"Avengers, Draw & Slam!" (2.0) - She-Hulk / Leadership

Card draw simulator
Odds: 0% – 0% – 0% more
Derived from
Wakanda Forever and Ever and Ever and Ever An- 75 58 15 1.0
Inspiration for
None yet

Brian-V · 1162


She-Hulk Leadership?! Yes, and I actually think it's the best (and most fun) aspect to play with her... (Who doesn't like drawing 20 cards in one turn?). I haven't seen anyone use Leadership with her, so thought I'd post this deck with my others... Basically, draw, draw, draw and then Gamma Slam!

(See other decks/guides at the bottom of this page...)


Overview

  • After you've played She-Hulk a few times you realize that she has some very, very good cards and others that seem not so good on the surface. That, and she also has a problem with threat and getting her engine going. This deck is the solution to those problems.

  • This deck uses Strength In Numbers, Focused Rage and Split Personality to get that engine up and running quickly, allies to help with thwart, and draw, draw, draw to dive for your best cards like Gamma Slam. (I've drawn 15+ cards before with this deck in one turn.)

  • This deck probably is not a beginner deck and takes some getting used to, because you play it so differently than you would any other deck. But, I've had just as much success with it as my best decks (beating every villain on Expert). (See my other decks at the end of this write up -- shameless plug).


Strategy

Mulligan

  1. Split Personality!!!
  2. Resource Cards: The Power of Leadership, Energy, Genius, etc.
  3. Depending on resource cards and needs: Maria Hill or another ally
  4. Your engine cards, if you pulled Split Personality

Early Game

  • This is probably the part that takes the most practice... You will actually begin the game and stay in Alter-Ego mode as long as you can. I usually flip her for the first time around the 3rd turn and hold out longer if I can before doing so. The purpose is to get your engine going, which will not happen in She-Hulk form. Her basic ability helps, as well as the allies who you will use to thwart. Also, if you get Split Personality while in Alter-Ego form early in the game, you want this. Flip over to Hero, do your ability, thwart/attack, play Split Personality and draw up and end to 6 and end on Jennifer Walters. Helps get the engine going and stay in Alter-Ego longer.

Thwarting Early

  • You also want to try and get Superhuman Law Division as soon as possible, which will help you stay in Alter-Ego. You also want to dive for your engine cards and the cards that will help you the most now, you'll draw a lot of cards in this deck, don't be afraid to dump something you won't use until later. Also one of the cards that is probably despised the most for being pretty horrible, Legal Practice, is actually useful these first few turns.

Gaining Momentum

  • Build your board and choose which allies will help you the most dependent upon what you're dealing with (Falcon, Wonder Man, or Hellcat for threat and Hawkeye for heavy minions.

Allies

  • Another difficult thing to master is that you don't want any of your allies to die, you never block with them unless you absolutely have to. The allies are actually strictly for thwarting and for card draw with Strength In Numbers. This means you actually just tank with She-Hulk, that's where her mass hit points comes in to play.

Card Draw

  • Once you get your draw engine down and your allies out for Strength In Numbers, then it's time to go to work and we all know She-Hulk has no problem pumping out damage. At this point you are going to draw to not dive for your engine, but dive for your best damage cards, and of course, Gamma Slam. The fact that there is only x1 Gamma Slam, doesn't really bother you anymore.

  • Q: "How did you draw 20 cards in one turn?" A: You can hypothetically draw 20 cards with this deck, and I've drawn 15+ many times. It is possible with Split Personality, Strength In Numbers, Avengers Assemble!, another Strength In Numbers, and then your Avengers Mansion and Focused Rage.

Damage

  • Most games I have my engine as I'm about to defeat the first stage villain, which does take longer than with other heroes. But by the time you have your engine and you flip to the second stage villain, you end it within a few turns because you're just diving for Gamma Slam and are using Superhuman Strength and often all 3 One-Two Punch in one turn with your card draw.

Specific Cards/Combos

Hellcat

  • Hellcat is an Avenger and you want to maximize that with the Avenger kit. With the cards you're drawing, you will often find you are using Hellcat multiple times in one turn, possibly buffed. She works great with Avengers Tower and Quinjet. There are turns where I need to get threat off the board so badly I've played her 3 times in one turn with Quinjets just sitting there. Also if you've used Strength in Numbers on her, you can play her again.

Split Personality

  • Split Personality is a card that you want to use in Alter-Ego form early to get your engine going by flipping first, then playing in Hero and then late in the game play starting in Hero form, flip and draw 6, and then flip back to hero form and do damage.

