One-Four Punch

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
She-Hulk: Big Swings! - Low Cost Leadership 29 19 6 1.0
Inspiration for
None yet

konopod · 8

I take no credit for the core of this deck. I ran across a deck called "She-Hulk: Big Swings!" by Beardy_McFatty who had gotten his inspiration from KennedyHawk.

She-Hulk has always been my favorite hero so the idea of a leadership deck for her intrigued me. I haven't given leadership much of a look for her in the past because often times the cards leadership offers makes me concentrate a lot less on playing her signature cards which, for me, is the most fun part about playing She-Hulk in the first place.

This deck's low curve and clever synergy put that to rest, however.

I also don't own Cap or Black Widow, so it's only in more recent expansions like Red Skull and Ant Man that I've gotten some leadership cards and allies that really open up new types of strategies for my card pool.

In this deck you'll see that limited card pool reflected. Gone from Beardy_McFatty's version are 3 copies of "Strength in Numbers" which is a Cap card. Instead I've slotted in Down Time, a copy of Team Training, and one copy of Lead From the Front. I suspect the Strength in Numbers allows for some ridiculously big hand turns, but you work with what you've got. Similarly, I do not have Squirrel Girl, but Kate Bishop is a decent replacement who is also an Avenger for Earth's Mightiest Heroes.

My version really milks value from every one of your allies with that Team Training. It is so satisfying to play Hellcat, thwart 3 times, return her to hand, rinse and repeat.

Lead From the Front is situational but gives you an extra pump to She-Hulk for the turns you are going crazy with her attacks as well as a nice boost if you've managed to keep 2-3 allies on the table. [As a side note: I think I'll replace Team Training or Down Time with Ironheart when the Wasp pack is available in my area. Another cheap ally who can draw cards.]

The deck isn't too complex to pilot and has a really fun play style. Find big turns whenever you can play at least one (but ideally 2) of either Moxie or Morale Boost. Combo that with multiple punches from She-Hulk using One-Two Punch and Earths Mightiest Heroes to ready again and again. It shouldn't be too hard to get 3 or even 4 attacks in a turn.

Assess the Situation is a card I've come to LOVE with She-Hulk. It really can help her get more out of a turn she stays in hero mode (5 cards is at least enough to play Gamma Slam without any extra tricks) and a 7 card hand in Alter Ego can really help you set up one of the aforementioned burst turns. Or, in a pinch, use it as a resource or fodder for Superhuman Law Division. There's also a neat trick of using it to purge your hand before dropping Split Personality. It feels amazing to reload your hand AND know you're getting a bigger hand next turn.

Similarly Moxie being free is HUGE on those big turns where you flip and punch the heck out of your enemies. If you grab it when in Hero, again, use it as a mental resource to power SLD when you flip.

A single Call For Aid just helps you get some of your key allies faster as well as situationally you can use it to reload your deck early. She-Hulk often wants to play Split Personality and Gamma Slam as many times as possible per game so getting them shuffled back faster can be an advantage.

I've already played 5 games with the deck and have found it really really fun. Hope you will enjoy trying it or adapting it also! A really fun team-up for 2 player is Dr. Strange Aggression who can use Combat Training and Magical Enhancements to buff She-Hulk's multiple attacks even more!

2 comments

Jan 02, 2021 KennedyHawk · 18169

Wow this is some cool changes on the deck. I definitely want to try this out with Lead from the Front I thought maybe it would be too expensive but I'm convinced I should try it as a finisher with the allies sealing the deal using Team Training.

Thanks for the thoughtful write-up!

Jan 04, 2021 konopod · 8

Thanks! I agree that Lead From the Front and Team Training justify their inclusion by playing off each other.