Arcane Foundry › Commanders › She-Hulk, Jade Defender
She-Hulk, Jade Defender
Legendary Creature — Gamma Hero · {3}{G} · Green commander
Reach, trample
Power-up — {4}{G}{G}: Destroy up to one target artifact or enchantment. Put a +1/+1 counter on She-Hulk. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Build a She-Hulk, Jade Defender deck →
What She-Hulk, Jade Defender 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{4}{G}{G}: Destroy up to one target artifact or enchantment. Put a +1/+1 counter on She-Hulk.
- Keyword · reachreach
- Keyword · trampletrample
- Keyword · power-uppower-up
What a She-Hulk, Jade Defender deck needs
Plays as mana sink. What the commander asks of the other 99 — read from the card and checked by hand.
- counter doublers and proliferate (it grows only itself with +1/+1 counters)
- mana rocks and dorks beyond the curve (its ability turns spare mana into value)
The She-Hulk, Jade Defender deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 20× Mana from a NONLAND permanent — a commander that doubles nonland mana gets nothing from lands
- 12× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 7× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 9× Refill your hand
- 4× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for She-Hulk, Jade Defender
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.
Mana from a NONLAND permanent — a commander that doubles nonland mana gets nothing from lands
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Amber0 mana
- Mox Diamond0 mana
- Birds of Paradise1 mana
- Delighted Halfling1 mana
- Elvish Mystic1 mana
- Fyndhorn Elves1 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
- Beast Within3 mana
- Nature's Claim1 mana
- Emerald Charm1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
- Natural State1 mana
- Umezawa's Jitte2 mana
- Archdruid's Charm3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Summoner's Pact0 mana
Answer a whole board at once
- Selective Obliteration5 mana
- Needle Storm3 mana
- Hurricane1 mana
- Nevinyrral's Disk4 mana
- Season of Gathering6 mana
- Gale Force5 mana
- Corrosive Gale1 mana
- Tropical Storm1 mana
Refill your hand
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Elemental Bond3 mana
- Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun3 mana
Keep a permanent you control alive through removal
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
Get ahead on mana
- Sol Ring1 mana
- Incubation Druid2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Heritage Druid1 mana
- Llanowar Tribe3 mana
- Chrome Mox0 mana