I believe that the road to a real Cere6ro starts here. Captain Marvel is my favourite card and Cerebro is my favourite architype and as soon as Kitty is fixed this is the deck I will be attempting to refine. What I have for you is the best 11 card starting point plus Mystique that I could come up with, so without further ado let me try to sell you on each of them.
Hit-Monkey & Kitty Pryde - The 2 new cards added to the game that I hope gives this deck enough legs. We need to play Kitty 4 times for her to get the Cerebro bonus which isn't too hard. However even if you can't she can still be helpful enabling some of our other cards to hit 6 power. Hit-Monkey on the other hand is under achieving a bit in this deck but is still one of the best options to get 6 power at a low cost. The other thing he enables us to do is go a little larger when our primary game plan is disrupted.
Cerebro & Mystique - Can't have Cere6ro without Cerebro, you can however have it without Mystique, and she's currently hanging by a thread. We have no other ongoing targets without much potential to add any and a single Cerebro effect has us at 8 power meaning we sneak under Shang-Chi. When theory-crafting though I tend to lean towards bigger numbers first and then adjust through play test so for now she makes the cut. The last reason she's still here is that other Cerebro decks often struggle pairing turn 4 Mystique with anything and I'm curious if she feels good with Kitty but that's about it. If you play this deck and feel like she's a dead card in the hand, replace her for Chavez before you try anything else.
Captain Marvel - As I sort of eluded to earlier, I made this deck for Carol. She is such a cool card and I was looking for a way to make her more impactful and since multiple Carols don't work currently, bigger Carol is the only thing you can do. It isn't just personal preference though, Captain Marvel can often turn what would be a 50-50 at best for any other card to a guaranteed win and with 8 or 10 Power it will happen a little more often.
Angela, The Hood, Bucky Barnes & Carnage - 6 Power for cheap if you jump through some hoops. To be fair that's true of most of the deck but these cards are the staples. Angela requires us to play 3 cards next to her (something that is now a lot easier with the addition of Kitty), Carnage need to eat Never more than 2 cards otherwise we say goodbye to Cerebro. Hood needs to be played before turn 6 and Bucky has to die.
White Queen - It's really easy to overlook how much of an advantage it is to know the most expensive card in your opponents hand. Since we're Cerebro we will rarely play the card but it's still worth it. Even if you know your opponent is running a particular expensive card, you don't know they've drawn it or not. Knowing either way helps you make better decisions on if you should retreat before the stakes double.
Maria Hill & Mysterio - Are currently occupying the flex slots I've allotted for the deck so let me explain why. Many of our cards have play restriction or requirements to get them to 6 Power. Maria Hill gives us a proactive play early in the game as well as a 1 drop we can use latter if we need it to trigger cards like Angela or Carnage. Mysterio very similarly accomplishes the same things with the notable addition that it can by itself get Hit-Monkey to 6 power. I've chosen these cards to start since I think they are likely to address the largest problem areas for the deck but if play reveals them unnecessary then grabbing whichever of the cards I have in suggestions seems the most appealing would be my next recommendation.
So that's the list. Last time I made a Cerebro deck I ran through some different run outs to aim for but I think that missed the point a little. The biggest thing about playing Cerebro decks is knowing when to pivot and that's even more true with this deck. Every deck has location variance but what scares so many off Cerebro is just how obvious it is. This version though has bigger cards at it's base so I hope it's resilience will be more clear. It also plays many cards with larger ceilings. Kitty, Angela & Hit-Monkey are all capable of incredible things in the right situations, so always be on the lookout for games where they may outperform Cerebro.
There is a limit to how you can theorise a deck will play out though so here are some of the potential problems I see. The deck lacks major interaction and runs potentially to many cards that are dependent on one another. Before I go over how to make room I want to shout out a card that otherwise might be overlooked. Goose is excellent and can often give you a location for free against decks that run limited early cards just to fill there curve. He won't be great while everyone is trying Hit-Monkey decks but after things calm down he might be very solid in this deck. Now if there are problems the first thing I'd try is replacing Mystique with Chavez like I mentioned above. This will increase the consistency of the deck and allow you to have full information going into turn 5 about how you should be playing (no hoping to pull Hit-Monkey on 6). Next I'd remove Bucky. His strength is his ability to interact with the number of locations in the game that destroy cards on play and his cheap cost but with only Carnage to blow him up there may be consistency problems. After that I'd pull Maria and then Emma, trying not to disturb the curve as much as you can. If it's still no good it's probably time to bin the deck but lets stay more positive than that.
That's all my thoughts so far though. I super excited for this deck and I hope you are too. This is a deck I play to revisit every time we get a new card that could fit. The next potential one is Silver Sable but who knows when something new may appear out of nowhere or a random buff makes an old card fit like new. Either way I hope you enjoy and good luck snapping.