Well...we are here...Cerebro 12...now let's be clear I don't think this deck is great where it stands right now, but I think if you were to build a Cerebro 12, this is pretty close to it...there are really only 4 cards that can have 12-power outside of cards that can get a crap ton of power from other sources like Sunspot, Bishop or the Collector, and getting them to 12 power is crazy unless you have the conditions right in their own respective decks, but if you are trying to build a consistent Cerebro 12, those cards just won't cut it...
3 of the 4 12-powered cards are 6+ costs, which means if we are to try to cheat them on the board we have to use basically all the methods from passed decks and our best methods in cheating big cards into play...Wave, Lockjaw and Jubilee...between these cards we can hope to have 3 of our 12-powered cards on board by game's end and if not, I tech'd in Magik to make the game go to turn 7 to hopefully be able to drop 1 or two more 12-powered cards by the end of that extra turn.
Daredevil/Gamora is there to guarantee Gamora hitting her effect to be a 12-power
Armor is as I mentioned in Cerebro 9, probably a staple in all Cerebro decks that will be based on powers 9 & up.
Death, though 1 of the 4 12-powered cards, this possibly could also be cheated out early if your opponent is playing destroy, so that's something to look forward to. You could also try to build a destroy deck with Cerebro in it to get Death out as early as possible, (Nova, Bucky, Carnage, etc.) and also using energy enhancers like Electro and Psylocke (which you can destroy them with your cards for more benefits)....This is a secondary deck that I have tested and won with, so it is a secondary deck I'd recommend for trying Cerebro 12