Card draw simulator
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None. Self-made deck here. |
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TalkinSniktPodcast · 43
This deck is neither fast, nor flashy, but when's the last time Cyclops was accused of either of those things anyway?
I've tried to simplify the overall style of so many Cyclops builds I've made myself or seen on here that either spam allies or try to focus on allies that buff Cylcops' kit, and some are pretty fun (that 50 card psionic ally, cerebro based deck is a wild ride for sure) but they all seem to have just a little too much going on.
With what I've done here, I've distilled the build into 3 priority levels. Top priority is Danger Room and Team Training. Danger Room lets you slap a Danger Room Training on any x-men ally you play while in AE for free. One of my favorite things to do is use DRT as a resource to pay for an ally then grab that same DRT with Danger Room and put it on the ally I just played with it! DRT is my fave of all the training upgrades too, slapping an extra THW, ATK and HP to whatever ally it's attached to. Team Training grants another +1 HP to all allies you have. Since Cyclops gets to include allies from any aspect you can get some much needed extra turns from each of them.
Mid priority is Utopia and X-Mansion. Utopia lets you have one additional ally (since all the allies in this deck are X-Men) and when one enters play you can ready a different X-men character. This is great for mid priority ally building and those readies are always good, and will come into play time and again later.
Final priority is Ruby Quartz Visor and Field Commander. In Multiplayer, you can move field commander up as you see fit. The biggest benefit is taking your turn first every hero phase, which is pointless in solo. The minion control is nice, but the allies are usually good enough to handle that and most don't stick around for more than a round or two anyway, so I didn't include any minion specific upgrades in this build. As for the visor, despite it being a key to his build, just wait for Lost Visor to pull it out of the deck or discard pile for you. lol.
Once you've got your build going you're probably wondering, who do I slap the DRTs on? That's simple, this deck is designed to put the DRT on three specific allies and using things like resources and "To Me, My X-Men!" to recur the rest. The prime targets for the DRTs are Bishop, Rockslide and Shark-Girl.
Bishop with a DRT and Team Training in play can thwart 3 for four turns, then use his last HP to hit someone for 7. Rockslide moves up to 8 HP and a 4 attack, sure it's at 2 consequential, but he's mostly there to block anyway. Shark-Girl, sure she only has 1 THW and 2 ATK and 2 HP, but with upgrades she's more formidable at 3 ATK and 4 HP. She works really well with the Cyclops build in that she generates extra damage against enemies per upgrade on the enemy, so you can possibly hit for 4-5 every turn or more in multiplayer. 16-20 damage for 2 resources? Pretty, pretty, pretty good.
Once those three are in play and suped up, you have 6 allies left, play them as you see fit, either with resources or use TMMX to play them temporarily, take advantage of their enters play ability, then put them back in your hand at the end of the phase to recur again! For example, TMMX Polarisaris, throw the tough on Cyclops, attack or thwart. Then she goes into your hand. play her again next turn for a tough on Rockslide, attack or thwart then chump block. And don't forget to use Utopia to ready up an X-men character when you play one. With all the allies in the deck I considered using Effective Leadership, but to be honest, since a few you are slapping permanent upgrades on and the others you prefer to play with TMMX they aren't needed as much. I went with the double resources to single handedly pay for the many upgrades and Cyclops events that carry the 2 cost, you can even double them up for some of the allies.
I also included a Call for Backup to help speed grabbing that one key ally and some Mutant Education to help put the good Cyclops cards back in the deck.
And this is not including the sweet identity cards that Cyke has. With your allies built up and ready to do whatever is needed you are free to start blasting. Throw an identity upgrade on the villain and let loose with a Full Blast or Ricochet Beam, maybe play a Tactical Brilliance to control threat and grab those sweet tactics back from the discard.
P.S. for you anti-flippers out there, get over it. Scott is as at home in the War Room in AE as he is on the Battlefield as Cyke! Now go show them why you don't screw with the Summers!