BERSERK HULK: All Gas, no break!

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
BERSERK HULK: All Gas, no break! 2.0 0 0 0 1.0
BERSERK HULK 2.0: All Gas, no break! (Update 11.2022) 7 6 0 1.0

Danimal0808 · 426

Theme: Hulk is mad... Very mad... ya know he is really more angry than mad... or furious, deranged, BERSERK even! Hulk is on a 1 track mind to smash the villain as hard as he can.

Hulk

Note: I love the challenge to see if I can defeat a villain on expert, but this deck is top notch verse standard.

Piloting: This deck is solely designed to defeat the villain in as few rounds as possible. Now, some villains are crafty and will easily outwit this Berserk Hulk deck. However, Hulk has some great tools here to overcome a lot of what the villain may throw at him in the first few rounds. Most likely game round 1 flip to hero, round 2 flip to AE (this will often pop the main scheme which usually isn't a big deal. If you are in a 1 scheme scenario, be careful.) round 3 flip to Hero, round 4 finish in Hero, flip to AE if you have threat to spare otherwise stay in Hero until you win (or lose).

Essentially you will want to defeat the villain in around 3-4 rounds or less. If the battle lasts longer the battle last the less likely Hulk will be able to stop the villain.

Main Cards to play: Drop Kick (Stun the villain, less activations the better), Hulk Smash, Hand Cannon.

Early Game Cards: This this deck I don't worry too much with a mulligan. However, if you have these cards and they are easy enough to play great but still damage is priority. Martial Prowess: Cheaper and easier to play than Helicarrier considering the resources in this deck. Jarnbjorn: Great to get that extra damage each round. Counterattack: Great to set-up a villain to for a big blow. Usually, I want this 1 cost = 5+ damage

Dealing with Tough: Marvel Boy, piercing strike, Jarnbjorn, audacity (sneaky way to ping damage before you resolve an event card).

Dealing with Guard minions: Hand Cannon (better than Combat Training for this reason. Use HC each round but always save 1 counter just in case you need it to punch through a minion, Hulk Smash, and lastly Thunderclap if you must.

Allies: Each ally has a role on the team all mainly to deal damage, but they also bring their own unique uses. Blade: Cheap, take some indirect damage, block in a pinch, should be able to trigger every round with all of Hulks physical resources. Marvel Boy: Cheap, deal with tough, and block. Mockingbird: Stun, ping damage, block, got to have 1 thwart. Spider-Man: Burst damage or thwart, damage, block Lockjaw: Play from the discard pile in a resource full hand or got to have thwart.

Utility Events: Clobber can result in an extra resource; Skilled Strike is an easy 0 cost play even with a Hulk Smash. Surprise Attack great value if you get it at the right time.

If you must thwart: You in bad shape but Spider-Man and Lockjaw in a pinch might can do it, but really you just want to attack is at all possible.

Resources: You will notice that I only included the Strength double resource the reason is I always want to hit Hulks triggers and to use for Blade/Jarnbjorn. Power of aggression works as a double resource but can also generate that physical you need. Audacity is to help ping tough. Now this leaves you with very little solutions to attachments which is true so... hopefully the Villain doesn't find the nasty ones that really hurt. However, the 3 wild resources do provide a chance to remove them if you must. The goal is ignore them because Berserk Hulk just smashes.

2 comments

Aug 24, 2022 mghouston91 · 15

I love a good rush deck. Top notch! I tossed 3 Limitless Stamina in when I played as well as 2 "Bring It!" as well. Thanks!

Aug 24, 2022 Danimal0808 · 426

Yes Bring It is a great addition that have added depending on the scenario. I need to test out some of the new cards bc limitless stamina would be great addition.