Card draw simulator
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CelJaded · 21
A Justice deck for Marvel Champions LCG.
Synopsis
She-Hulk is my favourite hero in Marvel Champions, primarily because of her dynamic playstyle that uses both sides of her value-packed Identity.
However, any hero who enjoys frequently flipping to Alter Ego will face difficulties managing threat in 1-player where scheme limits are much tighter.
With that in mind, Ace Attorney seeks to provide a viable 1-player decklist for She-Hulk that encourages smooth yet entertainingly grindy games where you can enjoy the full breadth and potency of the cards at your disposal.
Whilst the focus here is 1-player mode, this deck will also work fine at higher player counts as long as the other players agree to let you play Quincarrier.
As of November 2020, this deck has cleared all available Expert scenarios excluding Zola and Red Skull.
Owing to these villains' poor balance for 1-player, I would advise against using this deck against them. They typically require a more aggressive (and boring) strategy that's ill-suited for most 1-player Justice decks, so to hell with them.
Strategy
Overview
Getting the most out of She-Hulk really means understanding her weaknesses. Captain America she is not.
She-Hulk is a mid-tier Champion partly because of her low Hero hand size and partly because copies of Ground Stomp and Legal Practice account for over a quarter of her unique card suite.
Cards like One-Two Punch and Superhuman Strength are better, but even then, their basic attack requirement renders She-Hulk especially susceptible to stun and exhaustion effects, as well as minions with Guard.
Additionally, flipping to Alter Ego every other turn is the natural way to pilot She-Hulk and that can be challenging in 1-player where scheme limits are heavily skewed in the Villain's favour.
Nevertheless, She-Hulk is still a lot of fun to play. Her basic kit is already quite adept at dealing damage and clearing minions, so Ace Attorney continues the tradition of using Justice to patch up her inefficient thwart whilst simultaneously eliminating the need to play her awful Legal Practice.
Ideally, we want to flip our Identify at least once every turn, keep the scheme well under control, and build up our resources to the point where we can quickly and safely punch the villain's lights out.
Walkthrough
One of the primary tools for controlling threat is Counterintelligence. Words cannot express how important this card is to a lone Hero who frequently flips back to their Alter Ego side.
Running away from an attack and then preventing a chunk of threat from hitting the main scheme will seriously hamper the villain's plans. With a full playset plus Agent Coulson, you can regularly find and deploy Counterintelligence on turns ending as Jennifer Walters.
Because the card can be triggered as an Interrupt, you typically only need to trigger it if the villain draws a decent boost for their scheme activation. This flexibility makes Counterintelligence one of the MVPs of this deck, but remember that you can only keep 1 copy in play at a time, so if you find a decent opportunity to use it, then use it!
A full playset of For Justice! is also included for those times where burst thwart is necessary. Many nasty side schemes (including Personal Challenge) will enter play with 3-4 threat, so this thwart event is perfect for clearing those away before they become a bigger problem.
Depending on the scenario, you need to balance your turns to tackle whatever is the biggest threat on the board, be it minion or side scheme, until you find a lull in which to play those vital Upgrades and Supports.
In the early stages, you should typically prioritise dealing damage only if it's to defeat minions or prevent "healing surges" like Hard to Keep Down, Regenerative Healing and Sound Manipulation.
She-Hulk may have a miserable 1 THW, but don't be afraid to use it! A full tableau of Upgrades and Supports will bring you victory, so your job in the early going is simply to keep threat under control even if it doesn't feel optimal.
Whilst this deck has a lower than average number of resources for Superhuman Law Division, in 1-player you get automatic dibs on the unique Quincarrier, which will keep your lawyers fed for the entire game. The incredible power of Beat Cop further reduces your reliance on lawyering, freeing up your resources for other cards.
Another important facet of She-Hulk is that she should never defend.
Well, almost never.
Her Obligation, Legal Work, features one of the most crippling penalties yet printed. Uniquely, you might be able to ignore it if you reveal the card in the very late game, but in the early-mid stages, you must absolutely not let this Encounter resolve.
Jennifer Walters has 15 Hit Points and 5 REC for a reason. Use this leeway to take attacks on the chin or better yet, block with an ally. You must do everything to ensure She-Hulk stays upright until Legal Work is removed or discarded from the current Encounter cycle.
Not defending can be tricky against Villains like Klaw or Absorbing Man who can punish you for not doing so, but also consider that Superhuman Strength and One-Two Punch both require you to perform a basic attack as part of their cost anyway. You can't do that if She-Hulk exhausts in the Villain phase, so be vigilant and prioritise Spycraft to keep you covered in any awkward match-ups.
