Objection! Entrapment!

Card draw simulator

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Derived from
Flipping Off the Villain 21 13 8 1.0
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happyhunternes · 1

Objection! Entrapment!

Jennifer Walters is S.H.I.E.L.D.'s newest agent.

Her assignment: encourage the villain to scheme, secretly arrange exactly how much they scheme for, then punish them for doing it.

Is that entrapment?

Objection. She's the lawyer.

Jennifer Walters thirst enTrap

The Plan

This is a true-solo Expert Entrapment deck built around turning the villain's scheme activation into damage.

End most turns as Jennifer with Entrapment in play:

Villain schemes → Entrapment deals that much damage → flip to She-Hulk → Do You Even Lift? deals 2 → Lay Down the Law removes the threat.

Use I Object! on the automatic villain-phase threat when possible. We usually want the villain's actual scheme activation to place its full threat because Entrapment converts that threat into damage.

Under Surveillance gives us room to play this game safely, while Counterintelligence is the emergency brake.

Rigging the Scheme

Global Logistics is where things become legally questionable.

Most decks use it to give the villain the smallest possible boost.

We sometimes want the largest boost we can safely survive.

If a 2 SCH villain gets a 3-boost card:

5 threat → 5 Entrapment damage → 2 more from She-Hulk.

Then Lay Down the Law cleans up afterward.

Melinda May provides a smaller repeatable version of the same effect by checking the top encounter card after she activates.

The rest of the S.H.I.E.L.D. package is intentionally small:

Going Undercover

Going Undercover gives us a second encounter-control window.

Global Logistics arranges the deck before the villain schemes.

Then:

Villain schemes → Entrapment fires → She-Hulk flips → Lay Down the Law clears Going Undercover → rearrange the next five encounter cards.

So we can engineer the boost first, then clean up the encounter deck afterward.

Just remember that on this turn Lay Down the Law is not removing threat from the main scheme, so make sure you have enough breathing room.

She-Hulk Still Gets to Punch Things

The intelligence package is deliberately compact so She-Hulk can still do She-Hulk things.

Limitless Stamina gives additional 3-ATK activations—or 5 ATK with Superhuman Strength—and her three One-Two Punch provide even more readying.

Squirrel Girl helps handle threat without wasting She-Hulk's miserable 1 THW.

Turn the Tide is another payoff for what we're already doing: when Lay Down the Law completely clears a scheme, turn that cleanup into another 3 damage.

About the S.H.I.E.L.D. Package

With access to Sinister Motives, you can build a denser S.H.I.E.L.D. shell using cards like Monica Chang, Government Liaison, and Field Agent.

This list intentionally avoids them. Those cards can be difficult to find now, and the deck really doesn't need a full S.H.I.E.L.D. engine.

The goal is the smallest useful intelligence department, leaving the rest of the deck for cards that are simply good for She-Hulk.

Closing Argument

Global Logistics the boost.

Entrapment converts the crime into damage.

Lay Down the Law cleans up the evidence.

Going Undercover fixes the encounter deck afterward.

The prosecution rests.

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