This is a combo deck that doesn't rely on statuses. War Machine has issues with thwarting. Most of his allies can thwart 2+ and can help chump block. I will often shuffle Targeted Strike when flipping down unless it's a minion heavy scenario (in which case I'll take back Repulsor Beam). Agent 13 can ready Helicarrier for you. Anyway, the combo goes like this: You have to build up a number of Munitions Bunker counters (which Agent 13 can help with and build support can help get it in play). Next, you have out Command Team (always save a minimum of 1 counter for Cyclops), rapid response (save for Cyclops), and ideally Call for Backup at 1-2 threat, but sometimes it's fine even if it's at max (even at 7 with Master Plan can be manageable because Cyclops can thwart a lot). You can have Cyclops out at 1 HP or potentially play him from hand. So, if he's in play with 1 HP, you can attack/thwart and bring him back into play with Rapid Response, then attack/thwart and kill him again, then bring him back again with Call for Backup, then attack/thwart again, use Command Team, attack/thwart with him again and kill him, and if you have Make the Call with enough resources, you can potentially bring him back again. If you do this, you will have played Cyclops 3 times in a single turn and can go Shoulder Cannon crazy and will probably kill both stages of the villain at once. If you play Cyclops from hand, you can thwart/attack, command team, attack thwart, rapid response, attack/thwart, call for backup, attack/thwart... which is still 3 plays in a single turn. You could potentially drop one Rapid Response for Face the Past, Power in All of Us, another Make the Call, or a Noble Sacrifice to get a tough and some heals since you'll be losing life from Clarity of Purpose. This damage is also why I take Down Time.
Interesting combo!