Least Played Cards

Cards with the lowest affinity scores across all heroes — potentially underrated picks.

Basic Defense Upgrade
#1Basic Defense Upgrade
Upgrade campaign

Permanent. Setup. You get +3 hit points. Your hero gets +1 DEF.

0.0 · 1 decks
Laser Cannon
#2Laser Cannon
Upgrade campaign 0

Setup. Hero Action: Discard this card and remove it from the campaign log → deal 5 damage to the villain and each enemy engaged with you.

0.0 · 1 decks
Improved Attack Upgrade
#3Improved Attack Upgrade
Upgrade campaign

Permanent. Setup. You get +1 hit points. Your hero gets +1 ATK. Hero Response: After you defeat a minion, exhaust this card → draw 1 card.

0.0 · 1 decks
Adrenal Stims
#4Adrenal Stims
Upgrade campaign 0

Setup. Hero Action: Discard this card and remove it from the campaign log → ready your hero and heal 5 damage from them.

0.0 · 2 decks
Basic Recovery Upgrade
#5Basic Recovery Upgrade
Upgrade campaign

Permanent. Setup. You get +4 hit points. Your alter-ego gets +1 REC.

0.0 · 2 decks
Basic Thwart Upgrade
#6Basic Thwart Upgrade
Upgrade campaign

Permanent. Setup. You get +2 hit points. Your hero gets +1 THW.

0.0 · 6 decks
Basic Attack Upgrade
#7Basic Attack Upgrade
Upgrade campaign

Permanent. Setup. You get +1 hit points. Your hero gets +1 ATK.

0.0 · 8 decks
Tactical Scanner
#8Tactical Scanner
Upgrade campaign 0

Setup. Hero Action: Discard this card and remove it from the campaign log → draw 5 cards.

0.0 · 9 decks
Emergency Teleporter
#9Emergency Teleporter
Upgrade campaign 0

Setup. Hero Action: Discard this card and remove it from the campaign log → search your deck and discard pile for an ally, put it into play, and give it a tough status card.

0.0 · 12 decks
Captain America's Shield
#10Captain America's Shield
Upgrade Leadership 1

Linked (Captain America upgrade). Restricted. Your hero gets +1 DEF and gains retaliate 1.

0.4 · 20 decks
Shawarma
#11Shawarma
Resource campaign
2.4 · 17 decks
Surveillance Specialist
#12Surveillance Specialist
Upgrade Basic 2

Linked (Specialized Training). Your hero gets +1 THW. Hero Response: After your hero performs a basic thwart, exhaust this card → draw 1 card.

2.4 · 70 decks
Front Line Specialist
#13Front Line Specialist
Upgrade Basic 2

Linked (Specialized Training). Your identity gets +4 hit points. Response: After your identity takes damage from an enemy attack, exhaust this card → draw 1 card.

2.5 · 75 decks
Defense Specialist
#14Defense Specialist
Upgrade Basic 2

Linked (Specialized Training). Your hero gets +1 DEF. Hero Response: After your hero performs a basic defense, exhaust this card → draw 1 card.

2.5 · 75 decks
Combat Specialist
#15Combat Specialist
Upgrade Basic 2

Linked (Specialized Training). Your hero gets +1 ATK. Hero Response: After your hero performs a basic attack, exhaust this card → draw 1 card.

2.6 · 100 decks
N
#16Namora
Ally Leadership 4

[star] Namora gets +1 hit point for each other ally you control.

3.8 · 13 decks
Eyes in the Sky
#17Eyes in the Sky
Upgrade Justice 0

Hero Interrupt: When you reveal a non-ELITE minion, exhaust an AERIAL character you control and discard this card → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck.

4.5 · 24 decks
C
#18Coordinated Effort
Upgrade Leadership 0

Attach to an encounter card in play. Max 1 per encounter card. While paying costs on attached card, any player may help pay those costs.

