She-Hulk Gamma Slam

By Yepesnopes, in Marvel Champions: The Card Game

13 hours ago, AradonTemplar said:

If you're thwarting 4-5, you're throwing your whole turn at it. Compare it to Nick Fury, who costs 4, removes 4 threat, and still eats an attack (and has tons of flexibility to match Legal Defense's cost scaling). For Justice costs half of what Legal Defense does, to thwart 4. It lets you play something else in a turn, rather than tread water with the scheme. Other cards like Interrogation Room and Superhuman Law Division are going to give you a much better return for your resources over time, so the only way Legal Division shines is if you need a huge hit to threat immediately. That's a pretty narrow band for it to be good in.

The thwart for 0 is neat, though. That's a good trick.

I don’t disagree that those can be quite good, but they are contingent on some other things (Nick is unique, takes an ally slot, and requires that you end your turn in hero form; For Justice! is only 4 if you spend the right resource, so that’s not always going to be possible, let alone desirable.

My personal favorite Combo is to have a split personality into it once my board is mostly built, so I can play a few cards and still THW for 3-4. Plus it ensures that extra card draw won’t go to waste (Ie you can always draw and THW instead of having a bunch of dud cards).

14 hours ago, AradonTemplar said:

If you're thwarting 4-5, you're throwing your whole turn at it. Compare it to Nick Fury, who costs 4, removes 4 threat, and still eats an attack (and has tons of flexibility to match Legal Defense's cost scaling). For Justice costs half of what Legal Defense does, to thwart 4. It lets you play something else in a turn, rather than tread water with the scheme. Other cards like Interrogation Room and Superhuman Law Division are going to give you a much better return for your resources over time, so the only way Legal Division shines is if you need a huge hit to threat immediately. That's a pretty narrow band for it to be good in.

The thwart for 0 is neat, though. That's a good trick.

Yeah I hadnt thought of the thwart for 0 thing either.

Only problem is, I either play in a group or two handed and I dont tend to use she-hulk for thwarting so confusion is a non-issue on she hulk for me, lol.

Legal practice is easily one of the worst hero cards (considering the hero it is with) and would gladly replace it with gamma slam (which plays perfectly into she-hulks play style 🙂 )

47 minutes ago, Derrault said:

I don’t disagree that those can be quite good, but they are contingent on some other things (Nick is unique, takes an ally slot, and requires that you end your turn in hero form; For Justice! is only 4 if you spend the right resource, so that’s not always going to be possible, let alone desirable.

My personal favorite Combo is to have a split personality into it once my board is mostly built, so I can play a few cards and still THW for 3-4. Plus it ensures that extra card draw won’t go to waste (Ie you can always draw and THW instead of having a bunch of dud cards).

I hadnt comboed it with split in that way before.

Split Personality gives it a spot, a limited one, but none the less a spot, lol

The brilliance of Gamma Slam is it creates a big exciting moment without feeling OP. I feel like every hero card set should have at least one. Yeah it doesn't always come up at the right time, but when it does it leaves an impression.

Legal practice while underwhelming also does sort of the same thing. Most of the time it's a dead card but when you really need it to remove a huge chunk of threat because that's the worst thing happening this turn then the option is on the table (for a hefty price). I wish Legal Practice was a Mental resource so you could pitch it to Superhuman Law Division, but I see the mirroring theme they have with the resources and alter-ego versus hero actions.

I agree, I'd rather 1 Legal Practice and 2 Gamma Slams since the Gamma Slam situation occurs way more often. I think Boggs is on the money with his self critique.

6 hours ago, phillos said:

The brilliance of Gamma Slam is it creates a big exciting moment without feeling OP. I feel like every hero card set should have at least one. Yeah it doesn't always come up at the right time, but when it does it leaves an impression.

Legal practice while underwhelming also does sort of the same thing. Most of the time it's a dead card but when you really need it to remove a huge chunk of threat because that's the worst thing happening this turn then the option is on the table (for a hefty price). I wish Legal Practice was a Mental resource so you could pitch it to Superhuman Law Division, but I see the mirroring theme they have with the resources and alter-ego versus hero actions.

I agree, I'd rather 1 Legal Practice and 2 Gamma Slams since the Gamma Slam situation occurs way more often. I think Boggs is on the money with his self critique.

If we're just looking at construction parity, every hero (so far) has 5x damage cards, except She-Hulk, who has 6 (1x Gamma Slam, 2x Ground Stomp, 3x One-Two Punch). Gamma Slam is fine, but it's more expensive than any other attack card (4 cost!), pretty much requiring you to build out your engine with focused angers/an avenger's mansion/helicarrier to play it/start in alter-ego in order to play it.

