Cyclops Leads the X-Men

Card draw simulator

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PureParzival · 20

My favourite build for Cyclops! Go all in on the leadership aspect with a tonnes of instant effect allies! Big important thing to remember when playing this deck: you flip form every turn. I've built this to capitalise on the tutor ability in alter ego to literally just gain you an extended handsize, with cards in the deck that are in purely to tutor for and use as resource (Coordinated Attack).

Because if this soft "flip every turn" rule, you need to make sure you prioritise your ally and hero basic powers as thwarts towards main scheme. Then spread to help control board state at side schemes or minions and such.

Next, looking at his core deck, there's not many cards I actually typically play from his core cards. Obviously Phoenix is a great ally to play, and his upgrades to place on minions can be useful, though may become searchable resource if not need. I will tend to occasionally play Tactical Brilliance as a thwart, purely to get a relevant tactic back from the discard pile, the 3 thwart being a bonus.

There are a heap of other relevant support and upgrade pieces to get down. I've ordered them here from what I deem most important to least important.

  1. Uncanny X-Menn - The most important piece. Gives all your allies +1 health, and while you have the X-Men trait they cost 1 less. Notably only in hero form, but there's something else to fix that later. Utopia - One of the most important. Expands ally limit and lets you untap an X-men (usually Cyclops) when you play an X-men.
  2. Honorary X-Men - To play on yourself in hero form, so that you still have the X-Men trait in alter ego, allowing for continued ally cost reduction and to untap yourself in alter-ego with Utopia when you play an ally (This allows for a double recover if needed!)
  3. Cerebro - Allows you to dig for allies to play. Another reason to flip every turn as you then get to use it every turn. Occasionally I just pick an ally as resource, but it gains you good card advantage regardless. It also changes to letting you search the whole deck instead if you have a psionic character. This is a massive improvement on not having a psionic, and it's worth trying to make sure you can have a psionic in play to use this. There are 3 psionic allies in the deck: Phoenix, Blindfold, and Psylocke.
  4. Clarity of Purpose - Just extra resource that is useful, and very cost efficient to play. Damage is mitigated massively by the constant ability to recover. The Triskelion - Just lets you have more allies in play.
  5. Med Lab - Lets you reuse allies if they die to consequential damage. As most allies in the deck have a response on entry or counters that get depletes, it allows you to gain that value at no cost. Be wary of what you put here as nothing else can go under until you play what's there already. Great ones can be cards like Beak who does threat removal, or anything you want to use again after a deck cycle (like Forge) when search targets are back in the deck.
  6. The X-Jet - More resource again, which is sharable with other X-Men. There is an extra honorary X-Men title in the deck for you to put on someone else after dubbing yourself.
  7. Field Commander - I used to love this card, but I have started evaluating when I play it more and more. In 2 play pods I often don't even play it, as I'd much rather most other things. In 3-4 players it can be helpful, but it is still more useful late game, when you can set up a Exploit Weakness for a big finish, and I don't bother playing it often anymore until then, unless I have the spare resource. Never a top priority.

For playstyle of the deck, it fill the role of a support and board control hero. You keep board in check and coordinate while the big hitters take down the villain. However, when the board is in a stable enough state, You have the potential to become the big hitter. If you slap an Exploit Weakness on the villain and the play Lead from the Front, you give yourself and all your allies a +2 damage buff onto the villain for the phase, which can add up quick with a full board. You can also ready one by playing another X-Men (who doesn't have the Lead from the Front buff) to use them again for more damage, and also will increase other players by 1, allowing for a big finish. Otherwise, throughout the game once you have enough setup down, you'll typically cycle through allies constantly, often discarding them before they are defeated to make room for more allies for their response on entry abilities. You also will often not defend and take the hit, the logic being you have 2 defense and 3 recovery. You heal more than you defend so unless the hit could kill you or has a downside for not defending, you usually take the hit. When online you can still usually get a thwart and heal or double heal in anyway. otherwise you can block with allies, especially Armor, or use Polaris for tough statuses. Your allies quite often make good defenses for other players as well allowing them to keep doing damage effectively.

The nemesis pack for Cyclops you generally want to deal with quickly, as amplify is annoying. But your obligation is actually just a dead card for the villain. The deck already main thwarts, and only cyclops can't attack, all your allies can still, which means you really don't mind the obligation. I only usually remove it if I want the Ruby Quartz Visor back to hand to use as a resource.

I won't go in full detail for all the allies, but in essence this is a toolbox deck, so there are allies to help with most situations, and ways to get or reuse them. Main detail I'll point out is with Beast, the resource you usually want is Band Together, as if you have 3 allies at least it on it's own will play any other card in the deck on it's own.

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