
Bruce Banner // The Incredible Hulk
Bruce Banner // The Incredible Hulk Commander Deck
Bruce Banner // The Incredible Hulk leads a Gamma-and-Hero stompy deck. It ramps into the commander's six-mana transform, or uses Bruce early as a sorcery-speed X draw engine, then grows one huge trampler with +1/+1 counters. The deck's twist is self-inflicted damage. Caltrops, fight and "deals damage equal to its power" spells, and Strength of Will all hit the Hulk to fire his Enrage trigger. That grows him, and if he's attacking it untaps him and adds extra combat phases. Red Hulk turns the same damage into burn. Counter doublers and multipliers like Hulk, Strongest There Is and Doc Samson make the growth explosive. How it wins: A massive trampling Hulk or other Gamma threat attacks again and again through Enrage-granted extra combats, pumped by counter doubling and overrun effects, until opponents fall to commander or combat damage. Key roles: - Enrage enablers: These cards deal damage to the commander or Red Hulk, often while he's attacking. That triggers a counter, an untap and an additional combat, or Red Hulk's burn. Fight and bite spells do double duty as removal (Caltrops, Decisive Denial, Strength of Will). - Counter growth and doubling: These pile on +1/+1 counters and multiply them, so each Enrage trigger and upkeep snowballs. The Gamma creatures get special payoff from the doubling (Hulk, Strongest There Is, Doc Samson, Super Psychiatrist, Training Regimen). - Gamma and Hero beater suite: A second wave of big trampling Hulks and Heroes keeps pressure on if the commander is answered. Several reward combat damage with draw or more counters (Professor Hulk, Abomination, Irradiated Brute, The Thing, Ben Grimm). - Trample and evasion: Granting trample, haste and pump lets oversized attackers push their excess damage through to players (Ghalta the Unstoppable, Rancor, Haunted Cloak). - Power-matters ramp and refuel: Mana dorks and land ramp reach the transform cost early. Power-based draw and mana then turn big bodies into more resources (Rishkar, Peema Renegade, Garruk, Curse Breaker, Return of the Wildspeaker). - Combat protection and reset: These keep the commander alive through removal, and a mass-damage sweeper can clear blockers while feeding Enrage (Anara, Wolvid Familiar, Snakeskin Veil, Blasphemous Act).
Bruce Banner // The Incredible Hulk decklist
- Abomination, Irradiated Brute
- Adaptive Sporesinger
- Arbor Elf
- Beanstalk Giant
- Brawn, Amadeus Cho
- Elvish Mystic
- Ghalta the Unstoppable
- Hulk, Gamma Goliath
- Hulk, Strongest There Is
- Hulkling, Burgeoning Bruiser
- Llanowar Elves
- Masked Vandal
- Oran-Rief Ooze
- Professor Hulk
- Raging Regisaur
- Red Hulk
- Rishkar, Peema Renegade
- She-Hulk, Jade Defender
- She-Hulk, Wallbreaker
- Sylvan Ranger
- The Thing, Ben Grimm
- Undercover Skrull
- Wood Elves
- Garruk, Curse Breaker
- Decisive Denial
- Fog
- HULK SMASH!
- Moonmist
- Punishing Punch
- Return of the Wildspeaker
- Snakeskin Veil
- Strength of Will
- Thing Swing
- Blasphemous Act
- Brotherhood's End
- Call Damage Control
- Colossal Collision
- Hulk's Thunderclap
- It's Clobberin' Time!
- Mystic Retrieval
- Restorative Technique
- Waltz of Rage
- Arcane Signet
- Caltrops
- Captain America's Shield
- Chromatic Lantern
- Haunted Cloak
- Izzet Signet
- Maskwood Nexus
- Sol Ring
- Alien Invasion
- Claim the Kingdom
- Cosmic Crucible
- Rancor
- Super Strength
- Training Regimen
- World War Hulk
- Avengers Tower
- Baxter Building
- Command Tower
- Exotic Orchard
- 22× Forest
- Hobbit Hole
- 2× Mountain
- Night Market
- Oran-Rief, the Vastwood
- Reliquary Tower
- Room of Refuge
- Surveillance Room
- Thriving Isle
- Training Compound
- Cultivate
- Anara, Wolvid Familiar
- Hulk, Bruce Banner
- Pia, Aether Ascetic
- Doc Samson, Super Psychiatrist
- Sunder Shaman