Hi y'all, KF is largely regarded as the rush faction. While I get that the bonus is +1 speed, in reality there are some ways to play kf that are not as fast. Most KF decks are very fast paced though. Do you consider low scalability as a defining aspect of your theme, or do you see them as more well rounded? What are the pros and cons of KF?
No idea what makes them good and I'll preface this by saying I'm not all that great or consistent a player myself. However for my two cents I get my ass kicked by pretty much anyone with a decent Treefolk deck unless i manage to make a couple anti-spam plays and I seem to hold my own against anything else. I've also lost pretty badly to the last couple faeries decks I saw but it's been a long time. Just in my observation Treefolk seem to be a much more defensive and slow-build up theme than the 7 speed would suggest. While Faeries clearly aren't meant to be the frontline brawlers I usually look for to indicate there's a rush coming I also don't think they don't excel if the game drags on to any kind of length. So to me it seems like they tend to be in the market for either early or midgame wins. Oh yeah and Garu I've seen played pretty aggressively. Maybe Garu or Elves are a bit more of a rush theme? Anyway that's just my two cents.
KF is definitely more well rounded than you seem to think. It really just depends on what runes you use about whether you want to rush people or build up or whatever. I have both a garu bg that loves to fight when there are only 3 champs out with a load of ap gen, and a phalanx deck that will give up mid font to buy more time to reach lategame. I'm not sure why you think they're the rush faction, probably just because of the old solitary garu bgs that used time slip and protection.