Card draw simulator
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None. Self-made deck here. |
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Hulk Agresividad #GuatequeDeThanos | 1 | 0 | 0 | 1.0 |
Dustin · 171
Everybody knows that Hulk has some liabilities. This deck doesn't limit those liabilities, it boldly ignores them and leans into the strengths of the Hulk!
How to play this deck
One of the biggest flaws I find in most Hulk solo decks is the mindset that there's a need to limit his liabilities. There seems to be a focus on building up his resource generation and provide him more card drawing opportunities. All of this would be great if Hulk didn't lose the game as those things got accomplished! This deck breaks that mindset and to play well you'll need to focus on punching and kicking as fiercely and furiously as possible. Never settle for building up for a big turn later if you can deal damage now. Hit hard, hit fast and try to end the scenario in as few turns as possible, and don't flip to Banner if you can help it, as threat will escalate too quickly.
Key cards for this deck
- Hulk Smash: This is a top tier card and should be used whenever possible, except in the event of a Tough card.
- Drop Kick: One of the best cards in this set (and in the game as a whole in my opinion). You'll rarely not have the physical resources in hand to activate the stun and bonus card draw in addition to the 4 damage you provide. This is almost always a no-brainer when available.
- Piercing Strike: Deals effectively with Tough status cards
- Into the Fray: Deals with minions and threat very effectively
- Counterattack: Should always be used with high attacking Villains (looking at you Ronan) and it feels amazing to Counterattack in a big way for a cost of 1! Can be a game changer if played well.
- Crushing Blow: Very nice card for the cost of it and you'll always have physical resources to pay for it.
Second tier cards
- Clobber: On occasion you'll have the opportunity to pull this card back after using it, which is very nice!
- Looking for Trouble: Pairs well with Into the Fray as you'll be able to draw a minion into play, remove threat, defeat that minion and remove more threat.
- Skilled Strike: I always like to boost my basic attack!
- Thunderclap: helpful when you've got lots of minion to remove or damage minions and the Villain at the same time, or even remove a tough status card in order to pull off a bigger attack.
- Unstoppable Force: at times all you need to do is refresh, draw a card and hopefully keep hitting like a truck!
Third tier cards
- Boundless Rage: I only play this when no better options for immediate damage come up.
- Combat Training: I only play this when no better options for immediate damage come up.
- Immovable Object: Rarely use this, except when facing Ultron (very beneficial in that scenario)
- Sub-Orbital Leap: Only when pressed to, and this usually means the game has gone on too long, though it's nice to get the 5 threat removal with all the physical resources you'll have.
Final tier
- Banner's Laboratory: almost never useful. Wish I didn't have to have it in my deck.
Notes on campaigning
As stated above, this deck is meant to hit hard and fast and never look back. Flipping to Alter-Ego almost always spells defeat (though on a rare occasion, a well timed flip on certain villains can be extremely useful). I easily beat Rhino, Klaw and Ultron (all on standard) and rushed the Rise of Redskull campaign with no issues whatsoever (though I didn't save any allies in the process). Galaxy's Most Wanted was more difficult, Collector I and II were challenging and I needed multiple plays against them to pull off wins there, part of it was adjusting play style a little due to the unique scenarios. Nebula was over in a flash though.
Ronan. Definitely the toughest scenario of the bunch, and yet I found I had far more control against him and felt very assured I'd pull off a win. Counterattack was pivotal, as it allowed me to return the 7-8 damage that came my way a few times each game. That was more than most of my other cards could deal to him so learning to adjust my hit hard and hit fast play style for wait and Counerattack (which put the Power Stone back into my possession on Ronan's turn which allowed me to make full use of it on my turn was amazing). I would only remove Ronan's Hammer if I could stun him, otherwise I left it on him and tried to Counterattack when possible.
Well, there you have it! Most games were completed in 2-4 turns, a few finished in either 2. If I started falling into the fifth turn then I would lose shortly after. Hitting hard and hitting fast was almost always the best way to go. Enjoy!
3 comments |
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Sep 18, 2021 |
Sep 21, 2021Very interested in how this develops especially with Valkyrie’s kit what’s your opinion with adding the new sneak attack card? Only viable if Hulks at ATK5? Which would go against this decks play style? |
Sep 27, 2021
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I like this. Going to check it out. Been looking for a good Hulk deck. This might be the way to go.