Card draw simulator
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I Too Like To Live Dangerously 2.0 | 536 | 435 | 32 | 2.0 |
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BananaBobert · 27
EDIT: Thanks to adsarf for the suggestion of Avengers Tower to help with the recurring Hellcat costs. I'm taking Quake out because she's been the worst performing ally across multiple games.
Removed: Quake x1 | Added: Avengers Tower x1
I built this deck to take advantage of Jennifer Walters's unique thwart capabilities in Alter-Ego as much as I can. This deck is built to try to keep Jennifer in the courtroom as much as possible. You're going to only hit the streets as She-Hulk when there's too many minions building up for your allies to handle or when your Split Personality comes up and you end up smashing some faces in before retreating to your law practice.
Superhuman Law Division and Jennifer's "I Object!" combine to give her access to 3 thwart every turn in Alter Ego. Due to the specific resource type requirement, Quincarrier is incredibly important in allowing you to access Superhuman Law Division thwart every turn. And you will want to trigger it every turn because 2 thwart for 1 resource is quite efficient.
Hellcat is a surprisingly good source of thwart. As a comparison, For Justice! requires 2 resources and the card itself for 4 thwart. Hellcat costs 3 resources and the card itself for 4 thwart over 2 turns, but if you return it to your hand, you're getting a card/resource back, leaving it costing the same as For Justice! for an equivalent 4 thwart, but spread over 2 turns. You can even cast it again to continue keeping threat down. This is rather expensive when combined with the persistent cost of Superhuman Law Division, so you might end up using Hellcat as a resource or just keeping it around for while instead of returning it in order to play other higher value cards.
Under Surveillance is very important for giving you more breathing room before you have to focus on threat removal and saving you from bursts of threat like when the villain draws multiple Advances. Since you're staying in Alter-Ego form most of the time, playing one early is very helpful so we're running 2 copies to improve consistency.
Beat Cop and Counterintelligence are there for access to more thwart while in Alter-Ego. Remember that Counterintelligence has a max 1 per player limit, so if you have one in your hand that you're going to play, activating the one you have out to stop 2 threat could be worth it. The Beat Cops just add to the repeatable thwart capabilities of this setup, providing a very reliable 6 thwart every turn when combined with Jennifer Walters and Superhuman Law Division.
Lastly, the allies are your main source of damage and thwart. Quake is great to keep around just to help with damaging minions and Daredevil and Jessica Jones help with incremental damage to minions and the boss. Spider-Man is incredibly efficient if there's a side scheme in play; 3 threat removal per player is enough to kill most side schemes and he's a great source of consistent damage. Agent Coulson and Speed are good sources of burst threat removal by either giving you a Counterintelligence or being able to thwart twice in a turn.
Other than Quake, every ally is a great target for First Aid. The most efficient targets are still Daredevil due to his damaging response ability and Speed due to his ready response turning First Aid into a thwart 4 for 1 resource.
Since you don't need allies to block for you, common staples like Nick Fury, Ironheart, and Mockingbird end up being inefficient. You're only going to block with your allies if another player is in trouble. Even if you end your turn in Hero mode, you have 15 health to tank some hits with and lots of time to heal when you're in Alter-Ego.
This deck is all about building up momentum with upgrades and allies and stabilizing the threat the Villain can output. You can sneak in damage with your allies if the villain isn't summoning enough minions, but you're mainly trying to control the board and grind the villain down. That said, She-Hulk has a lot of damage in her Hero cards, so if you wind up with a hand of a couple One-Two Punches or Superhuman Strengthes, it might be time to flip over and smash some faces for a turn.
I had a lot fun building and playing this deck. It's not going to crush scenarios, but I've been able to defeat Expert Ultron and Expert Zola while playing with a Protection Wasp partner. There's lots of decisions to make since you're only playing a couple cards every turn, it's challenging to figure which are the ones that will most heavily impact the board state.
Also, being able to do my best Phoenix Wright impression every turn is a blast.
2 comments |
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May 12, 2021 |
May 12, 2021
Concussive Blow would undoubtedly be useful for buying some more time and control, but I actually find myself not flipping to Hero mode that often. It's mainly in the early game before I get the allies and supports set up that going She-Hulk is necessary to relieve the threat growth. Concussive Blow would help with that, but also dilute some of the theme of the deck. Sometimes, sacrifices have to be made to stay on brand :) |
I like this deck. Did something similar with Ms Marvel (https://marvelcdb.com/decklist/view/7786/i-too-like-to-be-home-by-dawn-1.0). It is fun to make a less-than-optimal deck style work sometimes.
Would Concussive Blow be useful? When you have it in your hand you could slip into hero form and probably benefit from Superhuman Strength if there was one on the board to stun and confuse the villain. Avengers Tower is also well worth considering in any She-Hulk deck as you can use it every turn to get Hellcat back down, even if she is your only avenger ally.