Card draw simulator
|None. Self-made deck here.|
Incredibul · 1880
Well, this is not a Leadership deck where the allies are the stars of the show. They are there to make She-Hulk shine.
Phase 1: Bring in the Allies
All allies but She-Hulks signature Hellcat cost 2 or less and are Avengers. With The Triskelion, Avengers Towerand Team-Building Exercise you have the Ressource Package to bring them into the game. Team Training will give you insane value.
Earth's Mightiest Heroes and One-Two Punch get extra value out of She-Hulks 3 Attack Stat. Best thing is: Your allies stay on the board and won't take consequential damage. Teamwork are especially good with Wonder Man and Ant-Man. Use Hawkeye, Squirrel Girl, She-Hulks "Do you even Lift" and Ground Stomp for efficient ping damage, because She-Hulk herself will often do 5+ Damage with her attack.
Continue building up your board. Allies usually are the best option in every turn, because the goal is to have your full board of 4+ allies (you can even bring 6 thanks to Stinger). Even if you are stuck with a handsize of 4 and none of your ressource cards, you can always afford one ally and one of the many 0-cost cards that do stuff with allies.
With all those things you can do with your allies that don't cause consequential damage, your cheap allies can stay in the game. Hawkeye even brings her own ability to stay in the game and not die. She-Hulk has 15 hit points and recovers for 5, this is not a deck where the allies have to block with their last hp for you (of course, that is still a choice you can make).
At some point, you play the good old Strength In Numbers -> Avengers Assemble! combo for an insane turn. The dream: You have a Superhuman Strength in play, play Strength in Numbers with all 6 allies on the table, play Avengers Assemble making all your allies available again, giving them and She-Hulk +1 Atk, and hopefully draw a lot of One-Two Punches and Earth's Mightiest Heroes to let She-Hulks fist fly to the villains face.
She-Hulks Advantage is of course that she can thwart in Alter-Ego, but you will need to use your Moxie/Morale Boost + Earths Mightiest Heroes to remove threat. Other than that, switching to Alter-Ego really prepares a power turn with this deck, as a 6 card draw when most of your cards cost 2 or 0 can do wonderful things. Feel free to also defend if need be, Moxie and Morale Boost can give you time to build up that combo.
The entire Leadership Package is of course not limited to She-Hulk, but with One-Two Punch, she brings a 3-of, cheap card to the table that synergizes well with punching multiple times in a turn. Of course the 3 ATK Value makes it also more efficient. Her High Hitpoints work very well in protecting the allies instead of the allies protecting her and building a board as quickly as possible. Ground Stomp is not a good card and bested by Squirrel Girl, but having both at your disposal means you are much more reliable in your Area of Effect Attacks. It's the combination of all the pings you have (Ground Stomp, Squirrel Girl, Do you even Lift and #Hawkeye that lets you handle minions in a very effective way. Last but not least, #Hellcat is also an Avenger.