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Korinthe, here's something you might try, since you're going for the big meanness of Mesozoic and Conqueror, so you don't get crushed early game: Get some Anti-Matter in there. They have the best cheap defense in the game. Qwardian Watchdogs and Scarab will hold the line while you get Ransom in, so you'll have enough of a board on 4 to let you do alright while you wait for Mesozoic to come back, with a minimum use of PTs, since cheap characters with 5 Def last awhile early game (Watchdogs, who will probably STILL be around on 4, Scarab with 5 and Ransom with 5), to let you start to take over momentum on 5 with Meso attacking and Conqueror taking their 5-drop out of action. And you can Flame Trap them on 5 to get them out of the way for Kang to kick butt!
Also, you might consider running Medallions of Power over Psychoville, but that's just a personal preference, since loaction and resource hate is bigger than equip-killing cards. It also helps a lot if you plan to use Kang Cross Roads.
Finally, I seem to be the only one not sold on Immortus's fizzle power. The cost is just too much for me to WANT to run him just for that use. 4 8-drops is a lot of space!
its not just 4 8 drops, its 4 8 drops that double as a Fizzle. yes it is a little expensive to use, but Kang has enough card draw to make it work. not to mention that they are not unique, if it goes to turn 9, you can drop a second one if you have it.
Originally posted by TOGORIAN25 its not just 4 8 drops, its 4 8 drops that double as a Fizzle. yes it is a little expensive to use, but Kang has enough card draw to make it work. not to mention that they are not unique, if it goes to turn 9, you can drop a second one if you have it.
Yea thats great and all, but dude 3 cards. Thats a lot.
Well you don't have to use the 'Fizzle' to every plot twist, just those critical ones. Like I would gladly ditch 3 cards to stop that Gamma Bomb or Teen Titans Go or Cosmic Radiation from the right decks.
4x Cover Fire
3x Entangle
4x Game of the Galaxy
4x No Man Escapes the Manhunters (these would be beatdowns if would have any)
4x Psyche-Globe
4x Spheres of Solitude
4x The Time Keepers
Originally posted by TOGORIAN25 only 3 six-drops? is that what you normally run? seems a bit light to me.
Well, he DOES have 4 copies of Psyche Globes and 4 copies of Game of the Galaxy, not to mention Kang Kong ... all of which gives you tutoring power that could grab your Kangs.
The deck only has so much room to run things, and the fact that your characters are essentially army characters that are restricted to 4 per deck max means you can always under drop if you absolutely have to ...
I agree in this kind of deck its alright to have 4 8 drops BUT i think that they should still b 4 6 drops i would drop a cobra for another 6 drop Kang and wheres the Null Time Zone it absolutely PWNS
Well it's more like a Bat Signal type thing than Faces type thing, or well, a mix of both. As to Null Time Zone, I am not sure if it is that good. I could probably see putting like 2 or so in but definetily not 4. As it is only really good against combo decks where you can make sure there is no cosmic radiation or gamma bomb at the crucial turn.
I've been looking over Kang, and trying my own builds. So far, he seems pretty competitive, but his early game needs work. I love Rama Tut, and Kang Kong (and know they should be played) but they essentially sacrifice your 1 and 2 drops. This leaves you with another 3 drop (Ransom) thats gone on turn 3, and Kang (Earth Meso) who's gone on 4.
Now, considering this is just the nature of the deck, Kang players have to accept this and thankfully there are cards that can help their lack of offensive in the early game. Some cards that I think Kang decks should have on their arsenal are definately Total Anarchy and Flame Trap. They can help even the score as soon as possible. I've found that most times, I win when I can match my opponent drop-for-drop by turn 6. If I can get myself to have Kang (Earth-Meso) adjacent to Kang (Lord Kang), and have Conqueror exhaust their 5; the game will then swing in my favor immensely. I usually have Earth-Meso swing up on the 6-drop with a Beatdown and power-up, and then have Lord Kang Swing down the curve to the 4 drop. Now, this is formation pending and I'm still trying to fit in Swing Line or something so I can make this play happen no matter what.
So, as you can see, if all goes well by turn 6 you can potentially own your opponent. Total Anarchy and Flame Trap play huge roles in that though. They clear out drop 3 and down so you can match your opponent, it also gets rid of Ransom as soon as possible (I fear S&D). I will probably post a decklist later when I have tested a bit more.
Kang has 2 ways to stop S&D, Immortus to negate, and the plot twist that prevents them from play a plot twist of a chosen name (can't remember the name of the plot twist)
Yes Kang deck does have a slow start and looking at other peoples ideas i don't think its to much of a problem in the early games. Some of the great cards that I notice while looking through cards and reading on from others.
Entangle is a great card- if your kangs get exhausted anyway use the entangle probable a 3 of, will play test a little on that.
Yes need Psychoville in a kang deck. Will help on turn 3 when Kang Ransom is put into hidden area or on turn 5 just in case. Kang the Conqueror can protect you from that 4 drop. (If you hit the right drops it wont happen)
Since Kang is stall till 5 on, system failure will help on turn 4, you have savage beatdowns, might as well use them to stop the turn or take minimal damage.
" As to Null Time Zone, I am not sure if it is that good. I could probably see putting like 2 or so in but definetily not 4. As it is only really good against combo decks where you can make sure there is no cosmic radiation or gamma bomb at the crucial turn."
What about calling TTG on turn 6?, Fizzle when u need to search using ur PTs?, Savage beatdown on turn 5 against TNB with a Genosha activated? Cover Fire against Curve when u need to get rid of nimrod's counter? Recon when they recruit bastion? Ring Has chosen on Glee so they dont search for Sinestro? u need to stop these things and Null will help. Psychoville is a must to put Kang (3) in the visible area to hold off all or atleast one of their attacks. As for entagle, i dont thinkit is needed becus u cant exhaust the 4 drop kang for it and using it with the 3 drop kang is useless (who really wants to exhaust a 2 drop that costs 2 cards and an exhastion)
Actually, when you are talking about Sinestro ... it would be better to Null Time Zone calling Guardians Reborn. Calling something they'd have to play DURING the turn [not something they could play in response] is a much better option. Pretty much, you have to call something they can't play in responce ... and save your Immortus for negating THOSE cards.