Gata Infernal
Patsy Walker



Cost: 3.
Health: 3.
Attack: 1. Thwart: 2.

Acción: devuelve a Gata Infernal a tu mano.

"Vuélvanse, caballeros, y conozcan a... ¡Gata Infernal!"
Caja básica #20. Hulka #1.
Gata Infernal

Full disclosure: Hellcat is my favorite superhero, so I was always going to build my deck around utilising her, but she's proved generally effective and interesting in my games so far.

Pros: Provides wild resources, allowing for reliable activations of cards like Relentless Assault and Vision

Almost never dies from consequential damage, allowing reliable activation of cards that rely on you having allies such as #all_leadership_cards

Often allows you to thwart away 4 to 6 threat in a single turn

Can repeat combos across consecutive turns, creating a reliable engine

Cons: Low ATK makes damage lines less effective

Requires a lot of resources to be utilised to full effect

Singleton (pretty please print a tutor for allies FFG)

Overall Patsy is exactly as reliable a friend to Jen as she's always been in the comics, looping in and out of the hand to apply the thwart and damage that your hand might otherwise be unable to do.

Notable Lines and Combos: Play Hellcat - exhaust - end turn - exhaust - bounce - loop (Most basic loop, 4 thw/2atk each turn)

Play Hellcat - exhaust - bounce - Play Hellcat - exhaust - bounce/pass turn (Possible with 2-resource cards, or the reload from Split Personality)

Play Hellcat - exhaust - Get Ready - exhaust - bounce - loop (more efficient leadership version of the standard loop, utilises all avaliable hit points with only one extra lost resource)

Any above line + Inspired or Lead from the Front can make the atk version of the loop worthwhile, but should usually be saved for opportunities where you have multiple/stronger allies

Make the Call gives recursion and allows you to squeeze the value out of Patsy's last hit point before bringing her back

Rating: 11/10 best girl = best card

Comic recommendation: Patsy Walker, A.K.A. Hellcat! by Kate Leth and Brittney L. Williams

Gergothical · 11
She is invaluable in a solo-tuned Leadership deck. If she's on the table, and you have Superhuman Law Division, you can Thwart - Get Ready - Thwart - Bounce - send her to Superhuman Law Division. That's 6 THW even *if* you didn't draw a single mental resource. She can also bounce to trigger an installed Tenacity. That wild resource is clutch. — Voidrift · 93

I didn't understand what Hellcat was doing in this set when I first saw her. I wasn't sure what tricks the bouncing enabled, playing her again for 3 every time felt expensive, and I wasn't especially interested in Leadership decks building around it.

But now I understand that she's not just a gimmick card; she's also a strong staple for She-Hulk, no tricks required. Here's the two key bits:

  1. She's a very reliable source of thwart, helping make up for She-Hulk's 1 THW in aspects like Aggression.
  2. Her ability is most commonly useful as "Action: Spend three resources -> Heal all damage from Hellcat and ready her."

Three resources is the same effective cost as playing First Aid and Get Ready from hand. It's worth 4 THW total, which is pretty good return for 3 resources—the same as an activated For Justice!. This wouldn't usually be good enough value on an Event (sorry, For Justice!), but as an effect you can do any time forever? That's very very flexible and strong.

When playing She-Hulk, keep an eye out for times when you have extra resources you don't know what to do with, and dump them into Hellcat. May as well keep that engine running!

(Consider Avengers Tower with her, too: it's not unrealistic to bounce her back up every turn, especially for 2 resources instead of 3!)

matchu · 27