Once you have a nice play area developed and threat under control, you simply need to cycle through She-Hulk's innate ATK buffs until the Villain expires from the battering.
Finally, a special mention for Gamma Slam. This is the other most common way of ending a game. You should typically pay attention to this attack in the later stages of the game where it can be used to win on the spot. Otherwise, Gamma Slam can be used to defeat a hefty minion or to activate Superhuman Law Division.
Playing Gamma Slam is costly and it's dangerous to operate at the level that makes it most effective, but it can be very helpful for a Justice build where options for dealing damage are naturally more limited.
Walking this knife edge is dangerous, though. Only do this if you know exactly what the Villain deck is capable of. You may find that saving your hit points for Focused Rage activations is a more efficient use of your resources than shattering the Earth in two.
Mulligan
It's hard to offer strict mulligan advice for Expert difficulty because scenarios will often start with minions and side schemes already in play and those will usually require immediate attention.
With Rhino and Klaw for instance, keeping a For Justice! allows you to clear their starting schemes, and an early Superhuman Strength can be great if you plan to flip into Ultron or another aggressive Villain.
High value upgrades like Focused Rage, Avengers Mansion and Superhuman Law Division typically make the best keepers, but again, this all depends on how stacked the board is looking on turn 1.
With that said, it's a very rare opening hand that doesn't massively benefit from Split Personality.
Split Personality is the best of She-Hulk's unique cards by far, and you should nearly always play it, especially in nut hands containing double-resources like Energy or Strength.
In that case, a strong first turn may look something like this:
- Flip to She-Hulk. Deal 2 damage from "Do you even lift?".
- Basic attack to defeat a minion.
- Play Counterintelligence or For Justice! using a double resource. (4 cards remaining).
- Play Split Personality. Flip to Jennifer Walters. (6 cards remaining).
- Play Beat Cop or Focused Rage. (2 cards remaining).
- Play Superhuman Law Division or Endurance. (0 cards remaining).
- End turn.
In this instance you'll have played several high impact cards, managed some threat and torn up some a**, all in the first round! Additionally, you'll have 6 cards ready for next turn, no villain attack to worry about, and will have Jennifer's "I Object!" and maybe Counterintelligence at the ready.
Not many heroes are capable of openers this explosive, so if you're lucky enough to draw Split Personality early, then for goodness sake play it!
Breakdown
Allies
- An excellent choice for this deck. Coulson can find the preparation card you need the most, thwart twice and then stick around to block an attack. Also useful as a quick source of damage to remove Tough or weakened minions. Overall really good and will likely be a fixture in this deck for a long time.
- A lone Justice player often faces the problem of "drying up" on damage when the schemes are already under control. Daredevil is an expensive ally that helps counter this problem through sheer flexibility. His knack for thwarting and dealing damage simultaneously is valuable enough to consider not using him as a blocker except in emergencies.
- A staple Basic that provides a very welcome source of Stun.
- Another staple Basic that can be especially potent if used to draw Split Personality. It can be difficult to line up sometimes, but Fury is best used on turns where you end as She-Hulk -- that way he can block an attack before being discarded. Fury is even better in multiplayer where he can block attacks for other players and allow She-Hulk to retreat to Alter Ego without losing value.
- Quake is a good ally here because her ability can only be used during Alter Ego turns (something She-Hulk sees a lot of). A cheap Justice ally offering bonus damage is also useful because She-Hulk struggles to deal damage profitably if she gets stunned or engaged by a minion with Guard.
Events
- Excellent burst thwart card that is very easy to use. No overly awkward requirements or conditions here, just point it at a scheme and let Justice do its thing. Note that this deck doesn't hit the kicker with concrete regularity unless you also have The Power of Justice or Quincarrier available.
Resources
- The usual suspects here. She-Hulk doesn't have any resource generators of her own, so these double-resource cards are all extremely valuable.
- A very reliable resource seeing as there are 12 yellow cards in this deck with a cost of 2 or more. Also frequently used to activate the kicker effect on For Justice! and to feed Superhuman Law Division.
Support
- Solid card advantage with a resource for Superhuman Law Division. It can be hard to play this in some Expert games, but it's very good at improving those 4-card Hero hands.
- Ridiculously broken card that provides absurd value. I've ended some games with multiple Cops holding 10+ threat EACH. And that doesn't even count the odd beefy minion that got one-shotted along the way. Beat Cop is incredible and is the main reason why this deck has a lower than average number of resources -- it's that good. There is one caveat to playing multiples (which I'll review in the next section), but for the most part, this is an auto-include in most Justice decks unless it gets nerfed by a future ruling. Especially good with She-Hulk because it can be played from Alter Ego.
