She-Hulk - Super Hero legal services

Card draw simulator

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Derived from
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Beekayboy · 58

Jennifer Walters doesn't need Justice to turn her into a dedicated thwarter. She needs Justice to keep the battlefield under control while She-Hulk does what She-Hulk does best: hit things very, very hard.

This deck embraces She-Hulk's constant form changing. Lay Down the Law rewards those transitions with efficient threat removal, while Battlefield Benevolence provides Confuse to create safer opportunities to return to alter-ego.

Once Jennifer is back at the office, Legal Practice gives her an emergency way to convert unwanted cards into threat removal, while her alter-ego supports help prepare the next transformation. Two copies are enough — this is a useful tool, not the centerpiece of the deck.

Beat Cop provides steady threat control without requiring She-Hulk's basic activation. Let the cops handle the paperwork while Jen handles the punching. When necessary, they can also be cashed in to eliminate a troublesome minion.

Heroic Conditioning is especially useful here. The extra THW improves one of She-Hulk's weaker stats, while the additional hit points combine with Endurance to make her enormous health pool even larger.

And all those hit points have another purpose: Gamma Slam. With two copies available, She-Hulk has more opportunities to turn the damage she has accumulated into a devastating attack. Justice keeps the game stable long enough for that damage to become a weapon.

Meanwhile, Focused Rage, Superhuman Strength and One-Two Punch make sure She-Hulk remains exactly what she is supposed to be: a powerhouse. Justice isn't replacing her natural game plan — it's giving her enough control and flexibility to keep doing it.

Jennifer handles the law. She-Hulk handles everything else.

Control the case. Change forms. Lay down the law. Then Gamma Slam the verdict home.

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