Arcane Foundry › Commanders › Bruce Banner // The Incredible Hulk
Bruce Banner // The Incredible Hulk
Legendary Creature — Human Scientist Hero // Legendary Creature — Gamma Berserker Hero · {U} // {2}{R}{R}{G}{G} · Green/Red/Blue commander
{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery.
Reach, trample
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase.
Build a Bruce Banner // The Incredible Hulk deck →
What Bruce Banner // The Incredible Hulk actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
- Activated ability{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery.
- Triggered ability · otherWhenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase.
- Keyword · reachreach
- Keyword · trampletrample
What a Bruce Banner // The Incredible Hulk deck needs
Plays as extra combat. What the commander asks of the other 99 — read from the card and checked by hand.
- extra combat phases and attackers that profit from them
- counter doublers and proliferate (it grows only itself with +1/+1 counters)
- haste and untap effects that reach the commander (a tap ability is unusable the turn it lands)
The Bruce Banner // The Incredible Hulk deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 9× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 9× A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- 6× Untap the commander so the tap ability is an engine, not a one-shot
- 8× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 7× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
Best cards for Bruce Banner // The Incredible Hulk
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Rising of the Day3 mana
- Temur Ascendancy3 mana
- Thousand-Year Elixir3 mana
- Frostcliff Siege3 mana
- The Fire Crystal4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Urabrask the Hidden5 mana
A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- Krenko, Tin Street Kingpin3 mana
- Six3 mana
- Goreclaw, Terror of Qal Sisma4 mana
- Fear of Missing Out2 mana
- Ghostly Pilferer2 mana
- Inti, Seneschal of the Sun2 mana
- Ruby, Daring Tracker2 mana
- The Goose Mother2 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Aggravated Assault3 mana
- Bear Umbra4 mana
- Freed from the Real3 mana
- Pemmin's Aura3 mana
- Sting, the Glinting Dagger2 mana
- Umbral Mantle3 mana
- Unstoppable Plan3 mana
- Genji Glove5 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Kozilek's Unsealing3 mana
- Replicating Ring3 mana
- Esika's Chariot4 mana
- Omarthis, Ghostfire Initiate0 mana
- Wrenn and Seven5 mana
- Andúril, Flame of the West3 mana
- Hanweir Garrison3 mana
- Rampant Frogantua3 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Branching Evolution3 mana
- Hardened Scales1 mana
- Ozolith, the Shattered Spire2 mana
- Kami of Whispered Hopes3 mana
- Benevolent Hydra2 mana
- Michelangelo, Weirdness to 112 mana
- The Earth Crystal4 mana
- High Score3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Beast Within3 mana
- Nature's Claim1 mana
- Crush1 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Neoform2 mana
- Worldly Tutor1 mana
- Reshape2 mana
- March of Burgeoning Life1 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Oversimplify5 mana