Cyclops

As a bit of a Cyclops fan (the character in general, as well as in Marvel Champions) I'd like to go over some of the criticism which this hero has faced, and why I don't (or at least, don't entirely) agree with it. A lot of the commentary seems to put him as a "low-mid tier hero". While I'm not going to say that he's an X-23-level monster, I'd also argue that he's not nearly as bad as portrayed. He's actually a pretty solid, dependable character; and a lot of fun to play.

So why does the field commander of the X-Men get so much grief? Let's have a look.

First, what seems to be a bugbear of many: his economy.

While it's true that he has no built-in resource generators, the cost curve of his hero kit is also relatively low. 9 of his 15 identity cards are zero- or one-cost. The only card that is higher than two-cost is his signature ally. He does love X-Gene, but basically every X-Men hero does.

Weapon X, Moira MacTaggert, The X-Jet etc. are all staples for a reason. Sure, you're going to want to take at least one or two of them for resource generation, in almost every deck - but that's true of most heroes. He's not a "rich hero" like some, but he's not a pauper. Quite a few heroes have more resource issues than Cyclops.

Then let's look at his deck-building ability.

One of the previous reviews said they didn't see that ability to be particularly beneficial or worth building around, which seems crazy to me. For a start, he can always take every two-cost X-Men ally - which is really powerful. He can always have Shark-Girl to take advantage of his enemy upgrades; Armor. to take a couple of hits from the villain; Sunfire to remove villain attachments; and Pixie to bring those cheap allies back to hand. He can always have Kid Omega in his deck, if he wants.

And if you're playing him in Leadership and have Uncanny X-Men out, all of those allies only cost ONE resource to play. If you don't think that's good, I don't know what to tell you.

On top of that, he can have whichever of the more expensive, powerful X-Men allies he wants as well - whether that's Rogue, Wolverine, Nightcrawler, or Monet. You can build him to take advantage of any ally interaction you want.

Playing in Aggression and worried about threat? Doesn't matter, you can still use the higher-thwart allies like Marvel Girl, and stack the encounter deck with Blindfold to prevent an unexpected Advance. Playing Justice and you need more heavy hitters? You can still take Wolverine and Goldballs for some muscle. That flexibility is strength.

And of course, you can always include Beast to help boost your economy.

Because he likes plenty of cheap allies, Cerebro is also a good idea. Sure, he isn't psionic and won't get the full-deck search... Unless one of the many psionic allies he can take is in play. Which includes his signature ally, of course.

The X-Men trait in general has a tonne of cards that help an ally-heavy team, so it's no surprise that the X-Men tactical leader wants to lean into those - cards like Danger Room, Utopia, X-Mansion; as well as the Training upgrades / Game Time package. This isn't a thematic miss; it's completely appropriate for the character. (I'd suggest more so than for some lone-wolf heroes, who suddenly have a big supporting cast of allies in-game because it's efficient).

Personally, I usually prefer to play ally-light decks. But Cyclops directing a team of X-Men is so thematic that I don't mind it for him... And it's definitely effective.

One of the comments talked about him not being "everyone's friend"... And he isn't. He's a leader who can wrangle disparate groups of mutants into a cohesive force. That's what his deck-building ability is about, and I actually think it works very well.

Finally, let's address the eye-beam elephant in the room: his hero ability, and the Ruby Quartz Visor.

His hero ability is a built-in attack which does 3 damage to an enemy with an upgrade attached. It also costs you a resource, although if you have the Ruby Quartz Visor it generates the resource for you, and it gains piercing and ranged. The argument is that he should start with the visor, like Wolverine's Claws or Captain America's Shield.

Given that the game often makes you "find" key parts of a hero's equipment, I don't think this is uniquely a Cyclops issue. Tigra doesn't start with her Sharp Claws in play, and they're a physical part of her body. Besides, "Cyclops needs to find his visor" is a recurring plot point in X-Men stories. So I have very few issues with the thematic side, or any hand-waving we need to do there.

