She-Hulk Justice Heal-Tank

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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underthewronghat · 8

Basics This is my silly She Hulk Justice Heal-Tank deck.

The heal-tank part is really just six cards: Endurance, Down Time, Crew Quarters, 3x Recuperation.

Recovery! She can reliably flip and Recover 7 + 1 for Crew Quarters + 7 for Recuperation ==> that's 15 Hp on a single flip. Obviously, this works with Gamma Slam, as she can literally Gamma Slam for 15, then heal to 18 on one flip. Bananas...

Justice! 3x Great Responsibility makes her a Justice Heal-Tank, as she "tanks" threat from big scheming villains. Very few builds use GR, and the ones which do, use some sort of damage mitigation. She Hulk just takes it and heals it.

Flip! It's great for multiplayer, because she encourages other heroes to flip, while she absorbs the threat and heals them 1hp. She Hulk is maybe my flippyest hero --the only reason not flip is just to absorb more threat / damage. She can thwart in Alter Ego with Superhuman Law Division. Flip yourself, flip off threat, help others flip, flipping is the answer.

Note that I only play multiplayer and I build out my whole box for game night, so the players grab a hero, grab a villain, and we play. Four allies in a Justice deck is normal for my box.

Anyone can make this better. This is really made to be a cheap Justice deck which takes advantage of She Hulk's 5 REC and efficient flipping powers. The basic core of this deck is just 9 cards. Most MC players can probably pick better allies / events to make this deck even stronger. If we add in the 3 double-resource cards, that leaves 13 cards to play with. Have fun!

2 comments

Jul 17, 2024 AmbientFellow · 1

Hero response doesn't remove stun due to not being an attack. Cool deck though!

Jul 17, 2024 underthewronghat · 8

Oh dang! I've been playing the stun rules wrong. Maybe it's because I'm used to dealing with TOUGH, which blocks the next damage from any source... ...Stupid Hulk ally... ;-)