Just Anger | She-Hulk Justice v1.0

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
She-Hulk Justice - Grustice 0 0 0 1.0
Just Anger | She-Hulk Justice v1.0 Enhanced 2 1 0 1.0
St Anger 'Round My Neck 0 0 0 1.0
Old Man Cap's Legal Team 1 1 0 1.0
She-Hulk Justice (based on ChaosTheory's Just Anger 0 0 0 1.0
Hulk (Justice) - Call the cops!! 0 0 0 1.0

ChaosTheory · 364

Update: I've officially beat every scenario on Expert with this deck. Moving on to Heroic. Long story short: this deck has the goods. I'll probably be updating the write up with some more tips as I move on to Heroic difficulties.

Deck Changes:

-2 Foiled +1 Endurance

I've had a bit of a breakthrough with She-Hulk recently thanks to some of the new Justice and Preparation cards. She-Hulk has arguably one of the strongest IDs in the game, offering a ton of passive value over the course of a game. But the problem has always been working around her Hero hand size. At first glance you think you want to be flipping ID as often as possible, but I've come to realize this is not how She-Hulk is meant to be played. Instead, the idea is to passively control threat with Jennifer Walters and use multiple Alter-Ego turns to set up a massive Hero turn, then rinse and repeat.

Counterintelligence and Under Surveillance are key to making this work. Being able to control and slow the Villain on your Alter-Ego turns gives Jennifer the room she needs to build. But really the MVP card that makes this deck work is Espionage. Turning resources into cards for a massive Hero flip is exactly what She-Hulk wants to be doing and Espionage enables it hard. Unfortunately, you need spies to play it -- which is where the neutral Ally package and Coulson come in. It is imperative that you try to leave Coulson or Mockingbird on the table until you can find and play your Espionages.

Once you are set up and the Espionages pop, you're looking at turns where you can flip with 8-10 cards in hand, even more with Focused Rages on the board. The Carriers help you pay for all those cards. When you are drawing 1/4 of your deck in a single turn, you're bound to find She-Hulk's more combo oriented cards like Superhuman Strength and One-Two Punch. And it's even better when you can find Split Personality and go back to Alter-Ego after your massive swings and start over with a fresh hand. At that point you've drawn somewhere in the range of 18 cards in a single turn.

Great Responsibility feeds Gamma Slam while reducing threat and also serves as a Mental resource for Superhuman Law Division (which is a powerhouse of a support and instrumental to staying in Alter-Ego for so long). Foiled is an experiment that I'd like to try out now that Strange is out. Low cost cards to use on your Hero turns help ease that hand size deficit. Foiled has been removed as it just didn't pull enough weight. Endurance has taken their spot and is really, really strong in this deck. It softens the "downside" of Focused Rage while also giving you more wiggle room to get out massive Gamma Slams. Hugely important card!

Achievements:

Rhino (Expert / Bomb Scare, Solo)

Rhino (Heroic 1 / Bomb Scare, Solo)

Klaw (Expert / Masters of Evil, 2 Player)

Klaw (Expert / Power Drain, Solo)

Ultron (Expert / Under Attack, 2 Player)

Ultron (Expert / The Doomsday Chair, Solo)

Green Goblin - Risky Business (Expert / Running Interference, 3 Player)

Green Goblin - Mutagen Formula (Expert / A Mess of Things, 2 Player)

Green Goblin - Mutagen Formula (Expert / Goblin Gimmicks, Solo)

Wrecking Crew (Expert, 3 Player)

32 comments

Jul 05, 2020 ImpossibleGerman · 424

This deck made me believe in She-Hulk again.

Jul 08, 2020 biscuitborn · 1

You share my excitement for Espionage! Ran this deck through some of the tougher Scenarios; it's very fun when it works but man does it fall apart if you don't see your Spies at the right time.

Nice call on adding both carriers. I thought it might be overkill but after my first play I realized how much either one of them helps get you off the ground.

Jul 08, 2020 ImpossibleGerman · 424

I bet ChaosTheory would love to tell you about not getting spies at the right time...

Jul 09, 2020 M3t4lB0x (TLM) · 10

Threw this deck together and tried it out on Solo Standard Klaw (Because that's what I had out on the table already, lol). I like it, it requires a lot of thought and manipulation with good timing. So much hinging on having a spy in play really makes it dicey, but there is enough thwart meat in there to usually stave off disaster until you can get setup. Will definitely be toying with this some more against a couple other solo scenarios and then will try it out in multi this weekend. I have a feeling Rise of the Red Skull will throw us another usable Spy as well. Nice deck!

