Hit Me. I Dare You.

Card draw simulator

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AbisMal · 543

Hit Me. I Dare You.

"Hit Me. I Dare You." is a She-Hulk Protection deck that weaponizes Jennifer Walters' immense HP and legal savvy to dominate the battlefield. The core engine revolves around Dr. Sinclair for healing and status removal, Quincarrier for resource generation, and two Focused Rage for card draw, all enabling frequent flips to alter-ego, which is facilitated via Ready for a Fight.

This strategy allows She-Hulk to leverage Taunt for increased card draw and Split Personality for mid-round recovery. Allies like Multiple Man provide crucial board control, while Professor X and Lockjaw offer versatile support. Ultimately, with Gamma Slam for the finish, and her innate abilities like "I Object!" preventing threat and "Do You Even Lift?" dealing consistent damage, this deck dares any villain to take her on.


If you'd like to see a discussion of this deck, see the following video: She-Hulk Deck Discussion | Protection | Hit Me. I Dare You.


VILLAINS TESTED AGAINST to refine the deck (in both standard and expert): Klaw; Unus; Dark Beast; and Magneto.

Deck Refinements

This deck went through some serious changes during playtesting. My suspicions that readying She-Hulk numerous times was NOT going to be enough to handle the thwarting necessary was born out again and again against each villain, so I played more than the usual number of times for this deck: a total of 15 games.

Removed:

Added:

  • 3 copies of Multiple Man (for up to two turns of 3 thwart, though they can be used selectively for attacking, thwarting, or defending, as needed)
  • 3 copies of Taunt

NOTABLE ELEMENTS OF PLAY:

  • The 4 Key Supports/Upgrades that Are the Engine of the Deck:

    • Dr. Sinclair: One of the biggest resources in this deck is She-Hulk's massive 15 HP. Dr. Sinclair heals 5 of that each time one goes to alter-ego form and removes a stun or confuse from She-Hulk, both of which are critical so that She-Hulk can more effectively perform her primary functions: (a) destroying minions, (b) taking attacks to draw cards with Taunt, and/or (c) readying to either destroy another minion, attack the villain, or prepare to recover in alter-ego.
    • Quincarrier: One is typically saving the use of this card to meet Dr. Sinclair's mental resource payment requirement, unless She-Hulk happens NOT to be going to alter-ego this turn. The player side scheme, Build Support, is primarily used to get Quincarrier into play, or Dr. Sinclair if Quincarrier is already in play.
    • Both copies of Focused Rage: Even one of these cards makes a noticeable difference, but the goal is to get both in play, which the player side scheme Superpower Training facilitates. This then gives She-Hulk equivalent to a hand size of 6 if she began the turn in hero form and 8 if she began in alter-ego form.
  • The Other Upgrades:

    • Ready for a Fight: These cards are the catalyst of the deck, allowing She-Hulk to regularly go to alter-ego and gain her larger hand size in that form. Ready for a Fight is able to be played frequently due to the 8 cards that can draw more cards in this deck.
    • Superhuman Strength: In most games, I ended up with one of these on She-Hulk and remaining on her the entire game since I typically defeated minions or the villain with it, therefore not triggering its forced response. When facing Magneto, if Magneto's Armor was in play, he could be attacked freely with Superhuman Strength on She-Hulk.
    • Endurance: This is a helpful but not key card. This was often a convenient card to discard if Caught Off Guard were drawn from the encounter deck in order to preserve a more expensive upgrade or support. It does also allow She-Hulk to play Gamma Slam for maximum damage.
  • Critical Allies: Although each ally has a very specific benefit it provides to this deck, I'm going to focus on those that might not be as obvious. I'll let others figure out for themselves the uses of the other allies, though they may be mentioned in the video.

    • Multiple Man: I am typically very happy to see a copy of Multiple Man in my starting hand, though I play him the vast majority of the time anyway whenever he appears in my hand. He helps to clear the board of threat (up to 6 over the course of two rounds and on multiple schemes), he helps She-Hulk remove minions, and he can defend villain attacks multiple times, saving She-Hulk's HP resource for Taunt. Just by themselves, they can clear Magneto's Boarding Party and Sabotage Master Mold side schemes by the end of She-Hulk's second turn.
    • Professor X: While there are times when you really need that confuse for the villain, I sometimes find myself NOT using it in order to let Ready for a Fight trigger so that I can still flip to hero form during the villain turn and end up in alter-ego again the next round to get the larger hand size. When that's the case, I'll stun a minion, and, of course, thwart for 3.
    • Lockjaw: I often include Lockjaw as an emergency backup in some decks; however, I often purposefully play Lockjaw over other cards at times in order to hold another card in my hand for the next round, especially if Lockjaw is about to be shuffled back into the deck, and I want to ensure I still have access to him on future turns. I used Lockjaw more times in this deck than any other deck I've played.

  • Key & Surprising Events:
    • Taunt: This is one of the key cards of the deck and helps you get into your hand either the cards or resources you need. With She-Hulk's awesome 15 HP (or 13 after using both copies of Focused Rage), one can often using 2 Taunts in one turn.
    • Split Personality: Because of 3 copies of Ready for a Fight, I have never used Split Personality as often as I have in this deck to go to alter-ego form and draw back up to a hand size of 6 and heal 5 or 10 health on top of that.
    • Legal Practice: This is the first She-Hulk deck I've played where I actually use this card. It occurs when I end up in alter-ego and have no cards to play and can just remove some threat and prepare with a full hand of 6 cards afterwards.
    • Gamma Slam: This card was part of every victory, either for the final attack on the villain or for just prior to the final attack to set up ending the game. I never played this card more than once in a game.
  • She-Hulk's Abilities: Last but not least are She-Hulk's abilities

    • Alter-Ego Ability: "I Object!"
      This ability is triggered frequently because She-Hulk begins many rounds in alter-ego form, not only preventing its share of threat but also often preventing the main scheme from being defeated by the villain immediately at the beginning of its turn.
    • Hero Ability: "Do You Even Lift?"
      With how often She-Hulk changes form in this deck, the regular 2 points of non-attack damage can accumulate to a significant amount, often defeating minions on the flip and even defeating Magneto in the final battle.

Conclusion:
"Hit Me. I Dare You." transforms She-Hulk into a formidable protector from threat, leveraging her resilience to draw cards, control the board, and ultimately smash the villain. This deck's strategic flips and powerful upgrades ensure Jennifer Walters is always ready to land the final blow, making her an undeniable force on the battlefield.

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