Card draw simulator
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None. Self-made deck here. |
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None yet |
adsarf · 494
Per the game logging at https://docs.google.com/spreadsheets/d/1UYSY_p-f1drcgKLEoBV7ozX0TJLHh3ME3YRT9Rga4TA/edit?usp=sharing, She-Hulk protection is the worst combination of hero and aspect there is, with a win ratio (at the time of writing) just over 37%. But the new protection cards are opening up possibilities for new types of protection deck. Ms Marvel used to be pretty bad in protection too until KennedyHawk published a deck which shows off what she can now do (https://marvelcdb.com/decklist/view/11130/hitting-the-gym-1.0), and whilst this deck may not be quite as good as that one it does win (true solo expert) more than one time in three.
She-Hulk is all about hitting bad guys with her basic ATK while Hellcat controls threat. Leading Blow provides a new way for her to do just that. Paired with Superhuman Strength it guarantees that you will deal damage but, since there are only two Superhuman Strength, Adrenaline Rush is in the deck too. Unlike Superhuman Strength it can sit in play until needed, and adds to every attack you make in your turn (which is nice if you have two Leading Blows and a One-Two Punch in hand). In a pinch Leading Blow normally works with just the base 3 ATK as well, since there aren't all that many 3-boost cards in most scenarios.
Tackle and Hard Knocks provide some extra sources of damage and more access to useful status cards. My experience is that there isn't enough stun in this deck for it to really be a stunlock deck but that's fine: you want some damage on She-Hulk for when Gamma Slam comes round.
Allies do pretty much all of the thwarting in this deck. Hellcat is critical in any She-Hulk deck; Warlock and Starhawk provide valuable support since all three can remain in play once you've got them out. In practice I aim to have Hellcat and one of the others out, not all three. That leaves room on the bench for Nick Fury, Iron Fist and Mockingbird to do their stuff.
In other decks I've used Team-Building Exercise and Avengers Tower to recur Hellcat every turn without spending cards from hand, but as this deck has plenty of stun and tough it spends less time in alter-ego, so that didn't seem necessary in a deck where those cards can't really do anything else.
Down Time and Endurance are pretty much unavoidable for She-Hulk, who will be taking lots of damage over the course of the game.
Finally Avengers Mansion, Quincarrier and the two Focused Rage are critical in this deck. As it spends less time in alter-ego than other She-Hulk decks the hand size of 4 is more of a limitation, and it needs to be mitigated. I mulligan hard for one of these cards, even ahead of my best allies.
The forty-first card in this deck is Deft Focus. It can guarantee getting Gamma Slam off, and saves resources every time you play Superhuman Strength, but in the end I felt it was a 'win more' card, and not really adding enough value. Either Energy Barrier or Momentum Shift would be interesting if I could find space. Both help to manage She-Hulk's hit points, and Energy Barrier in particular can work to set up Hard Knocks on bigger minions. But I don't think either would have the impact of Tackle or Hard Knocks.
You might say this is more like an aggression deck than a traditional protection deck, so why build it in protection at all? Drop Kick does the job that Tackle does here and does it better, but with no equivalent of Finesse or Super-Soldier Serum She-Hulk would really struggle to pay for it. Skilled Strike would deal more reliable damage than Leading Blow does, but lacks the flexibility. Adding two damage to an attack is usually worth less than adding an extra attack for two damage. Without the access to stun that protection gives, She-Hulk would have to go into alter-ego more often to recover, which brings more cards but also more need for thwarting. Into the Fray would help with that, but true solo it is almost always dangerous to go into alter ego even with no threat on the main scheme. Anyway, aggression She-Hulk wins 57% of the time, so even to have gotten into that ball-park with protection is a good step forward.
2 comments |
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Jul 12, 2021 |
Jul 12, 2021Thanks Multiple Man is a great ally but I don't think he fits here. I want two of Hellcat/Warlock/Starhawk on my bench as soon as possible to cover my thwarting needs, so he could only be played on the first deck run. I've had a lot of success in other decks hiding behind him for the first three turns whilst I build, but I found that strategy didn't work for this deck (difficult to build effectively if you're only seeing 4 cards. Too risky to flip every turn when you've only got about 3 THW a turn). That's why my mulligan advice is to look for a permanent resource card. So I'd pretty much only want to play him if I saw my first copy on my second turn. |
Glad to see some She-Hulk! I was surprised by your stat; 37% seems ridiculously low! I used to run a decent protection deck with her, altough I didn't calculate the stats, it did pretty well if memory serves.
I had perseverance in there because I usually flip her every turn, and also Multiple Man, which was really helpful, check him out if you haven't!