As much as it would be cool to have two, her hand size/the increased cost of her power doesn't make it feasible.
On top of that, She-Hulk only has 3 permanents (2x Focused Rage + 1x Superhuman Law Division), with a few cycling temporaries (2x Superhuman Strength, 1x Hellcat)

Other heroes either have far more permanents to thin their decks (Iron-Man, Black Panther) have a ton of card cycle (Marvel) or split the difference with a little of column a and column b (Spider-Man).

11 minutes ago, Derrault said:

If we're just looking at construction parity, every hero (so far) has 5x damage cards, except She-Hulk, who has 6 (1x Gamma Slam, 2x Ground Stomp, 3x One-Two Punch). Gamma Slam is fine, but it's more expensive than any other attack card (4 cost!), pretty much requiring you to build out your engine with focused angers/an avenger's mansion/helicarrier to play it/start in alter-ego in order to play it.

As much as it would be cool to have two, her hand size/the increased cost of her power doesn't make it feasible.
On top of that, She-Hulk only has 3 permanents (2x Focused Rage + 1x Superhuman Law Division), with a few cycling temporaries (2x Superhuman Strength, 1x Hellcat)

Other heroes either have far more permanents to thin their decks (Iron-Man, Black Panther) have a ton of card cycle (Marvel) or split the difference with a little of column a and column b (Spider-Man).

Doesnt the fact that she has less ways to thin her deck only reinforce the idea there should be an additional gamma slam?

10 minutes ago, Tarliyn said:

Doesnt the fact that she has less ways to thin her deck only reinforce the idea there should be an additional gamma slam?

It’s more that having another expensive card increases the chances of having a dud hand.

I played She-Hulk completely different today and had a lot of fun doing so. I was play testing a Protection build for a 3 player game. Initially I was just going to rely on a Justice Captain Marvel to do the thwarting for me, but this thread got me thinking of doing things differently. At the start of the game I hard mulliganed for Superhuman Law Division (SLD). The build was also stacked up on mental resources, with 3 copies specifically of Armored Vest, Get Behind Me!, First Aid, and Avengers Mansion to ensure fuel for SLD. During the game I recall using Legal Practice for 0 (twice throughout the game) to get the Confused status off of me so I could then use SLD. Playing this way made me be able to continously flip to alter-ego mode and back to get the "Do you even lift" damage, not have to complete rely on allies to thwart for me, not have to play Justice aspect, or rely on racing to get Gamma Slam to win the game. That was all thanks to this thread!

Also, when I actually used Legal Practice as intended, it was usually after a Split Personality for 2 or 3 thwart, getting rid of "dead cards". It was the most successful I have felt with She-Hulk even though I have won with her most often (by the "damage race"). To clarify, my play tests were against standard Rhino and She-Hulk is my hero of choice, so I have used her the most in play though I have used all heroes. I feel that for me personally she is the second hardest hero to use, first hardest being Spider-Man. Captain Marvel just tends to completely demolish whatever she goes against, Iron Man is a close second, with Black Panther being middle of the road.

Edited by HirumaShigure

Side question, can I Object be used on main scheme when a crisis icon is in play? I think the answer is no, but just getting some clarification.

2 hours ago, OttRod said:

Side question, can I Object be used on main scheme when a crisis icon is in play? I think the answer is no, but just getting some clarification.

Don’t recall the exact function of “I Object,” but preventing threat is not the same thing as removing threat. Crisis only keeps you from removing it, not preventing it to begin with.

On 11/22/2019 at 11:40 AM, maniakmedic said:

I love Justice She-Hulk. It's such a good combination for both massive hits and tight threat control.

In our small little card pool, I think that She-Hulk: Justice is the meta. Consistent damage and excellent threat control.

On 11/29/2019 at 7:04 PM, OttRod said:

Side question, can I Object be used on main scheme when a crisis icon is in play? I think the answer is no, but just getting some clarification.

I think the answer is yes actually.

  • If a side scheme has the crisis icon, it must be defeated before threat can be removed from the main scheme.
  • I Object!” — Interrupt: When threat would be placed on a scheme, exhaust Jennifer Walters → prevent 1 of that threat.

As SpiderMana said, preventing is not the same as removing.

2 hours ago, urloony said:

In our small little card pool, I think that She-Hulk: Justice is the meta. Consistent damage and excellent threat control.

Yeah, I think my team of choice right now with just the core set would be Justice She-Hulk, Leadership Iron Man, Protection Spidey, and honestly either way on Aggression Marvel/Panther.

Those first three have seen great success in my plays. She-Hulk and Spidey both have pretty solid threat management while still dealing/tanking a load of damage in these aspects, Iron Man is just solid all-around, as is Leadership, and the other two can both do work as can Aggression—just not my personal style as much so far so I haven’t played with them quite as much.