: Immortus
Plot Twists:
4x Acrobatic Dodge
4x Null Time Zone
4x Psyche-Globe
4x Game of the Galaxy
1x Have a Blast!
3x Pleasant Distraction
2x Flame Trap
Location:
4x Kang Kross-roads
Originally posted by DinoDoc Posting v 1.0 of this deck for comment:
Characters:
4x Kang's Guards
4x Kang: Kang Kong
4x Macrobots
3x Kang: Kang Ransom
4x Kang: Kang Cobra
4x Kang: Master of Time
4x Amenhotep or Kang: The Conqueror
1x Kang: Lord Kang
3x Kang: Lord of Limbo
3x Kang: Immortus
Plot Twists:
4x Acrobatic Dodge
4x Null Time Zone
4x Psyche-Globe
4x Game of the Galaxy
1x Have a Blast!
3x Pleasant Distraction
2x Flame Trap
Location:
4x Kang Kross-roads
i wouldn't use amenhotep in this build he is probably used best for team attacking as much as you can then a couple press the attacks in one turn
i would replace acro dodge with cover fire since kangs have range
i really like pleasant distraction on turn 5 could target three people for not attacking pretty sick
if you using the forementioned entangle trick
there may be too many different cards so game might not be that effecient
maybe replace have a blast for battle of attrition no down side if you don't have an ongoing plot twist face or location up
only one 6 drop?
pretty nice deck though
So here's the recap and rundown on our favorite time travelling dictator.
Wow, what an annoying team Kang has! Good, because it fits. :) Not being named Kang is actually somewhat of a penalty for Kang Council builds, as it eliminates one of the Kang decks primary strengths: Every character card can power-up every other character card in the deck. This offers a significant advantage in combat to Kang decks. It helps with the efficiency of the deck, as you have the option of offering a +1/+1 bonus in combat far more often, in addition to whatever normal ATK or DEF pumps you throw in the deck. This means in addition to your characters having the ability to stun more opposing characters than a standard deck, your drops are also survive a combat without stunning more often thanks to that +1 DEF. This will swing games, trust me. If your power-ups, over the course of the game, keep one character of your from being stunned and causes one of your opponents characters to becomes stunned, your deck performed more efficiently than your opponents. While the vast majority of decks have a couple or more character cards left in their hand at the end of the game, none of yours will go to waste. Be very mindful of how you power-up your Kangs. Don't be afraid to give up card advantage if it means saving or stunning a character. So long as you meet all your drops, every other copy of Kang must be used to the utmost of efficiency.
1-DROPS
At the 1-drop slot we have an army character and a solid little Kang. Rama Tut is concealed, and is effectively two free +1/+1 bonuses that sits on the board until you need it (+1/+1 for his effect, +1/+1 when you discard him to then power-up a Kang). Notice also that Rata Tut does not activate to use his payment power. This has some interesting synergy later in the game. The other 1-drop, Kang's Guards, Army, is equally useful, but is not named Kang so may disrupt the overall consistency of the deck. However, a 1-drop that KO's to give a character named Kang invulerability for the turn (while defending) is quite nice. Still, I'd probably opt for 4 Rama Tut and no Guards at all.
Kang Rama Tut
Kang Council Character
1-cost
1/1 Range.
Concealed.
Kang is not unique.
Return Kang to his owner's hand --> Target Kang Council attacker or defender you control gets +1 ATK/+1 DEF this attack.
Kang's Guards Army
Kang Council Character
1-cost
2/1
Activate, KO Kang's Guards --> Target character named Kang has invulnerability while defending this turn.
2-DROPS
The 2-drops look alot like the 1-drops. A sacrificial Kang and an army character. Kang Kong is quite a wonderful 2-drop for any Kang deck. On turn two you might have a concealed 1-drop, and your two resource points are spent to search your deck for any card whatsoever. Any turn you have 2 resource points left over (every deck has poor draws), you can make your recovery vastly more effective by guaranteeing that you have something worthwhile on the next turn, be it a plot twist or a drop you are missing. That's a really powerful option (and better than Kyle Rayner, IMNSHO). Macrobots aren't too shabby either, since the bonus lasts the turn. Macrobots is one for an Armies of Qward army-themed deck, methinks. Support Macrobots with an awesome 1-drop army character, preferably one that is concealed (like Shadow Creatures or Qwardians) or has powerful stats (like Soldiers of New Genesis) or a complementary effect (like Tryks..whaaa? Tryks?).