Jul 09, 2020 ChaosTheory · 364

@biscuitborn yeah, the carriers are definitely super helpful. Not as good as cards, but having renewable resource in She-Hulk definitely helps a ton. Quincarrier is especially good since you can use it to fuel Law Division on your Alter Ego turns.

@M3t4lB0x (TLM) yeah, between your ID and all the new Justice cards, the threat control in this deck is no joke. It's essential for giving you time to set up.

Espionage is kinda the key thing setting this deck apart and I agree that it's definitely heavy on variance. I want more Spies! But, I will say that the more I play it, the less I feel that the big Espionage turns are essential to victory. When those turns do happen, it's crazy and awesome, but I think the core Justice package here combined with proper She Hulk piloting actually goes a long way. It's not as bad without the combo as I thought it would be.

Jul 10, 2020 M3t4lB0x (TLM) · 10

@ChaosTheoryIt feels like the ideal opening hand has Superhuman Law Division, Counterintelligence, The Power of Justice in it. :) Have you found wanting anything else in your opening hand?

Jul 10, 2020 ChaosTheory · 364

I'd say Superhuman Law Division, Coulson, any Preparation card, and a double resource is ideal. You want to use a double or Power of Justice plus a prep to pay for Coulson and then get the prep right back out of the discard. This sets you up to be able to play Espionage. Mockingbird in the opener is also strong. You want one of those two Spies out asap. Also, if you can, Split Personality is a great first turn play.

Jul 10, 2020 M3t4lB0x (TLM) · 10

Yeah, I played her against Expert Klaw/MOE last night and even getting Split Personality screwed with it first being the last card in my deck, THEN drawing it on the deck reshuffle, having Radiactive Man discard it, I still almost hung on to beat it. The deck is strong where even with some some seriously bad luck, it still has tools to try and wiggle itself out a win. Really enjoying this build. I did add in an Endurance as a 42nd card, which gives you more Gamma Slam flexibility. Since Coulson pulls prep cards, it doesn't hurt your deck odds that bad.

Jul 10, 2020 ChaosTheory · 364

Yeah, I need to update the original list. I think dropping 2 Foiled for 1 Endurance and getting to 40 cards is the way to go. Endurance is just good in general anyway, 3 health for 1 is solid. And yeah it's particularly synergistic in this Hero.

Jul 10, 2020 M3t4lB0x (TLM) · 10

I actually did find the Foiled useful last night, but tightening up the deck, I would think those are your obvious drops (since you can't drop Legal Practice) ;)

Jul 13, 2020 M3t4lB0x (TLM) · 10

I assume any matchup you don’t list a module, you’re just playing the recommended? I do like the Foiled in theory, but in practice, Ive only ever had them in hand when a 1 boost flips. Good call pulling them out. This deck is amazing. Love it!

Jul 13, 2020 ChaosTheory · 364

@M3t4lB0x (TLM)I just updated the description with all of the modular Encounter Sets that I used.

I had Foiled in for like one or two games and decided to cut it. You were totally right on the Endurance. Such a good call. It's been instrumental in most games.

Now that I've completed every encounter on Expert in both Multiplayer and Solo (except Risky Business), I think it's time to move on to Heroic 1. I'm fully confident that this deck can handle any Expert scenario you throw at it with any modular encounter set and be fine. It's been really solid.

Can't wait for Red Skull to come out! More scenarios and more Justice cards to make it even better. :)

Jul 13, 2020 M3t4lB0x (TLM) · 10

@ChaosTheoryawesome! I've found it really helpful too in almost every game I've played. I haven't missed the Foiled!'s either.

I'm with you, this deck is fantastic for a variety of reasons,

  1. it's got fantastic damage output.
  2. It's got great thwart capability as both Hero AND Alt.
  3. It's got the ability to stay calm and come back from less than stellar starts. (this one is key)
  4. It requires thinking and planning, but it's balanced enough that it can handle most anything that the villain throws at it. (this makes it fun in my book)

You've solved the riddle of She-Hulk and it's easily my favorite deck. The best part is it can only get better with more releases. As great and powerful as Strange is, I may never play another hero again, lol!

Jul 13, 2020 M3t4lB0x (TLM) · 10

@ChaosTheory ps, I threw a printable Legal Practice errata'd image up under your card review section if you wanted to print a set up. enjoy!

