The Aggressive One Punch Hulk

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
The Aggressive One Punch Hulk and his Dog 142 114 24 1.0

astaroth · 733

*Edit. Look at my The Aggressive One Punch Hulk and his Dog build instead. Swapping Tigra for Lockjaw really makes a whole lot of difference.

I think some of the cards from recent expansions, especially Deft Focus, Moment of Triumph, and Hand Cannon, really helped made aggression Hulk more viable and fun in both solo and multiplayer.

Playstyle

This deck revolves around using zero/low cost cards to attack or enhance your basic attack, as you set up your upgrades and allies. It is quite easy to do 8-12 damage from the get go and 15-20+ damage once you are fully set up. You turn into your hero form in the first round and hopefully stays in hero form for the rest of the game. You heal using Moment of Triumph and manages threat using your allies and Sub-Orbital Leap. As you are in hero form most, if not all the time, threat will hopefully be manageable. As saying goes...Once you go Hulk, you never go back.....at least not till the fight is over.

The strength of this build is that it has enough resource generation to run his small hand size of 4 reliably, thereby minimizing poor rounds where you are unable to do anything. i.e. obligations, hand of multiple high cost cards. On demand overkill allows Hulk to deal with minions efficiently without wasting damage. This Hulk may not be swinging his punches constantly. But when he does, the villain will feel it keenly! Once you have all your upgrades set up, its really a pain train.

Setup

Hard mulligan into a starting hand that allows you to set up at least 2 of the 3 (Helicarrier, Quincarrier and Deft Focus). In fact, it is possible to have a starting hand that allows you to set up all 3 in the first round. I would really recommend going beyond 40 cards to include Genius and Energy. This deck is not overly reliant and these 2 extra double resource cards will help you set up your upgrades and allies more quickly.

Since you can overkill on demand, Follow Through is another card that works very well in this deck. You can swap Enhanced Physique with Follow Through if you want to stick to 40 cards, but you will likely lose the ability to play 2 cost 3 cards reliably in the same round even when fully set up.

Free Superpower with the Heli, Quin and Deft Combo. If you can get this combo out, you can play Hulk Smash, Sub-Orbital Leap or Thunderclap at full strength from your hand for free every turn. It frees you to use the remaining 3 cards from your hand to continue your setup or add more damage. All the upgrades,except for Immovable Object are 1 or 2 cost cards. If you have Enhanced Physique or draws a double resource card, it is even possible to play another 3 cost card in the same round. i.e double Hulk Smash.

Hand Cannon really takes an aggression Hulk to the next level by turning your normal basic attack into overkill on demand. This combos perfectly with Skilled Strike and also eliminates the need for resources in order to make Hulk Smash overkill. Use Mean Swing instead of Hand Cannon whenever possible unless you really need overkill. It deals more damage and helps keep Hand Cannon around longer. Ideally you always want to have 2 Hand Cannon in play.

Moment of Triumph lets you heal when there is a minion on the table. Even a simple combo of Skilled Strike and Hand Cannon will turn your basic attack into a 9 ATK overkill once you have Combat Training and Boundless Rage set up. This really helps you stay in hero form longer. You can easily recover most of your HP if you managed to pull one off with Hulk Smash. So do not be afraid of taking the damage. Slug it out with the villain rather than use your allies to body block.

Allies. Bug and Brawn are 2 important allies to help you deal with threat. Bug is especially good because he heals whenever you do basic attack. i.e. Ideally every round. This essentially turns him into a Beat Cop to help you thwart 1 every round. He can also help you deal that 1 damage to remove toughness every round if need be. Never let him die!

Spider-Girl and Tigra are just there to be emergency blockers. You can swap these 2 allies with other low cost allies such as Ironheart and Mockingbird if you want.

Lockjaw is very good. He provides you so much utility with his on demand 4 Thwart or 2 thwart and a block once he is in the discard pile. Use him instead of Tigra if you have problems managing threat or needs help surviving.

If you want to go easy mode. You can play this deck above 40 cards with Lockjaw, Genius, Energy and 2 The Power in All of Us. With the Heli, Quin and Deft combo going, you can play any of your event/support (except for Immovable Object) cards for free, and still play Lockjaw anytime you have a double/triple resource. 7 double/triple resources makes Lockjaw a regular appearance on your table to keep threat level minimal and will likely trivialize the villain attacks. With Hulk's high HP, healing from Moment of Triumph and the many blocks from Lockjaw, it will be difficult for the villain to kill or scheme you out.

Weakness. Exhaust and stunned are your biggest enemies. Keep Tenacity in play and use it only when you absolutely needs to. Do not use Athletic Conditioning. Instead, consider using low cost attack cards such as Press the Advantage to remove stun. It cost the same as Athletic Conditioning, making it a superior choice for stun removal and additional damage in situations where you are not stunned.

Other cards for consideration. You can swap out Toe to Toe for other cards such as Follow Through, Browbeat, Beat 'Em Up, Chase Them Down, Drop Kick, Looking for Trouble, Into the Fray, Press the Advantage, Piercing Strike, Relentless Assault, To the Rescue!, First Aid, Endurance, Ironheart, Mockingbird, Lockjaw, Spider-Man and Valkyrie depending on your needs.

Imagine this.

You have all your upgrades, support and Bug set up. The Sleeper is in play. He is out there wreaking havoc and guarding Red Skull who is at a full health of 20. Red Skull feels pretty cocky and is mocking and taunting Hulk who is beat up and down to his last few HP.

You draw a hand of 2 Hulk Smash, Moment of Triumph and Strength.

Bug attacks The Sleeper and removes his toughness. The Sleeper retaliates and kills Bug. Hulk immediately loses it! Burning from the insane rage at the loss of his friend, he runs up to The Sleeper and throws a Mega Hulk Smash for 29 ATK overkill (5 ATK basic attack. 4 ATK from 2 Hand Cannon. 20 ATK from 2 Hulk Smash. Play 1 Hulk Smash using the heli, quin and deft combo. 2nd Hulk Smash using Strength and Enhanced Physique). Hulk's super punch completely obliterates The Sleeper and continues on to hit Red Skull so hard in the face, that it sends him off flying and ending his nefarious plans for the day. Hulk roars in triumph back to full health (recovers 24 HP using Moment of Triumph) and wanders off searching for the next villain to fight.

Now this feels like a Hulk.

1 comments

May 05, 2021 adsarf · 322

Thanks for this @astaroth, interesting deck. I think Hand Cannon has tons of potential. I paired mine with Earth's Mightiest Heroes rather than Moment of Triumph (see marvelcdb.com,) but I can see that this works too.