#The Nuke
27 messages · Page 1 of 1 (latest)
now you cant play them in a competitive setting because they were too strong
well, partially ish, they were among many cards that goes moved out of the competitive pool which had a range of weak and strong cards
but either way, it was a strong card
No, if you were not there to experience the original 10 damage nukes, consider yourself lucky
California is strong, but you can play around it. It was nigh impossible to play around 10 damage nukes
lmao we are like a week into post-rotation and ppl already be asking for nukes back
Remove Nukes and add Island Defence so the war can drag on and on and on and on 😂
6 damage nukes were fine, costs more for US to deal 11 damage than for Britain to deal 20. The board clear just requires intelligent use of high cost cards. Or aggro, aggro is used to solve just about everything.
2nd Cali isn't so easy to play around when they get defense buffs the turn they come out. Add interception, secret mission, etc and it's untouchable.
Wrong (kinda). Yes, the kredits are much higher to play 2 nukes, but besides destroying your HQ, there is nothing the opponent can do to stop them. Getting commonwealth to activate is no ez feat and it takes a whole deck to work around it. Nukes are far easier and far more destructive when they go off
Having two copies of a board wipe is very difficult for any deck to play around
Discard can stop it, 2x British +2 order cost guards can stop it (at advanced research), keeping your opponent so busy they literally can't spend the credits to advance in research, dropping your opponent's base low enough that it's the other one or bust, etc. There's a lot of answers I would say. You don't generally want to wait until they actually get it.
However, if it is played, you have a ton of time to prepare. Soviets can put down units that buff base defense per damage, as well as a number of fun destruction effects. Japanese can burn the base with Akita, etc. Plenty of options to prepare for its play, if you can't stop it from being used altogether.
Commonwealth and nukes are similar in that they are both used in decks designed around them, and typically need to be. Nukes are rarely usable without ramp. Commonwealth requires base health.
Discard and British kredit denial doesn’t just stop nukes, it also stops commonwealth too, not really anything revelatory there
As for the deck styles that used nukes, it was just control decks. They didn't even need ramp because of the pay off of the nuke. Clear the board and threaten lethal
Yes, they were counterable, but far harder to counter than commonwealth, and if neither of those cards beat you than you're playing a control deck or midrange yourself
And once again, midrange gets wrecked by nukes much more than commonwealth

