She-Hulk - Aggressive Split Personality

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
She-Hulk - Aggressive Split Personality 0 0 0 1.0

Wrecko · 678

To me, She-Hulk is the most interesting character in the Core set. In order to get the most value out of her, you need to switch mode every turn. Otherwise you are missing out on a free 2 damage every other turn. Normally, being in Alter-Ego mode is bad, since the Villain schemes and accelerates their win condition, but She-Hulk has a number of abilities and cards that deal with the extra threat. I think Aggression and Justice are the two main Aspects that She-Hulk can play and I think that makes a ton of thematic sense, emphasizing 'The Hulk' or 'The Lawyer'. She doesn't have any advantage to using the Protection Aspect like Spider-Man and Black Panther do and she doesn't have the economy to play the Leadership Aspect (imagine drawing (Vision and only three other cards during your She-Hulk Turn).

Since you win by dealing damage and She-Hulk has cards to mitigate threat, I think She-hulk is better played with Aggression than Justice in the Core Set. One-Two Punch and her high natural attack value complements Combat Training better than any other Hero. Speed is the key with this deck. Defeat the enemy before threat or Hero damage become reasons for concern. Let's look at the cards.

Economy: She-Hulk has the worst economy out of any Hero in the Core set. Her Hero side only draws 4 cards as well. This is offset by her great innate abilities but we need to mitigate this weakness. Otherwise you could draw Gamma Slam but not be able to pay for it about half the time. I included 3 copies of the Avengers Mansion and Helicarrier. These cards just happen to have and icons as well, which work well with Superhuman Law Division and Relentless Assault so drawing the extra copies isn't bad. All the Aggression Aspect cards cost either 0 or 2 or more so The Power of Aggression makes a lot of sense in this deck. Focused Rage can be doubled up as well to fuel the economy of the deck.

Damage: She-Hulk averages 4 damage a turn (5 with Combat Training just with her basic attack and innate ability. That is outstanding. Tigra should be able to stay in play indefinitely against Villains with minions which is another 2 damage a turn. The combination of her innate, Ground Stomp, Relentless Assault, and Tigra should allow you to handle basically any minion that comes out. One-Two Punch IMO, is her feature card and ups the damage even more or allows you to attack and restore with her Restore value of 5. She-Hulk can easily put out twice or three times the amount of damage that other Core Set Heros can. 10+ damage a turn is very achievable (innate + attack + Tigra + one of Gamma Slam, One-Two Punch, Relentless Assault, or Uppercut gets you from 8 to 22 damage) and that will end the game quickly.

Threat: Hellcat might be the best Ally in the Core Set an indefinite 2 thwart per turn is also outstanding. Superhuman Law Division and Chase Them Down also keep the Threat to a reasonable level. Legal Practice isn't great all the time, but it can win games when you need it. Again, the more damage you put out, the less time there is for threat to accumulate.

Healing: First off, She-Hulk has an outstanding 15 HP. She also has a Restore value of 5 and will be in Alter-Ego mode half the time to take advantage of her innate. So she will avoid attacks half the time. She also has 4 effective stuns in the deck with 2 x Superhuman Strength and Mockingbird counting as 2 with the last HP defend. 4 stuns doesn't sound that impressive but when you are dealing 10+ damage a turn, 4 stuns can neutralize a significant proportion of the Villains attacks in a game. Basically you don't need to worry about healing.

As mentioned above, she can do a ton of damage a turn so your goal is to beat up the Villain much faster than the Villain can beat you up or complete their Schemes. She-Hulk needs 1 turn to set-up and then the beatings commence until you win the game.

4 comments

Sep 13, 2019 John Cumberland · 657

She-Hulk definitely wants to punch a lot more than the other core heroes. I think she can actually consistently do 4-6 damage per turn if you get Combat Training out turn 1.

You will be flipping to hero every other turn, and attacking without "Do You Even Lift?" every other round.

Example of Turns:

  1. Play Combat Training
  2. Flip and attack for 6
  3. End in hero form, etc.

Turn 2

  1. Attack for 4
  2. etc.

So, if you can do it consistently, yes you could do 6 damage every other turn, and 4 damage each turn between those. Which is insane amounts of damage.

As to your point about Justice and Aggression. I think those are definitely the two core aspects because they do the two things that lead to the win, thwarting and attacking. The other two classes Imo are very support oriented. For instance, I could keep on attacking as She-Hulk for these insane amounts if one other person kept blocking any attacks for me (protection), and another focused on thwarting and recurring allies to thwart (leadership). In theory that sounds good to me.

Apr 06, 2020 Trebge68 · 21

Thanks for putting this deck together. I tried it yesterday against the Green Goblin/Norman Osborn scenario. He didn't stand a chance, I think it was over in round 5. I played solo and She-Hulk's response when changing to Hero form made it very easy to have Norman flip over to Green Goblin and be able to damage him al lot.

Apr 07, 2020 Wrecko · 678

@Trebge68Thanks for the feedback! Any suggestions based on your playthrough? If I were to update this deck, I'd probably add a Down Time in place of a Combat Training. I'd be interested to hear your thoughts.

Apr 07, 2020 Trebge68 · 21

@WreckoYou're welcome! I would perhaps add a (couple) of Melee instead of Uppercut, depending on the scenario. I could also see two of both being in the deck. I loved Combat Training, being able to attack for 4 dmg and sometimes 8 per turn using One-Two Punch is amazing. I never used Avengers Mansion, too expensive to play basically. The Helicarrieris good in her deck, I think she has a lot of expensive cards so the discount is useful. Between the Mansion and the Carrier, maybe do 1-2 or 2-2?

I'm not sure I would add Down Time because She-Hulk already has a good recover value.