Card draw simulator
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Catcalled from the Grave (She-Hulk Aggression) | 71 | 50 | 16 | 1.0 |
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None yet |
adsarf · 456
@journeyman2 published a deck a while back 'Catcalled from the Grave' which introduced me to the concept of Hellcat recursion. Before that deck, I hadn't really understood how powerful Hellcat's ability to return to your hand is: how it covers both She-Hulk's weak thwarting, and her poor hand size.
Avengers Tower, Team-Building Exercise and Helicarrier allow us to recur Hellcat every turn without spending a card from hand, but even with a hand size of 4 we can always keep Hellcat in play once she has come out. In solo, it is unusual for a side scheme to come out with more than 4 threat on it, so Hellcat can usually take on almost all thwarting duties once she is out. In multiplayer she can at least make a contribution. The first requirement for this deck is therefore to survive until she comes to hand. I experimented with Chase Them Down, but in the final deck War Machine and Sentry cover this for me. I make a high priority of playing the first of these three allies that is drawn, as they have the thwarting power that She-Hulk herself lacks. War Machine's tough status card is usually used to absorb more consequential damage so that he can thwart one more time.
Any She-Hulk deck needs some cheap allies for blocking. She-Hulk has plenty of hit points, but because of Gamma Slam you will tend to want to let damage build up on her. Even if I prefer to take a hit on She-Hulk, I still need that ally on the bench in case of an ill-timed Assault. As this deck uses Avengers allies, it can also use Earth's Mightiest Heroes to act as extra copies of One-Two Punch. Spider-Girl rarely attacks in this deck and Hulk never. Even Tigra and Valkyrie attack less often than you might think, which is why I dropped Boot Camp from @journeyman2's original.
Hand Cannon is the final element in this deck. It enables Mean Swing, and the option to add overkill is also really valuable. I want two in play at any one time, to get the full benefit of One-Two Punch or Earth's Mightiest Heroes, so all three are in the deck for that reason.
Bug and Brawn could both potentially add value here, but I left them out in favour of a full Avengers deck, so as to get the best value from Avengers Tower and Earth's Mightiest Heroes. Hall of Heroes was in the deck that inspired this one. You might prefer it to Combat Training. I find that the extra damage is rarely wasted because I have such easy access to overkill, but an extra three cards is also very strong, especially in multiplayer where you can be a bit more flexible about when you switch to alter ego.
2 comments |
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Apr 30, 2021 |
Apr 30, 2021Thanks for your comments I've warmed to Superhuman Strength over time, but the forced response can be a bit limiting. I don't have to use a Hand Cannon that I don't want to, so I can keep it in play until needed, or to enable more Mean Swings. Quincarrier is always better than Helicarrier, of course, but as I almost always use it for Hellcat the difference is pretty small so I am happy to let another player use Quincarrier. |
I’m humbled that someone would use my deck as inspiration. I’m so glad that you’ve enjoyed the concept! Your idea of focusing on She-Hulk’s basic attack is great as she is so strong (her rush decks are the tops as others have pointed out).
Personally I’d run Quincarrier over Helicarrier to use in attachments or at minimum 2 threat with SLD.
Maybe I’m reading this wrong, but you can’t Mean Swing and Hand Cannon the same Hand Cannon since they both exhaust. But you can definitely Mean Swing a second if you have two out, which it seems is your goal. Maybe skilled strike instead? Getting both Hand Cannons out is a bit slow and needs even more prep time beyond getting your supports up (I found myself preferring superhuman strength and almost never using combat training for the same tempo reason).
I’ll have to try this out myself!! Thank you for sharing!