Card draw simulator
|None. Self-made deck here.|
Remedy · 1415
Well Hulk is officially out!
While aggression provides some interesting tools to increase damage output turn to turn and Justice and Leadership provide fairly stable platforms for Hulk to perform well in solo, Protection proves tricky as there are a reduced amount of opportunities to thwart alongside dish out additional damage.
In multiplayer I believe Hulk would function very different to the list presented here with a greater focus on defending for others and utilising cards such as desperate defence and counter punch a bit more. For solo play however there are a few challenges to overcome.
We need a reasonable way to address threat over the course of the game. In expert there are a few scenarios at present that require 3 threat removal rather promptly.
We need a way to sustain in hero form that doesn't break the bank.
We need to find resource advantage without impacting our overall deck consistency.
I believe this list addresses these 3 points while providing a fun and engaging way to play Hulk.
Enhanced Physique might look like an awkward card, but once you put it down it allows you to play more than one card a turn in hero mode more often than not and smooths out your ability to put down your other pieces throughout the game without needing to hold onto double/triple resources in hero mode.
Night Nurse addresses one large problem hulk has which is stun and tough having a rather large impact on tempo.
Honorary Avenger can be viewed as increasing our THW reach on any ally, particularly Black Widow.
Momentum Shift let's us heal while in hero form reducing the need to flip back to alter-ego.
To the Rescue is needed as a back up THW option. Combine with the 1 THW allies allows removal of 3 THW quite often which is a threshold amount.
Nick Fury can clear 4 threat in a pinch or help us dig through the deck and cycle faster. An important part of Hulk is the desire to cycle faster and therefore see Hulk Smash more frequently to close the game out faster as threat accumulates.
I still don't know what the exact resource combination is for Hulk but I believe running 7 resource cards (2 x power of) makes the deck far too awkward and at present I'd rather be able to play Hulk cards more efficiently than aspect cards. The enhanced physiques are playable cards and provide physical and have done just fine so far.
The one weakness of this deck is that it's difficult to meet alternative resource requirements on encounter cards. You might want to cut 1 enhanced for a quincarrier or cut energy or genius and 1 enhanced physique for power of protections to up the chance of been able to address those sorts of cards.
Hope this finds some success in solo endeavours. If you want a multiplayer focused build check back later next week for an alternative suggested build.