Altman Residence

Does anybody know if I can use this ability even though I’m at full health recovering cards from my discard pile? I have found it quite usefull when recovering Wiccan for example but I have played a perfect defence build which makes it so that I haven’t taken any damage…

Gausteen · 1
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...). I understand that 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're not that many.

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 decks work, 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 · 19
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.

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 · 24
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)

tunicv · 892