Assault on NORAD

  • Often missed with "I Object!" Alter-Ego ability is that when you use it on Assault on NORAD, you do not have to do the Forced Response! That is huge.

Down Time & Endurance

  • Allow you to do a full 15-point Gamma Slam pretty easily.

First Turn

  • An ideal first game turn would something similar to:
  1. You have Split Personality and some cards that will get your engine going (Avengers Mansion, Helicarrier, Avengers Tower, etc.), along with Maria Hill and some Resource Cards (The Power of Leadership, Energy, etc).
  2. You play these cards down to where you have only Split Personality and resources for it in hand. If you draw some double resource cards you could get something like an Avengers Mansion or Helicarrier down.
  3. Flip and do damage with your ability to whatever starting minion there is and then ATK killing whatever or damage to villain.
  4. Then play Split Personality so you have zero cards left in hand and you draw 6 fresh cards. And hopefully you get the same engine cards, Maria Hill or something that can thwart. I've had first turns where I've gotten both Avengers Mansion and Helicarrier first turn, thwarted with an ally and killed the starting minion all in turn one. It's almost an auto-win.

Late Game

  • An ideal late game turn is as follows:
  1. On hero identity, you play 3 cards to play Split Personality.
  2. Draw up to 6, do what you need to do as far as threat (Superhuman Law Division) if you want.
  3. Flip back to hero and draw, draw, draw with Focused Rage, Strength In Numbers, Avengers Assemble!, another Strength In Numbers if needed or choose specific allies for it, then One-Two Punch x3, and Gamma Slam.
  4. If it was more beneficial to heal on Alter-Ego, then do that. But if you got damage cards, obviously do that.
  5. Rinse, repeat, I've gotten the entire combo many, many times.

Other Card Considerations

The rest of the deck I would not change.


...As always, any suggestions/feedback or playthrough results are appreciated, thanks! And shameless plug, check out my other decks I've playtested extensively and have gotten a lot of love:


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8 comments

Feb 16, 2020 dr00 · 870

excellent write-up for an excellent deck. Hellcat having the Avengers trait makes Avengers Tower + Avengers Assemble much more reliable. definitely going to give this a go

Feb 17, 2020 Brian-V · 1162

Thanks, man. She also loves Quinjets, which never go to waste with her. Let me know how it goes and if your version had any tweaks. And thanks again for the idea with Black Panther Wakanda Forever-and-ever-and-ever...

Feb 18, 2020 Howez92 · 1

I have played this deck a couple times now and it really brings a lot of fun to playing She-Hulk. Big card draws means she can can deal some serious damage. A couple times the threat came dangerously close to a loss for me so I'm sure I can play this more optimally but so far it's been a lot of fun.

Feb 21, 2020 Brian-V · 1162

@Howez92 Awesome to hear, thanks for the feedback. If I’m worried about threat sometimes I just replace Lead From the Front with Maria Hill. She’s not an Avenger but getting her out first turn (essentially for cost of 1) and she’s a big help with 2 Thwart. A good thwart ally early really helps — Falcon or Hellcat especially. I’m going to modify this write up to make it easier to read, but also keep in mind how good Split Personality is turn 1 or 2, which will also help you get a jump on on catching up on the villain and threat. Glad you’re enjoying the deck!

Mar 04, 2020 gustave154 · 2

Awesome deck. Black Panther is another hero that I like to play leadership with. Drawing cards = FUN

Mar 15, 2020 Mr.Bottle · 1

great deck! One doubt: I always play with Spiderman or Ms. Marvel. I'm not quite understanding how exactly the Gamma Slam works. When it says accumulated damage, are the life points we have received? or the ones that we have managed to make the villain or minions this turn? If they are the ones we have received, do those of the allies count?

Many thanks!!!!

Mar 18, 2020 Brian-V · 1162

@gustave154 Totally agree. Drawing a ton of Wakanda Forevers with Strength In Numbers is a ton of fun. My deck is a little more like KennedyHawk's deck than @dr00's, but both are darn good.

Mar 18, 2020 Brian-V · 1162

@Mr.Bottle Thanks, man. This is one of my most fun decks for me to play and dishes out a ton of damage mid-late game. To answer your question about Gamma Slam, it just means your Max Hit Points - Current Hit Points at that moment. So if you've played an Endurance, your total HPs will be 18. So if your current health is 3, you will do the full 15 damage with Gamma Slam. That's pretty much what you want to do, as it's the most optimal. Allies don't factor into anything at all and it's only current HPs, so don't worry about tallying and kind of damage over the course of the game. Hope that helps!