- The initial Avenger requirement can be a problem, but the pros vastly outweigh the cons. Exhausting this alongside Superhuman Law Division provides a very reliable threat management tool and it also helps with the For Justice! kicker, stripping villain attachments, and improving the options of a hand containing Split Personality. Prioritise playing this.
Upgrades
- A vital Upgrade for managing threat during Alter Ego turns. I covered the vital points in the Walkthrough above, but remember that it can be discarded and pulled right back into your hand if it's used to pay for Agent Coulson. This card can also very handily block the Forced Response on Assault on NORAD.
- A staple Basic that works wonders for Jennifer Walters thanks to her already high REC and aversion to defending. Also acts as a cheap upgrade that can be sacrificed to Caught Off Guard or similar effects.
- Another staple Basic that is very good for She-Hulk. Getting extra hit points makes the most of Jennifer's high REC and it even unlocks an extra point of maximum damage on Gamma Slam.
- Another preparation card for Agent Coulson to search up if Counterintelligence is already on the table or would be too expensive to play. The Spy requirement is pretty easy to meet in this deck because the two neutral allies also have the Spy trait. Spycraft can be used to redraw some of the worst encounter cards from the harder modules and can help you avoid some crippling Legal Work. Also acts as a cheap upgrade that can be sacrificed to Caught Off Guard or similar effects.
- A bona fide classic that sits next to Counterintelligence as one of the most important cards in this deck. For all player counts (but 1-player games especially), this upgrade is game-winningly effective and should be played as soon as humanly possible.
Other Options
- A reliable thwart card that has a resource for Superhuman Law Division, can be played from Alter Ego, and can be sacrificed after a couple of uses to profitably satisfy Caught Off Guard or similar effects. It's a perfect card for She-Hulk in many ways, the only problem is that Beat Cop is so much better. The only time I wouldn't consider running Beat Cop over Surveillance Team is if you're facing one of the faster-paced villains. Rhino, Crossbones and Absorbing Man are good examples of such; villains who may be defeated too quickly for Beat Cop to shine.
- Certainly decent, but this is better for heroes who aren't encouraged to use their basic ATK as much as She-Hulk is.
- Yeah, no. This card is certainly cheap and it has a resource to boot, but if you draw it whilst in Hero form then it's dead without Split Personality shenanigans. You just can't afford that sort of risk in 1-player. Stick with For Justice!.
- A cheap card with a compatible resource, but She-Hulk needs a stronger option like For Justice! to clear schemes immediately. Using it in addition to For Justice! isn't recommended either because it's a Hero Action and you don't want too many of these clogging up your deck otherwise Split Personality will become less effective.
- A strong attack that gives you a free flip to Alter Ego seems really good, but the cost is prohibitively high, taking She-Hulk's entire base Hero hand with it. Furthermore, this card encourages you to run resources, it can't be used whilst stunned, and is yet another Hero Action that dampens the effectiveness of Split Personality. Confusing the villain doesn't deal with side schemes either, and really, the value in this card is partly concerned with dealing damage; something that She-Hulk doesn't need much help with.
- A decent option that's also super cheap to play from Alter Ego. Your main problem with Foiled! is that it doesn't cancel base threat like Counterintelligence does. That's a big problem with high SCH villains and you could also draw it on a turn where the scheme boost is a blank anyway. The resource is also not what She-Hulk wants.
- A resource and a threat prevention effect that can leverage She-Hulk's 15 hit points seems good on paper. The trouble is that hit points are a precious resource in Expert games and Great Responsibility is a Hero Interrupt that can't be used if drawn in Alter Ego. Honestly, don't even consider this one. Stick with Counterintelligence.
- This is an OK option because She-Hulk has an easy time defeating minions with her high ATK and occasional Gamma Slam. It's definitely a scenario dependant card though. Only run it against Encounter decks containing lots of minions.
- Another card that feels scenario dependant. Not the best choice for She-Hulk because it's a Hero Response, but it's very cheap and can shine against encounter decks with lots of side schemes.
Closing
That's all for now!
If people find this list useful I will look to create more in the future and link them here. I will also consider adding a section to record updates and an achievements section to track how well the deck is performing.
I hope you had fun checking out this deck.
All the best!
Highly detailed guide that should be read by anyone who wants to play She-Hulk properly.