Mechanically, is it an issue? Not really. Early game I tend to treat his hero ability as a more powerful version of Plan B: it's a resource sink to turn a left-over resource into damage. It's not the main focus of what you are doing. Late game it's very good, but you need to have built out for it. That's also pretty common; it's how you play the game.

Then there is the upgrade attachment requirement. Cyclops has several of these in his kit. Yes, they are temporary until you get Field Commander out. And they are always temporary on the villain.

But if they stayed on the villain they would be stupidly strong. All the aspect attachments in the game can only go on minions anyway, because they'd be too strong on the villain. Some other hero's attachments go on the villain; but these also fall off within a turn (e.g. Bamf!, Frostbite, Touched). It's one of the ways the game limits broken combos that would make it easy. Speaking of which, having a hero that adds those in the game makes Cyclops that much stronger - a lot of the criticism seems to be solo focused (which is fine, but it's not the only way the game is played). He's still good in solo, but he's even better when he has a teammate to collaborate with.

Yes, this game is a bit of a power fantasy - it's never going to be LOTR LCG levels of difficulty. But it still needs to provide some level of difficulty. Imagine if Cyclops could drop Practiced Defense and Pinned Down on the villain and give them a permanent -3 attack?

The question just needs to be whether Cyclops is strong enough for the game to be fun to play - and in my experience that's very much the case.

Is it a problem that the X-Men field commander does best when he has a team to, you know, command? YMMV, but I really don't think so.

TwoHands · 87
Crushing Blow

Still no reviews??? What???? It's 2026 Guys! So this card is fine. Of you're not boosting your ATK, this is 2ER for 3 damage which is fine, but it has the fist requirement (which is not that hard to hit with Hulk....). It's a little bit funny to me that this card is just strictly better than Quick Strike by A LOT. But U get it, it's an identity specific card. Bit If you can boost your ATK, (so any hulk Aggression deck) this card really shines. With Combat Training and Aggressive Conditioning alone, this card is 2 for 5. With Combat specialist added on top 2 for 6. Pretty Good: B+ Tier (A+-E-)

Cosmic Alliance

In multiplayer it's like both players played Limitless Stamina which is a very highly regarded card. If you are playing an Avenger and a Guardian this is definitely worth considering even if it doesn't make the final cut.

Utenlok · 40
Web of Life and Destiny

If you're running a multiplayer Web-Warrior campaign, this card is absolute perfection. Not only is it free to play if your hero has the Web-Warrior trait, but being able to choose a player to draw a card makes it worth it for everyone at the table to have this location in their deck. It allows for everyone to draw a card when the response is triggered, or if everyone else has already had their turn for one person to draw 4 cards. Currently, running the Sinister Motives campaign with Peter Parker (yes, we know he's not a Web-Warrior), Gwen Stacy, Miles Morales, and Cindy Moon and this card has come in clutch multiple times with our current comp. If you have a designated player thwarting or attacking then you can just send all the drawn cards their way whenever you need a boost in one of those actions. Absolutely love the Web-Warrior trait, and this card is one of the many reasons why it's just so fun to play.

Just remember only 1 can be in play at the table! — Stretch22 · 1981
Tigra

So with the Unique rules updated with 1.7 as follows

• If two identities share the same title, but each has a different alter-ego, they may coexist in play.

• If two unique allies share the same title, but each has a different subtitle, they may coexist in a player’s deck and in play.

• If a hero and a unique ally share the same title, but the alter-ego and the subtitle are different, they may coexist in deckbuilding and in play.

• An ally without a subtitle cannot coexist with an ally that has a subtitle if those allies share the same title.

• If a hero and a unique ally share the same title, but the alter-ego and the subtitle are different, they may coexist in deckbuilding and in play.

Then this Tigra (Greer Nelson) and Tigra (Greer Grant Nelson) technically have different alter-egos and can be in the same deck and in play at the same time because of rule #5?

EnderDragon · 19
Technically, yes. In practice, it's clearly an oversight of the devs. But you're free to play assuming they're clones, alternate versions from different universes, or whatever :-) — Michebugio · 33