6.1 · 19 decks
Stand Together
#19Stand Together
Event Protection 4

Alliance. Hero Interrupt: When a friendly character would take any amount of damage from an attack, exhaust an avenger character and a guardian character → prevent all of that damage. Deal that much damage to the attacking enemy.

6.3 · 52 decks
Joining Forces
#20Joining Forces
Event Leadership 4

Alliance. (The players can pay this card's costs as a group.) Hero Action: As a group, the players put a total of 1 Avenger ally and 1 Guardian ally into play from their hand(s).

6.7 · 57 decks
Living Tribunal
#21Living Tribunal
Event Justice 2

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Remove 2 threat from the main scheme and remove this card from the game. This effect cannot be canceled.

6.9 · 196 decks
C
#22Caught in the Crossfire
Upgrade Aggression 0

Attach to a non-Elite minion. Max 1 per minion. Interrupt: When a friendly character attacks, deal 1 damage to attached minion.

7.0 · 17 decks
G
#23Gilgamesh
Ally Basic 3

As an additional cost to play this card, if you do not have the Eternal trait, confuse your identity.

7.0 · 14 decks
Befuddle
#24Befuddle
Upgrade Justice 0

Attach to a minion. Max 1 per minion. Interrupt: When a character makes a basic attack against attached minion, that character uses their THW instead of their ATK.

7.2 · 50 decks
Combine Forces
#25Combine Forces
Event Aggression 1

Alliance. Hero Action: Exhaust an X-Force character and an X-Men character → defeat a non-Elite minion.

7.2 · 22 decks
Eternity
#26Eternity
Event Leadership 2

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Draw 1 card and remove this card from the game. This effect cannot be canceled.

7.7 · 199 decks
Ambush
#27Ambush
Upgrade Pool 1

Attach to a side scheme. Max 1 per side scheme. Interrupt: When attached side scheme is defeated, discard a non-ELITE minion.

7.8 · 46 decks
Bombshell
#28Bombshell
Ally Aggression 4

Play only if your identity has the Champion trait. [star] Divide damage from Bombshell's attack among each enemy as evenly as possible.

7.9 · 72 decks
Bazooka
#29Bazooka
Upgrade Pool 2

Restricted. Max 2 per deck. Hero Action (attack): Discard Bazooka → deal 1 damage to an enemy for each [crisis], [acceleration], [amplify], and [hazard] in play. This attack gains ranged.

8.4 · 45 decks
D
#30Disarming Defense
Event Protection 1

Hero Interrupt (defense): When your hero defends against an attack, it gets +2 DEF for that attack. If you take no damage from that attack, discard an attachment on the attacking enemy with the text "Hero Action" or "Hero Response".

8.5 · 16 decks
All for One
#31All for One
Event Leadership 2

Hero Action (attack): Deal 3 damage to an enemy and exhaust any number of Avenger characters you control. Deal 1 additional damage to that enemy for each character exhausted this way.

9.2 · 168 decks
Problem Solvers
#32Problem Solvers
Event Justice 4

Alliance. Hero Action (thwart): Exhaust an avenger character and a guardian character → remove X threat from each scheme, where X is equal to the combined THW of those characters.

9.5 · 92 decks
In-Betweener
#33In-Betweener
Event Aggression 2

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Deal 2 damage to the villain and remove this card from the game. This effect cannot be canceled.

9.8 · 162 decks
Shatterstar
#34Shatterstar
Ally Aggression 4

[star] Interrupt: When Shatterstar attacks a minion, engage that minion. If you are already engaged with that minion, Shatterstar gets +1 ATK for this attack.

9.9 · 77 decks
The Gardener
#35The Gardener
Event Protection 2

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Heal 2 damage from your identity and remove this card from the game. This effect cannot be canceled.

10.0 · 195 decks
Psi-Flail Strike
#36Psi-Flail Strike
Event Protection 2

Play only if your hero has the PSIONIC trait. Hero Response (attack): After you defend against an enemy attack, deal 3 damage to that enemy and stun it.

