She-Hulk, Attorney-at-Law is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Vigilance Power-up —: Put a +1/+1 counter on She-Hulk. Then double the number of +1/+1 counters on each creature you control. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Complete guide
She-Hulk, Attorney-at-Law brings a powerful presence to your Magic: The Gathering deck, blending defensive vigilance with an explosive Power-up ability. This Gamma Advisor Hero can single-handedly turn a board of small creatures into a massive army of threats. Knowing when to activate her ability is key to crushing your legal opponents on the battlefield.
What it Does
She-Hulk is a 3-mana legendary creature with Vigilance, allowing her to attack without tapping. Her signature mechanic is Power-up, which allows you to pay a mana cost to place a +1/+1 counter on her and then double all +1/+1 counters on every creature you control. Note that Power-up abilities can only be activated once per game, and the cost is reduced by She-Hulk's own mana cost ({2}{G/W}) if she entered the battlefield this turn.
How it Resolves Step by Step
When you activate the Power-up ability, you first pay the mana cost; if she just entered, you pay {4} instead of {6}. Upon resolution, She-Hulk receives one +1/+1 counter. Immediately following this, the game checks every creature you control for +1/+1 counters. For each creature, you count the number of +1/+1 counters it has and add that many more to it. If a creature had zero counters, it remains at zero, unless it was She-Hulk herself, who now has at least one.
Common Mistakes
A frequent error is trying to activate Power-up multiple times; the rules text explicitly states you can only activate each power-up ability once. Additionally, remember that the doubling effect only applies to +1/+1 counters, not other types of counters like keyword counters or charge counters. Finally, ensure you have your other creatures already boosted with at least one counter before activating She-Hulk if you want them to benefit from the doubling effect.
When to Play it
She-Hulk is best played in a 'Counters Matter' deck where you have already distributed +1/+1 counters across multiple creatures. While you can cast her and activate her Power-up immediately for a total of 7 mana to surprise your opponent, she is often most effective as a late-game finisher when your board is already wide.
Interaction examples
If you control She-Hulk alone and activate Power-up, she first gets a +1/+1 counter. Then, that one counter is doubled, leaving her as a 5/5 creature (her base 3/3 plus two +1/+1 counters).
You can use Sakura-Tribe Elder to ramp into She-Hulk. If you sacrifice the Elder to get a land, you reach the required mana for She-Hulk's Power-up sooner. However, note that if the Elder is sacrificed before Power-up resolves, it won't be there to receive any counters.
If Solemn Simulacrum is already on the battlefield with a +1/+1 counter on it, and you cast She-Hulk, you can activate her Power-up for only {4} generic mana. Upon resolution, She-Hulk gets a counter and doubles to two, while the Simulacrum's one counter doubles to two, effectively giving you two 4/4 creatures.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : She-Hulk, Attorney-at-Law
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with She-Hulk, Attorney-at-Law
No archived Top 8 deck with this card yet.



Sakura-Tribe Elder
Solemn Simulacrum