Card draw simulator
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None. Self-made deck here. |
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None yet |
AndersGabrielsson · 111
What If... Doctor Banner had better control over the Hulk and was recruited by S.H.I.E.L.D.? Surely his unique abilities and intellect would not only help him advance their technology but would also make him a formidable field agent. With enough experience, perhaps he'd be appointed to lead the entire organization?
This deck tries to cover for Hulk's greatest weaknesses (low hand size, weak thwarting, many weak cards) while still making use of his strengths (some great cards and reliable access to physical resources) while playing into the S.H.I.E.L.D. theme. With the wave focusing on that incoming this deck will only grow stronger, just like the Hulk himself.
The first few turns you will likely need to just do what you can with the cards you get. You should focus on building on your economy and thwarting ability, but if you only get Hulk cards you can just smash the villain.
You have very limited ability to confuse - Dazzler and Professor X - so you need to keep your thwarting up.
Several of your allies are fairly durable, most notably Blade and Husk. They, along with Machine Man and Lockjaw, are also fairly efficient resource sinks for the Hulk cards you don't want to play. Husk in particular can be kept around with the help of Banner's Laboratory and Ingenuity.
You can get by with fewer allies, and Government Liaison is not a critical card even though it helps with the S.H.I.E.L.D. events. Monica Chang and the Surveillance Teams well as Agent Coulson and Counterintelligence can also be replaced if you find they're less useful.
Cards you can consider adding include Plan B (as an additional resource sink for unwanted cards), Quincarrier for even more economy, and side schemes for using up surplus thwarting. A third Beat Cop and more options for confusion like Concussive Blow could be worth a look if you want to go in that direction.