10.1 · 49 decks
R
#37Recruitment Drive
Support Leadership 3

Alter-ego form only. Action: Discard Recruitment Drive and choose a player → reduce the resource cost of the next ally that player plays this phase to 0.

11.0 · 41 decks
Warlock
#38Warlock
Ally Protection 3

Action: Spend a [mental] resource → heal up to 2 damage from Warlock.

11.2 · 288 decks
S
#39Swordsman
Ally Basic 4

[star] Swordsman's basic attacks gain piercing. Hero Response: After a boost card is turned faceup during an undefended attack, declare Swordsman as the defender without exhausting him.

11.2 · 30 decks
Browbeat
#40Browbeat
Event Aggression 2

Play only if your identity has the Avenger trait. Hero Action (attack): Deal 2 damage to the villain. Deal X additional damage to the villain (to a maximum of 3), where X is equal to the villain's stage number.

11.3 · 209 decks
Critical Hit
#41Critical Hit
Event Aggression 2

Play only if there is a side scheme in the victory display. Hero Response: After you attack an enemy, stun it.

12.8 · 65 decks
War
#42War
Upgrade Pool 1

Hero Action: Exhaust War → discard the top card of the encounter deck. Take 1 damage for each icon ([star] and [boost]) in the boost area of that card. Discard the top card of your deck. Deal damage to an enemy equal to that card's cost.

13.5 · 81 decks
S
#43Scarlet Witch
Ally Justice 2

Forced Response: After you play Scarlet Witch, discard the top card of the encounter deck. If it is a treachery card, resolve its "When Revealed" ability.

13.9 · 31 decks
Distraction
#44Distraction
Upgrade Pool 0

Attach to a non-ELITE minion. Max 1 per minion. Attached minion cannot activate.

15.0 · 84 decks
Cosmic Alliance
#45Cosmic Alliance
Event Basic 3

Alliance. (The players can pay this card's costs as a group.) Hero Action: Choose an avenger character and a guardian character → ready each of those characters.

15.2 · 83 decks
T
#46Thor
Ally Leadership 4

[star] Forced Response: After Thor makes a basic thwart, discard cards from the top of the encounter deck until you discard a minion. Put that minion into play engaged with you.

15.3 · 43 decks
Rictor
#47Rictor
Ally Aggression 3

[star] Response: After Rictor attacks, discard the top card of your deck. Deal 1 damage to each minion engaged with you for each resource on the discarded card.

15.5 · 85 decks
Break Time
#48Break Time
Event Pool 3

Alliance. Max 1 per deck. Alter-Ego Action: Take a group break. Leave the table. Read a comic book. When you come back to the game, heal 1 damage from each identity for every minute you were away from the game.

15.6 · 87 decks
Coup de Grâce
#49Coup de Grâce
Event Aggression 2

Hero Action (attack): Defeat a non-Elite minion with an upgrade attached. Ignore any "When Defeated" abilities on that minion.

15.7 · 24 decks
A
#50Ancient Rivalry
Event Basic 1

Team-Up (Hercules and Thor). Max 1 per deck. Hero Action: Search your discard pile for an identity-specific upgrade and add it to your hand. Ready Hercules and Thor.

15.9 · 55 decks
Psychic Misdirection
#51Psychic Misdirection
Event Protection 2

Play only if your identity has the PSIONIC trait. Hero Interrupt (defense): When an enemy attacks you, choose a different enemy → damage from that attack is dealt to the chosen enemy instead of you.

16.1 · 103 decks
Athletic Conditioning
#52Athletic Conditioning
Event Basic 1

Hero Action: Discard 1 stun or confuse status card from your hero.

16.8 · 215 decks
Outta My Way!
#53Outta My Way!
Event Aggression 2

Hero Action (attack): Deal 3 damage to an enemy (5 damage instead if that enemy has the guard or patrol keyword).

17.0 · 149 decks
Running Interference
#54Running Interference
Event Justice 2

Play only if your identity has the Avenger trait. Hero Action (thwart): Remove 2 threat from the main scheme. Remove X additional threat from the main scheme (to a maximum of 3), where X is equal to the villain's stage number.

