Ready for A One-Two Punch!

Card draw simulator

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marktry · 286

Ready for a Fight: Part I: Ready for A One-Two Punch!

She Hulk is always ready for a fight

Part of my Ready for a Fight series of heroes, which is the best way to reframe old heroes.

The whole deck is based around starting in AE, (as often as you can) so that when you flip up to hero form with Ready for a Fight, using the +2 damage to kill a minion on the way up, Change of Fortune, or with retaliate, so that you another 2 cards, plus the 2 cards from Focused Rage, so that you can have 10 cards in your hand during your hero turn. Those amount of cards should likely allow you to deal with what is on the board, allowing multiple readies, getting your next Ready for a Fight, having mental resources to change back into AE, heal with Dr. Sinclair, (plus Down Time) to get an +8 heal and then rinse repeat. It also uses Resourceful for the specific resources you need plus your Quincarrier.

Threat is the main thing you need worry about that can potentially get out of hand, but it's also possible to ignore it since Jennifer's AE if you have Ready for a Fight, won't put any threat on the main scheme.

You should stay in hero form until you get your Ready for a Fight card, because if you go to AE and get thwarted, it may be a tighter game than you need.

This deck will work in solo and will probably work better in two players since you won't have to worry about threat and you can just focus on doing damage.

Completely possible to never have the villain scheme against you, which means you need not worry about patrol minion or Crisis Icons.

With three Ready for a Fight cards, and Practiced Plan, you will try to start in Alter-Ego each turn, flip up, get your +2 damage from She-Hulk's hero ability, then defend to get the benefit of the Protection defense cards:

Armored Vest #1 defense Electrostatic Armor for retaliate Unflappable to get your card draw Once you have Symbiote Suit on, can use Dauntless to get another retaliate; Under Control to deal with pesky minions; and of course Change of Fortune to reap bonus cards.

Your combo of flipping up with Ready for a Fight, can trigger Change of Fortune even before the villain attacks, perhaps bringing out Desperate Defense; but with your extra card from Unflappable, and your two card draws from Focused Rage, you could get 5 or more cards on the villian's turn, when you started with 6.

Now on your turn you hopefully drew into your Limitless Strength so you can ready, as well as another Ready for a Fight; so you can now use your attack 3, perhaps another ready with One-Two Punch, so that you can flip down back to Alter-Ego.

Once in Alter-ego, you can use your Superhuman Law Division to thwart two off a scheme.

To pay for the First requirement on Ready for a Fight, as well as mental requirement for Dr. Sinclair and Superhuman Law Division you have Quincarrier and two Resourceful.

Best use with Down Time to use your attacks on Hero side and Dr. Sinclair to heal seven a turn.

Of course, before down to alter-ego, you could use on your larger hand Split Personality, and then you will more likely draw into another Ready for a Fight and a Desperate Defense. Again early game you are just focusing on building your entire board state.

A great opening hand is to mulligan, keep Split Personality, then when you flip up, then flip down on Split Personality, so you will have gone through 12-15 cards on turn one (and likely getting Ready for a Fight.

Late game, you can get out your Symbiote Suit, start taking damage, so you can use your Gamma Slam, and a bunch of One-Two Punch plus combo of Limitless Stamina to keep hitting the villain on the final level.

On a Klaw standard with using Iron Spider's Sinister Six, I was able to remain on the first level scheme without flipping up for most of the game, because I added so little thwart.

Other cards: Superhuman Strength never used because I wanted villain to attack to get the defense benefits and extra card draw. Ground Stomp was only used to get rid of toughs. Legal Practice hardly used, but used when needed to get rid of side scheme. It is possible get a bad hand when you flip down using Split Personality, and you can add Lockjaw, but I took it out since I didn't need it. I didn't use Hellcat because I was always looking for other cards.

This deck was intensely fun.

Good luck!

1 comments

May 28, 2025 marktry · 286

This is an update to the earlier version published with fixes.