Marvel Champions: She-Hulk Breakdown

Alright! I’m still a little under the weather, but I’m going to make a run at this post anyway, because I just really enjoy doing these write-ups. Today we continue our exploration of the Marvel Champions core set with our fourth hero, the sensational She-Hulk! I’m a big She-Hulk fan, so I was very excited that she got into the main box.

As a reminder, these breakdowns only look at the unique fifteen-card decks for each hero, looking over each card with a focus on how well it fits the character thematically as well as how useful it is in play. I don’t claim to be any kind of expert at card games, so I’m not going to give deck-building advice or talk about tiers or anything like that!

The Hero
Our hero side is, naturally, She-Hulk, with Jennifer Walters as the alter-ego. Something I appreciate: the alter-ego card art still has her in She-Hulk form! If you’re not familiar with She-Hulk, she’s not exactly like the regular Hulk–turning into She-Hulk isn’t an involuntary thing that happens when Jen gets angry. She has control over it (well… usually; things have been a little weird in that department for the last few years) and generally prefers to just stay in her Hulk form. I mean, if you could be all cool and muscly all the time, wouldn’t you? Anyway, she’s got a hulking 15 hit points, a hand size of 6 in alter-ego mode, and a hand size of 4 in hero mode.

With an impressive 5 Recovery, her alter-ego form is good at healing up; I guess all that gamma-infused blood helps! She’s also got an ability called “I Object!” which allows her to prevent 1 threat per round. Threat prevention is always handy, and I love how flavorful this is, representing Jennifer’s skill as a lawyer and how that allows her to hassle criminals even when not performing superheroics.

Flipping over to She-Hulk, her stats are 1 Thwart, 3 Attack, and 2 Defense. That high damage is excellent, and it only gets better with the rest of her deck. The best thing about She-Hulk’s hero form, though, is her ability, “Do You Even Lift?” This lets her deal an immediate 2 damage to an enemy after flipping to this form. I absolutely adore abilities that key off of changing forms, and this one is nice and strong.

Jennifer only has two upgrades (although she has two copies of each): Focused Rage and Superhuman Strength. Focused Rage is a 3-cost upgrade; if you exhaust it and take a damage, you can draw a card. This is useful for two reasons. First off, with a hand size of 4, you’ll probably be wanting all the extra draw you can get when you’re in hero mode. Second, She-Hulk is actually incentivized to take damage thanks to her powerful Gamma Slam event… but we’ll get to that later.

Superhuman Strength costs 2 resources and gives She-Hulk +2 Attack. Hey, can’t argue with that! Unfortunately, after making an attack with it, you’ve got to discard it. However, it also Stuns the enemy, which is a nice bonus; overall, an extra 2 damage and a Stun for 2 resources isn’t too shabby!

Both of these cards are pretty basic in terms of theme, but I can’t say they don’t fit. They’re both fairly useful, too, so no complaints here!

Allies & Supports
As usual, there’s not a lot going on in this department–one ally and one support. The ally is She-Hulk’s old pal Patsy Walker, a.k.a. Hellcat! A 3-cost card with 2 Thwart, 1 Attack, and 3 hit points, Hellcat is a decent ally. Her real utility comes from her ability, though, which allows you to return her to your hand as an action. Is she about to die and you want to keep her around longer? Return her to your hand and play her again at full health! Or heck, maybe you’ve got something great in your hand but you’re one resource shy of playing it–grab Patsy and let her help you play your card!

For her support, Jen has the 1-cost Superhuman Law Division. When in alter-ego, you can exhaust the Superhuman Law Division and spend a Science resource to remove 2 Threat from a scheme. Solid! I really like that both Hellcat and this card focus on dealing with threat; She-Hulk is by nature a tough, high-damage hero, but having these built-in Threat-handling mechanisms reflects that she shuts down bad guys in her day-job, too.

