Green genes! Purple Pants! Aggression Hulk!

Card draw simulator

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Attercop! · 74

First take on Aggro Hulk and I felt like the magic number here is 3.

With Hulks meager 4 hand size, I didn't want to include anything that couldn't be played on that hand (besides She-Hulk, but I'll get to that). The deck is built to not only be able to pour out damage, but maximize the bonus abilities of Hulk's kit. This influenced certain decisions and, along with the idea that 3 was the ideal cost, kept certain cards out, like Avengers Mansion.

She-Hulk is the current exception to the 3 rule for a few reasons. She's a bit of Thwarting to buy a turn in a pinch, she does present solid damage, she can take a hit for Hulk to buy a turn and, at the very least, she's a physical resource to enable other cards in the deck.

Skilled Strike has been surprisingly effective in the deck as the last card in a hand for a free +2 damage after letting a Hulk Smash or Uppercut rip thanks to one of the many double/triple resource cards in the deck.

The deck does absolutely lack in threat management as you'd expect Aggro Hulk to be, but if you can wrap a solo game in 2-3 turns, who cares about whatever those yellow tokens mean anyway?

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