A card included in the Cyclops's pack, that serves the tactical Cyclops theme, and works well with him as the X-MEN character target generally. As a hero natively, or as an alter-ego after attaching Honorary X-Men to him, and using it in combo with Meditation.
This card aggressively benefits from knowing what the scenario is going to throw at you. This is always somewhat true with cards that reference minions, but it's more true here. Some scenarios explicitly throw multiple minions at you when you advance from villain I to II or II to III. Some scenarios surge minions or have them summon others. Because this card is set up in advance, having this at all but one or two threat gone can take a bad moment and negate it by taking away the sudden minion swarm.
Just don't use it in a Sinister Six fight.
This card would be great on Magneto. Magneto's cost to play this with his kit is 3 cards for 6-9 damage + draw 1 card. Magnetic Pull along with Magneto's Armor gives the player an extra card reducing the relative cost from 3 to 2 while possibly giving the attack +3. If you factor in Magneto's Cape then a player doesn't have to worry about the exhaust requirement of Go All Out. The downside to this strategy is that you have to factor in getting Magneto's Armor and Magneto's Cape to fully use the combo which thankfully don't have to played the same turn as Go All Out.
Cyclops is a phenomenal finishing card for high player count games. If each player has 2 allies in play that can attack, their hero's basic attack, and one more attack from hand, Cyclops adds 4 damage per player, up to 16 in a 4-player game. If another player at the table has a dedicated attacking deck with Clobbers, additional readies, or a large ally swarm, it's not crazy to say Cyclops's ability could add 20+ damage to the villain on the turn he comes down. Even in the early turns, he can make it easier to kill a large-health minion. His value decreases in lower player count games where there simply aren't as many attacks available in a single turn. I would almost never play him in solo as there are plenty of better ally options, but there is potential for certain heroes to use him well. War Machine can save up ammo on Munitions Bunker for a massive Shoulder Cannon with each individual attack buffed by Cyclops for an end result of double the total damage War Machine would otherwise do. Iron Man also comes to mind as someone who has a basic attack, a ready from Arc Reactor, 2 attacks from Powered Gauntlets, and several good attack events to turn Cyclops into a good finishing blow. I'm a fan of any X-Men with an enters play ability for "To Me, My X-Men!", and Cyclops's is a unique one to add to a deck's toolbox that can tutor allies regularly with Make the Call and Call for Backup. In situations with a retaliate villain or ally readying effects and Rapid Response, Cyclops's ability could be triggered multiple times for a huge burst of damage. This is a sweet card to build around and a nice callback to Exploit Weakness from Cyclops's own hero cards
Something interesting for this card as our cardpool grows. Identity specific ally.
The list of heroes that do not have an identity specific ally are
Venom
Spider-Man (Miles Morales)
Groot
Ghost-Spider
Rocket Raccoon
Cable
Storm
So those characters are essentially free to ignore this side scheme.