“I’ll Allow It!”: She-Hulk - Justice

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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lupercal30 · 1040

Undefeated on Expert Solo . . . Well almost.

Last week I finished up another run through all the Villains on expert difficulty solo. Like all of the decks I’ve been publishing, I’ve played them all multiplayer too, but given the current climate solo has become my more regular play mode. This time I wanted to revisit an archetype that I thought would benefit from the new hero packs. This brought me back to the sensational She-Hulk. I’ve seen successful Aggression and Leadership builds for her on here recently and I love those decks, but Justice has always been a staple for me and I haven’t seen any recent takes on this aspect pairing. She-Hulk really surprised me with the amount of control she had over every encounter. I was able to take her to a 12-1 record, with only Red Skull requiring a second attempt to beat.

Here’s a quick breakdown of how to play the deck:

“I’ll See You in Court!”

In the early game you want to utilise alter-ego as much as possible. The 6 card hand size gives you the fuel you need to build your board of upgrades and play allies. If you have one of the 2 THW allies and/or Superhuman Law Division, you will be surprised by how easy it is to remain alter-ego in the first couple of rounds. If the encounter set up dictates hero in the first round, such as Klaw, then going hero is fine too. But in all cases you should be looking to flip as often as possible as you move through the early game and into the mid game. “I Object!” is extremely useful in enabling flipping to alter-ego as it can make all the difference to whether the villain completes their scheme. Flipping also turns on Lay Down the Law and “Do you Even Lift?” To help control the board.

“I’d Like to Call a New Witness!”

One combo at the heart of this deck is the ability to play Hellcat every round. With Quincarrier, Team-Building Exercise, and Avengers Tower in play, you can Thwart for 2 with Hellcat, return her to your hand and then immediately replay her to Thwart for 2 again. This affords you a lot of control in that she can remove the threat placed by most scheme activations or remove a side scheme in solo. This alleviates a lot of pressure from your mid game and allows you to move into a more damage oriented end game. It’s not a play you have to make every turn, so be sure to make sure it’s necessary as the wild resource from the Quincarrier can be very useful.

“I Hope You’ve Prepared a Good Defense!”

Don’t be afraid to use your hit points to enable aggressive plays with this deck. With Down Time out and the decks ability to flip, you can easily recover for half your total hit points in one action. Coupled with Endurance you go to a whopping 18 hit points. As the deck thins, you will begin to see multiple One-Two Punch allowing you to chain 3 damage attacks into the villain. The deck can control its hit point total so well that I often found myself finishing games with a 15 damage Gamma Slam, or using it for around 10 damage and then flipping and recovering back to a safe total.

“Beyond the Scope”

Some other tips for running the deck;

Agent Coulson should be used to search for and play Spycraft. The control this upgrade affords you is fantastic. It prevents you from losing tempo to Shadow of the Past, it can remove the threat punishing side schemes such as Legions of Hydra and The Doomsday Chair, and in the end game it makes risky pushes for damage far less risky as you have an answer to the villain’s outs between rounds.

Split Personality is by far one of the most fun cards to play in this game. Early and mid game it allows you to start the round alter-ego, flip up deal damage and remove threat and then return to the safety of alter-ego and draw a new hand to continue building. Late game it gives you more fuel to burn the villain down and trigger your hero ability.

• The majority of allies and supports in the deck are neutral which means you won’t be short of targets for The Power in All of Us.

“No Further Questions”

I hope you enjoy the deck. It’s one I was so impressed with I may spend some time fine tuning it to take on heroic. Let me know how you get on if you try it out.

5 comments

Mar 22, 2021 neothechosen · 10794

Love She-Hulk Justice! It was one of my favorites match when the Core set released. I build a few decks with this pairing, I didn't think about updating.

Looks pretty good!

Mar 23, 2021 dr00 · 44789

She-hulk justice is so fun. i have found in my games that i often had Lay Down the Law the law on turns i started in hero form, just way more often that i'd like. I do like that it has a so it can at least be used for Superhuman Law Division, but it always felt bad to use it for that, especially with things like Quincarrier and such that are already being used to fuel that. What has been your experience?

Mar 23, 2021 lupercal30 · 1040

@neothechosen thank you.

@dr00in solo I’ve had that experience, Lay Down the Law is definitely a card that is waiting for a more suitable replacement. The Mental resource helps its case, and it’s a great early game tool for helping set up the Hellcat combo. Once that’s rolling Lay Down the Law becomes complementary thwart or side scheme removal. In multiplayer I’ve found it’s much easier to remain alter-ego, which means you can more easily play Lay Down the Laws the turns you draw them, if needed.

Mar 24, 2021 dr00 · 44789

thanks for your thoughts. can't wait to give your version a try

Feb 05, 2022 camipco · 1

How about just Enhanced Awareness in that spot?