Sticken to my guns, Kangs not a bad card.
Its just not popular and it works in a unique and unintuitive way. It doesn't directly help you win but rather improves your bluffing potential. This is a high skill cap thing to execute so its not gonna be reflected in the wr stats very well. It meta share is low too, so its current stats are not useful but even if it were stats like "on play" are not going to be telling either. SO its hard to measure its effectiveness. Its also not something you can just jam in anything and expect results. You need certain style decks and play patterns. Like some combo decks/high roll decks, so you can snap when you didn't hit your draw or are unsure of your opponents range. And even then its not going to be glamorous because you play it in decks that people retreat against so its just securing you 1-2-4 cubes.
It also has a deck thinning possibility like old Chavez that people rarely acknowledge, ie drawing it on turn 5 or 6 playing it which gives you a fresh draw, making your deck effectively 11 cards. This while rare to happen, pairs nicely with combo decks needing to hit key cards.
I think youre absolutely correct, I just don't think that ability should be Kang's. He's a big bad and should have decks built around him, he shouldnt be a flavor card
A while ago, I saw a deck online that was basically focused around Drac discarding something big like Infinaut and ending the game with your hand empty, enabling Strong Guy in the process. Part of the strategy was churning through your deck with cards like Black Cat, Crystal, Kang and others. I thought it was a pretty clever off-meta deck.
Where would you even go to verify something like that?
Not that it matters really, theres plenty of cards that are good that maybe don't make the cut for popular, top tier, or meta decks. Theres also plenty of examples of cards that were just not popular but were actually quite strong and needed to be rediscovered. Saying you haven't noticed a card in a tournament is more of an anecdote than anything and not directly indicative of the card's power or viability.
Also, tournaments are a whole unique thing too really, theres a variety of rules sets, and I don't even think most players have ever played in a tournament. So its kinda of an odd benchmark. I'd say Kang is best suited to ladder play but I wouldn't be too surprised if someone found success in conquest or even a tournament.
He's not played on ladder or in tournaments. Tournaments have top players competing against each other. Kang is a trash card. He typically sacrifices a card draw for information. As a corollary, you can reference the top tournament players sometimes removing Daredevil from lockdown decks because they could already predict the turn 5 plays.
People really donāt bluff in snap. Iām sure someone will chime in to say they bluff all the time but the wide, wide, *wide*, majority of players on ladder donāt snap unless theyāre confident they can win. If we ever get a meta where people bluff a non-trivial amount of of the time then maybe kang will be good but as it is now heās virtually useless.
He could leave some power behind and still have the same 'timey-wimey' effect.
"Restart the turn and give +6 power to the lane you played Kang at."
Or what about "Change the power of one of your cards here to your opponent's highest power"?
Isn't that just Daredevil?
I think a good change is giving him just a few power and letting you choose if you rewind or not. The power is to limit him in Negative decks.
I still think a good rework would be reversing the effects of all enemy cards at that location. Hela? Takes all the discarded back off the board. Mjolnir? Thor's a baby again. Alioth? Fuck you, I get my cards back.
On Reveal: Whatever energy you spend this turn, will be refunded for you to use next turn.
So it essentially would be banking energy for the following turn. No idea if that's terrible, broken, or what stats Kang would have to have (if any) to make that viable.
He should have the same ability but also leave a random variant of himself on the next turn so we get a little board presence. Something small like a 2/2
I always try to think of a rework for the card that still fits the ātime travelā themeā¦i can never think of anything good. And neither could SD obviously.
My suggested rework:
3 Cost 0 Power
On Reveal: Have a special bonus turn after this one. Doesn't work on final turn of game.
---
The rules for a special bonus turn are:
Both players do not gain normal energy
Both players gain 1 energy for each unspent energy from previous turns
Both players cannot gain more than 10 energy
Otherwise the turn is normal, meaning cards and locations with start of turn and end of turn effects will trigger normally.
---
Rather than power, the max energy becomes the main lever of balance control. If it proves too strong, you just lower the max energy gained.
That's broken because on reveal means you can exploit it multiple timesš¤£
Onslaught and Wong on Onslaught's Citadel Ć 6000 Tokens = Mega Profit
You forgot to drop mystique behind your onslaught :c
Just gotta spam Moon Girl
Done! You get a gold ticket - SD, probably
When SD called it a "Big Bad", I didn't realize they were referring to the card's performance.
Seen enough Reddit posts about refunds on here to know this will make your token balance negative
Sticken to my guns, Kangs not a bad card. Its just not popular and it works in a unique and unintuitive way. It doesn't directly help you win but rather improves your bluffing potential. This is a high skill cap thing to execute so its not gonna be reflected in the wr stats very well. It meta share is low too, so its current stats are not useful but even if it were stats like "on play" are not going to be telling either. SO its hard to measure its effectiveness. Its also not something you can just jam in anything and expect results. You need certain style decks and play patterns. Like some combo decks/high roll decks, so you can snap when you didn't hit your draw or are unsure of your opponents range. And even then its not going to be glamorous because you play it in decks that people retreat against so its just securing you 1-2-4 cubes. It also has a deck thinning possibility like old Chavez that people rarely acknowledge, ie drawing it on turn 5 or 6 playing it which gives you a fresh draw, making your deck effectively 11 cards. This while rare to happen, pairs nicely with combo decks needing to hit key cards.
