Full Faction SP Cyclops/Beast Deck
Tuesday, February 24th, 2009Hello poxers, Kaervas here. Welcome to the first installment of deck building weekly. Each week I’m going to be describing different theme decks and combinations. For this first post I’ve decided to describe a combination cyclops and beast deck. Cyclops in particular received a couple neat new toys in this expansion that make them much more competitive in the 200 - 500 range of rank, and even higher. So, without further ado:
Full Faction SP Cyclops/Beast Deck
Cyclops Chieftain x2
Upgrades: 9 speed, 57 hp, Boost Cyclops 2, Magic Bomb 3 - 100 Nora
Cyclops Nemesis x2
Upgrades: 11 speed, 58 hp - 50 Nora
Alpine Cyclops x2
Upgrades: 9 speed, 53 hp - 75 Nora
Cyclops Seer x2
Upgrades: 9 speed, 49 hp, Afflict 2, Poison 2, Sustain - 74 Nora
Venegeful Cyclops
Upgrades: 9 speed, 55 hp - 75 Nora
Cyclops Battlefiend
Upgrades: 7 speed, 60 hp, Unstoppable - 73 Nora
Cyclops Youth
Upgrades: 9 speed, 46 hp - 61 Nora
Moga Cannon x2
Upgrades: 11 speed, 54 hp - 79 Nora
Pit Wolf x2
Upgrades: 45 hp, Rabid 3 - 56 Nora
Voil Transporter x2
Upgrades: 41 hp - 60 Nora
Hyaenid Spearmen
Upgrades: 9 speed, 48 hp, Poison 1 - 71 Nora
Clay Form
Upgrades: None - 85 Nora
Avalanche x2
Implant x2
Slaver’s Whip x2
Magnify Beast
Echo Chamber x2
Rock Trap
Tribal Post
Champions: explained
This deck has a few combinations going for it. Naturally there is the obvious cyclops angle - getting a chieftain and an alpine cyclops out will give the rest of your cyclops nice mobility and good stats, particularly damage. The Nemesis are your main damage dealing force, hitting for 18 under boost extremely cheaply (alpine cyclops hit for a solid 16 as well) - use implant on them if the Earthmover is about to be an issue. The seers are your general support option from the cyclops side, they can do some healing, be a pain with afflict and poison 2 and are great holders of the slaver’s whip. The youth provides cheap anti-equip and also can be used in combination with afflict. The Battlefiend is great if you can get him out early and go through a couple implants - you can get him over the threshold quite rapidly through use of drive and boost, only 2 deaths are needed (which means he keeps his massive defense). The cannons and Hyeanid provide the long range power, Pit wolves block, optimally with magnification to help, and do great DoT. Voil transporters let your cyclops move around more easily and can equip the whip for driving purposes.
Spells: explained
In the non-champion corner we have a fairly diverse spread. Magnify is obvious, as are avalanche and echo chambers. Implant combos very well with the cyclops nemesis and provides additional damage if necessary. The slaver’s whip gives access to drive when you need it, which can be a great boon - boost + drive can make units hard hitting fast. The possession angle is also useful as a utility effect - you can do fun tricks like possessing someone and using them to drop a rock trap, relocating a possessed unit into your army for killing later, or possessing after an Earthmover nemesis has used his create chasm ability and using it’s chasm to your advantage. Even when these opportunities don’t present themselves, it is useful on a transporter or seer, who don’t need to attack constantly.
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Kaervas Assistant Game Designer |