(actually, that's a good question, you playing her with the house rule or as printed? So far in solo, I've only really needed to use it a couple times, so I just ran it as printed. In multiplayer, the table agreed to your errata, and it was used twice for about 4 threat each time.)

Jul 13, 2020 ChaosTheory · 364

@M3t4lB0x (TLM)All of the achievements listed in the deck description were done with Legal Practice as printed. :) I'm really glad you are enjoying the deck! I actually just beat Rhino Heroic 1 with it as well. So far so good!

I don't want to stop until I've conquered every scenario on Heroic 1 or harder haha.

But yes, I agree with your points. The best part about She-Hulk is how she can be really efficient on both Hero and Alter-Ego turns. The only time I have bad turns with this deck is when I don't get time to properly set up the Hero side (i.e. when I don't have any Focused Rages to draw with). But like you said, this deck has a lot of comeback potential. I haven't had many games where I couldn't come back from bad starts.

Jul 16, 2020 M3t4lB0x (TLM) · 10

Playing this deck more, and knowing that Hulk is coming out in a few short weeks with Hulk Smash, it occurs to me that Gamma Slam REALLY should have had Overkill on it. :\

Jul 25, 2020 ekalel · 1

By some comments I think some people is using Quincarrier to power Superhuman Law Division. That's illegal. It is not possible to use Quincarrier while in alter-ego, since Jennifer Walters doesn't have the Avenger trait.

Jul 25, 2020 ekalel · 1

Forget my last comment. I was wrong. one only needs to be an avenger to put it in play, not to use its ability.

Jul 25, 2020 ChaosTheory · 364

@ekalelI've actually considered cutting Quincarrier for that reason, because playing it in Hero is really tricky sometimes. But the upside of having a free Superhuman Law Division proc every turn is just too high to not include it. I took it out of my deck for a couple games and then promptly put it back in. :)

Jul 25, 2020 Pharce · 1

So just tried this without the foiled and with the endurance. I also threw in a down times well. Went up solo against Klaw expert with under attack. Beat it solidly and felt in control. Good deck thanks. Next is klaw heroic 1 2 player.

Jul 29, 2020 M3t4lB0x (TLM) · 10

So, while Caleb has ruled on this, with Honorary Avenger, I think it's one of the dumbest rulings in the game. It really sounds like they're trying to fix their own wording mistake. There is not a single Alter-Ego side in the game that has the Avengers trait and if it was designed for only showing Avengers traits to play it, the wording should simply read "Play only if your hero has the Avengers trait". The identity is both sides of the "hero" card. It's also why there can be two Captain Americas as long as one Identity is Sam Wilson and the other identity is Steve Rogers. When you're on the Captain America side, the Steve Rogers name is still active. His ally reducer ability is still active too (also a silly ruling). Logically, based solely on the rules FFG printed, there is a pretty strong argument that any Avenger can play Quincarrier when are in Alter-Ego mode. It's also patently absurd that Tony Stark, Mr Avenger himself and the guy who's literally building them, cannot play a Quincarrier... but I digress. :)

Still playing this deck, still loving this deck. The board control is amazing. I am finding that not getting the Focused Rage's out hurts more than the Espionage's. I would agree though that based on the ruling, the Quincarrier is much harder to get into play, but man, that free Superhuman Law Division every turn is so so good! :)

Aug 03, 2020 bshadrix · 1

I just went against heroic Rhino with this deck. No luck yet, but I am still trying to figure out the deck. I love it.

Aug 05, 2020 M3t4lB0x (TLM) · 10

@ChaosTheory Curious if you've run this deck with Spycraft in it. I know the deck is super tight, but there are some heinous encounter cards coming out and having that hanging around as a silver bullet might be big. Just a thought.

Aug 06, 2020 Buddhist_Possum · 31

How are you beating Ultron on Expert. I can;t seem to do it solo due to the threat pushing the schemes too fast.

Awesome deck though.

Aug 11, 2020 Scorpion0x17 · 102

@M3t4lB0x (TLM): whilst it is correct that you consider both the hero name and alter-ego name for uniqueness, it is not correct that alter-ego abilities are available whilst your identity is in hero form. It’s the same as alter-ego/hero traits. The hero form does not have the traits and abilities of the alter-ego form. And the alter-ego form does not have the traits and abilities of the hero form.

Aug 13, 2020 ecamel · 9

Espionage feels like a really dodgey choice for this deck, especially in triples. You need one of the Spy allies out to play it, you are paying two cards now (the card itself and the resource to pay for it) to get 2 cards later at a point you don't really have any control over. I would not use more than 2 copies, if I played it at all. Also, playing Justice without Daredevil is almost always wrong.