Kang Kang Kong
Kang Council Character
2-cost
2/2 Range.
Kang is not unique.
When Kang comes into play, you may reveal a Kang Council character card in your hand or resource row and remove Kang from the game. If you do, search your deck for a card, put it into your hand, and shuffle your deck.
Macrobots Army
Kang Council Character
2-cost
2/3
Exhaust another character you control --> Macrobots gets +1 ATK/+1 DEF this turn.
3-DROPS
3-drops are where it starts to get interesting, and you can begin to see just how powerful Kang Council decks can be. Here we have two Kangs, and the first non-Kang character that really begs to be in a Kang deck. Kang Cobra has the poorest stats, but as a metagame choice he is good. First of all, he wrecks Big Brotherhood. Second, he hinders the early to midgame of Curve Sentinels. Third, he totally pushes the mirror match in your favor against another Kang deck. If you draw Kang Cobra and your opponent does not, he is going to be in some serious trouble. Kang Ransom has much better stats, and a weird but nifty little effect. Like a number of the Kang drops, he has good stats but can't really be used the turn he comes into play. Note also that his replacement effect says, "target resource". This means if your opponent teamed-up or flipped a location on turn 2, you just got a free HaB tacked on to your 3-drop 5/5. If you went control or aggro on turn 1 or 2, you can replace one of your own used face-up plot twists to dig for something better. Kang Ransom will prove to be far better then he looks at first glance, I think. Finally, we have Growing Man. For a character not named Kang, he looks incredibly tempting in a Kang deck (as opposed to a Kang Council deck ;) ). +1/+1 counters, you say? Hmm, so if I dropped Rama Tut on turn one then he's really a 5/4 3-drop. Looking better. On turn 4 (especially if you do not have initiative), he will grow to be a 7/6, giving you two 4-drops. If your 4-drop was Master of Time, you suddenly have a "normal" 4-drop, a 4-drop that will give you significant card advantage over the remainder of the game, and a +1/+1 bonus with Rama Tut's ability (here is where Rama Tut not exhausting starts to come into play). Turn 5 you are looking at either a 9/8 Growing Man and a 5-drop, or a 10/9 Growing Man and an exhausted 5-drop. It just keeps getting better from here on in also. Keep in mind that if you have multiple Rama Tuts in hand at this point you may play a lower-drop Kang, a couple of Rama Tuts and blow Growing Man up even higher.
Growing Man Kinetic Stimuloid
Kang Council Character
3-cost
4/3
Exhaust a character named Kang you control --> Put a +1 ATK/+1 DEF counter on Growing Man.
Kang Kang Cobra
Kang Council Character
3-cost
4/3 Range.
Concealed.
Kang is not unique.
Characters your opponents control cannot become powered-up.
Kang Kang Ransom
Kang Council Character
3-cost
5/5 Range.
Kang is not unique.
At the start of the combat phase, if you control 3 or fewer resources, move Kang to your hidden area, exhaust him, and replace target resource. At the start of the recovery phase, move Kang to your visible area.
4-DROPS
The three 4-drops each offer something different. Baltag offers damage mitigation and standard stats at the "cost" of not being named Kang. Earth Mesozoic-24 offers 5-drop stats at the cost of not actually coming into play until turn 5 either. Damned time travellers! :) Still, taking some extra endurance to have two 5-drops on turn 5 could be an extremely powerful option, especially with the power-up madness of Kang. Master of Time offers amazing card advantage at the cost of inferior stats. However, he is concealed, meaning he is far more protected than most characters. If your opponent pulls him into the visible area you may need to power him up and pump his DEF with plot twists, expecially since you will be drawing two cards if he is unstunned when combat ends.
Baltag Hand of the Conqueror
Kang Council Character
4-cost
7/7
Whenever Baltag reinforces a character named Kang, that character has invulnerability while reinforced this attack.
While Baltag is protecting a character named Kang, that character has invulnerability.
Kang Earth Mesozoic-24
Kang Council Character
4-cost
10/10 Range.
Kang is not unique.
If Kang would come into play during your recruit step, instead, remove him from the game. At the start of the recovery phase this turn, put Kang into your front row.
Kang Master of Time
Kang Council Character
4-cost
6/6 Range.
Concealed.
Kang is not unique.
At the start of the combat phase, discard a card.
At the start of the recovery phase, draw two cards.
