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KANG STALL
It wasn’t until after I started getting some feedback on this deck that it was dubbed a stall deck. I built the deck out of love of two cards, Growing Man, who I saw awesome potential to abuse even though there is so much 3-drop hate and Kang, Earth Earth Mesozoic-24who was a plain powerhouse. I originally wanted to load small Kangs on the field, concealed as much as possible, to start getting Growing Man counters straight away. Follow up with Kang 4 who would ensure I went into turn 5 with both my 3 and 4 drop plus whoever I played on 5, all with the stats of 5 drops. So the original deck was like this. 4 Kang,
Rama Tut 4 Game
of the Galaxy Kang Ransom is just in case you play a deck like EMS that are dependent on their resource row. Kang Cobra is there pretty much only for Brotherhood, he is an instant win. He is also the first back up three-drop after Growing Man, mainly because he is concealed and concealment is everything here. Master of Time is a good back up not only because of his effect but also because unlike Earth Mesozoic-24 he can start giving counters to Growing Man straight away. With two concealed Kang’s and Master of Time you can give Growing Man at least three counters per turn, meaning he will overtake the curve by turn 5. Ultimate Kang is to stop swarm decks like TNB by sucking up an attack to stun a 1-drop concealed Kang. The Conqueror is a more conservative back up 5-drop to stall if you don’t have the initiative on 5. He is also useful for giving Growing Man a counter before his effect triggers and exhausts himself. The second 8-drop is because you often use one during the game and still need one to play. After playtesting I eventually changed it because I needed more early game advantage and The Time Keepers seemed so pathetic next to Cover Fire. I replaced The Time Keepers with Men of Steel because of the large number of characters this deck often has out and the fact that with range, having to be in the support row wasn’t much of a drawback. I Also took out the flying kicks for 4 Longshots. With half the deck being Kang and only 4 of plot twists he's incredibly consistent. As long as you count your cards to remember how many of each plot twist are left and call accordingly he can get quite big results. Flying Kick just wasn’t being necessary, the characters are so naturally large that they need little help and if they do I always have power up’s. -4 Flying
Kick This also left me with a ratio of 36-24 in characters to plot twists but it was necessary. If you hit Longshot you will make up for those missing plot twists, Amenhotep is a reservist and can be put down but occasionally I do have to chuck a Kang down, a necessary sacrifice. Game of the Galaxy nearly always hit and for normal decks it is basically impossible to do so. Null Time Zone is incredibly flexible. When attacking I could use it to take out Nasty Surprise making it safe, when defending I could use it on Savage Beatdown and then Cover Fire to be unstunnable and against any team stamped deck like Teen Titans I could shut down Teen Titans Go, Press the Attack or whatever was needed. Psyche Globe just helped an already consistent deck and could be used for a power-up if desperate. Cover Fire goes off something chronic, nearly every character has range and the concealed characters with range are even better. Spheres of Solitude is helpful against any team stamped deck or plot twist. Clobberin Time, Teen Titans Go, Legendary Battle, this card wrecks all of them and it can be done on the chain rather than giving them early warning or you could use it straight away and just end the possibility of team attacks at all. Works especially well with Null Time Zone taking out team attacks and Savages leaving very few options. Men of Steel was a defence helping card as well that gave huge benefits as the game went on. Longshot was a miracle if I could hit him early making the game so much easier, otherwise he was a dead card, but worth the risk. The basic idea was to take the odd initiative. Starting off you should mulligan for any one drops, Longshot or Rama Tut, both are excellent starters. On turn 2 it is better to play a second Rama Tut then a Kang Kong, this is because you want to keep as many Kang’s as possible on the field for Growing Man so you probably wont use Kang Kong’s affect, better to have concealed guys. If however you still haven't got Growing Man on turn 2 then you might want to use Kang Kong to find one of your backup 3 drops. On turn 4 you keep pumping up Growing Man with your Kang’s, while Earth Mesozoic-24 is out of game. Because they can’t stun both your guys you get to keep them both going into turn 5 despite taking some extra damage. On 5 you ideally have a Growing Man about the size of a 5 drop, Earth Mesozoic-24 and Amenhotep or another Kang. This leaves you with three characters that should all be able to attack without getting stunned, swinging the game around to you, if you are playing against someone with Nasty Surprise’s, Null Time Zone it just in case, its important to keep your lead. Similarly it hurts on turn 4 if Growing Man gets KO’d so use Null Time Zone to keep him safe from Finishing Move, Quick Kill or anything else you think they have. This should have you going into 6 with a good numbers advantage, get Lord Kang out and use all your defensive tricks here. Cover Fire, Power ups, Men of Steel, you should be able to survive with all your characters quite easily here, if you are lucky you could even come out on top. On 7 you play Lord of Limbo and have to choose here. If you are within killing range of them than move their largest character and use everyone to belt without getting stunned thanks to Lord Kang, you should be able to finish them. If you think its too risky than just move your smallest guy to the hidden and attack conservatively, you should be able to stun their guys without losing anyone if you use Lord Kang properly. On 8 you have another choice between Immortus and a second Lord of Limbo*. If you have lots of defence tricks still then play a second Lord of Limbo, move both their characters leaving their field bare and just survive the attack while your hidden guys hit back for the game, otherwise play Immortus and defend normally. On 9 you can always play a second Immortus which most decks cant match. Of course things could go wrong but that’s the basic premise for the deck. If you are playing a deck that doesn’t have KO’ing options like Fantastic Fun or Big Brotherhood then focus on pumping up Growing Man as he will become your main character. If worse comes to worse and growing Man gets KO’d on turn 3 or 4 then you still have Earth Mesozoic-24 and Amenhotep on turn 5 who can win the game back for you single handedly. Don’t waste your Null Time Zone’s early, they can win you the game if you know what cards your opponent relies on, save it till you have your defence tricks to back it up. Spheres should be used to break up team attacks before they happen, don’t try to be clever and wait for them to TTG and chain it or you might get chained back. Its safer to do it straight away, they won’t have a lost a card but it will be a dead card to them anyway so they might as well have lost it.
Teen Titans or Avengers EMS Well that’s all I got on my Kang for now. Any suggestions let me know. Cheers. * I love that Kang is not unique. [ Email the Author | Discuss this Article ]
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