"I see this as an absolute win!" - Protection Hulk RRG 1.4

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Designhacker · 551

You know what they say: the best offense is a good defense!

Hulk really wants to stay in hero mode as long as inhumanly possible. This solo-focused deck capitalizes on Hulk's in-kit retaliation, hit point boost, and high innate DEF, while leveraging the new 1.4 RRG ruleset, and the new cards in the pool to help him pay for things more easily like Nerves of Steel and Deft Focus.

If you like to immediately start punching things, this isn't the Hulk deck for you. This deck is all about setting up traps for really satisfying villain phases where you can deal 3 damage in retaliation after you defend against an attack.

The key to this deck lies entirely on a great mulligan. In your first turn you should be chucking everything you have for the chance to find Helicarrier/Quincarrier and Nerves of Steel. The earlier you get these down, the better your odds. Hulk has a restrictive hand size, so if you want to have a shot at playing more than 1-2 cards each round, get these guys in play STAT.

EARLY GAME PRIORITIES (Economy, Economy, Economy)

  • Quincarrier (playing it first removes the useless mental resource from your deck and gives you a guaranteed physical resource for your hero kickers. Always play it over Helicarrier in a pinch).
  • Nerves of Steel - 20% of your entire deck is defense events that cost 1 resource. This will pay off most villain phases.
  • Deft Focus - This can offset the cost of 60% of your hero events. Don't sleep on it.
  • Mockingbird - if you can afford to pay for her, she will not only buy you an extra round while you set up your economy/defense gear, but she'll give you 3 rounds of removing the step 1 threat.
  • Helicarrier - nearly as good as Quin, but helps you long term.
  • Unflappable - this should be effectively replacing the defense event you just played every villain phase so you still have a full hand.

MID GAME PRIORITIES (FIRST or SECOND DECK PASS - GEAR UP)

  • Hulk Smash - If this card comes up in mid game and later, drop every other priority and lay the smackdown. These only show up twice a deck pass, and if you have at least 2 of your economy cards in play, this should be your number 1 priority moving forward. Nothing else can deal damage with one card like this can.
  • The Night Nurse - This could easily be an early game card as well. She'll prevent the classic "Oh, I'm stunned so I can't use my best card now." problem. It's above Immovable Object because it's so easy to get in play.
  • Immovable Object - Expensive? Yes. But it is a core card in this deck. You've got this for the retaliate--the HP is just gravy. Unless this shows up in a hand with Hulk Smash, get this in play asap.
  • Allies - the three allies in this deck are all here for one reason -- thwarting. If you don't have either Hard to Ignore copies down, then these will help you remove that drip threat.
  • Hard to Ignore - removing drip threat for the rest of the game, just for doing what this deck already does? Yes please! Get at least one down in midgame.
  • Electrostatic Armor - This combos with Immovable Object realllly well.
  • Boundless Rage - Get that ATK bonus now that you're about to start SMASHIN'.

LATE GAME (WHAT WE'RE HERE FOR) At this stage you don't have priority cards that are hard and fast. Are you taking 1 damage more than you should, even when you defend? Grab Armored Vest to ensure that Unflappable kicker.

Are you above your starting HP still? Pop on Endurance to push it even higher and then gear up with Dauntless--now you'll be dealing 3 damage between your retaliate and Electrostatic armor every time you defend! 4 damage if you used Side Step!

You should have most of your Upgrades and Supports in play by now, which means you'll not only be seeing your awesome hero cards more often, but you'll be able to pay for them and potentially play them twice!

Basic attack for 4. Play an Unstoppable force with Helicarrier and Quincarrier, then fire off a Hulk Smash for 14, and deal 4 to the villain when you pop that Side Step on your villain activation.

SUBSTITUTIONS Dauntless and Endurance are the two cards I'd give up most readily (basically if you take too much damage during setup, then Dauntless is a wasted card, and endurance is only there to ensure you have more turns with Dauntless giving you additional free damage.

As such, if you're looking for cards to swap in, I'd recommend these:

  • Target Acquired - playing a scenario with a ton of star icons? Having this in play will prevent the worst from triggering.
  • Clea - an affordable, cheap, recurring source of thwarting with the right resource to boot!
  • Black Widow - in really close games, BW can be the difference between winning and losing to that untimely Shadow of the Past pull. She's expensive, but a good safety net. Don't block with her ever.
  • 3rd copy of Desperate Defense if there are tons of minions, or 3rd copy of Hard to Ignore if main scheme threat is a huge problem in your scenario.

It should be noted that this isn't really a viable deck for solo campaign play of Galaxy's Most Wanted, as the campaign (especially at the end) has a number of side schemes that start the game with a ton of threat--not really Hulk's forte.

1 comments

May 17, 2021 Designhacker · 551

Note: if you find that you are consistently below your base hit points, you can swap out Endurance and Dauntless for another copy of Hard to Ignore and Clea for even more threat mitigation.