Optic Nuclear Strike - One-Shot Stage 2 & 3!!

Card draw simulator

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Derived from
None. Self-made deck here.
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FifouChicken · 155

For this deck the goal is to accumulate enough ammo counters and maximize damages from attacks thanks to Cyclops to one-shot the villain!

To do so you will have to manage the villain while building, which can take a LOT of time! But the final result will be very rewarding!

Here are the 2 major steps.

STEP ONE: Munitions Bunker & Agent 13

  • Munitions Bunker in turn one would be perfect. Then you will start to accumulate ammo counters. However, you MUST never use this support in hero form unless you have enough ammo counters. You can only use ammo you get while changing to hero form or from his Gauntlet Gun.
  • Agent 13 is the other important card, since when she activates, you can ready a S.H.I.E.L.D. support, which Munitions Bunker is!

When you will have those 2 cards, you will have to change from hero to AE three times to get 24 ammos:

Since you will start your next turn in AE form, you can repeat this sequence for another 4 ammo counters.

Do it 3 times: (4+4) x 3 = 24 ammo counters (without counting the 5 you will have when changing to hero form)

Professor X will help you confusing the villain while changing form.

When you have enough counters, here come Cyclops.

STEP TWO: Recurring Cyclops

You will need to recur Cyclops as much as needed depending on your player's count. Since I am very greedy, I recurred him 3 times for a total of 119 damage!!!! But how to do this tricky play!!!!

Rapid Response is so great since the defeated ally comes back with 1 damage & Cyclops has 2HP total!

Then (FINALLY):

  • 1) Cyclops activates and leaves play
  • 2) Rapid Response triggers and Cyclops comes back to play with 1HP left. Since he enters play, you apply the +1 damage for each attack.
  • 3) You play Rapid Response from your hand
  • 4) Cyclops activates AGAIN and leaves play AGAIN
  • 5) Rapid Response triggers AGAIN and Cyclops comes back to play AGAIN with 1HP left. Since he enters play, you apply the +1 damage for each attack for a total of +2 damage.
  • 6) Cyclops activates AGAIN and leaves play AGAIN
  • 7) If you have the resources and/or the cards, you can recur Cyclops AGAIN (Rapid Response or Make the Call) for a third time for a +3 for each attack!

Now, each Shoulder Cannon's attack deals 4 damage!

War Machine can now unleash his power!!!!

Total: 106 damage!!! If you start your turn in AE, you will. have +5 ammo counters for 20 more damage!

I am aware this is a long run but personally it was very fun to play!!!

Here are some other cards you could put in this deck:

Please don't hesitate if you have any feedbacks!

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