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Vs. System
Megaman
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Pojo's VS System Card of the Day
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Kang, Rama Tut
Card #MAV-175
------
Date Reviewed: 09.19.05
Constructed Modern Age Average Rating: 3.5
Constructed Golden Age Average Rating: 2.35
Limited Average Rating: 2.15
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Kang - Rama
Tut
It has been a while since I picked the cards for
the week, but this time I couldn't really help
myself. This week I have decided to go with a
"Kang" theme. Why? Well, besides the fact that
Kang is my favorite team of this set (sorry all
you Avengers fans), Kang in general has so many
tricks and other neat things going for them I
thought they deserved their own week. Perhaps I
should begin this week off by giving an overall
impression of Kang in general before I start the
COD.
When I first saw Kang I thought we might be in
for another Fearsome 5 or Arkham Inmates team.
(You know what I am talking about, the kind of
team that is fun to play with when you are
playing for fun but otherwise gets shelved.) I
figured what the heck, I have the cards..might
as well throw it together and see what it can
do. However, after I played a few games with it
I discovered Kang was really a competitive and
fun deck to play with. It has some really
effective tricks to it (i.e. Null Time Zone,
Spheres of Solitude, Rama Tut) that allow it to
hold its own against some of the most
competitive to date (i.e. TT, Lost City, even
CS). Combine that with draw power (Game of the
Galaxy) and search ability (Psyche-Globe and
Kang-Kang Kong) and you have a really great team
on your hands. I guess the bottom line here is
that this is definitely a team worth trying out.
Ok now on to the review..Today we are going to
look at the 1-drop Kang every Kang deck should
be packing 4 of.Kang-Rama Tut. This guy is your
basic 1-drop 1/1 Kang character with range.
Nothing spectacular here so why all the hype?
Well Kang allows you to return him to your hand
to give a character +1/+1 for an attack. This is
excellent as now you can discard your Rama Tut
to also power up a character named Kang on the
field. This means your Kang Kong can be
essentially a 4/4 on turn 2 (if you keep him on
the field). Also, this guy combos well with
Growing Man as you can exhaust him for GM's
effect, then use him for a +1/+1, and finally
power up another character named Kang. I have
even used this character later in the game with
nice results.
Bottom line - If you play Kang or any version of
Kang, you should have 4 of these in you deck -
NO EXCEPTIONS!
Ratings:
MMA - 4.0/5.0..This card is necessary in any
Kang deck and I feel as though Kang decks are
the only thing that will stand up well to
Avenger team attack decks.
GA - 4.0/5.0..Once again I think Kang decks
stand a good chance of beating many Tier 1 decks
out there and this character is necessary for a
good Kang deck.
Limited - 2.0/5.0..While this character is
great, his team-stamp makes him somewhat
ineffective here.
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Jason
Bunch |
Kang, Rama
Tut
Hey kids, welcome to Kang week. For some people,
Kang is just "jank" spelled backwards, but with
the Top 8 appearance of "City of Kang" at 10K
Atlanta, there may be a new purple menace in VS
System.
Today we'll start at the bottom, with Kang, Rama
Tut, the 1 drop version of Kang that Rama-Light
players may recognize. Having a concealed 1 drop
makes more sense for a Kang build, since he'll
be able to pay for many of the Kang Council's
teamstamped abilities and plot twists. Bouncing
him back to your hand gives another one of your
Kang characters a powerup, and if that character
is also named Kang (which it most likely will
be) you can discard him for another powerup,
making him a +2/+2 boost. Definitely worth
playing in a heavy Kang deck, especially City of
Kang, where he can become a +3/+3 when Lost City
is out.
In Sealed, he's only good if you get a
significant amount of Kangs in your packs,
otherwise he won't help anything. In Draft, it's
possible to draft Kang, but only if you're
lucky, or the only guy going after him.
Either way, save this Kang for the end of the
pack.
Rating: 3/5
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wierdofur |
"o/~ It's all
about me! o/~"
Kang, Rama Tut
Number: MAV-175
Rarity: Uncommon
Card Type: Character
Cost: 1
Team: Kang Council
Attack: 1
Defense: 1
Range: Yes
Flight: No
Concealed
Kang is not unique.
Return Kang to his owner's hand >>> Target Kang
Council attacker or defender you control gets +1
ATK / +1 DEF this attack.
Cost: 1
Recruitable right away.
ATK/DEF: 1/1
Par for the course.
Range/Flight: Range
He can attack from anywhere, but can't hit
protected characters.
Effect:
The main effect is that he's a reusable +1/+1
boost.
Team Affiliation: Kang Council
This team all seems to be about a single
character. We haven't seen this type of thing
since they released Scarlet Spider, Ben Reilly.
The Kang Council seems to mostly focus on
invulnerability, shifting characters to and/or
from the Hidden Area and powering up characters
or keeping them from powering up. There's some
nice drawing and searching abilities. Other than
that, there's not alot. It can be a fun deck to
play, when built right.
Overall:
This car leaves alot to be desired. It can be ok
early on, but can be rather useless much of the
time. Use Kang's Guards, Army instead for your
1-drop.
Constructed:
Not really useful; look elsewhere.
1.5/5.0
Limited:
Even in this format, a +1/+1 boost isn't useful
enough to warrant it's use.
1.5/5.0
|
Sith Dragon |
Kang*Rama Tut
Kang Council
concealed, 1 drop
1/1
range
Kang is not unique
Reutrn Kang to his owner's hand->Target Kang
council attacker or defender you control gets
+1/+1 this attack.
Here we go with KANG WEEK! This can be a very
fun and interesting deck to play. BUT! OUr first
card is not one of those cards that should see
play as its a waste of room. As I've said, i
really do not like 1 drops unless they have a
killer effect.
Kang*Rama Tut is your average 1 drop at 1/1 and
range is okay. Being a concealed helps him from
getting clobbered late in the game, but be
carefull of someone playing No Escape From the
Manhunters. They could yank him out and stomp on
him.
his effect is pretty worthless. If you bounce
him back to your hand you can give a Kang
Council character a
+1/+1 for the attack. Now normally that would be
good
as every point is needed against avengers decks,
but there are 2 things wrong with him:
1) the bounce effect means you only get to use
it once and then you have to short drop the next
turn as well to get him back out.
2)it is only for the attack, so if they dont
take you down then you lose it for the next
attacker.
If this card either had activate->give a +1/+1
and/or for the turn, then he would be much more
playable adn would be worth a spot or two. His
effect simply is not strong enough to warrant a
spot in a deck. I'd skip this guy.
"Are you threatening me, Master Jedi?"
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