Cyclops

In my opinion, the key to playing Cyclops is realizing that he is starved for resources. The X-Jet is almost mandatory (well, it is for most X-Men decks), but I'd also consider cards like X-Gene (even if Cyclops only has 6 identity-specific events), Clarity of Purpose if you're playing Leadership, and the recent Organizational Support. Once you've taken care of resource generation, you can focus on building the rest of the deck.

I don't consider Cyclops' ability to include X-men allies from any aspect to be particularly interesting, beneficial, or worth building around. Typically, you'll want to focus on your aspect's allies anyway to get the most out of your aspect's specific resource generators (The Power of...). Alright, some allies are so powerful that you'll want to include them even if they don't belong to your aspect (Polaris, Wolverine, Psylocke, Beast), but they’ll be a couple at most.

Unfortunately, I think Cyclops remains a relatively mediocre hero, and I also think he's much better suited for Aggression decks than Leadership (as one might - and should - expect). Cards like Take That! are what really make Cyclops shine, and having a large number of allies is only beneficial with one of his signature offensive upgrades, Exploit Weakness - only 2 cards in the entire deck, not much to build around.

Personally, I house-rule Cyclops in a way that makes his Ruby Quartz Visor much more relevant, a true signature item like Wolverine's Adamantium Claws or Captain America's Shield. As Scott Summers, instead of searching for a Tactic upgrade, his Constant Training reads as follows: "Action: Search your deck and discard pile for the Ruby Quartz Visor upgrade and add it to your hand. Shuffle your deck. (Limit once per round)."

Michebugio · 20
You miss the part in which he can constantly fish tactics every turn, which combined with his field commander giving him the first turn of the round, means things like Maria Hill being recurred every turn for team's rejoicement — matchet · 244
He can only do so in alter-ego though, which is hardly "every turn". Yes, there are some really nice Tactic events for ally recursion like Rapid Response and Regroup, and I can see a Cyclops deck built around that. But still, by flipping to alter-ego often you're missing Cyclops' most powerful ability (Optic Blast, 3 damage/turn). Also, allies are expensive, and you don't have any built-in resource generator in your set (unlike most heroes). So, in the end you'll be forced to choose whether you want to be a blaster or a support, and in each case you're missing 50% of your character's potential. — Michebugio · 20
There’s only one copy of Optic Blast so that would be silly to build around it. — erikw1984 · 29
Err nevermind, I thought you meant Full Blast — erikw1984 · 29
Cyclops is super strong. In general, most of the X-Men allies are extremely powerful and the ability to choose which ones fit the scenario are very important. He likes resource generators but most of the cards in his kit are 2 or less average costing. — serve_the_shark · 893
Maybe I'm not playing him correctly, but I always find it extremely difficult to manage to play an ally AND use Optic Blast in the same turn, so much so that I always feel like I'm giving up some of this character's potential. Things are much better in games with an early X-jet, and sometimes I wish that Exploit Weakness cost 0 (and Ruby Quartz Visor only 1), but if I really want a deck full of X-Men allies, I always tend to go with Storm or Magneto instead. — Michebugio · 20
Counterattack

Revisiting this card now that the new Conditioning Cards are out. Each Conditioning variant adds plus 1 to its respective stat and grants 3 HP. This will help players extend the “HP as a resource” play style, especially in multiplayer where players can play the different variations on each other for even bigger health pools. Everything from the previous review still applies but I think it’s worth highlighting that this card works particularly well for high recovery heroes: Hulk, Deadpool, Wolverine, She Hulk, Venom, etc… really any hero with a recovery of 4 or higher. In terms of cost and ease of use this card probably has the highest Damage per Resource potential in the game so far.

Is straight up, the best card in the game. — Drakow · 217
@Drakow uh no lol — serve_the_shark · 893
Blinding Flash

Can I overpay this card to stun four enemies? And how does wild work here. Can I just pay with three wilds to stun three enemies? .....................................................................,......................,.....,,,....,.....………………..…..….............................................................................................

No, you cannot overpay to stun/confuse more enemies. The card specifically states resources used to pay for the event, so any overspent resources will just disappear. However, you can use three wilds and declare each of the wilds to be a different resource type. — Jvenom23 · 25
Adrenaline Rush

If you are not activating more than twice, I don't think this card is worth it. Two effective resources for maybe one or two extra attack. It can stay on the field while you wait for a helpful time, which is a big benefit. Quicksilver and X-23 are really the only places I would consider running this card.

Rating: C (A-D)

Nova and Quicksilver can actually get some good benefit from storing it in the board — matchet · 244
C tier is for more situational cards imo or cards that are very situational or require to be built around. All of which could fit this card. @matchet While I agree I could have said more nicer things about it, I will stick with my rating. — serve_the_shark · 893
Team Strike

It can read as "heal by 1-2 each of your allies, they all attack with overkill this turn. Ignore all retaliate or forced response". In the late game you can finish the game with good tempo: at 2ER, this card will spare you 5-6 consequential damage, helping you keep the pressure on. It is the team training of aggression, without tempo issues.

Tempus can stick around for the right card to cancel while still delivering value. Shark-Girl, Sunfire will feel like cheating in the mid game, milking those low cost 2ATK allies. Wolverine, Colossus will be machines without their 2 consequential damage. Boot Camp, Brute Force and Enraged will sing. Around turn 5, this card will allow to ditch 12 to 15 damage that you wouldn't be able to do due to consequential damage or retaliate.

It finds a home in heroes that can skip the chump blocking, like Rogue, Iceman, Nightcrawler, Magneto, Storm...

batman · 34
It’s even better than how you’re describing it because you can distribute their combined attack among all enemies in play, which means you can efficiently do damage without hopefully any waste — erikw1984 · 29