Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
dthz · 88
I've been playing She-Hulk a lot through my games of Marvel Champions. I've tried her with Follow Through with cards like Into the Fray, Hand Cannon and Moment of Triumph, decided Honed Technique was actually a better / easier way of getting the same effect and then tried her with Fluid Motion.
They're good but I came to the conclusion that She-Hulk's main advantage is a high ATK and hero kit with the ability to increase that attack, then making multiple punches with her high ATK value.
So we're building a deck which enhances this and allows us to capitalise on a high ATK in unique ways.
So let's start with the basics;
Superhuman Strength is her main card. It yields +2 ATK and a stun. If you stun the target of the attack, you discard Superhuman Strength. If the target is already stunned (or cannot be stunned by the attack) or is dead, you don't discard the card.
So we add Mockingbird and Drop Kick to add some additional stun in there, so we can keep Superhuman Strength a little longer.
One-Two Punch allows Shulk to punch with her basic ATK and then Ready to either do something else or just punch again.
Limitless Stamina does the same thing, so now we have 6 / 40 cards allowing you punch and punch again!
Aggressive Conditioning and Combat Training yield +1 and +1 ATK, which increases Shulks base ATK to 5. With both Superhuman Strength in play, she has 9 ATK.
"Now I'm Mad" is a new addition and can get ATK to 10.
Deft Focus reduces the cost of Gamma Slam (which is realistically the only time you're playing it), Ground Stomp, Limitless Stamina and Superhuman Strength. This actually makes Ground Stompand Gamma Slam a little more playable (especially if you can hit a Moment of Triumph off Gamma Slam!).
Quick Strike and Smash the Problem both give alternative uses for her high ATK value, either doing damage or removing threat. Smash the Problem can be swapped out for an additional Moment of Triumph, "Now I'm Mad" and Hand Cannon.
Focused Rage and Blood Rage drain Shulk of Hit Points for card draw, getting round her poor 4 card hand size. Moment of Triumph allows her to refill her Hit Points, keeping her fighting fit.
As for allies, as stated, Mockingbird drops a stun, Psylocke can drop two Confuse, which is always a good option, Hope Summers allows you to fetch a Superhuman Strength, Limitless Stamina, Ground Stomp or Gamma Slam into your hand, and Tigra is just great at picking off minions.
Hope Summers and/or Psylocke can be swapped out for Valkyrie or Thor. The corner is 3 resources to do 3 damage to a minion and then have a blocker and the latter is one of the best Allies in the game.
I considered using Invulnerability and Brute Force. The former is basically incompatible with Blood Rage and Focused Rage. Brute Force does have some potential but you're only going to get any real use out of it with Quick Strike and Smash the Problem. Any time you make a basic attack (and that's where most of your damage will come from), its discarded. So not really worth it (though it maybe worthwhile if you're facing off against a Villain who attaches lots of Tough statuses).
Final Version; Adding Energy, Genius and Strength.
You may question why these weren't in the deck to begin with. Truth is that She-Hulk doesn't need them, once she is set up. Now that's a key point.
I've played versions of this deck with them and without them. She functions fine without them but is a lot slower. If you are playing on Standard difficulty, you're fine. But if you're playing with Expert and/or Standard II, you need the speed granted by these cards.
THE POOL
There are really several versions of this deck and you'll want to tailor it for your scenario.
Essentially you have a five card slots to play around with;
1-3 Aggression Events 4 Card Draw 5 Miscellaneous
1-3 AGGRESSION EVENTS
You'll normally fill these slots with Drop Kick.
If you're playing against a Scheme heavy Villain / Encounter sets, Smash the Problem is your friend. Swap out the three Drop Kick for Smash the Problem. If you're not running Drop Kick, you can also take out Martial Prowess.
You'll always want to run three copies of Moment of Triumph. Trust me.
Quick Strike is your third option instead of Drop Kick or Smash the Problem. This gives you another way to use your basic ATK, along with One-Two Punch and Limitless Stamina.
So that's your pool of 9 Aggression events;
Drop Kick if the Villain doesn't have Stalwart / you don't have a Protection aspect hero, Smash the Problem if you need some Threat removal or Quick Strike if neither of the previous two.
- CARD DRAW
You want 3 card drawers on the table. Since you have two Focused Rage, you need to take either Avengers Mansion or Blood Rage. Both is unnecessary and something of a trap.
If you are playing against a Villain / Encounter sets with a lot of minions, use the latter as its more efficient. If not, take out the latter and play with the former. You really don't need both.
- MISCELLANEOUS
The only time you want Martial Prowess is if you are using Drop Kick or Quick Strike. Otherwise take that.
Similarly, Hand Cannon does a lot of work in this deck if you are facing off against a lot of Minions but if not, replace it.
Deft Focus works with Gamma Slam, Ground Stomp, Limitless Stamina and Superhuman Strength. That's 8 cards in your deck. You'll probably only use it for Limitless Strength but do not underestimate playing Limitless Strength of 0 cost!
When taking out cards, replace them with cards from your Aggression Pool.