Events make up the bulk of She-Hulk’s cards, and we’ll start with her most important one: Gamma Slam. Gamma Slam is the card you really want to fire off when playing as She-Hulk: a 4-cost event that allows you to deal X damage to the enemy, where X equals the amount of damage you’ve taken. It’s expensive, yes, but if you time it just right you can land a whopping 14 damage in a single blow. I love it! It’s so satisfying to pull off.

Next up is Ground Stomp, a nice little 2-cost card that allows you to deal 1 damage to each enemy. Great for wiping out minion-heavy fields, like if you’re fighting Ultron. Not super flashy, but very effective in the right situation.

Following that is the 0-cost Legal Practice. This can only be played when you’re in alter-ego, but it allows you to discard up to five cards from your hand and remove and equal number of Threat from a scheme. This is a great way of clearing off the main scheme or getting rid of a troublesome side scheme, and the card itself being free means you won’t need to waste any cards paying for it–you can save everything in your hand to pay for the effect.

One-Two Punch is another solid event. Clocking in at 1 resource, it has the simple but extremely useful effect of readying you back up after a basic attack. If you’re lucky enough to have more than one of these in your hand, you can get off an impressive three attacks in a turn–and that might be on top of the damage from “Do You Even Lift?” Cards like this are what really turn Jen into a powerhouse.

Finally, there’s the 3-cost Split Personality. Remember when I said the last few years have been a little weird in terms of Jen’s control over the She-Hulk persona? This card deals with that. I actually really like that the deck incorporates various parts of her character history like that instead of sticking solely to one ‘era’ of She-Hulk! The card art throughout the deck is great about that, too. Anyway, Split Personality has you flip (either from alter-ego to hero or vice versa) and draw up to your new hand size. It might not sound crazy powerful, but it can allow you to change form twice in one turn (which is usually against the rules) and get some extra card draw, both of which could make a big difference if deployed at the right time.

Nemesis & Obligation
Jennifer has perhaps the wildest Obligation yet: Legal Work. As usual, you can get rid of it permanently by flipping to your alter-ego and exhausting. However, your other option this time around is to discard it and give the main scheme an acceleration token. Which will make it pick up Threat at an advanced rate. Uh… no? Why would you ever pick that?

Her Nemesis is Titania, a threatening minion with 6 hit points, 1 Scheme, and X Attack. The catch here is that X equals Titania’s current hit points, so if you don’t taker her out fast, she can hit you pretty damn hard. At least her side scheme, Personal Challenge, isn’t too bad–it comes into play with Threat on it equal to 3 plus the number of players and has the Crisis symbol, so while it will prevent you from dealing with the main scheme for a minute, it should be fairly simple to clear. Titania’s other cards include Genetically Enhanced and Titania’s Fury. The former is an upgrade which gets placed on the minion in play with the highest printed hit points–almost guaranteed to be Titania herself–and it increases those hit points by +3. An unhurt Titania who gets this upgrade can swing for a deadly 9 damage, so you definitely want to get rid of her before you have the misfortune of pulling this from the encounter deck! Titania’s Fury, meanwhile, makes Titania attack you. If she can’t for whatever reason (a Stun status effect, for instance) she instead heals all damage and the card gains Surge. Ouch! Titania’s Fury also has a boost effect: the villain gains 1 additional boost card for this activation (and Titania’s Fury itself adds a boost symbol of its own to the activation).

Much like Captain Marvel, She-Hulk is a bruiser. While she does have some solid ways to deal with Threat as well, I prefer to lean into the damage-dealing and give her an Aggression build.

The deck as a whole does a good job of balancing the duality of the character: yes, she’s super strong, but she’s also a talented lawyer who does some of her best crime-fighting in the courtroom, rather than the battlefield. I love cards like Superhuman Law Division that emphasize that, and I love that she actually gets better at dealing with Threat when she’s in her alter-ego form! Not only is that an excellent way to showcase the character theme, it’s also exciting when you think about how the game could continue to tinker with alter-egos in the future.

She-Hulk is a great character, and Marvel Champions did a great job making her fun and effective to play!

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