F.I.E.L.D. Commander

Card draw simulator

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Derived from
None. Self-made deck here.
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catscatscats · 65

What if... Cyclops worked for S.H.I.E.L.D?

In this deck, Scott Summers takes a vacation from the X-mansion and all his mutant friends in order to recur Global Logistics and Homeland Intervention with Tactical Brilliance. This makes him a master threat remover, especially in multiplayer, and grants him greater access to his alter-ego ability by making sure the villain schemes for basically nothing every time.

On the first deck pass, I try to prioritize Agent 13 and Dum Dum Dugan, along with Helicarrier and Sky-Destroyer. Once those two are in, you'll want to keep them alive for as long as you can – Field Agent will help, and Honorary X-Men and Mission Training give them three extra hit points, which an exciting ability in Justice. Damage output can be an issue in high minion scenarios, but between Dum Dum and Agent 13 readying Sky-Destroyer, you've got minimum 10 damage every round once you're built, and that's not including Optic Blast. War Machine is here for some extra damage, but you can sub in Mockingbird if you're more into villain control.

This isn't the strongest Cyclops deck since it completely ignores his deckbuilding ability, but I've enjoyed seeing how he fills the commander role around a different set of allies.

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