She-Hulk - "Supporting Arguments"

Card draw simulator

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Derived from
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NEEDmoarPSI · 2

Despite being a protection deck, it plays very much like an aggression deck. The deck is designed to maximize the effectiveness of other players. You'll want to play allies when you can, use them and yourself to block for other heroes, and play cards like endurance on the other heroes on your team. While it IS possible to play this deck solo, I've found it's most effective in multiplayer games. Additionally, the other members of your team can opt to remove cards like down time and endurance from their decks and play other cards in their place.

Basic play notes:

  • I do not recommend using a mulligan at all. Just got with what you get unless you absolutely cannot play any cards from your hand. With all the upgrades and support cards in this deck, that is almost never the case.

  • Flip regularly w/o recovering to trigger AE and Hero abilities.

  • Prioritize building upgrades first, then allies, then events.

  • Unless it's early or you have high health, play gamma slam when you get it. With 50 cards and She-Hulk's 4 hero hand size, it'll take about 6 rounds to deck out in order for you to get it back. Hold it for a round or 2 if you need to.

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