Card draw simulator
| Derived from | ||||
|---|---|---|---|---|
| She-Hulk - Beyond The Precon - Justice [core] | 9 | 7 | 0 | 1.0 |
| Inspiration for |
|---|
| None yet |
NB-IoT · 23
Overview
She-Hulk is a generalist who can tank, control threat, and dish out burst damage. She is a low-hand-size, high-impact hero. Utilize her kit and other key cards to establish economy early and then switch gears to overwhelm the villain. Her main methods are:
- Recovery Tanking: Rely on her huge base hit points (15) and recovery (5).
- Threat Management: Use a mix of signature events (Legal Practice), signature supports (Superhuman Law Division), and efficient Justice cards.
- Burst Damage: Convert her setup (and her own pain) into game-ending blows with her basic attack and Gamma Slam.
Tips For Gameplay
Throughout The Game
Play the Form Dance. This is She-Hulk's most important tactical skill. You should almost always change form every turn. This tempo-based playstyle maximizes her value.
- Alter-Ego: Jennifer Walters gives you a crucial 6-card hand, helping you find and pay for key expensive supports like Avengers Mansion or Helicarrier.
- Hero Form: When you change to She-Hulk, you immediately deal 2 damage to an enemy. You get a smaller, 4-card hand size, but you gain access to your highest-impact attack events and abilities. Make this turn count. This sequence is how you maintain constant, efficient pressure.
Starting Hand
Because you start with a hand size of 6, you can afford one high-cost economy card. Mulligan hard to find at least one of the following (in order of priority):
- Focused Rage. This is the most important card to find early.
- Avengers Mansion. Expensive, but crucial long-term card draw.
- Helicarrier (for economy) or Superhuman Law Division (for threat management).
Early Game: Build The Machine
Your primary focus is setup. Don't worry about doing huge damage yet.
- Establish economy: Play any of the economy cards you draw. Your top target is getting one or both copies of Focused Rage down. This card is She-Hulk's hidden hero ability, allowing you to convert 1 health (of your 15) into 1 card draw. She has high health and high REC to sustain this.
- Threat Suppression: Use Justice and signature cards to control threat. Interrogation Room and Surveillance Team provide passive threat control. These buy you time while you spend your hand building your engine. Your signature Support card, Superhuman Law Division, is an extremely powerful, reusable threat removal tool. Protect the main scheme.
Mid Game: Shift Gears
You should have several resource engines running. The villain is stabilized. Now you move to board control and setup.
- Basic Attack Focus: This deck thrives on basic attacks. Play key upgrades. Equip Superhuman Strength to give She-Hulk +2 ATK and stun for one attack.
- Find Combos: This is when you can set up powerful combos, such as playing a signature event like One-Two Punch after a basic attack, effectively giving you two attacks for the price of one. Balance using these with playing Allies (like Hellcat or Daredevil) to provide soak and additional utility.
Late Game: The Final Blow
A She-Hulk deck can end the game quickly once the setup is complete. Ignore threat and side schemes now (if possible). All damage should go to the villain.
- Final Buffs: Ensure any remaining Superhuman Strength upgrades are on the board.
- Gamma Slam: This is the deck's single most impactful attack card. While expensive, it deals damage to the villain equal to your damage received, up to 15. The entire deck's defensive tanking strategy is to survive to play this card. A well-timed Gamma Slam can be a single-hit finisher.
- All-In: Play all your attack events. Push all allies to attack. Try to maximize one massive turn of damage that concludes with a change to hero form (dealing 2 damage), a 7+ damage basic attack (with 2 Superhuman Strength), and a 10+ damage Gamma Slam.
Other Tips
- Great Responsibility is primarily included to pay for For Justice! and Superhuman Law Division's ability. Only play it to take damage to set up Gamma Slam or when absolutely necessary.
Recommended House Rules
If you find that She-Hulk struggles with tempo or that her signature cards feel too restrictive with only a Core Set pool, consider these optional house rules. These adjustments smooth out her variance and make her kit feel more rewarding to play.
- Increased Hand Size in Hero Form
- The Rule: Increase She-Hulk's hand size from 4 to 5.
- Why it helps: She-Hulk's small hand size often makes it difficult to manage both threat and villain damage in the early game. This extra card provides the flexibility needed to play an economy card and a hero action in the same turn.
- Scalable Gamma Slam
- The Rule: Change the cost of Gamma Slam to
ceiling(X / 4), where X is the amount of damage you have sustained. - Why it helps: In a Core Set-only card pool, setting up a high-damage Gamma Slam is very difficult because she lacks the cards needed to stay alive while accumulating damage or to get the card into your hand at the most opportune time. This formula makes the card significantly more reliable, allowing you to pay a lower cost to use her signature move even when you aren't at death's door.
- The Rule: Change the cost of Gamma Slam to
Here's a table if you don't want to do the math:
| SUSTAINED DAMAGE / ATTACK VALUE | COST |
|---|---|
| 0-4 | 1 |
| 5-8 | 2 |
| 9-12 | 3 |
| 13-15 | 4 |