Cerebro decks needs some "location control" so Nocturne can help in an "uncontrolled way" to swap Nidavellir or Negative Zone into other locations more favorables to us. Magik can control one location turning it into Limbo, maybe Nocturne has to help with another
Early-game:
Play cheap 5 power cards like Ant Man, Silk, Medusa...
Mid-game:
Try to extend the game with Magik and drop Nocturne to make your opponent think if you're going to end the game in turn 6 or not moving Nocturne into Limbo
End-game:
- Turn 5: Warlock to find the essentials pieces. Warlock in a location with at least 2 other 5 power cards should guarantee at least one draw. Nocturne can help moving out from a filled location to create space to Doom. Silk is tricky here. Or maybe we've just drawn Magik and we play her to extend the game
- Turn 6: Doom is ok, Warlock + 1 cost if couldn't on 5 or drop the most power you can (maybe Cerebro)
- Turn 6 alternative: close the game "early" moving Nocturne into Limbo, dropping Cerebro and whatever we can
- Turn 7: Cerebro suprise with more stuff or Doom + 1 cost
This is more a deck to have fun than a competitive deck