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Part of Marvel Super Heroes
·
Instant
·
Marvel Super Heroes (MSH)
Live Play Data
HULK SMASH!
1%
Live Inclusion
Times Brought
341
Decks Running
125
Median Cast Turn
7
Drawn → Played
54%
Format
First-cast turn
n=37
0%
T1
3%
T2
5%
T3
3%
T4
8%
T5
68%
T6-9
14%
T10+
Median
7
P25
6
· P75
9
· max
13
On curve
3%
(1 / 37 cast on T2)
Cast same turn as drawn
28%
The "good card" funnel
341 brought · 117 playersBrought to game
341
Ever drawn
69
Reached battlefield
37
Still on board at game end
1
≥ -17.1pp
Players who cast this card win 19% of the time (n=27) , vs 22% when it never left the library (n=222).
When players drew this card but left it in hand, they won 26% (n=24).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap -2.1pp; 95% confidence interval -17.1pp to +12.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
74 instances4.1%
Library
1.4%
Battlefield
54.1%
Graveyard
5.4%
Exile
Commanders that played this card
in tracked games-
1
Bruce Banner // The Incredible Hulk
39 decks
-
2
Wolverine, Best There Is
11 decks
-
3
Nick Fury, Agent of S.H.I.E.L.D.
10 decks
-
4
Krenko, Mob Boss
8 decks
-
5
Red Hulk
5 decks
-
6
Hulk, Gamma Goliath
4 decks
-
7
Thanos, the Mad Titan
4 decks
-
8
Tony Stark // The Invincible Iron Man
3 decks
-
9
Captain America, Team Leader
2 decks
-
10
Daredevil, Man Without Fear
2 decks
Card text
HULK SMASH!
Instant
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls.
Marvel Super Heroes (MSH)
·
Common
·
Illustrated by Chris Rahn
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 720,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.