Cyclops - Resilient Allies (True Solo)

Card draw simulator

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Derived from
Cyclops Precon Deck 2 1 0 1.0
Inspiration for
None yet

LEKO · 29

This deck has been built to be versatile and efficient for True Solo play. I'm not an expert deck builder, but this deck works quite well.

The idea of this deck came after playing a couple of games with the Cyclops Pre Constructed deck which would struggle against certain Villains.

I don't consider this deck hard to play, the mechanics are quite easy to grasps after a handful of rounds/games. There's no complex combo or sequencing.

The Obvious reminder

As usual, the Ruby Quartz Visor is essential to guarantee chipping damage to the Villain or a minion every round, the sooner you put it in play, the better. Always keep it in your opening hand.

The Economy

I added the Helicarrier to improve the economy, it makes a huge difference in all games I played, you can put Exploit Weakness or Field Commander for free in play. And reducing the cost of many allies to only 1 is a literal game changer. I prefer the Helicarrier to The X-Jet because it can be used in both hero form (less off a mind puzzle).

The "Danger" Choice

Playing vs Villains where going into Alter-Ego is too punishing: Danger Room support could be used with Forge (as a guarantee pull of 1 card for resource) when he enters play. Meaning you won't rely on Danger Room at all to be in play, but you'll use it as a resource.

Playing vs Villains where going in Alter-Ego is easier: The obvious synergy between Danger Room and Danger Room Training will be preferred. In those cases, you should mulligan for Danger Room or Forge to quickly put this card in play.

Trained Allies

There is 8 affordable allies in this deck and most of them have an "After enters Play" effect which synergize well with Rapid Response.

Since the allies are quite cheap, using Game Time and Rapid Response extract maximum value from each of them especially when Utopia is in play.

Triage is also great to keep allies with Danger Room Training attached to them in play (alive). I highly recommend to not put this attachment to Triage, let her die and use it as a primary target for Rapid Response.

The Tech (Replaceable) cards

Coordinated Attack can be underwhelming in scenarios where's there's not a lot of minions. Since it cost 0 zero, I still keep it as a guarantee target for Optic Blast and Ricochet Beam when minions are in play.

Rapid Response may be considered too costly for some players, but I feel it is worth it. Since it is a Preparation card, you can optimize turns where you have nothing to do (resources to waste). Especially when the Helicarrier is already in play.

The replaceable Allies

Gambit is very good vs Villains where 2-3 boost icons on Encounter cards are common. But, could probably be replaced if you don't own the Nightcrawler Hero Pack. In the best case/scenarios, you can have Gambit as a 4/4 minion (3 boost icons + Danger Room Training attach to him). If you can make it this strong and you keep him alive with Triage and/or Game Time, you won't be disappointed, you can extract a lot of value from this ally.

Pixie is a more circumstantial ally in this deck: you can't leverage her effect from Rapid Response, so if you draw her too early, you're not incited to play her nor you don't want her to be a primary target for Rapid Response (you don't want her to be the sole Ally in your discard pile).

The "Dead" Card

Field Commander has been useless in most game I played. In most cases, the Minions won't survive long enough to make good use its capacity to write off the Temporary keyword. The best use I found for this card is a hard counter to Caught Off Guard or similar Villain or Modular Set effect.

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