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**Final List** 100 Ideas: Kang Klones; It's raining Kang!
Topic Started: Mar 22 2009, 08:16 AM (1,377 Views)
scottkthompson
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I'm going to be posting my 100 deck ideas for the community at large to help me refine.

Rules:

1) Only 30 cards allowed per deck
2) Only 2 of any card allowed per deck
3) The decks are limited to 2 teams (and unaffiliated characters)
4) All non-character cards need to refer to the chosen teams (or no teams at all)
5) On-team tutors and pumps and tutors should be used over generic ones (i.e. Legionaires should use New Recruits, not Mobilize)
6) Marvel and DC Universes should be kept seperate when constructing the decks
7) These are ‘Kitchen Table’ decks, not ‘Pro Circuit’ Decks. They can be competitive, but the goal is fun!

This deck concept is very similar to Superman Clones. If you're going to lose a character anway, you might as well replace it with a lower drop for free!

2 Kang, Rama Tut
2 Kang, Kang Kong
2 Kang, Time Warrior
2 Kang, Kang Ransom
1 Growing Man, Kinetic Stimuloid
2 Kang, Earth Mesozoic-24
1 Kang, Scarlet Centurion
2 Kang, The Conqueror
1 Kang, Destiny Warrior
1 Kang, Lord Kang
1 Kang, Lord of Limbo

2 Secret Identity
2 Assorted Aliases
2 Psyche-Globe
2 Entangle
1 Null Time Zone

2 Soul World
2 Damocles Base

This deck is VERY thematic. Kang was all about time travel, and this deck lets you go back in time. It lets you put drops back into play that have already been shunned to the abyss that is the KO'd pile. All you have to do is get that character back with Soul World, then get it into play with Secret Identity.

This is particularly clutch when you look at your four drops. Earth Mesozoic-24 removes himself from the game if you recruit him the traditional way, but if you put him into play by KOing a five drop with Secret Identity, then you have a 10/10 four drop with no drawback.

This also works with Scarlet Centurion, who is a Fizzle on a stick. You can constantly get him back into play so that he can sit there all menacingly-like from the hidden area!

Think about Kang Kong as well. Normally you get to use him once a game if you're VERY lucky. Now you can put him into play with Secret Identity when you're going to lose a character anyway - and search out a free card!

Move their big guy hidden on turn seven, then swing with all you got!

Shadowtrooper/Bkwrds Edit:
-1 Kang, Kang Cobra
+1 Growing Man, Kinetic Stimuloid
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Shadowtrooper
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Am I the only player that likes Growing Man?
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bkwrds
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is a Gypsy Doom
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I do, ST. I find that he's really REALLY good if I hit a Kang, Rama Tut on turn 1. My 2-drops are usually busy (the MHG one is locking down their 2 and the MUN one is usually gone by the time he hits the field) Also, my 5 is the exhaust opponents character one, so I give Growing Man a counter before he exhausts for his own effect.

All of that equals to 4 counters by turn 5, making him 8/7? Not counting maybe 1 other exhaust because a character is getting attacked or something. I use him, but a lot of things need to go right for him, and sometimes I can't even get him up to curve (ie. with 1 counter, 5/4) but he's fun to use so I use him anyway.
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scottkthompson
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I just thought it would be fun to have a deck of all Kang, similar to how the Supes deck is all Supermen.

However, I'm not a fuddy-duddy, and Kang Cobra is terrible more than he's good, so if you want I can cut him and make a swap!
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bkwrds
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How many decks out of 100 trigger on powering up? 3? Granted, Kang Cobra can be an MVP in those games, but that's only a 3% chance of having a truly relevant effect. I think it's a good switch.

Also, I'm really glad you have Entangle in the deck. I love that card so much with Kang, The Conqueror. So unfair.
Edited by bkwrds, Mar 23 2009, 06:37 PM.
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Shadowtrooper
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bkwrds
Mar 23 2009, 05:22 PM
I do, ST. I find that he's really REALLY good if I hit a Kang, Rama Tut on turn 1. My 2-drops are usually busy (the MHG one is locking down their 2 and the MUN one is usually gone by the time he hits the field) Also, my 5 is the exhaust opponents character one, so I give Growing Man a counter before he exhausts for his own effect.

Thats the same way I play him. Except that if I have the initiative on turn 3 I also exhaust my 2 drop to give Growing Man yet another counter. If I can I also miss my 6 drop on purpose just so that I can recruit another 1 drop and another 5 drop to put extra counters on him while keeping the board all tied up.

I know the rules go against this but damn if there is a deck that can abuse Uncertain Legacy it is this deck.
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scottkthompson
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I don't see how Uncertain Legacy breaks the rules. It's a Marvel plot twist that doesn't specify a team. That makes it totally legit.

I just wouldn't want to take out Psyche-Globe to put in Uncertain Legacy because Psyche Globe is the team's 'natural' searcher. If you wanted Uncertain Legacy in addition to Psyche Globe, it would certainley be a possibility. Though I don't know what we'd cut for it!
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vs_savant2
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What. No love for New and Improve.


And Time Theif is thematic and Kang Stamped.
Edited by vs_savant2, Mar 25 2009, 07:11 PM.
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Shadowtrooper
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scottkthompson
Mar 24 2009, 03:05 AM
I don't see how Uncertain Legacy breaks the rules. It's a Marvel plot twist that doesn't specify a team. That makes it totally legit.

I just wouldn't want to take out Psyche-Globe to put in Uncertain Legacy because Psyche Globe is the team's 'natural' searcher. If you wanted Uncertain Legacy in addition to Psyche Globe, it would certainley be a possibility. Though I don't know what we'd cut for it!
Honestly I thought that because of this:

5) On-team tutors and pumps and tutors should be used over generic ones (i.e. Legionaires should use New Recruits, not Mobilize)

you would use Psyche-Globe as it is an in team tutor rather than a generic one which Uncertain Legacy is.
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vs_savant2
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Plus Psyche-Globe is a hawt card to use.

Here is an idea, put in Carrying the Torch so you can make Growing Man, Kang. The he can exhaust to himself.
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scottkthompson
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Shadowtrooper
Mar 25 2009, 07:41 PM
scottkthompson
Mar 24 2009, 03:05 AM
I don't see how Uncertain Legacy breaks the rules. It's a Marvel plot twist that doesn't specify a team. That makes it totally legit.

I just wouldn't want to take out Psyche-Globe to put in Uncertain Legacy because Psyche Globe is the team's 'natural' searcher. If you wanted Uncertain Legacy in addition to Psyche Globe, it would certainley be a possibility. Though I don't know what we'd cut for it!
Honestly I thought that because of this:

5) On-team tutors and pumps and tutors should be used over generic ones (i.e. Legionaires should use New Recruits, not Mobilize)

you would use Psyche-Globe as it is an in team tutor rather than a generic one which Uncertain Legacy is.
You're right, I just wasn't sure if you were trying to include Uncertain Legacy INSTEAD of Psyche-Globe, or WITH Psyche-Globe
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scottkthompson
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vs_savant2
Mar 25 2009, 07:10 PM
What. No love for New and Improve.


And Time Theif is thematic and Kang Stamped.
N&I is a good card, but goes against the grain of Secret Identity, which just works too well with Kang!
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scottkthompson
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Final!
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