Pojo's VS System news, tips, strategies and more!

Pojo's Vs.
Message Board
News


Trading
Card Game

Card of the Day
Fan Tips
Tournament Reports
Top 10 Lists


Featured Writers
Scott Gerhardt
The Tinkerer's Workshop
Paul Hagan
Q's Universe
Jason Matthews


Spoilers
Avengers
Batman Starter
DC Origins
Fantastic 4 Starter

Green Lantern
Infinite Crisis
JLA
Legion of Super Heroes
Marvel Knights
Marvel Origins
Spiderman Starter
Superman
Web of Spidey X-Men
Affiliation Lists
Anti-Matter
Arkham Inmates
Avengers
Brotherhood
Crime Lords
Darkseid Elite
Doom
Emerald Enemies
Fantastic Four
Gotham Knights
Green Lantern
Kang Council
League of Assassins
Marvel Knights
Manhunter
Masters of Evil
New Gods
Revenge Squad
Sentinel
Sinister Syndicate
Spider-Friends
Squadron Supreme
Teen Titans
Team Superman
X-Men
Small Teams
Non-Affiliated Characters
Non-Affiliated Equipment and Locations
Non-Affiliated Plot Twists
X-Statix
Underworld
Crime Lords
Other
Staff

Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

Pojo's VS System Card of the Day

 

  Kang, The Conqueror

Card #MAV-176

------

Date Reviewed: 09.21.05

Constructed Modern Age Average Rating: 2.66
Constructed Golden Age Average Rating: 2.5
Limited Average Rating: 2.33


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

 

Nakaiya21
Kang - The Conqueror

Next in the line-up for Kang week we have Kang - The Conqueror. When I first read this card I couldn't exactly see what made this a rare. After all exhausting him and moving him to the concealed area while exhausting one of my opponents characters with cost 5 or less didn't seem all that great. Not to mention the effect isn't exactly optional - you HAVE do this provided you have 6 or less resources. Personally I am more or less the 'attack every turn type' so you understand my first impressions of the card. However, I have since realized the true potential of this card. Being able to exhaust your opponent's character is always a good thing and this guy combos exceptionally well with the 4-drop Kang (Earth Mesozoic-24) to allow you to power through your opponent's characters without threat of retribution. Not only that but you don't have to worry about this character being attacked so he will definitely stick around until turn 7.

Bottom line - While 4 of this card may be a little much, having 2 in your Kang deck isn't a bad idea. After all I have learned from experience that this card can definitely come in handy.

Ratings:
MMA - 3.5/5.0..This character's effect comes in very handy in this format against team attacking decks.
GA - 3.0/5.0..As there are more ways of getting to your concealed area in this format, this card loses some of its advantages.

Limited - 3.5/5.0.This card is great in this format on turn 5, but you have to be able to back it up with your 6-drop for turn 6.
 
Jason
Bunch
Kang, The Conqueror

As far as 5 drop Kangs go, this one has a couple of advantages over it's common counterpart. 10/9 vs 9/9 isn't bad, and both have range. However, Kang, The Conqueror is more of a control Kang, whereas Kang, Ultimate Kang is a combat oriented Kang. Conqueror will keep your opponent's 5 drop occupied for a couple of turns, but at the expense of not being able to defend your endurance. However, it almost ensures that he'll still be on the field by turn 7, so he becomes a benefit to your board control. With there being so many ways to yank characters out of the hidden area though, he may become a liability right when you don't want him to.

In Sealed, if you've got enough Kangs to play Kang Council, then go ahead and take him, you'll probably also get a Kang, Ultimate Kang, so you can choose which version you want to play. In Draft, do not take this guy with an early pick. If he comes to you by the 5th card or later, then you can be reasonably sure that no one else is drafting Kang, and you can feel free to grab him and start looking for purple.

Rating: 2/5
 

wierdofur
"Now you see me... Now you don't.
Now you see me... Now you don't.
Now you see me... Now you don't..."

Kang, The Conqueror
Number: MAV-176
Rarity: Rare
Card Type: Character
Cost: 5
Team: Kang Council
Attack: 10
Defense: 9
Range: Yes
Flight: No
Loyalty

Kang is not unique.

At the start of the combat phase, if you control
6 or fewer resources, move Kang to your
hidden area, exhaust him, and exhaust target character with cost 5 or less. At the start of the recovery phase, move Kang to your visible area.


Cost: 5
Only his stats warrant his cost.

ATK/DEF: 10/9
Not the best, but not the worst either.

Range/Flight: Range
Can hit from anywhere, but only those up front or unprotected.

Effect:
Ok, the effect makes you hide him to exhaust a 5-drop or lower opposing character.

Team Affiliation: Kang Council
He has loyalty, so you can only use him with other KC characters. Not a problem as you can have several Kangs out at once.

Overall:
Umm... Not that great. I'd use him in a Kang deck, But even without the Loyalty, I wouldn't use him elsewhere.
His effect isn't that great, and the restrictions on it's use make it too tricky to use for very much. He'll mostly be used for his cost and stats as a basic character.

Constructed:
Use him only in a KC deck (It's the only place he CAN be used anyways) and Kang, Ultimate Kang has a much more usable effect.
2.5/5.0

Limited:
The Kangs don't appear as often as I'd like. I recommend looking elsewhere for your 5-drop, and Loyalty really hurts him even more.
1.5/5.0
 

Copyright© 1998-2005 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.