Hulk-Come on, Hit Me Puny Human

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
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Rocksteady1986 · 21

This deck lives by a simple concept: All your problems go away when the villain is dead.

The Hulk is one of my favorite characters in the MCU and I believe him to be overlooked in the current deckbuilding environment.

The Hulk has a few major advantages: He has a huge pool of hit points, good recovery, inherent deck-cycle, excellent damage efficiency, no obligation resource ramp and his cards have powerful, concentrated impact. This is the perfect combination for a combo deck.

I think what has led some to bounce off of the Hulk, is that it requires such a different playstyle than pretty much every other hero. You don't need fancy attachments or upgrades. You smash them with your bare fists. You don't defend. If they can actually hit you hard enough, you heal back up, because you're the effing Hulk. In fact, you let enemies hit you. Hard. Part of you wants them to hit you hard, because it just fuels your anger. And if they refuse to hit you hard enough, you smash them because they're boring.

You don't care if they get attachments. You usually don't even really care if they are doing confusing side schemes. All that really matters is smashing.

Important combos: Limitless Strength (or strength) and Hulk Smash-This one is pretty obvious. It makes you hit for 13 without any damage wasted. Having cards like Skilled Strike or Surprise Attack can make this hit even harder. It doesn't happen every game, but it's not uncommon to defeat the first level of a villain in turn 1.

Counterattack, Toe to Toe, Alter-Ego, Recover-Having a combo deck with a more permanent element is extremely powerful. Set up this combo by laying down a Counterattack. Then trigger it on your turn once you get a Toe to Toe. This typically does around 10 damage, but can be more if the villain has built up some. Then, because this all procced on your turn, you can flip to Bruce Banner and recover it all back. Speaking of recovery....

Banner's Laboratory, Down Time, Endurance, Immovable Object and Recuperation-Despite the fact that you almost never defend with this deck, you often hover above your starting hit points (and certainly other heroes' starting hit points). Immovable object puts you up to 22 hit points and with Endurance you're at 25. It takes a lot to get you to a place where you're concerned about health. If the game lasts long enough for that to happen, you can use recover and Recuperation to get that health back. With down time or Banner's Laboratory, this can recover 12 hp in one turn. With both, it recovers 16.

Opening: It's important to get used to using mulligan rules. You're looking for Counterattacks, Limitless Strength, Strength, Hulk Smash. Setup cards like Immovable Object, Endurance, Down Time, Banner's Laboratory or Helicarrier can also make for good openings. Looking for Trouble and Sub-Orbital Leap can be good options, pending the scenario. Bruce Banner's mulling ability combined with the opening mulligan is also very strong.

2 comments

Jan 03, 2022 Gracchus · 1

This deck seems really satisfying in how much damage it deals but I’m a bit concerned about thwarting especially if you have to flip often. It could be interesting to add a « you’ll pay for that » or two to combine with the toe to toe/counter attack combo. I’d maybe ditch surprise attack in favor of those

Jan 03, 2022 Rocksteady1986 · 21

Thanks for interacting with my deck!! Having the games be short tends to be a form of threat management in itself. There won't be too many times scheming goes off from being in alter-ego, because it tends to only last somewhere between 3-5 rounds.

I think "You'll Pay for That" would be a great addition to it, since you're already planning to take shots to the face. I'll likely look for two spots to add it, to keep the non-fist (I forget the term, lol) resources to a minimum and two seems like plenty.