She-Hulk: Beautiful Bruiser

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
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Judicator82 · 172

Working through the Villains! So far, the Beautiful Bruiser cleared Rhino (Expert).

Playing Ghost Spider with the new Protection cards from Sinister Motives, I noted that Gwen hardly needed the new What Doesn't Kill Me, as she can ready twice per turn by playing Response/Interrupt cards. This lead me down the path of thinking: who would be great for all these new cards?

My favorite Core-Set Hero: She-Hulk!

I almost always play with two Heroes, so this deck is deisgned with that in mind. This isn't a flashy deck designed to do 42 damage in one turn, but a slow-and steady warrior that constantly punches, take little damage, and can manage a little threat.

The first consideration is taking advantage of She-Hulk's 3 ATK.

(3) One-Two Punch - A 1-cost Ready, an easy three damage.

(3) Counter-Punch - Get in another Basic ATK while defending for 0 cost. As it is an (attack), it can trigger Superhuman Strength and Stun the attacking enemy. It can also clear a stun if necessary.

(2) What Doesn't Kill Me - Provides a little healing and another Ready to punch yet again. Power of Protection and Quincarrier included to assist with covering the Physical requirement.

(1) Night Nurse - She-Hulk wants to keep punching! The Night Nurse helps with Stuns, which can greatly slow the cycle of readying and punching.

The next is helping She-Hulk survive.

(3) Desperate Defense - helps She-Hulk soak damage and provide another Ready to punch again.

(2) Jump Flip - reduces damage taken and provides a little thwart removal

*Nerves of Steel is inclued to help power these Defense Events.

(1) Armored Vest - Bumps up she-Hulk's DEF to a solid 3

Allies:

I inlcuded a bare few Allies, mostly to help with Thwarting and pinging off Tough.

Black Widow: Gives a little Thwart then expected to remain on the table to prevent the worst Encounter cards (Advance, Shadows of the Past). Quincarrier can help with the Mental requirement.

Mockingbird: Can provide a little thwart, stun, and provide a block so She-Hulk is free for extra punching.

Warlock: Can provide some drip Thwarting and ping damage. Plan on him staying on the table as long as you can keep him there!

Some Extras:

Electrostatic Armor: Thanks to the new Defense rules, this 1-cost Upgrade will provide a ping of damage most turns. Whether you actively defend or use Jump Flip to reduce damage, you are doing damage.

Play Priority:

Quincarrier is vital to get She-Hulk's engine running smoothly. This deck requires all three resources at some point: Warlock and Superhuman Law Division uses Mental, What Doesn't Kill Me uses Physical, and Jump Flip uses Energy. Nerves of Steel helps with the Energy requirement for Jump Flip as well.

Armored Vest bring She-Hulk to the critical 3 DEF that will help trigger Desperate Defense's ready.

Turn to Turn Thoughts

Once you have a couple of resource generators (Quincarrier, Nerves of Steel, Focused Rage), I have had success delaying flipping Jen every turn. With low-cost Defense and Ready cards, she can help keep threat down, deal damage and take very little in return.

I generally flip Jennifer every turn, as usual with She-Hulk. Even in flipping every turn, you should have the opportunity to attack and dish out some pain.

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