17.3 · 281 decks
Serve and Protect
#55Serve and Protect
Event Protection 2

Alliance. Hero Interrupt: When any amount of threat would be placed on the main scheme, exhaust an X-Force character and an X-Men character → prevent that threat and give each of those characters a tough status card.

18.2 · 58 decks
Height Advantage
#56Height Advantage
Upgrade Protection 1

While your identity has the Aerial trait, reduce the amount of damage you take from each enemy attack by 1. Forced Interrupt: When your turn begins, discard this card.

18.3 · 85 decks
As One!
#57As One!
Event Aggression 2

Alliance. Hero Action (attack): Exhaust an avenger character and a guardian character → deal X damage to an enemy, where X is the combined ATK of those characters. This attack gains overkill.

18.3 · 169 decks
Moondragon
#58Moondragon
Ally Protection 3

Action: Exhaust and discard Moondragon → choose a minion. That minion attacks another enemy of your choice.

19.1 · 166 decks
Longshot
#59Longshot
Ally Basic 4

Play only if your identity has the X-MEN trait. [star] Response: After Longshot attacks a non-ELITE minion, discard the top card of the encounter deck. If that card has a star icon ([star]) in the boost area, defeat the attacked minion.

19.8 · 237 decks
Invulnerability
#60Invulnerability
Event Basic 3

Hero Action: Give your hero a tough status card.

20.1 · 397 decks
Pandapool
#61Pandapool
Ally Pool 4

Toughness.

20.1 · 116 decks
S
#62Sentry
Ally Justice 3

Forced Response: After Sentry enters play, search the encounter deck for a side scheme and reveal it. (Shuffle.) If no side scheme was revealed this way, place 6 threat on the main scheme.

20.4 · 52 decks
D
#63Deathcry
Ally Leadership 3

[star] Hero Interrupt: When Deathcry makes a basic attack, deal your hero 1 damage → Deathcry takes -1 consequential damage ([cost]) for this attack.

20.5 · 36 decks
Frenemies
#64Frenemies
Event Basic 1

Team-Up (Cable and Deadpool). Max 1 per deck. Hero Action (thwart): Deal 1 damage each to Cable and Deadpool. Remove 3 threat from a scheme and 3 threat from a different scheme.

22.0 · 157 decks
Deadpool Corps Ship
#65Deadpool Corps Ship
Support Pool 1

Action: Exhaust Deadpool Corps Ship and deal yourself 1 facedown encounter card → put a 'Pool ally into play from your hand.

22.1 · 131 decks
Power Man
#66Power Man
Ally Leadership 3

Power Man enters play with 2 chi counters on him. Action: Discard any number of chi counters from Power Man → he gets +2 ATK for each chi counter discarded this way until the end of the phase.

22.5 · 265 decks
B
#67Battlefield Benevolence
Event Justice 1

Hero Action: Heal 2 damage from an enemy → confuse that enemy.

22.6 · 36 decks
Protector
#68Protector
Ally Protection 4

Interrupt: When Protector would take any amount of damage, spend a [mental] resource → reduce that amount by 1. (Limit once per round.)

22.9 · 140 decks
F
#69Firebird
Ally Justice 2

If you overpaid for Firebird, put 1 rebirth counter on her. Interrupt: When Firebird would be defeated by consequential damage, remove 1 rebirth counter from her → heal all damage from her instead.

23.6 · 56 decks
Predictable Ploy
#70Predictable Ploy
Event Justice 2

Play only if there is a side scheme in the victory display. Hero Interrupt: When a treachery card is revealed from the encounter deck, cancel its "When Revealed" effects.

23.9 · 121 decks
Fighting Fit
#71Fighting Fit
Event Protection 2

Hero Action (attack): Deal 2 damage to the villain (5 damage instead if your hero's remaining hit points are equal to or greater than your hero's starting hit points).

