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Can I just add that I agree that, regardless of what else you do, you'll be sad at the game losses occuring by a loss of 2-drop press characters?
Understand that if Ego was EVER a secret, it's not anymore; anyone who reads these boards and plays Kree will throw 1 in. So you kinda have to assume that both you and your opponent will do "lockdown". Darkseid row disruption will also make "the gate" harder to keep online, as will anyone running Reality Gems or circumstantial Egos of their own.
So, we'll agree that missing press is the best way to lose mirrors, nay, any matchup if you have init on 6 right. So why Kona Lor so much? Well, while on rare occasions she'll actually help opponents (as can Commander Dylon), multi-playing her is one of the few ways Kree has to efficiently destroy Ego the Living Planet. Because versions of Kree like this one have so few cards they can flip as plot twists, you CAN force them to replace the Ego and unlock your stargate; they'll be trying the same with you. Oh, that and she has the highest power-to-cost ratio of 2 drops.
That advice is completely legit; there's no reason to cost yourself games in the "my gate is offline" matchups that you might not have to lose. I personally played 10 press 2s in my version, I think even 9 is a little light.
9 has long seemed like the magic number to me in Kree/Inhumans. The only times I've wished I had more were ones where something else went wrong, and playing 9 rather than 10 wasn't the issue. Playing only 8 is an unnecessary risk, IMO.
3 5 drops is about 2 too many. I eventually went back up to 2, but only after being convinced that Kree Press Gang simply won certain matchups (even then I feel like I was cheated if I don't play Shattarax, that guy is so good).
I'm also not convinced there's a single matchup you'd search for Soul World; I used to play 2, went to 1, and finally 0. There were times it was a savior; but more often than not it sat there relatively sad. This is more debatable; but I'm convinced that if you can't find a single instance where you would search for a 1-of you probably shouldn't play that card to begin with.
I do know though that against Spidey Stall, every turn Soul World should be activated. That way, when it gets to 9, they gain basically no endurance, and you still have a shot to roll them over (with Ronan 7, that SHOULD be in this build but for some reason isn't). That and, I guess to act as a 5th copy of Remnant Fleet if it's not drawn.
3 5 drops is about 2 too many. I eventually went back up to 2, but only after being convinced that Kree Press Gang simply won certain matchups (even then I feel like I was cheated if I don't play Shattarax, that guy is so good).
I'm also not convinced there's a single matchup you'd search for Soul World; I used to play 2, went to 1, and finally 0. There were times it was a savior; but more often than not it sat there relatively sad. This is more debatable; but I'm convinced that if you can't find a single instance where you would search for a 1-of you probably shouldn't play that card to begin with.
Huh. I've got 3 5's in my build as well: Shatterax, Bron Char, and Korath. Shatterax is the usual play. Bron Char is weenie hate, and Korath is hidden hate. Never tried Kree Public Accusers. Not sure what match-ups that's especially good in, but I'm sure there are some.
Co-sign on the 0x Soul World. I ran 1x for a long time, then realized that I was never searching for it, rarely playing it when I drew into it, and almost never activating it when I did. (Edit: There's no guarantee that a stall deck is trying to stall to Galactus 9, and pointlessly burning yourself for 4 per turn just makes it easy for them to win on 7 or 8 by attacking.)
(Edit: There's no guarantee that a stall deck is trying to stall to Galactus 9, and pointlessly burning yourself for 4 per turn just makes it easy for them to win on 7 or 8 by attacking.)
Obviously use it wisely. Just because one's playing Kree, doesn't mean they get validation to act like a moron. The 5th Remnant Fleet is the usual usage.
EDIT: Btw, George, nice call on the Poker Night, ^.^.
Duel-Wield Edit: I don't like the 3 5's either. Definitely choose Kona over 3 5's. Still, I'd try and fit in Ronan somewhere...
Like, dunno; Bron Char I had in first (first Bron Char and Shattarax).... the reality on him was, like, who are you hurting? The mirror a tiny bit? He doesn't do enough for my tastes.
Korath? Skrull/Subsitbuse have two options: win on 5, or get even inits and kill you on 6. So when are you going to use him? If you have even inits vs either of these decks, you win... 0 question, swinging into their guys is just a bad idea when you can do 9 billion to their face. They can't counterattack for anywhere close to enough. If there was a 4-drop with his ability it'd be a godsend against them; but as a 5-drop he has exactly 0 decks he's good against.
Kree Public Accusors is generally for the mirror; the only way they can prevent the "wrong init" turn 6 kill is get enough Poker Nights/Remenant Fleets going to stop all breakthrough; you can stop one of these cards from being effective. You can also name "Live Kree or Die", which at least mitigates their attacks a tiny bit.
It's also handy vs control decks who have proven defensive pumps (Against All Odds). It's even good vs Gift Wrapped when you have evens (you play it out, at that point if they want to even use a gift wrapped they have to use it then and there; preventing them from doing the substitute 2 or 3 times trick; if they do use it, you can name another trick). In short, it's often very powerful; if you don't really need the extra +2 from Shattarax.
