She-Hulk "Dino At Law" Deck Guide
This will be my comprehensive deck guide for my She-Hulk "Dino At Law" deck that I wrote about a few days ago!
I’ll go over the version of the deck I’ve been playing the most with, and then I’ll explain my thought process for updating the deck to play new cards.
Version 2 Decklist
Series 2 + She-Hulk Version
Version 1 Card Breakdown
Card Substitutions
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Version 2 Decklist
I would also try Agent Coulson, though I believe Maria Hill is better. Unfortunately, I don’t have either Agent Coulson or Maria Hill.
Overall I think this deck is slightly better setup to play games that do not involve big She-Hulks turn 6. This should improve the deck’s average case performance as well as make it less weak to Leader.
It is kind of a shame that I don’t have either Agent Coulson or Maria Hill. If you really like the content and want me to continue to make new decks using the new cards, I have enabled paid subscriptions to this substack. I’ll use all substack proceeds to getting new cards that you guys want me to build decks with.
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Series 2 Version
If you have She-Hulk but next to no Series 3 cards, this is how I would build the deck.
Card Breakdown
Alright, now we’re going to talk extensively about each card in the deck, why I wanted it in there in the first place, and what the alternatives I’m most considering for each spot in the curve are.
I wrote a great deal about each card and the alternatives for cards at each energy cost. If you’re looking for a quicker read, it might be best to skip directly to the section of the card you’re most interested in.
If you have any questions about cards that aren’t covered here, leave a comment!
1 Drops
Sunspot
Sunspot is pretty straightforward, it synergizes really well with our powerful strategy of spending no mana on turn 5 and then playing one or more She-Hulks on turn 6!
I’ve found that sometimes I hold 1 drops if I have Angela on turn 1. But I don’t hold Sunspot, because the worst case scenario is I don’t have a 1 drop to play with my Angela, so I lose 2 power off missing the Angela trigger, but gain 1 power from my unspent energy.
Keep in mind that your best draws involve you spending all of your mana on turns 1-4 and 6, so by not playing Sunspot on turn 1, you limit your ceiling of how much power you can produce.
Nightcrawler
Nightcrawler is a solid role player in this deck that provides a lot of small benefits. Firstly, it is a cheap card and I want 6 cards that cost less than 4 in my deck. It also has synergy with Angela. Nightcrawler also works well with your gameplan of trying to have a lot of options on turn 6.
Nightcrawler can also help you put power into locations that are otherwise inaccessible, like Sanctum Sanctorum and Death’s Domain. This can give you a big edge in the mirror match if your opponent doesn’t have a way to interact with those locations.
Quinjet
Quinjet does a great job of tying the deck together. It works with Sentinel, Moon Girl, White Queen, and it enables your strongest draws of 2 She-Hulks + 5 drop on turn 6. Quinjet even helps grow Sunspot in spots where you can’t use all your energy.
Quinjet can even help you curve out with sentinels. Turn 1 Quinjet, Turn 2 Sentinel, Turn 3 you can play Sentinel + another 2 drop.
1 Drop Breakdown
Tier List of 1-drops for the deck:
S Tier - Quinjet - This card is mandatory, if you own it, you must include it in the deck.
A Tier Agent 13 - I would definitely include this card during the Lamentis-1 featured location, and I’m starting to think this card should be in the deck over Nightcrawler.
B Tier
Sunspot and Nightcrawler - Both of these cards fill a role in providing unique effects that the deck otherwise has access to. But they don’t synergize with the deck in a super meaningful way.
Iceman - Iceman offers the deck a unique edge against decks with higher curves, and is just a generally powerful card.
Honorable Mention: Antman - Antman potentially offers 4 power for 1 energy, this is the best rate you can get normally. If Agent 13 didn’t offer 4 or 6 power with Devil Dinosaur(s) in play, Antman would be a strong contender.
Alternative 1 Drops
If you wanted to play other 1 drops here are the ones I’d recommend.
Agent 13 works very well with Devil Dinosaur and The Collector. It also synergizes well with locations like Lamentis-1, Subterranea, and Sokovia that create low resource games for both players. This might be a good choice against players running Leader, because a curve of turn 5 Devil Dinosaur and turn 6 Devil Dinosaur is stronger against them than She-Hulk moves on turn 6.
Iceman is a very generically strong 1 drop. Iceman is at his best against decks that play less than 5 playable cards before turn 3, decks that play multiple 4 and 5 drops, and generally decks that play Daredevil and Professor X. It’s hard to feel or quantify the impact ice man has, but it is a very strong effect against decks that play expensive cards.
2 Drops
Angela
Angela still feels playable after the nerf. Getting 4 or 6 power from a 2 drop is just what the doctor ordered for this deck. I really don’t like playing with nerfed cards, but I haven’t found something better than Angela.
Just for fun here is a list of 2 drops that I’d consider over Angela if you were wanting some variety: The Collector, Scorpion, Mojo, Lizard, and Star Lord ( especially if you can read minds).
Armor
Armor is one of the strongest 2 drops in the game, and it is excellent in this deck. Armor’s role is to insulate you from the cards Killmonger and Shang-Chi, both of which have 3 different targets. This is a very powerful effect that can win 8 cube games, and it is still a 2 mana 3 power card.
Armor’s ongoing ability can also be used to disrupt plays from destroy synergy decks. This effect can win you 5+ power if you trap a Nova, Bucky Barnes, or Arim Zola. There is so much upside to this 3 power 2 drop.
Sentinel
Sentinel is a role player for this deck. It gives us early plays without the cost of losing cards in our hand. This is especially useful when we don’t have a turn 4 moon girl in our draw.
Sentinel shines in low resources games where locations like Sokovia and Subterranea leave players with fewer options. Having sentinels is far better than nothing.
