Card draw simulator
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None. Self-made deck here. |
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GroggyGolem · 3
Well, there was a huge write-up, but when I clicked save it asked me to login again and I lost all of it. Here is a more succinct version of the strategy.
Early plays: Sky-Destroyer, Helicarrier, Superhuman Law Division, Disguise.
Core loop: flip between Alter-Ego and Hero form to make use of damage, larger hand size, and Thwart events. Play cheap SHIELD allies and supports to get at least 3 SHIELD cards out early, then play Homeland Intervention as much as possible. Don't forget that Homeland Intervention is a SHIELD traited event, so it will trigger the response from Sky-Destroyer, getting you up to 6 Thwart and 2 damage for 1 effective resource. Use Field Agents to keep allies alive longer and Surveillance Teams for additional Threat removal.
Rarely ever play a She-Hulk card until mid-game when you have the threat managed. From there, primarily play One-Two Punch, Limitless Stamina, and the occasional Superhuman Strength for damage and Stun. Don't forget the ruling that if a target is either defeated or the target cannot be Stunned, then She-Hulk does not discard Superhuman Strength. She will have a better match-up against Stalwart villains with that upgrade.
Allies can chump-block as needed, or if the scenario punishes that tactic, 15HP and 5 Recovery means you can take a few hits before worrying about Recovering. Infiltration is added in for emergency Thwarting that will also summon a minion, so this can benefit players that are playing a minion hunter alongside the She-Hulk player.
Legal Practice is a last-resort sort of card, but it can come in clutch if you really need some extra Thwarting. In most cases, you're going to spend it for resources, and with that, it's a great candidate for the Physical resource you need for Concussive Blow.
Added this to the list here:
marvelcdb.com