Aug 13, 2020 ChaosTheory · 364

@ecamelThe low spy count isn't as much of a problem as you'd think, you just have to plan around it. Always play Coulson and Mockingbird (you want to anyway) and make sure you leave them around with at least one charge until you find your Espionages. This deck has a lot of situational cards in it (especially She-Hulk's) so a lot of the time you don't have much better to do with your hand anyway, so being able to invest in Espionage for later is fine. Having "dead" cards in this game isn't as bad as in other games since you're usually ditching most of your hand every turn to pay for other cards anyway.

You don't really care about card advantage or resource advantage with Espionage. It's more about setting up bigger and better Hero turns so that you don't lose insane amounts of tempo when you flip. Think of it as storing up resources for later. Sure, you don't get to control when a Surge hits, but in my experience, that has almost never mattered. Drawing 2-4 or even 6 cards is good no matter what turn it happens on.

As for Daredevil, I've been slowly removing him from all of my Justice lists lately and haven't regretted it once. He's just barely on the edge of playability in my opinion. Value wise he's okay for the cost, but the tempo to play him is almost always too high and he's too slow at gaining that tempo back. He's especially too slow for this deck. With She-Hulk, you really need to be spending most of your resources getting your Focused Rage's and Carriers on the table ASAP, as well as playing your 3 cost allies. You don't have the resources or the tempo to play something as big and slow as Daredevil.

If you haven't tried the deck, I recommend playing a few games with it and see what you think after having some experience with it.

Aug 13, 2020 Buddhist_Possum · 31

So how are we feeling about Beat Cop? I like it as a 2-of. I've actually taken the Espionage out and it's working out. They provided a boost but were mostly just resources most of the time.

Aug 14, 2020 ChaosTheory · 364

@Buddhist_PossumHaven't had a chance to try it yet, but my gut feeling is that it will be both too slow and kinda overkill. I think between Jennifer Walters, Superhuman Law and the Justice package we already have, Threat is rarely a problem as much as tempo is, and Beat Cop is just reaaaaaally slow. I'd love to be proven wrong. (There's also just so many massively important 3 cost cards in the deck already. I can't imagine finding time to play it.)

Espionage is better than most people think, but I'm coming around to the idea of removing it. The only problem is that I've not found much better in the way of options at the moment. If I were to take them out right now, I'd probably consider a couple First Aids, or maybe even Surveillance Teams since they are both cheap and have Mental resources.

Maybe Red Skull will have some more interesting Justice and Neutral cards to include.

Aug 14, 2020 Buddhist_Possum · 31

I've added 2 Beats and 2 survallence and it's slower but more consistent with dealing with alter ego threat. I'm thinking multi-player may be more stable as solo threat is only a problem if Advance hits with no Counter Intellengnce.

The Beats help with those minion heavy setups as you can use him to get the guard guy outta the way and just beat face with shulk cards.

You definitely don't get the burst card draw but you can have some big turns when you switch.

Aug 14, 2020 M3t4lB0x (TLM) · 10

@Scorpion0x17I still say that there is no logical reason Tony Stark shouldn't be able to play a Quincarrier, and the wording should just say "hero" instead of "identity". FFG has never been very strong when it comes to consistency in wording and rules.

@Buddhist_Possum``@ChaosTheory I still like those big Espionage swings and have always used them to great effect. I'm still not sold on Beat Cop because of how slow it is. That's especially true in this deck where there's so much else going on. I want to get out Focused Rages, Helicarrier, Quincarrier, before I want to put the beat cop into play. It's more than likely one of the first cards to get cut when new stuff comes out in Red Skull, but for now Beat Cop just isn't wowing me personally in this build.

Aug 14, 2020 Scorpion0x17 · 102

@M3t4lB0x (TLM): Arguing thematics is kind of pointless. I mean, I could point out that the Quincarrier is a highly secret vehicle that was the first headquarters of the Secret Avengers black-ops unit. So Tony's not going to be just calling it up willy-nilly whilst he'd chilling in Stark Tower, now, is he.

But, to your point about "hero" instead of "identity", that would mean you couldn't play it in Alter-Ego form at all, even if they had the Avenger trait (for example, through Honorary Avenger).

Identity is the term used to denote either form. They've, so far, been extremely consistent in the way they use "identity", "hero", and "alter-ego".

Ultimately this is a co-op game, so you can play it the way you want to play it. However, when talking about how the game works it's helpful to get these details correct.