Master Comics #38
☆ Be the first to review + Add to your collection — Join freeCaptain Marvel Jr. battles enemy agents seeking to steal America's new secret weapon. A gun misfires during the conflict, and the heroes must recover it before it falls into the wrong hands. The story involves a magician character and a confrontation over a weapon at an oil derrick, with Captain Marvel Jr. working to prevent the enemy from obtaining the gun.
Captain Marvel, Jr. springs into action when Nazi agents intercept a radio transmission about a secret American weapon and plot to steal it from inventor Alexander Dean. When the spies force Dean to reveal his creation—an old, seemingly worthless tank—the young hero hatches a clever plan to fool them, hiding inside the vehicle and secretly powering it himself. As the Nazis test what they believe to be an advanced war machine, Captain Marvel, Jr. turns their own greed against them in a battle of wits and heroics.
When a bumbling villain called Rednose the Terrible attempts a series of crimes—armed with a malfunctioning gun and a conspicuous red nose that keeps getting him laughed at instead of feared—Bulletman and Bulletgirl find themselves chasing a criminal mastermind who can't quite pull off being menacing. As Rednose's schemes spiral into increasingly absurd mishaps, the flying detectives discover there's more to this case than meets the eye.
When Private Jack Weston—better known as Minute Man—arrives in Africa on a military assignment, he spots a mysterious woman traveling with a British officer and recognizes her as the notorious Nazi spy Hata Hari. As he pursues her through a secret hideout, Minute Man finds himself caught between Hata Hari's relentless hunt for coded fortification plans and her escalating campaign of torture and violence against captured British officers. With the spy closing in on the information she needs and Major Denby in her clutches, Minute Man must outmaneuver one of the Gestapo's most dangerous operatives before she extracts the secrets that could change the course of the war.
Balbo, a young magician performing in Oil City, is drawn into solving a locked-room murder when a local landowner dies under mysterious circumstances—but the case takes a dangerous turn when criminals kidnap him, believing his stage illusions can somehow conjure oil from a worthless well. With his wits and an unexpected ally in his assistant John Smith, Balbo must expose a deadly con and survive the greed of desperate men in "Water + Oil = Death."
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Reprinted in Whiz Comics #10 (1943)
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