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Cyclops’s organized play performance is on the Stats page.  Fist Fist Fist Pouch Pouch Blast
Status Effects Battle Plan Positive Status Effect
Stack limit 4 - A player with these tokens may spend them to activate each effect once per turn. 1 token: Examine a chosen opponent's hand. 3 tokens: Look at the top three cards of your deck. If any of them are Leadership Cards, you may reveal one of them to your opponent and add it to your hand. Each remaining card may be discarded or put back in any order. 3 tokens: Inflict Focus Fire on a chosen opponent.
Support Positive Status Effect
Stack limit 3 - Spend these tokens for a variety of effects. 1 token: A chosen player gains 1 CP. 1 token: A chosen player may re-roll 1 of their dice at any time. 3 tokens: A chosen player may draw 1.
Focus Fire Negative Status Effect
Stack limit 2, Attack Modifier - When a player with this token is Attacked by an opponent, the Attacker increases their damage by 1. Attack Modifier. Persistent.
AbilitiesHand to Hand Offensive (98.4% / 87.9% / 51.3%)  Deal 4 dmg   Deal 5 dmg    Deal 7 dmg
Regroup Offensive (61.5%)Needs a Small Straight - Gain 2 Battle Plan. Then deal 6 dmg. If a Leadership Card was previously played this turn, gain Support.
Assault Offensive (26.1%)Needs a Large Straight - Gain 3 Battle Plan. Then deal 8 dmg. If a Leadership Card was previously played this turn, add 2 dmg.
Recourse DefensiveDefense Roll 3 dice - Prevent 1 x
dmg. On , you may choose to either deal 3 dmg or prevent 2.
UpgradesRegroup II Upgrade of Regroup (1 CP)Needs a Small Straight - Gain 3 Battle Plan. Then deal 6 dmg. If a Leadership Card was previously played this turn, add 1 dmg.
Assault II Upgrade of Assault (2 CP)Needs a Large Straight - Gain 4 Battle Plan. Then deal 9 dmg. If a Leadership Card was previously played this turn, add 2 dmg.
Hero CardsNever Let Go! CardRoll Phase Action, 1 CP, Leadership - Remove Support and Battle Plan to change the value of any one of your dice.
Selfless! CardRoll Phase Action, 1 CP, Leadership - A chosen player prevents 3 incoming dmg. If the chosen player was a teammate, you may choose to receive 2 dmg in order to prevent an additional 3 incoming dmg.
No Matter What! CardRoll Phase Action, 1 CP, Attack Modifier, Leadership - Add 2 dmg. Then add an additional 2 dmg for each other Leadership Card that was previously played this turn (maximum of 4 additional dmg).
Attack Now! CardRoll Phase Action, 1 CP, Attack Modifier, Leadership - Roll 5 dice: Add 1 x
dmg. On , inflict Focus Fire.
Hold! CardInstant Action, 1 CP, Leadership - Draw 1. Then draw an additional card for each other Leadership Card that was previously played this turn (maximum of 2 additional cards).
Locked In! CardInstant Action, 1 CP, Leadership - Inflict Focus Fire on a chosen opponent. If this is the first Leadership Card played this turn, gain Support.
Need a Hand?! CardInstant Action, 1 CP, Leadership - Gain 3 Support. If another Leadership Card was previously played this turn, draw 1.
Never Surrender! CardInstant Action, 1 CP, Leadership - Gain Battle Plan. If another Leadership Card was previously played this turn, gain 3 Battle Plan instead.
No Train, No Gain! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain 2 Support and 3 Battle Plan. On any other outcome, draw 1.
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