#Smashing four decks upgrade#You will struggle the most against Heroic Ultron (if you can't get your retaliate upgrade out) and Heroic Mutagen because of how hard those scenarios can hit (insert Rocky Balboa quote).Īs you can imagine, he's great against Wrecking Crew as none of them hit particularly hard, and ] is great Wrecking Crew tech. If you defend too often, Hulk won't get to smash and that's a problem. Be patient and learn the ways of when to face-tank. You are not going to win as consistently with Hulk in solo as you are with a few other heroes. Hulk runs by the seat of his (small) pants. Strength in Numbers is a far more effective way to coax cards out of a Hulk deck than spending an entire turn doing nothing but setting up. All allies are 3-costed or lower to ensure that you can play them no matter what with a hand size of four.Īs far as card draw goes, the low cost of this deck circumvents needing card draw or resource generation. Take big attacks from villains by face-tanking with Hulk early, then let your minions tag in. Again, this deck is all about getting allies out to take the brunt of Hulk's attacks so he never has to swap back. If you have the 0-cost Make the Call in your hand and a triple-resource (Limitless Strength) or even a double-resource, you can bring back a key ally. This works great against Ultron or villains with low-health minions. If he gets his hero HP upgrade out: good night! He can face-tank minions all day and slowly whittle them down. Hulk can even take direct hits from Klaw: with the right boosts, he can tank Klaw for extended periods of time. Hulk can take a few Rhino hits no problem. This is such a fun way to play Hulk and you're going to love it. But the whole point of this deck is to power through in hero form the entire game, if possible.įace-tank the first few turns. You can substitute one copy of Honorary Avenger for one copy of Downtime if you want: Downtime can be great for Hulk due to the low cost, physical resource and synergy with Banner's Laboratory. The same goes for Get Ready, which is also 0-cost and a physical resource. Honorary Avenger is there to pump up your allies and get them thwarting cheaply for longer: all while providing a physical resource. This deck has more than enough physical resources to get you by. If you focus too much on physical resources you'll often take low-impact cards and/or cards that cost too much for Hulk. Most of your cards work without them and the few that require kickers are often low cost. Going hog-wild with physical resources, as a strategy, can bite you in the purple-short-wearing behind. This deck keeps costs low (three or below) so that no matter what your draw is, you can make at least one play without having a dead hand. With Make the Call and a double-energy resource, that's not a pipe dream. Imagine a turn there you play Mockingbird with Limitless Strength and Maria Hill with a hand size of four. When more cheap allies (like Kate Bishop in the Red Skull box) come out, Hulk will be even better with this setup. This deck contains cheap allies ready to be brought in even with Make the Call. The reason Leadership works so well with Hulk is simple: an easy way to consistently play allies. That leads us to the crux of this deck's goal. He needs burst thwarting, which Justice and Leadership are good for. Hulk needs thwarting, and not conditional "okay maybe you can thwart if or happens" thwarting that cards like You'll Pay for That provide. We want to smash, and enable more smashing. We aren't concerned about setting up: in heroic, you often can't meticulously set up. In standard or even expert, you can afford to try a completely different deck with Helicarriers, Quincarriers and Avengers Mansions (don't you dare with that last one!). Any hero can be effective when you build up a board state of toys to make everything cost less. This one is obvious if you've ever played She-Hulk or Thor (who are fine heroes) and have hit dead hands or had unfortunate turns. Starting at at hand size of five with Bruce Banner (even with his cycling ability) might seem fine, but even just one card can mean the difference between playing one or two cards turn one and maintaining that tempo.Ĭompare this to say, Captain Marvel, who can start with seven cards and put down two allies and an upgrade. Hulk badly lacks tempo, which can be killer on heroic difficulty settings. This is a very underlooked aspect of Hulk. Let's take a look at Hulk's weaknesses first. Things can get very tough for multiple reasons. I've been using Hulk for roughly two months now (thanks, Polish import deck), taking him through every scenario on normal, expert and heroic. So this gives him all the help he needs.to SMASH heroic.
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