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Legendary Creature — Gamma Berserker Hero
Trample When Hulk enters, destroy all artifacts. Hulk attacks each combat if able.
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“Suit up and smash: indestructible Voltron beats for 20 in 3 turns.”
Hulk, Always Angry is a straightforward aggressive commander that demands constant combat. With 9 power, trample, and a mandatory attack trigger, you're leaning into a tempo-heavy strategy where Hulk closes games quickly through combat damage and commander damage. The deck's core challenge is protecting your massive green monster—which means loading it up with equipment that grants evasion, indestructibility, or card draw, while also managing the artifact destruction trigger on entry. You'll want fast mana and cheap equipment to suit up immediately, turning Hulk into an unstoppable threat by turn 3–4.
Your secondary gameplan revolves around equipment synergies and Voltron mechanics. Cards like Mjölnir, Hawkeye's Bow, and Vibranium Strike Gauntlets turn Hulk into a damage multiplier while generating value. Since Hulk forces combat every turn, you can safely run offense-first card draw like Swordsman's Steel and Vibranium Strike Gauntlets. The artifact-destruction ETB is mostly a minor cost in red (where artifact density is low anyway) but can be leveraged as a feature—destroy opponent's mana rocks or threatening artifacts while you swing for lethal.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip the expensive Infinity Stones; use Hedron Archive or Fire Diamond for ramp, and swap Panther Habit for Darksteel Plate to go indestructible on a budget.
Inclusion = % of Hulk, Always Angry decks running this card. +lift = percentage-point boost over the format average.
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