About stupid time that I get back into the swing of this. If I’m not careful, I’m going to fall WAY too far behind…
Anyways, as you can see, this week’s TGVR article is about the Squadron Supreme. SS is probably best known for the No-Hand Supreme decks that ran around back in the day and could easily get the win by turn five (I’ve personally piloted one to a turn four victory where the opponent had three endurance going into the turn). These decks focused on dumping all the cards out of the player’s hand in order to get some nastily strong effects.
There is another side to the Squadron, though. That side is the “alternative breakthrough” side. Quite a few of the SquadSup. characters have effects that negate their own breakthrough in exchange for another effect. Other cards give out bonuses in exchange for penalties if breakthrough is done. These go hand in hand in order to give you some nice pumps and effects in exchange for a lack of extra damage. In my opinion, this theme was really weak until the X-Men set where the Squadron got their Mysterium 9-drop which could instantly win the game, just by inflicting breakthrough.
That, combined with the fact that I love the Mysterium art, is why I built the following Squadron Supreme Alternate Breakthrough deck.