It is worth noting that draws that heavily rely on Sentinel pay the price with board spaces. Board spaces represent future options, so having less of them make it harder to craft winning game plans with She-Hulk on the final turn.
Locations like Central Park, Savage Land, and Space Throne make Sentinel worse. If I think a game will come down to having enough board spaces late in a game, I might decline to play sentinel to pump my Sunspot. This play loses one power but gives future options.
2/3 Drop Breakdown
Tier List:
A Tier
Armor is too powerful against the destroy decks and interactive cards like Shang-Chi and Killmonger. Even though Armor doesn’t synergize with other parts of the deck, as long as destroy synergy decks are popular, Armor will be excellent.
The Collector - I think with enough enablers, The Collector could be the best 2 drop in this deck. Collector shines in situations where you can play cards in one land and pump Collector in another lane. He also works well and enables curves that are strong against Leader, a powerful late game threat against this deck.
B Tier
Angela and Sentinel.
Maria Hill and Agent Coulson - If you’re playing The Collector and you have one of these Series 4 cards, I think it’s worth trying them out. I believe Maria Hill will be the better of the two, but they’re both strong enablers for Dinosaur and The Collector.
Honorable Mention
Cosmo - Cosmo is very strong against particular decks and gives you more counterplay against Leader. I am not excited to include this card in the deck because it has anti-synergy with a lot of our cards. But I could see reasons for wanting to include it.
One thing to remember when building around The Collector, cards that add cards to your hand have diminishing returns with him, because you want to have hand space to play more cards that add cards to your hand. This is why I think Maria Hill is a bit better than Agent Coulson in this deck.
4 and 5 Drops
Moon Girl
Moon Girl enables your late game. Whether it’s copying She-Hulk, enabling a turn 5 Dinosaur and a turn 6 Dinosaur, or generating extra energy thanks to Quindet.
Moon Girl is a highly dynamic card that rewards planning ahead. Locations that give you extra mana or give you cards in hand, like Elysium, The Raft, Sinister London can enable very powerful draws powered by Moon Girl.
White Queen
White Queen, like Sentinel is a role player. Our beloved Queen gives us information about our opponent’s hand, future options, and 6 power. None of these features are outstanding on their own, but put together they’re definitely good enough to warrant the Queen’s inclusion.
The information White Queen gives can help you win some extra cubes. Be careful though-sometimes your opponent will have 2 high cost cards in their hand, so there could be one you don’t know about but they also won’t know which one you have!
Devil Dinosaur
Devil Dinosaur is SO BIG. This notorious dinosaur has been nerfed twice and is still extremely playable! The Dinosaur’s job in this deck is to be a 13, 15, or 17 power chonker and win lanes!
Devil Dinosaur is vulnerable to both Shang-Chi, Enchantress, and sometimes Leader so it’s important to be mindful of these cards in games where you’re winning by a lot of power. There are some tricks you can do to dodge Shang-Chi if you don’t have initiative by playing cards out to shrink dinosaur before your opponent’s Shang-Chi flips.
Aero
Aero is an excellent 5 drop that pairs very nicely with Devil Dinosaur. While Dino threatens a huge pile of power in one lane, Aero threatens cross-lane power in the form of disrupting your opponents plays.
Aero’s effect gets stronger as the game goes on and gets better the more board spaces your opponents have. Aero is probably the strongest card to play in tandem with She-Hulk on turn 6.
Aero does have natural counter-play, if your opponent can craft a game plan where they want their cards in the lane you play your Aero, you might be worse off. But this is a very difficult feat to pull off and puts the onus on your opponent to come up with something special.
4/5 Drop Breakdown
I am very happy with all of the 4 and 5 drops in the deck, especially with my the addition of Collector.
I do understand that not everyone has Aero though, so I’d like to talk about the second best option in my mind:
Iron Man is an extremely powerful 5 drop. Iron Man is at it’s best when both players are fighting super hard over one lane, Iron Man’s effect is a huge trump in these kinds of games.
Iron Man also synergizes very well with A LOT of locations. Xandar, Monster Island, X-Mansion, Nidavellir, Muir Island and Sinister London, just to name a few.
6 Drops
She-Hulk
The entire deck is built around supporting big She-Hulk turns late in the game. The turns I most often play She-Hulk are turn 4 and turn 6.
There are quite a few locations in the game that encourage you to play cards in them up to turn 4. If any of Asgard, TVA, Kyln, and Hala are in the game, I will highly consider any line that enables me to make a turn 4 She-Hulk into one of those locations.
While playing She-Hulk on turn 4 is nice when the situation calls for it, turn 6 She-Hulk is certainly the most powerful. Passing turn 5, and seeing where your opponent plays on turn 5 before you have to play your cards is a very powerful information advantage. Though there is counterplay to this strategy in the form of Leader, if you suspect your opponent has Leader and you can’t play around it, you might be better off playing a 5 drop on turn 5 and 6.
America Chavez
America Chavez is only in the deck for consistency. This is kind of a hidden ability of Chavez, because you always draw her on turn 6, you get to draw your other cards more often on turns 1-5.
Since this deck is synergy driven, trying to combine moving pieces like Devil Dinosaur, The Collector, with cards like Moon Girl, Chavez helps you assemble those pieces together in the early game more often.
6 Drop Breakdown
I am very happy with both She-Hulk and Chavez in the deck. But if you wanted to try other 6 drops, these would be the ones I would play in order of preference.
Leader
Doctor Doom
Magneto
Giganto
Keep in mind that Leader and Doctor Doom work well with cards like Antman and Mojo and worse with Angela. Including the right 1 and 2 drops that work with your 6 drops can give you a small but very meaningful edge.
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