Card draw simulator
| Derived from |
|---|
| None. Self-made deck here. |
| Inspiration for |
|---|
| None yet |
hyperion · 188
Entrapment is kinda' a weird card. It's the Justice version of Ready for a Fight, but not exactly. It occurred to me that Jen might actually like this card. Personally, I never loved the Ready for a Fight deck with She-Hulk because it never felt like Protection gave her what she needed. Justice, on the other hand...
Our goal is to always have Entrapment out, always flip down to Alter-ego at the end of our turn (preventing 1 Threat with our Alter-ego ability), and always flip back up when the enemy schemes, doing damage with Entrapment (which can be significant) and our Hero ability (and maybe even our hero activation(s)). Then back down we go. Practiced Plan helps us keep the ethically indefensible fun times rolling!
A few caveats: we don't want to Confuse the villain, because then they won't scheme which means Entrapment won't fire. Second, we need to prioritize clearing Guard minions when they show up, because then we can't hit them with Entrapment (though we still get the flip). Under Surveillance and Counterintelligence (another Preparation that Agent Coulson can find and Practiced Plan can keep around) will help protect us from Advance or other fun-killers, Impede can clear a lot of threat from the main, and we've got a slate of allies that are all able to put in solid work cleaning up messes while we beat the villain's face in.
I tried One Way or Another and Infiltration, but I didn't like giving myself extra problems to deal with. It felt like this deck just wants to stay focused on the villain. It's like a Justice rush deck.
Superhuman Law Division actually kinda' owns here. I don't know why people think it's bad in the first place, as 2 threat for 1 resource is really solid returns, but it absolutely slaps in a deck that will ideally be going to AE every turn (and we're packing tons of mental resources). Split Personality is a little worse (which means it's still great), just because it's a touch more awkward. I don't mind Superhuman Strength stunning the villain as much in this deck as I usually do because A) there's a good chance the villain will stay stunned for a while, making the second Superhuman Strength free damage, and B) it saves you against Assault and the like.
She-Hulk's bad cards are still bad. But, we're constantly drawing 6 instead of 4 and constantly activating her hero card on both sides which is one of Jen's biggest selling points. Don't forget to recover for 5(!) every so often. The damage takes care of itself, so we're not angling for a huge Gamma Slam. But, I mean, if it happens, it happens.
While this deck is primarily focused on solo play, it can perform well in a group setting, too, where Entrapment is even safer with higher main scheme targets. So, yeah, go do what She-Hulk does best: damage both physical and emotional.
Love the deck name. Made a She-Hulk deck similar to this one without Entrapment. Gotta give it a try!