5-DROPS
Again, two Kangs and a friend. Amenhotep is quite good, I will try him out. One free recovery and protection from attack for the rest of combat can be quite potent! Again, he is not named Kang. Stop tempting Kang! Kang must face the perils of the time stream alone! The Conqueror is certainly a beast. He is a 10/9 that exhausts the opposing 5-drop for two turns in a row at the cost of exhausting and hiding. If you dropped Earth Mesozoic-24 on turn 4, this will be perfect for you. The opposing 5-drop is exhausted, you have a 10/10 4-drop (or large Growing Man) out and ready to attack down the curve. Turn 6, you have the same scenario happens, and you have a 6-drop to match the opposing 6-drop. Ultimate Kang offers standard stats and a powerful defensive ability, especially if you have one or more hidden Kangs about. I think in the end I'll favor the two Kangs at this drop, but Amenhotep is the second best non-Kang character the Kang Council gets (Growing Man being the first).
Amenhotep Dark Pharaoh
Kang Council Character
5-cost
9/9 Reservist.
Whenever Amenhotep becomes stunned, if he is visible, you may recover him. If you do, move him to your hidden area, and he cannot move to your visible area this turn.
Kang The Conqueror
Kang Council Character
5-cost
10/9 Range.
Loyalty.
Kang is not unique.
At the start of the combat phase, if you control 6 or fewer resources, move Kang to your hidden area, exhuast him, and exhaust target character with cost 5 or less. At the start of the recovery phase, move Kang to your visible area.
Kang Ultimate Kang
Kang Council Character
5-cost
9/9 Range.
Kang is not unique.
Activate, stun another character named Kang you control --> Remove all attackers from this attack. Use this power only if Kang is defending.
6-DROPS
One Kang, one non-Kang. Lord Kang is very, very powerful. Kang characters are going to be powered-up all the time in a Kang deck. A Bamf! effect combined with a +1/+1 bonus in a deck with so many power-ups will make your opponent cry. Your 7-drop now takes down Magneto, Master of Magnetism, and most of the other powerhouse 7-drops with a single power-up, without being stunned back. Two power-ups and you smack Hulk down with no damage in return (which might mean 14 endurance loss for your opponent if they regenerate the green machine). Tempus isn't a bad back-up option for Kang. The 13 ATK is nice, being concealed means he can offer a counterattack on an off-initiative turn. The concealed being optional means you can also have a wall if you need one. Plus, he can exhaust, send everyone else to the hidden area, and turn into a 14/12, allowing him to take down virtually every 6-drop in the game and allow for a controlling counterattack by all of your Kangs (at the cost MK decks are used to...direct endurance loss first). Lord Kang is definitely the preferred drop here.
Kang Lord Kang
Kang Council Character
6-cost
12/12 Range.
Kang is not unique. Leader: Whenever an attacker adjacent to Kang becomes powered-up, that attacker cannot be stunned this attack.
Tempus Menace Out of Time
Kang Council Character
6-cost
13/11 Concealed - Optional.
Activate --> Move any number of Kang Council characters you control to your hidden area.
While you control only one visible character, that character gets +1 ATK/+1 DEF.
7-DROPS
All we have here is Lord of Limbo, but he is a more aggressive version of Krona (a good thing, IMHO). Everything that applies to Krona applies to Lord of Limbo. He disrupts formations, allows for huge direct endurance attacks, and with a single power-up he takes down most other 7-drops (without being stunned while adjacent to Lord Kang). He's a badass.
Kang Lord of Limbo
Kang Council Character
7-cost
15/15 Range.
Kang is not unique.
At the start of the combat phase, the controller of target visible character moves it to his hidden area.
8-DROPS
Then we have Immortus! Wow, he's a Fizzle. It costs three cards, but he's a Fizzle that cannot be Fizzled! Kang has plenty of card drawing options, discarding one extra card than a Fizzle (or 1-and-a-half-to-2 compared to Fizzle in the resource row) for the same effect will be pretty easy, I think. And, Immortus is a perfectly beefy 8-drop too! And you can play another one on turn 9 if you have it. And another on turn 10. And another...you get the idea, love the non-unique Kang army. :) So, Kang has a very good character base, with supreme power-up options and all sorts of control, tricks and beatdown options.
Kang Immortus
Kang Council Character
8-cost
20/19 Range.
Kang is not unique.
Remove Kang and two other cards in your hand from the game --> Negate target non-ongoing plot twist effect. Use this power only if you control a character named Kang and only if Kang is in your hand.
