She-Hulk Masters the Tasks

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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Lennalf · 328

Introduction

This deck is specifically designed to take on Taskmaster with She-Hulk in a 2-player setting. My teammate is a Perfect Defense Spider-Man.

This deck is dialed in for Taskmaster. I wouldn't bring this against huge side schemes or nasty minions.

Deckbuilding notes

Our plan is relatively simple:

  • Find Captured by Hydra with One Way or Another.
  • Complete it with Infiltration, generally putting a minion into play.
  • Punch the minion to death with She-Hulk and/or the free ally we just got from completing Captured By Hydra.
  • Rinse, repeat.

After establishing those core cards, we add a few staples:

  • Limitless Stamina is a 14+ HP staple (which is strictly better than One-Two Punch).
  • Helicarrier for general econ.
  • Quincarrier to pay for Superhuman Law Division (and Shang-Chi, eventually).
  • Skilled Investigator matching player count, which is especially strong given our plan.
  • The basic double resources.
  • Endurance for recovery.
  • Crew Quarters for more recovery.
  • Down Time for... you guessed it. More recovery.
  • Deft Focus pays for Limitless Stamina, Superhuman Strength, and some of our identity events.

All of those recovery cards will enable us to use Focused Rage every turn.

At this point, our biggest concern is lackluster thwarting.

  • Interrogation Room gives us extra thwarting as we punch out Hydra minions.
  • Sonic Rifle is a staple against villains that don't resist confuse.

We'll round things out with allies that further help our thwarting. For Taskmaster we are intentionally bringing fewer allies than usual since we're going to be rescuing captives. We favor allies with high thwarting potential and mental resources.

  • Professor X does everything we need, then frees up his ally slot.
  • Eros is effectively For Justice! in ally form, with extra minion confusion as an added bonus.
  • Marvel Girl is a stat stick that checks the right boxes.

Sideboard

If you're not facing Taskmaster, adjust accordingly:

  • Bring The Raft depending on the minions.
  • Bring Unshakable if up against stuns or confuses.
  • If the enemy resists confuse, replace Sonic Rifle and Professor X with other threat mitigation options. Allies are the go-to, although we do have to keep our ally limit in mind against Taskmaster. We can also usually pay mental kickers on other Justice events.

Special mentions

  • Face the Past gives even more draw power, but our nemesis is actually a pain to deal with.
  • Upside the Head has cool synergy with One-Two Punch, but it also has anti-synergy with Superhuman Strength. It's also generally worse than Sonic Rifle.
  • Dazzler nearly made the cut, but costing 4 is a bit of a bummer on the turns we start in hero form (until we get our economy going).
  • Great Responsibility, Down Time, and Recuperation is an interesting package for us. It works better in 4-player games, though.
  • Nick Fury helps us search our deck for key pieces, but we can't afford him on a 4-card budget in the early game.
  • Disguise is essentially a cheaper Heroic Intervention since we plan to flip aggressively, but we already have two great options for using our basic actions and are highly incentivized for both (ATK and REC).
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