Hulk, Gamma Goliath
MSH · uncommon · Released 2026-06-26
Power
Tier shown as baseline → best-case (in its ideal shell).
Derived from the 7 atoms below.
above rate
meaningful alone
wants support
scales up
one mode
broadly useful
easily answered
Commander Bracket
Archetypes
Roles
Risks
Mechanics
Typal
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Structural
Rationale
Hulk is a 5-mana 6/5 reach+trample legend with a global cost-reduction for power-up abilities on other creatures (making them 3 cheaper) and his own one-time power-up that slaps 5 +1/+1 counters on himself. He's a premier counters-voltron / plus-one-counters payoff and a fine aggressive midrange threat, but his power-up is a once-per-game effect and the cost reduction only helps in a power-up-dense build (Marvel set synergy). His own power-up costs {6RG} reduced to free if he entered this turn, making it a serious immediate finisher in the right setup.
Learnings (3)
Hulk's cost-reduction static ability only benefits power-up abilities on OTHER creatures you control — his own power-up is not reduced by it; his self-reduction is the separate mech-power-up rule (reduce by MV if he entered this turn).
tagging · claude-sonnet-4-6
The power-up cost reduction of {3} is extremely context-dependent — it is nearly dead value outside of Marvel-set-heavy builds or Commander decks deliberately stacking multiple power-up creatures.
tagging · claude-sonnet-4-6
At 5 mana, Hulk's power-up can be activated for free the same turn he enters (6RG = 8 mana, minus his MV of 5 = {3RG}, then minus {3} from himself = effectively {R}{G} — but the self-reduction only applies if he entered this turn, not the board-wide reduction).
tagging · claude-sonnet-4-6
Popularity
- EDHREC rank: #27,290