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Pojo's VS System Card of the Day
Albert Gaines <> Nuke
Date Reviewed: 10.11.05
Constructed Modern Age Average Rating: 3.25
Constructed Golden Age Average Rating: 3
Limited Average Rating: 3.5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
<> Nuke - Atomic Powerhouse
This week it looks like we are going to take a
look at a highly overlooked team from the latest
VS expansion - Squadron Supreme.
Before I begin today's discussion concerning
Nuke, I am going to take a minute to give my
overall impression of the Squadron Supreme team
in general. Like many of the teams in the
Avengers set, SS has two clear cut ways it can
played. You can either go the route of
alternative breakthrough or the route of no
cards in hand. While the route of alternative
breakthrough has some interesting tricks, I feel
that the more viable option with this team is
the route of NCH (no cards in hand). Of course
this raises problems in its own right. As a
former YGO player, I know that top decking can
be risky at best. Of course that problem was
somewhat taken care of in VS with the idea of
drawing 2 cards every turn. So now we are faced
with two issues: (1) How do I get rid of an
extra card each turn? and (2) Do I have the kind
of luck it takes to even run this deck in the
first place? Luckily UDE has gone the distance
with this team in the creation of SS stamped
PT's and getting rid of extra cards can be done
provided you plan ahead. Still the team in
general takes a certain amount of luck and a lot
of practice to pull off properly, both of which
can be in short supply when it comes to an
upcoming PCQ. So for now, with GA right around
the corner, I say look at this team only in
terms of a fun deck and wait for MMA before
making any serious decisions regarding this
Now onto Nuke?
Nuke is really a great card for the NCH-SS deck.
Even his standard stats (10/8 with flight and
range) are not all that bad. When you add the
+3/+3 this guy gets when you have no cards in
hand, he becomes a colossal powerhouse that is
on par with many 6-drop in the set. When you add
to the fact that he is a reservist (a quality I
really like), you get a character that should be
in every SS deck out there.
MMA constructed - 3.5/5.0 -.It should be
relatively easy to be out of cards by turn 5.
GA constructed - 3.0/5.0 -.Being without a hand
in this format is risky at best.
Limited - 3.0/5.0 -.While this guy serves well
as a standard 5-drop, getting this character's
effect is somewhat tricky in this format.
Albert Gaines <> Nuke, Atomic Powerhouse
Card Type: Character
Team: Squadron Supreme
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.)
Albert Gaines gets +3 ATK / +3 DEF while you
have no cards in hand.
Ok for his stats and cost.
Not too bad for his cost.
Reservist is an interesting effect, and can
serve as a nice 'Gotcha'. If you have 0 cards
left in your hand, he gets +3/+3. It's an ok
power-boost, but nothing truely sensational.
Team Affiliation: Squadron Supreme
Well, the team is still young, but I mostly see
power-up and down effects. The deck also has a
small number of tricks that only work or work
well when your hand is empty. there's also
effects that rely on you causing breakthrough
damage to the opponent, or change if
breakthrough occurs. The team has some odd
tricks, but not much that's sensational, IMO.
Reservist is an interesting feature, but it's
his second effect that is useful. While
promoting a severe lack of hand management, the
effect can be somewhat useful.
The effect would be better, however, if the
stats of the character, or the boost was a bit
higher. He's good for desperate times, but only
a standard 5-drop the rest of the time.
He's ok, but I'd go with Whizzer for the 5-drop
slots, as he can attack twice if you have the
extra 2 endurance to splurge with. Nuke is a
situational character who only gets good when
things get tight, hand-wise.
An ok choice here, as that extra boost can be a
Supernova goes pop!" - Powerman 5000
It's Squadron Supreme week, an often overlooked
team in the Avengers set.
Today, it's the Atomic Powerhouse, Albert Gaines
@ Nuke. Let's see what this explosive individual
brings to the game.
Albert Gaines @ Nuke
Flight and Range
5 Resource Cost
Initative Preference: Either
Effect: Reservist (You may recruit this card
from your resource row. If you do, you may put a
card from your hand face down into your resource
row.) Albert Gaines gets +3 ATK / +3 DEF while
you have no cards in hand.
Albert Gaines has the supposed "average" stats
of a 5 drop, where the total attack and defense
total 18. Instead of course being a 9/9, he
takes one point from defense and adds it to his
attack. He first off gets reservist which is
practically essential in any Squadron build, due
to the nature of killing off your own hand to
get other game benefits. Which leads us to
Albert's second ability, getting a big boost in
stats of +3/+3 when you've accomplished the feat
of having no cards in hand. Regardless if you
accomplish this on turn 5 and have Nuke at 13/11
at that point or on turn 6 alongside your other
6 drop, it certainly puts a big stop sign in
front of your opponent.
Accomplishing the no hand effect on turn 5 would
allow you to swipe away Nimrod's pesky counter
without retribution, unless your opponent cracks
a Nasty Surprise that they wanted to save for a
better time. Even if you don't get the bonus
until turn 6 (whether it be by your own doing or
by Doctor Spectrum) that means you'll have
essentially two 6 drops to pummel your opponent
with. All in all, a very good character to
consider for any Squadron build.
Marvel Modern Age: 3/5 As 5 drops go, it's
either Nuke, Redstone or Whizzer. For the no
hand build of Squadron, Nuke is the way to go.
Golden Age: 3/5 See Marvel Modern Age.
Sealed/Draft: 4/5 Flight and Range with an above
average attack means an excellent include if
you're going Squadron at all. Doesn't even hurt
to splash him in to fill out your curve.