LOCATIONS
So, Kang-Kross-roads should be in every single lone wolf X-Statix deck. Seriously. It's a static +1/+1 bonus that stacks with the +2/+2 of the Cafe. +3/+3 to whatever character you have out allows for more curve jumping (at some of the drops, you need a +3/+3 bonus to jump the curve on average, not +2/+2 like it is for most of the game). Oh, right. In Kang decks it is still not bloody bad. The stunned Kang you know you will be recovering this turn may very well be more effective while hidden, even if the +1/+1 bonus never comes up. More counterattack options will be good in a Kang build, methinks. It also allows you to throw Master of Time back into your hidden area to get the card advantage machine up and running again if he is who you will be recovering.
Kang Kross-roads
Location
3-threshold
While you control only one visible character, it gets +1 ATK/+1 DEF.
Activate --> Move target stunned character named Kang you control to your hidden area.
PLOT TWIST
First of all, The Time Keepers is actually better than you guys may think in a Kang deck. It looks like crap, but compare it to Acrobatic Dodge, the tournament staple DEF pump. A straight-up +0/+2 bonus will very often be enough to force an ATK pump or survive and ATK pump, especially with the obnoxious power-up options Kang has. Game of the Galaxy will see play, but I'm not yet sure if it will work well enough, even in a deck that runs characters all named Kang. Only playtest will tell for sure, so I won't pass judgement just yet on that one. Psyche-Globe is a Bat-Signal and Faces of Doom amalgam, and will be a 4-of in every Kang deck, period. With Rama Tut, exhausting a character as a cost should be no problem. Here again, Rama Tut not exhausting to use his payment power offer great synergy. Spheres of Solitude is a great control card. Stopping your opponent from team-attacking all game with a key character, eliminating key plot twists, etc will be very useful. Finally, we have Null Time Zone. This, IMHO, will be one of the money cards of the set. The ability to stop your opponent from using Savage Beatdown on a key turn, preventing your key plot twists from being Fizzled, protect your characters from Finishing Move for a turn, stop Teen Titans Go, or stop so many, many other powerful plot twists from being played on a turn you do not want to deal with it will be very powerful in the right decks. As an ongoing plot twist, it also cannot be negated with Fizzle, Not So Fast or Detective Work, which is huge for a card that performs the function Null Time Zone does. Keep an eye on that card, folks!
Game of the Galaxy
Plot Twist
2-threshold
As an additional cost to play Game of the Galaxy, exhaust a character named Kang you control.
Each player reveals the top four cards of his deck. If one player revealed more cards that share a name than any other player, that player may put one of his revealed cards into his hand. Each player puts the remaining revealed cards on the bottom of his deck.
Null Time Zone
Plot Twist
1-threshold
Play Null Time Zone only during the build phase.
Choose a non-ongoing plot twist card name. Your opponents cannot play cards with that name this turn. Ongoing: Exhaust a Kang Council character you control --> Replace Null Time Zone.
Psyche-Globe
Plot Twist
3-threshold
As an additional cost to play Psyche-Globe, exhaust a Kang Council character you control.
Search your deck for a character card named Kang, reveal it, put it into your hand, and shuffle your deck.
Spheres of Solitude
Plot Twist
2-threshold
Play Spheres of Solitude only if you control a Kang Council character.
Choose an affiliated character an opponent controls. Ongoing: The chosen character loses all team affiliations during its controller's attack step.
The Time Keepers
Plot Twist
1-threshold
Target defender you control gets +1 DEF this attack. If that character is named Kang, it gets an additional +1 DEF this attack.
All in all, I think Kang will be a powerful archetype, possibly even tier 1. For my first build, I will be trying out the following:
1-DROPS
4 Kang, Rama Tut
2-DROPS
4 Kang, Kang Kong
3-DROPS
2 Kang, Kang Cobra
4 Kang, Kang Ransom
4-DROPS
3 Kang, Earth Mesozoic-24
3 Kang, Master of Time
5-DROPS
4 Kang, The Conqueror
1 Kang, Ultimate Kang
6-DROPS
4 Kang, Lord Kang
7-DROPS
2 Kang, Lord of Limbo
8-DROPS
4 Kang, Immortus
LOCATIONS
1 Psychoville
PLOT TWISTS
1 Avengers Disassembled
4 Cover Fire
2 Flame Trap
3 Flying Kick
2 Have a Blast
4 Null Time Zone
4 Psyche-Globe
4 Savage Beatdown
1 Total Anarchy
That's probably what I'll try out at first, see how it performs. That is a rounded build that has all sorts of answers in it, so it's a good place to start.