# Overview
This is an evolution of my previous deck, "Kang the Irreplaceable": https://snap.fan/decks/228889/
The deck is named "Kang" in Watercolor because I have the watercolor Daredevil and Jessica Jones variants. and I was very happy to find I deck that I could play them together in.
The theory was that the consistency that Chavez provides would outweigh the power of the big cards from the other decks. Having two big cards in the old deck could hurt options in hand if you were holding Infinuat, Giganto, and Kang in the early game. With increased consistency, we don't need a massive Dracula swing to win (although that old deck *is* fun for that reason), and having Dracula already on the board or on turn 6 with another card let's us put out Chavez's power for a lower energy, *and* Dracula is very hard to counter (Shang-Chi & Valk and others don't work).
When the Lane lockdown stuff doesn't work out, the deck can look very intimidating (even when you actually are going to lose), and you can win games with a Kang bluff snap. Dracula is very intimidating (opponents will be afraid of it hitting infinaut), and locking down a lane or restricting them to being only able to play in one lane or two lanes should often scare them off with a turn 6 Kang snap, even if you don't have the power to actually win. This strategy is very good against Bounce/Sera that wants a lot of places to play cards in the late game.
Your opponents will also not believe that you can reliable give Dracula power when you have 4 to 5 cards in your hand on Turn 6, but Colleen and Kang help you reduce your hand rapidly in the final turn, giving you some surprise wins: You often either get 2 or 4 cubes via opponent retreats, or you can finish a game with a surprising play with Kang and Dracula.
What follows is a turn by turn guide, followed by some thoughts on individual cards and why they're in the deck. Also, this deck can be pretty good against Galactus and Shuri, and I'll also talk about those match-ups.
# Turn by Turn Overview
Turn 1: Skip
Turn 2: Daredevil or Zabu. Play Zabu over Daredevil if you don't have Storm, because hopefully you can draw or have "in hand" a 4 cost for turn 3
Turn 3: Storm if you have Jugg or JJ, otherwise drop a 4 cost if you got Zabu (or drop Daredevil or Zabu but that's not ideal. If you can't Storm or play a 4 cost, anticipate a retreat, although this doesn't happen often with Chavez consistency.
Turn 4: Follow through on Storm with Jugg or JJ (can sneak in Titania in Storm lane for extra power if you're worried about Doctor Doom later), or if you didn't storm, set up for an alternate lane lock down using the other cards.
Option: You could Spider-man on 4, then Jugg the same lane on 6
Option: Put down Jessica Jones or Drac for power, to set up for Prof X/Spider-Man on 5
Option: Play Storm a turn late (see final note in this section)
Turn 5: Probably Spider-man or Prof X to lock a lane. *Unless* you successfully won a lane with Storm: You'll have to read the vibe of the game, because locking down a second lane may not be optimal for cube gain (they'll just retreat). If you go the second lane lockdown route, you should snap earlier in the game to at least win 2 cubes.
Turn 6: This is the unique part of the deck: Colleen + Drac can be a 13 power play that can't be Shang-Chi'd (or maybe Drac is already on the board and you can put something else down alongside Colleen). With Zabu, you can also squeeze in Titania reliably as the last card if you don't have initiative. Typically, Colleen isn't enough on her own to empty your hand to just to Chavez, but you can play Kang on 6 (or 5) and it will remove itself from your hand for 0 energy, which should make Dracula hitting Chavez reliably. You can also Colleen + Jugg (+ Titania) to win the game, especially if Prof X is on the board to make Juggernaut reliable.
Final note on turn by turn gameplay: Delaying Storm to turn 4 can be interesting, because with Daredevil you can see if they commit or abandon the Storm lane. You can choose to win the Storm lane, or abandon Storm lane and use Prof X on 5 and knock their cards into the Storm lane on turn 6 with Juggernaut. Maybe in this case, you put Drac down on 3, and Colleen + Jugg will be very suprising w Drac getting 9 power.
# Matchup: against Shuri
Shuri decks really want to play Shuri on 4, so Storm is very disruptive. If you don't have Storm on 3, you may need to anticipate retreat (Prof X on 5 and Jugg on 6 could work as a back up plan).
With Storm on 3, they either stuck to the plan and played Shuri or did something big to try to win Storm. Hopefully you knocked it away or contested it with JJ.
Now on turn 5, they likely want to play red skull behind their defense, so if you can Spider-Man or Prof X where they aren't playing Red Skull (this is made easier with Daredevil), then you can typically force a retreat. Maybe you snapped and/or they snapped and you can get 2 or 4 cubes.
# Matchup: against Galactus
If you see the Galactus warning sides, your odds of success depend on if they use Wave or Electro to ramp out Galactus.
Electro is a little rough for this deck, because if they play Doc Ock, it may pull Colleen and empty your hand even more. But Electro also means Galactus on 5, so if you have Spidey or Prof X in hand (and optimally Daredevil on the board), you can still win.
Wave is a little easier (although sometimes I've had to read the locations to guess between two spots where they'll play Galactus). Ideally, you Spider-Man where they play Galactus on 4, and then Prof X. I've gotten double snap 4 cube retreats this way often.
Outside of those, you can also try to directly counter Galactus with Juggernaut or Titania + a small drop to proc Titania (although you can't do the Titania play if the Wave)
# Matchup: against Thanos
Storm is unreliable if they're holding Reality Stone, but if they tempo it out for card draw, you're typically good to go now that Space Stone has been nerfed. Hopefully you can put Titania in the storm lane to contest a turn 6 Doctor Doom.
Titania could come in handy clogging the board. Maybe play it outside of the normal storm turn 4 and turn 6 if it makes sense. Otherwise, just follow the normal strategy and be careful of reality stone.
# Notes on individual cards:
Titania: Typically only comes out on turn 4 in the storm lane for extra power in case of Doctor Doom, or on turn 6 if you don't have initiative (which you often won't have initiative, since if you're in turn 6 and they haven't retreated, you've probably only locked down one lane)
Daredevil and Zabu: Choosing between the two on turn 2 is a little tricky. If you read an opponent archetype where turn 5 will be important, go Daredevil. But if you might need to play a 4 cost on turn 3 because no Storm or no Storm follow-up
Spider-Man and Prof X: Having both of these cards increases consistency, and sometimes Spider-Man is better because you'll need to play into the lane on turn 6 to win it. Sometimes Prof X is better because you want Juggernaut reliability on turn 6.
Jessica Jones: She's a good Storm backup plan, and just a good stat line for turns 3 or 4.