A SMASH in the Face

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
She-Hulk - Red Lawyered 43 34 8 1.0
Inspiration for
None yet

bananners · 357

The benefit of being a Hulk is that if you're having a bad day... it's usually pretty easy to find someone deserving a punch in the face.
— Jennifer Walters, She-Hulks Vol 1 3

She-Hulk

Inspired by neothechosen’s Red Lawyered deck, which was inspired by MegiDolaDyne's Rules Lawyer deck, I've built this deck to exploit use Superhuman Strength to it's fullest advantage.

This is geared toward multiplayer games, so there are very few allies and no added thwarting. We're gonna SMASH tons of damage by cranking up Jen’s ATK, utilizing it when Superhuman Strength's Forced Response won't trigger, and readying a bunch. This works great in any 3-4 player game, but make sure your scenario has either a fair number of minions or a stalwart villain.

CARD DRAW & RESOURCES

The foundation of this deck is the card draw and resource generation. She-Hulk starts off slow, and we gotta get a running start before we can SMASH big. Don't neglect playing your ATK boosting cards when they come up, but getting some of these out in the early turns will boost your economy and get your engine going.

  • Focused Rage - My favorite card in her kit, prioritize getting this on the board
  • Blood Rage - Another damage for card draw, this feels like Focused Rage's cousin and I'm here for it
  • Split Personality - This should be the last card you play to empty your hand in hero form, flip to Alter-Ego, draw six more cards, flip back up and keep SMASHing
  • Martial Prowess - With seven attack events, you'll find a use for this on most turns, especially once your deck thins out
  • Quincarrier - More expensive than Martial Prowess, but also more versatile; prioritize this unless you can't pay for it
  • Deft Focus - This hits eight cards, including Superhuman Strength
  • Doubles - There are ten targets for The Power of Aggression, eleven once Aggressive Conditioning is released (see swaps below), plus the three basic doubles

ATK

Now that we're up and running, let's SMASH.

  • Superhuman Strength - Once you play the first one, be very selective about how and when you SMASH. Minions are great when you're defeating them, and even better if you're overkilling. The villain should only be your target if they're stunned or stalwart or able to be defeated
  • Combat Training - One more ATK gets us to eight. SMASH!
  • Aggressive Conditioning - Once it releases with Civil War, drop Endurance and swap this in to bring your ATK to 9. SMAAAAASH!

OVERKILL

When you're hitting puny minions, you want somewhere for that extra SMASHing to go.

  • Hand Cannon - Add another 2 ATK for 11, and splash that SMASH onto the villain; two copies in the deck means you won't have to wait long to cycle it around once you've used the counters

READIES

These cards usually serve as resources while I'm building out, but on a second (or third or fourth) deck pass, we're gonna go face again and again.

STUNS

Superhuman Strength will fall off if you hit a target that can be stunned, so if you want to SMASH the villain, stun him (or her or them -- equal opportunity SMASHing) first.

HEALTH

You won't mind draining your health to fuel Gamma Slam, but you don't want to die. Here's how.

  • Endurance - Extra health lets you go safely lower to give Gamma Slam more damage; swap this out for Aggressive Conditioning when it releases with Civil War
  • Moment of Triumph - With plenty of overkill opportunities, you'll get some hit points back when you need them
  • She-Hulk - I flip almost every turn to get bigger hand size and the two damage on the flip up to hero, but having the opportunity to recover when needed is also great

OTHER GOOD STUFF

  • Hellcat - Hopefully you've got a teammate handling the threat, so I don't play Hellcat a lot in this deck, but she is great if you need an extra bit of thwarting, a tough ping, or a block
  • Gamma Slam - Not the star of this particular deck, but still a great card when the opportunity strikes, especially to finish off the game
  • Superhuman Law Division - I'm usually just playing this to thin my deck, but I'll use it occasionally as a resource sink or if the table really needs the thwart help

A NOTE OF CAUTION

Superhuman Strength's Forced Response is triggered by all attacks, not just your basic, so make sure the villain is stunned or stalwart when you're playing your attack events.

TEAMMATES

This is a multiplayer deck, so let's find some good heroes to ride or die with.

  • The Thwarter - You'll need someone handling the thwarting because Jen isn't here for that; a good Justice or Leadership player will save your bacon
  • The Protector - A Protection or Leadership player who can help with blocking is also great; you can tank some hits, and don't be afraid to defend if you have a Limitless Stamina in hand, but it's nice to get help from a friend
  • The Stunner - A teammate who can throw a lot of status cards is a great partner; Jubilee, Miles Morales, Dr Strange, and Scarlet Witch, just to name a few
  • The Minion Summoner - Thor loves getting minions but doesn't care about killing them, so teaming up with him in a non-Aggression build works great; alternatively, a Pool player can also provide you with Dreadpool, who will keep coming back for more, making sure you always have a tiny minion to target
  • The Thunderstorm - Storm's Weather support can can boost your ATK by one more; SMAAAAAAAAASH!

POSSIBLE SWAPS

You may want to swap out certain cards in certain situations:

  • Against stalwart villains, or if a teammate is planning to do a lot of stunning, swap Mockingbird for another ally, support, or upgrade of your choice, and swap Drop Kick for an event of your choice - I like Skilled Strike
  • If you're concerned about finding enough minions to hit, add two or three copies of Spoiling for a Fight; you'll get an extra ready and provide yourself more overkill targets
  • If an Avenger teammate is using Quincarrier, swap yours for Helicarrier
  • After Civil War is released, swap Endurance for Aggressive Conditioning; same hit points, more ATK

Mulligan Priorities: Focused Rage, Superhuman Strength, Quincarrier

I've taken this deck through many scenarios and it's always a good time. I hope you enjoy it!

1 comments

Aug 19, 2025 Game Design Raccoon · 873

I was just looking for a pure damage She-Hulk!
I mainly play coop, I don't need that "thwart" thing with her... :p
Your version will fit perfectly, great deck :)