Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Telepaths love Cyke | 0 | 0 | 0 | 1.0 |
celric · 442
As Scott began to develop a mutant power that was extremely hazardous to himself and his surroundings, surely he must have wished his gift had been different.
Why couldn't he have had cool mind powers instead?
Well, now he's getting the next best thing.
Goal
Cyclops already had one of the most efficient economies among the mutants, but now he gets insane value every turn.
Skip events early on and use attachments as resources to build up your supports and allies. Head to alter-ego at every opportunity.
You will quickly reach the point where 1 psionic X-men ally enters play and gets a free Danger Room Training, before another enters play to deal 2 damage via Psimitar... and then you realize you still have 4-5 cards to spend this turn.
Pro-tips:
You generally want to pull a target in your deck instead of in your discard pile with Danger Room and Forge. This will let you get to your best cards (Uncanny X-Men and Moira MacTaggert) faster.
With +2 health and +1 to stats, Utopia should usually target allies instead of your identity.
Possible Tweaks and Substitutions
In the late game (3rd pass through the deck) your victory is basically inevitable but Cerebro or Clarity of Purpose may speed things along more than the 3rd The Power of the Mind.
Clarity (unlike say Deft Focus) accelerates you because it can pay for the 5 cards in your deck that do extra damage.
Cerebro can be used in 2 ways.
- Play it and find the best ally to close out the game.
- Don't play it and guarantee that Forge always has some card he can bring to your hand.
The main version just leans hard into a predictable and consistent early game that you get from 6 double resources.
This is a really neat deck!