She-Hulk - Ground and Pound Aggression

Card draw simulator

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

Green Hammer · 14

The release of the Hulk pack helped me revisit She-Hulk aggression. Many cards have really developed her kit into an excellent deck for either standalone aggression or working with other heroes.

This build allows you to maximize your base attack and keep pulverizing the villain!

Key Cards: Martial Prowess - Provides a resource for an attack event. Mitigates the 4 card hand in hero form by providing a resource to your attack events like Gamma Slam, Drop Kick, Melee, etc.

Jarnbjorn - With no shortage of resources in your deck, an additional 2 dmg a swing, She-Hulk will be doing up to 6 consistent damage per turn on basic attack.

Hall of Heroes - She-Hulk generally relies on a lot of flipping back and forth between Alter-Ego and Hero forms. Her ability to clear minions with cards like Relentless Assault, Melee, and a base attack of 3-4 (+2 with Jarnbjorn). The 3 card draw gives you a 9 card hand to switch to Hero form and let loose.

She-Hulk being the tank she is and with a base HP 15 (+3 with Endurance attached) has plenty to build her up to that major Gamma Slam. "You'll Pay for That!", Chase Them Down, Superhuman Law Division, help maintain the threat level while you continue to pulverize the villain and their minions.

Drop Kick, Superhuman Strength, can keep a villain stunned for several turns while heroes keep pummeling.

In minion light decks, Hall of Heroes isn't strong and should be removed. I would recommend including Down Time to counter the amount of damage you take with this build if you switch out hall of heroes.

0 comments