Casters,
Welcome to Deck Spotlight, a recurring series on MZN where we feature innovative, competitive or just downright fun decks created by casters across the community. Have a deck you'd like to submit? Reach out to us via Instagram or by emailing info@metazoonews.com.
Today's submission comes from Bunny Man Productions; give them a follow on Instagram (@BunnyManProductions) & subscribe to their YouTube channel by clicking HERE!
The goal of this deck is to capitalize on Air's ability to switch lanes and move around the arena. This list takes full advantage of mobility-based strategies while harnessing some of Air's strongest assets & combos.
Want to read an expanded overview of this deck? Scroll down below the spreadsheet!
Cyclone Command Deck
Card # | Card Name | Aura Type | Card Type | Quantity | Effects |
---|---|---|---|---|---|
001 | Archive | Air | Caster | 1 | (Coordinated Placement) When any friendly creature Moves, give it +2 Influence |
006 | Hopkinsville Goblin | Air | Creature | 3 | (Pester) On Play, you may Shatter a creature or equipment that costs 1 or less in this lane. |
013 | Mothman - The Harrowing | Air | Creature | 3 | (Penetrating Laser) Once per round, when this creature Moves, you may Duel a creature in the new lane |
011 | Rainbow Crow - Off to Aid | Air | Creature | 3 | (Warp) On Play, you may Move another friendly creature and give it +1 Influence |
027 | Chuvash Dragon - The Undeniable | Air | Creature | 3 | (Beat Down) Tap 2 Fire Aura: If this lane is already resolved, Declare the Mission again. |
003 | Wingoc | Air | Creature | 3 | (Final Trick) When Dispelled, Discover 5 a strategy card. |
005 | Azeban - Strategic Mastermind | Air | Creature | 3 | (Calculated Choice) On Play, Discover 5 an Air creature or Air equipment card. |
008 | Snipe | Air | Creature | 3 | (Dash) Tap 1 Air Aura: Move this creature |
004 | Radioactive Hornets - At the Ready | Air | Creature | 3 | (No Effects) |
021 | Batsquatch | Air | Creature | 3 | (Solo Surge) While this is the only friendly creature in this lane, it has +3 Influence |
012 | Pamola | Air | Creature | 3 | (No Effects) |
010 | Kissie Bug | Air | Creature | 2 | (Smooch) When a friendly creature with Soar Moves to this lane, you may draw 1 card. |
046 | Penetrating Screech | Air | Strategy | 3 | Shatter a creature |
044 | Burst of Wind | Air | Strategy | 3 | Shatter a creature that costs 4 or less |
041 | Power Up Orange | Air | Strategy | 3 | Move a creature and give it +3 Influence and Soar |
039 | Do a Barrel Roll | Air | Strategy | 3 | Move a creature. Draw 1 card. |
037 | Opportune Maneuver | Air | Strategy | 3 | Move a friendly creature. Draw 1 card. |
032 | Cryptozoology Guide | Air | Equipment | 3 | This equipment has +1 Influence for each unresolved lane. |
052 | Thermal Column | Air | Terra (Starter) | 1 | (Energy Transfer) Strategy cards that affect only creatures in this lane cost 1 less. |
053 | South Mountain Caves | Air | Terra (Starter) | 1 | (Frontline Arrival) On Mission Declaration, each player may Move one of their creatures to this lane. |
210 | Air Aura | Air | Aura | 10 | In Lane - Destruction |
Cyclone Command Deep Dive
Deck Overview
Cyclone Command is an Air Aura deck built around battlefield mobility, tempo, manipulation and disruption. This list takes advantage of Air's unique identity - movement, evasiveness and precise removal to create relentless pressure across all mission lanes.
Caster: Archive
Archive's effect - "When any friendly creature Moves, give it +2 Influence" adds powerfulÂlane-specific tempo. It rewards planning and synergy with cards that move across lanes or have On Play triggers. Placing cheap creatures like Azeban or Wingoc in Archive's lane lets you create efficient influence early, and sets up snowball scenarios.
Terras
Thermal Column - Unlike some Terras that boost damage or influence, Thermal Column offers tactical value through cost reduction. It specifically affects strategy spells that target only a single lane, which aligns perfectly with Cyclone Command's precision-based gameplay
Several of the deck's core strategy cards benefit from this including: Penetrating Screech (becomes more aura-efficient for lane-targeted disruption.), Do a Barrel Roll (a flexible reposition tool that now costs just 1 in the appropriate lane), and Opportune Maneuver (reduced cost lets you sequence movement and aggression more fluidly)
South Mountain Caves - This Terra opens up a tactical repositioning window at the moment a mission is declared - before combat, before final influence resolution and with zero Aura cost. South Mountain Caves allows for triggering movement-based effects, pivoting influence to a contested lane at no Aura cost and forcing the opponent to react or overcommit to a lane they didn't expect to defend.
Core Synergies
Movement is Power. Mobility is central to the deck's identity. Creatures like Snipe have Dash, allowing them to reposition fluidly. Movement spells like Do a Barrel Roll, and Opportune Maneuver amplify this, letting you dodge threats, respond to evolving board states or apply pressure to fresh mission lanes
On-Play Effects & Tempo Pressure
Azeban - Strategic Mastermind: On Play, Discover 5 an Air creature or equipment is incredibly efficient for 1 Aura. It not only gives you a body, but lets you dig for key cards like Cryptozoology Guide or Dash creatures.
Pamola:Â A vanilla stat stick, but one that shines with Archive's Influence bonus and helps you secure lane control
Chuvash Dragon - The Undeniable: Your late-game bomb. It's expensive, but with the right support, it can close out contested lanes with brute force.
Win Conditions
**Snowballing Influence with Archive, movement creatures and your all important strategy cards.
**Lane pressure through movement and disruption
**Late-game dominance via Power Up Orange and Chuvash Dragon - The Undeniable.
Weaknesses
Aura Curve Pressure - With a mix of low-cost Dash creatures and high-end cards like the Chuvash Dragon, the deck can sometimes stumble if it doesn't draw the right balance of Aura and creatures early.
Low-Cost Creatures = Vulnerable Board - Many of the creatures in this deck have 1-2 influence and no protection. If the opponent is able to wipe a board at least once, can cause a major disruption and force on-the-fly changes to your in-game tactics.
Reactive Movement Takes Planning - While movement is a strength, it requires timing and board presence. If you're behind on board or lack Dash bodies, your core tricks like Do a Barrel Roll or Opportune Maneuver can be underwhelming.
Final Take
Cyclone Command is a high-skill, high-reward Air deck that rewards precise placement, smart movement, and battlefield control. It's not about raw power; it's about control through motion. In the hands of a strategic caster, it can glide past defenses and apply nonstop pressure across the board. Thanks again to Bunny Man Productions for putting it all together!