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I don't think a Kang City deck will be that great just because Big Bro is inconsitent (can't always pull that lost city). However if you really just want to try that just through in lord Kang into big bro because Lord kang's leader ability is not team stamp.
Both 4 drops are great and i like both of them that is why i have 3 of each at this time while i check to see which one i like. The drawing is good but i think i am moving towards Mezo Kang more for that 5 drop turn around. Entangle and Conquer the 5 and 4 drop and swing down with mezo.
However since Mezo does leave play on 4 we could always use system failure and savage beatdown to stop to much break through. Just my suggestion.
Ah, but Kang Kong is a tutor for missing Lost Cities.
Personally I prefer a Mezo/Concealed Guy split on 4, fwiw.
I rather like this deck, by the way - Kang 5 isn't exactly a drop zone that's terribly aggressive. Neither is 3. With Quicksilvers, problem solved. And you only need to play 4 dead Quicksilvers for powerups... :)
Originally posted by Whamme Ah, but Kang Kong is a tutor for missing Lost Cities.
Personally I prefer a Mezo/Concealed Guy split on 4, fwiw.
I rather like this deck, by the way - Kang 5 isn't exactly a drop zone that's terribly aggressive. Neither is 3. With Quicksilvers, problem solved. And you only need to play 4 dead Quicksilvers for powerups... :)
That is exactly what i am trying to say, someone else suggested magneto but with him you cant possibly team up before 5. Rogue would be possible being able to team up on 4 but i rather like the 4 drop kang.
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Originally posted by Almost_Useful if kang (4) not meso kang gets stunned u dont draw an extra 2 and u lose a card
I think you are missing that A) he is concealed. and B) you are *theoretically* teamed up on that turn and are able to power out of nearly any attack.
I am going to be testing this deck as soon as possible. Anyone have any suggestions to the last 2 slots and/or if I have enough drops at each spot?
Originally posted by CreamSodaMafia That is exactly what i am trying to say, someone else suggested magneto but with him you cant possibly team up before 5. Rogue would be possible being able to team up on 4 but i rather like the 4 drop kang.
I think you are missing that A) he is concealed. and B) you are *theoretically* teamed up on that turn and are able to power out of nearly any attack.
I am going to be testing this deck as soon as possible. Anyone have any suggestions to the last 2 slots and/or if I have enough drops at each spot?
Well, Magneto brings Genosha to the party - it's just that running 8 8 drops is ridiculous.
Rogue 4 is Xmen, and Rogue 6 is Xmen *loyalty*, so Rogue would be inconsistent at best.
I think concealed Kang 4 is perfect, actually, now that you mention it, and this deck will be the first Kang deck I test for Golden Age.
As for the last few slots - for now, I'd make that a Have a Blast and a Monument to a Madman, or maybe the 4th school, or maybe Flame Trap.
Probably HAB and Monument. And go with 2x Stormfront-1 as one of the teamups. (and 4x Two Worlds as the other - Quicksilver is an Avenger! :)).
Originally posted by Whamme Well, Magneto brings Genosha to the party - it's just that running 8 8 drops is ridiculous.
Rogue 4 is Xmen, and Rogue 6 is Xmen *loyalty*, so Rogue would be inconsistent at best.
I think concealed Kang 4 is perfect, actually, now that you mention it, and this deck will be the first Kang deck I test for Golden Age.
As for the last few slots - for now, I'd make that a Have a Blast and a Monument to a Madman, or maybe the 4th school, or maybe Flame Trap.
Probably HAB and Monument. And go with 2x Stormfront-1 as one of the teamups. (and 4x Two Worlds as the other - Quicksilver is an Avenger! :)).
Genosha does sound like some good but it would probably be unnecessary, and with the deck as tight as it is i couldnt see getting more than 2 in there. I totally forgot about rogue 4 being x-men so yeah.. shes thrown out the window.
Yes, kang 4 IS perfect.. he and kang 6 are the reason you are going to want even initiative. This is the reason i worry when losing your 2 drop, they attack on 3 and you just hope they dont get both quicksilver and longshot, or you have that lost city and longshot has been online long enough to be able to power out of it.
I had thought about playing a few 1 ofs just because of kang 2. HAB and Flame Trap seem like fine candidates. (as does Monument, but its probably less useful because on 2 you probably wont know if youre going to need it or not.) I am thinking I will play 61 and add in the 4th school HAB and Flame Trap.
Turn two is often fast enough to detect Doom (Boris), GK (Alfred), or GLEE (G'nort).
Still, you do have Kang 8, so it's not like location destruction will be easy for your opponents.
Remember, Kang 6 does NOT stack with Lost City; Lost City replaces the power ups.
Also, Cover Fire seems a bit meh. Longshot and Quicksilver don't have Range, after all. Acrododge, or Psyche Globe or Game of the Galaxy may be better choices. Or just some random tutor targets. :)
For some reason I was thinking that Lost City was a 'you may' effect.. oh well you probably are powering out of any stun anyway .. and if you dont get teamed up and/or miss lost city and/or they kill one of those you can still fall back on 6 drops effect.
Maybe dodge is better suited.. I didnt really think about not having kangs out until effectively turn 4.. you will surely want to dodge on 3 if possible. yeah that needs to change definately.
I realize that there is no room but another thought was to fit psyche-globe in there and then the random drops that are missing for kang. You know, the drops that are only good in certain conditions.. like the 3 drop for example, but i suppose that will just stay in pure kang.
4 Longshot
4 Kang (Kang Kong)
4 Quicksilver (Mutant Avenger)
4 Quicksilver (Pietro Maximoff)
4 Kang (Master Of Time)
4 Quicksilver (Speed Demon)
4 Kang (Lord Kang)
4 Kang (Lord Of Limbo)
4 Kang (Immortus)
4 Two Worlds
4 Acrobatic Dodge
1 Flame Trap
1 Have A Blast!
4 Xavier's School For Gifted Youngsters
4 Lost City
4 Avalon Space Station
2 Metropolis
After looking at 10k Chicago, I was thinking, Is a Kang Spiderman Team in the making?? I mean with 4 drop kangs wicked card draw along with Longhot (call spiderman and Kang) 7 Drop spiderman should win the Game 90% of the time.I have Been thinking about this but am wondering about the Curve.
Here is a prelimanary one.
1) Longshot (4)
2) Kang Kong (4)
3)Spiderman (4)
4) Kang and spiderman (4-2)
5)Kang And Spiderman (4-3)
6)Scarlet and Kang (4-3)
7)Spiderman (4)
8) Kang (3)
Do you guys think I should run some 7 drop Kangs and 8 drop Spidermans?? I figure I will run 36 and save the rest for Kangs tricks and Nice Try. The Prob Is that is 39 Character what should I cut??
Wow that is a tough one to think about. I'm not really sure how to help that curve, but just remember that you really only need 12 of a character name for longshot to be effective. With that in mind you could probably cut some spideys somewhere. Its either leave your character count high like that and make longshot more effective with less twist/locs or drop some spideys and up the pt/locs
I Am thinking that I might be able to take Scarlet down to 3 cause I should be able to get one by turn 6 and play Kang. Thats oNe Slot opened up, It looks like I will have to Cut a 4 drop Spiderman and a 5 Drop Kang. I geuss Kang Kong might have to do something. That should bring me to 17 Kangs and 12 Spidermans, you think thats enough to use Longshot?? I might accually use Some costume changes, as they are Signal flares in this deck.
Like i said, the old longshot nation decks used magneto and rogue. you really only need 12 of a character to hit effectively. Have you thought about your Pt/Locs yet? Spiderman opens up what.. nice try, spider senses, twist of fate?