Early 2000's Court TV

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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MisplayChampion · 97

TLDR; This deck feels like 2000's court dramas like Judge Judy. Not great TV, but interesting enough to keep me busy. The game plan revolves around flipping down to get a max hand size of 6 and using Entrapment to get a free flip up.

This deck is "textbook" courtroom drama. Jennifer Walters objects to the ridiculous claims of the dastardly villain, preventing 1 threat each turn in alter-ego. Typically, the play is to "Object" to the 1 per player threat propagated each turn. This is safe, reliable, and kind of fun. (I definitely don't yell "I Object!" at the top of my lungs in my own house, by myself...).

Then, with Entrapment in play, after the Villain schemes, Jennifer looses her cool and "Hulks Out" in the court room. She flips up to She-Hulk, dealing the total scheme amount to the villain as damage and sending a shock wave through the courtroom to potentially damage another character or the Villain with "Do You Even Lift?".

Play Loops: Turn 1 you want to mulligan for Focused Rage, or Superpower Training and a way to reliably clear it. Alternately, you can set up with Agent Coulson and start your preparation loops. It is vitally important to get card draw online early, however, as her 4 hand size in hero form is devastating early on.

Once card advantage is established, the priority becomes setting up Entrapment loops with Practiced Plan. If you need more breathing room, you can put the court on recess with several of her confusion options. Concussive Blow is historically not a powerhouse, but it actually slots in quite nicely here. Additionally, Battlefield Benevolence offers a confuse at the cost of returning 2 health to the villain. This is basically a net 0 for the villain if we intend to hit them with "Do You Even Lift?" once we flip again.

She-Hulk also doesn't mind tanking a bit of damage when she can drop a Gamma Slam and do her best This Card is Fire impression.

Let's talk about Hellcat! Boy, does she stink...or, so I thought. I have found that she acts as an over-costed Impede or Clobber. Hear me out. I have used her on multiple occasions to hit the battlefield and either ping a tough, finish a minion, or remove two threat just to return her to my hand to pay for Gamma Slam or Concussive Blow or Superhuman Strength. Being able to clear the way for a big attack or give some room on the scheme and then return to hand to fuel continued turn economy has actually been a huge boon for Hellcat.

For those unaware, the rules update (from forever ago?) has allowed for some niche situations where Superhuman Strength can stick around for a second attack. Namely, if you cannot stun the attacked enemy due to defeating it or Stalwart. This can come in very clutch on turns where you have 1 or more Limitless Stamina or One-Two Punch in hand.

So far, I have tested this deck against Jigsaw (MC/DC '26 content) with Rallying Call and Superhero Jailbreak. This was especially punishing due to the focus on minions and making them have guard. The modsets used also had "Teamwork" and a "When Defeated" ability that caused another Criminal to activate against you. It was a constant up-hill battle against the board state and the threat, but Jennifer Walters was able to put Jigsaw down after a few iterations of this deck.

Secondly, I tested the constant flipping against Taskmaster with Ninja Swarm in place of Hydra Patrol. I used the Dancing Shadows side scheme in place of Hydra Patrol and just added the "When Defeated" text to put a ninja into play. This was surprisingly, not very difficult, even on Standard III/Expert. I took him out 2 times in a row with this current version of the deck. One of the trickiest things to get around was Photographic Reflexes. He had both copies on him the turn I wanted to end the game. I had to get clever with Concussive Blow to make room to flip down and recover as well as set up my hand for a final push. Notably, I had to pay for Concussive Blow with NO resources so that I did 0 damage to Taskmaster since I was at 2HP and had no Battlefield Benevolence in hand!

On ally choices, Firebird is notably incongruous with the kit. She can be swapped out for anything really, but I like her flexibility and that she can just be a good 2 cost ally. Cypher does not hit and draw as often as I would like, but he has come in clutch. Most of the thwarting comes from the allies, so Hawkeye is instrumental in chipping away at minions. Squirrel Girl is just bonkers, enough said. Agent Coulson allows us to tutor any preparation that we need and sculpt the next turn. I also toyed with Sentry, especially against Taskmaster. He has great stats and pulling a Captured by Hydra reliably would be amazing. If I were to swap him in, I would drop Firebird or Cypher, but I would be hard to decide which, I think.

Overall, this build has given me a new appreciation for a character that I have written off for years. I am no compromised juror, but I can start to see why She-Hulk has had so many fans over the years.

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