Last updated on June 24, 2026

Hulk Gamma Goliath | Illustration by Zezhou Chen
EDHrec has the transforming card Bruce Banner // The Incredible Hulk as the most popular Marvel Super Heroes commander, including the commanders from Jumpstart and Commander precons, and itโs easy to see why: Three colors, card draw on the front, and a ferocious threat on the back. While The Incredible Hulk is a beefy threat, most of the hype revolves around the infinite combos: Itโs surprisingly easy to get infinite combats from this. Iโve got a handful of those combos here to inspire your brewing!
What Makes Hulk Combos?

HULK SMASH! | Illustration by Chris Rahn
The core of The Incredible Hulk combos are ways to damage to the Hulk in increments of 1 to trigger its enrage ability. When it takes 1 damage, it gets a +1/+1 counter, keeping it alive through repeated pings, and you make infinite combats.
A common prerequisite for these combos is that the Hulk canโt be blocked and killed by your opponents. One way to do this is falter effects Sundering Eruption that prevent blocking. You can also make it unblockable with a Rogue's Passage or similar effect. But, in my opinion, the best enabler will be making the Hulk indestructible with cards like Tamiyo's Safekeeping, Tyvar's Stand, and Heroic Intervention because these double as protection spells for your commander.
Caltrops
Players picked up the combo on the moment they locked eyes with The Incredible Hulk. You need to control both permanents.
When you attack, Caltrops triggers, the Hulk gets angry, and you get an extra combat. As long as it doesnโt die from blockers, you get a clean win by attacking over and over.
Legolasโs Quick Reflexes
Legolas's Quick Reflexes would make the deck anyway as a fantastic protection/removal spell (did those really need to be bundled together??) but itโs also a combo piece!
This combo has an important prerequisite: The Incredible Hulk must be indestructible.
Attacking with the Hulk taps it; this triggers the ability it got from LQR. Target the Hulk to make it deal damage to itself equal to its power, which triggers enrage, netting an additional combat. I guess this is a good place to keep hitting yourself?
Pyrohemia/Fire Nation Palace
Combos with Pyrohemia donโt technically go infinite since you take damage, so you can only repeat the process as long as youโre aliveโor until youโve burned your opponents out.
In addition to controlling the Hulk and both permanents, you need to mana to activate Fire Nation Palace targeting the Hulk. Because it gains firebending, it makes mana when it attacks. This mana can be spent on Pyrohemia for your 1 damage.
Since you can activate Pyrohemia four times when you attack, you might not need evasion or indestructible since itโs a board wipe before blockers.
You can replace Fire Nation Palace with cards like Sword of Feast and Famine or Bear Umbra that untaps your lands when you deal damage to your opponents.
Desert/Bear Umbra
This combo requires all three permanents in play with Bear Umbra on The Incredible Hulk, and itโs super simple. Attack with the Hulk, and put the Bear Umbra trigger on the stack. In response, tap Desert to ping the Hulk. The Bear Umbra trigger untaps all your lands to repeat the combo next combat.
As noted above, you can swap Desert for Pyrohemia or Fire Nation Palace for Bear Umbra, increasing the odds of assembling a combo when all four cards are present.
Pyrohemia/Enduring Vitality
In addition to controlling all three permanents, you need to activate Pyrohemia.
Attack with the Hulk, then activate Pyrohemia. That untaps the Hulk. You can then tap the Hulk to produce and use Pyrohemia again, generating infinite damage and combats without dealing combat damage.
If you have the highest life total, this wins on the spot. The draw to this combo is getting around the weaknesses of the others: The above combos rely on the Hulk dealing combat damage across infinite combats, so theyโre soft to cards like Fog and Ghostly Prison. This combo gets around them.
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