In short, KPA has at least some uses; Bron Char can be effective, but I didn't ever really find myself using him; Korath is a turn too late. KPA does have some utility. You could argue just going down to Shattarax if you never see himself using it, but I did find myself playing KPA about 1 in 3 times (of course, our build took better advantage of his ability, so who knows if it goes in this thing).
What's the obsession with Ronan 7-drop? Does he actually do anything vs control? I'll grant I did not try him even 1 game (against him or with him), but I'm more the "blaze of glory" kinda player; if I'm building aggro, I'm not trying to put in turn 8 contigency plans.
Korath? Skrull/Subsitbuse have two options: win on 5, or get even inits and kill you on 6. So when are you going to use him? If you have even inits vs either of these decks, you win... 0 question, swinging into their guys is just a bad idea when you can do 9 billion to their face. They can't counterattack for anywhere close to enough. If there was a 4-drop with his ability it'd be a godsend against them; but as a 5-drop he has exactly 0 decks he's good against.
It's been a while since I tested Skrull vs. Kree, but I fail to see how Shatterax on 6 is better in a match-up against an all-hidden field if you can't attack their characters. You don't get his boost on your swing, and they can plan their attacks to avoid stun-backs (and there won't be any if Cap is on the field). With Korath, you can send one or two little guys in to mess up their counter-offensive, while everyone else swings to the face. You'll do less damage, but you should prevent enough to come out ahead.
I agree that Korath would be significantly better if it came out earlier, but if you just barely manage to survive turn 5 and they have a huge lead, it could well be the case that you can't do enough damage on 6 to prevent them from winning with their attacks on 6. As I said, it's been a while, but I know there have been matches I've played where Korath was the best play.
The more I think about it, I guess there are probably lots of match-ups where Kree Public Accusers is really good. I'll probably change my build to put him in for Bron Char.
Shattarax isn't "better in this case". The reality is that you should be beating Skrull every time anyway; but this version doesn't so you have to figure out what you can do to hedge your bets.
I think a lot of this deck is compromised of too many contingency plans anyway; the plot twist line is questionably weak vs both mirrors and Spiderfriends control decks. I feel like this deck has evolved a good bit since George has started; but a clever player will tweak to beat not only this deck but the 2nd most popular deck (Spiderfriends) as well.
And I think that Korath is another step in this direction of having cards that simply don't do enough. Is he better vs Skrull than, well, anything else? Absolutely. Have I ever lost to Skrull with ANY version of Kree if I had even inits on 6? Nope, never... have you? The damage throughput of a good Kree deck is far too high for the Skrulls to swing back for the kill, especially when they give Kree a clear turn 6 board.
(Now that I think here though... is Super Skrull a good "1 of" for Skrull decks in this case? You burn them for 6, AND make them eat through 14 toughness. You do give them a use for their Live Krees, but man that's a big damage swing. Hmmmm.... I may not have evolved Skrulls enough).
Yes, I've lost to Skrulls plenty of times with Kree decks, especially when I didn't draw into either Uni-Power or Poker Night. That extra combat phase they get on turn 4 after all your guys are exhausted is a problem, and my Skrulls build does play Super Skrull on a turn 6 off-iniative. That's a big body you have to go through before you can start doing breakthrough, and then they get to swing back.
Edit: It's also tough if you don't get a couple of Remnant Fleets, because on turns 3-5 your entire field is going to be stunned on every turn if you can't disrupt them.
I think my current Skrulls build is the deck shown here
Yes, I've lost to Skrulls plenty of times with Kree decks, especially when I didn't draw into either Uni-Power or Poker Night. That extra combat phase they get on turn 4 after all your guys are exhausted is a problem, and my Skrulls build does play Super Skrull on a turn 6 off-iniative. That's a big body you have to go through before you can start doing breakthrough, and then they get to swing back.
I think my current Skrulls build is the deck shown here
with Crackshot instead of Interstellar Offensive, and Skreee! instead of Uni-Power.
Huh, seems better than mine, so I can't comment on how Kree does vs it. I didn't say not losing to Skrull (that's certainly happened plenty), I said losing to Skrull on 6 with init; but then, I never played a Super Skrull, which probably makes a ton of difference for turn 6 potential kills.
Are the Unipowers and/or Poker Nights enough to push the matchup over the edge in favor of Kree vs that version? I'm curious because you're giving up so many matchups for this deck. Do you think Skrull is going to be popular? I had assumed not; but then, I couldn't get a version to ever beat Spider/Galactus or become advantaged vs Kree. How does that Skrull do vs Spider/Galactus (SpiderPig :))?
Most importantly, assuming you miss Unipower and/or Poker Night (the "losing game" scenario you talked about), does Korath turn it back into a winning game? I may just be underestimating the Skrull here, in which case the deck setup makes more sense.
The metagame will be interesting; I can't wait to see what shows up on top :).
(Sorry to keep editing but one final question):
In Skrull > Why Skreeee over Uni-Power , but a recommendation of Uni-Power here? Neither deck really has flight, what's the difference?