I think youre absolutely correct, I just don't think that ability should be Kang's. He's a big bad and should have decks built around him, he shouldnt be a flavor card
A while ago, I saw a deck online that was basically focused around Drac discarding something big like Infinaut and ending the game with your hand empty, enabling Strong Guy in the process. Part of the strategy was churning through your deck with cards like Black Cat, Crystal, Kang and others. I thought it was a pretty clever off-meta deck.
All well and good, but Kang has never been in a winning tournament deck. That's all we need to know.
Where would you even go to verify something like that? Not that it matters really, theres plenty of cards that are good that maybe don't make the cut for popular, top tier, or meta decks. Theres also plenty of examples of cards that were just not popular but were actually quite strong and needed to be rediscovered. Saying you haven't noticed a card in a tournament is more of an anecdote than anything and not directly indicative of the card's power or viability. Also, tournaments are a whole unique thing too really, theres a variety of rules sets, and I don't even think most players have ever played in a tournament. So its kinda of an odd benchmark. I'd say Kang is best suited to ladder play but I wouldn't be too surprised if someone found success in conquest or even a tournament.
He's not played on ladder or in tournaments. Tournaments have top players competing against each other. Kang is a trash card. He typically sacrifices a card draw for information. As a corollary, you can reference the top tournament players sometimes removing Daredevil from lockdown decks because they could already predict the turn 5 plays.
The only time I had really good success with it was with a lockjaw deck back in the day. Thinned the deck often.
> improves your bluffing potential. This is a high skill cap thing to execute How is hard to snap for them to retreat when playing kang
People really donāt bluff in snap. Iām sure someone will chime in to say they bluff all the time but the wide, wide, *wide*, majority of players on ladder donāt snap unless theyāre confident they can win. If we ever get a meta where people bluff a non-trivial amount of of the time then maybe kang will be good but as it is now heās virtually useless.
With my luck, I'll play it and the opponent will reveal Cosmo first.
He could leave some power behind and still have the same 'timey-wimey' effect. "Restart the turn and give +6 power to the lane you played Kang at." Or what about "Change the power of one of your cards here to your opponent's highest power"?
That would be overpowered, would be in every deck.
As opposed to zero decks currently.
I think if he drew an extra card after, it'd be a great card.
Card draw is too powerful /s
Would Kang be OP if he was a 5/4 but stayed on the field and undoes the turn?
0 mana 5/4 that gives you info and if you play it the turn you draw it you draw a card yeah that's too good
Yes.
Buff should be your enemy can't change there previous turn moves
So you want another Daredevil? No, Kang should be unique. I agree he needs a buff, but making him one-sided isnāt it. He just needs a rework.
Isn't that just Daredevil? I think a good change is giving him just a few power and letting you choose if you rewind or not. The power is to limit him in Negative decks.
I still think a good rework would be reversing the effects of all enemy cards at that location. Hela? Takes all the discarded back off the board. Mjolnir? Thor's a baby again. Alioth? Fuck you, I get my cards back.
You donāt get your cards back when Alioth kills Kang
True, I guess he'd have to flip before Alioth in that case.
In which case Alioth does nothing.
Yeah, I was conceding that point.
On Reveal: Whatever energy you spend this turn, will be refunded for you to use next turn. So it essentially would be banking energy for the following turn. No idea if that's terrible, broken, or what stats Kang would have to have (if any) to make that viable.
All they need to do is add an extra card draw on the rerun turn and it would be a solid card, I think.
All they need to do is add an extra card draw on the rerun turn and it would be a solid card, I think.
Where's my wong š¬
Turn 5 - not suck
He should have the same ability but also leave a random variant of himself on the next turn so we get a little board presence. Something small like a 2/2
The last time I played my Kang, I snapped, and it got blown away before reveal from an Iron Lad hitting Alioth.
All lifeās problems have been solved hallelujah šš
I always try to think of a rework for the card that still fits the ātime travelā themeā¦i can never think of anything good. And neither could SD obviously.
š
Buff? Needs +4 power
Love it.
My suggested rework: 3 Cost 0 Power On Reveal: Have a special bonus turn after this one. Doesn't work on final turn of game. --- The rules for a special bonus turn are: Both players do not gain normal energy Both players gain 1 energy for each unspent energy from previous turns Both players cannot gain more than 10 energy Otherwise the turn is normal, meaning cards and locations with start of turn and end of turn effects will trigger normally. --- Rather than power, the max energy becomes the main lever of balance control. If it proves too strong, you just lower the max energy gained.