24.1 · 351 decks
Dogpool
#72Dogpool
Ally Pool 3

Retaliate 1. Toughness. When Defeated: Deal 1 damage to an enemy.

24.2 · 164 decks
Deflection
#73Deflection
Event Protection 2

Hero Interrupt: When an identity would take any amount of damage from an attack, prevent up to 5 of that damage. Discard cards from the top of your deck equal to the amount prevented this way.

24.3 · 237 decks
H
#74Hawkeye
Ally Justice 3

Hawkeye enters play with 4 arrow counters on him. Response: After an ally makes a basic thwart, remove 1 arrow counter from Hawkeye → deal 2 damage to a minion.

24.5 · 52 decks
To the Rescue!
#75To the Rescue!
Event Basic 2

Hero Action (thwart): Remove 2 threat from a scheme.

24.7 · 572 decks
Beat 'Em Up
#76Beat 'Em Up
Event Basic 2

Hero Action: Deal 1 damage to the villain and each minion engaged with you.

24.9 · 284 decks
Patriot
#77Patriot
Ally Leadership 3

Hero Response: After Patriot enters play, choose a champion character → that character gets +1 to each of its basic powers until the end of the round.

25.2 · 182 decks
Wingman
#78Wingman
Upgrade Leadership 0

Attach to an Aerial ally. Max 1 per ally. Interrupt: When another Aerial ally would take any amount of consequential damage, exhaust attached ally → prevent 1 of that damage.

25.8 · 55 decks
Havok
#79Havok
Ally Leadership 4

[star] Forced Interrupt: When Havok attacks, discard the top card of the encounter deck. For each boost icon ([boost]) discarded this way, Havok gets +1 ATK for this attack and takes +1 consequential damage ([cost]).

25.9 · 266 decks
Pivotal Moment
#80Pivotal Moment
Event Justice 2

Hero Action (attack): Deal 2 damage to the villain (5 damage instead if there is no threat on the main scheme).

26.0 · 325 decks
Elixir
#81Elixir
Ally Protection 4

Play only if your identity has the X-Force or X-Men trait. [star] Response: After Elixir attacks or thwarts, heal 1 damage from another friendly character.

26.2 · 114 decks
Agents of S.H.I.E.L.D.
#82Agents of S.H.I.E.L.D.
Support Leadership 3

Play under any player's control. Max 1 Team card per player. If each of your characters has the S.H.I.E.L.D. trait, this card gains: "Interrupt: When you reveal an encounter card, exhaust this card → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck."

26.2 · 104 decks
Save the Day
#83Save the Day
Event Leadership 1

Hero Action: Discard an ally your control → remove threat from a scheme equal to that ally's printed cost.

26.5 · 278 decks
Feral
#84Feral
Ally Justice 4

[star] Response: After Feral thwarts, discard the top card of your deck. For each resource icon discarded this way, deal 1 damage to the villain.

27.1 · 115 decks
Young Love
#85Young Love
Event Basic 1

Team-Up (Gwen Stacy and Miles Morales). Max 1 per deck. Alter-Ego Action: Heal 3 damage each from Gwen Stacy and Miles Morales.

27.2 · 236 decks
Misty Knight
#86Misty Knight
Ally Justice 4

[star] Interrupt: When Misty Knight thwarts, look at the top 2 cards of the encounter deck and discard 1 of those cards. Misty Knight gets +1 THW for this thwart for each icon ([star] and [boost]) in the discarded card's boost area.

28.3 · 55 decks
Muster Courage
#87Muster Courage
Event Protection 3

Play only if your identity has the Avenger trait. Hero Action: Give up to X friendly characters a tough status card (to a maximum of 3 characters), where X is equal to the villain's stage number.

28.4 · 339 decks
U
#88Unified Strike
Event Leadership 0

Hero Interrupt: When an ally uses a basic power, exhaust your hero → add your hero's matching power to that ally's power for this use. That ally does not take consequential damage for this use.

28.5 · 86 decks
Da Bomb
#89Da Bomb
Event Pool 6

Max 1 per deck. Hero Action: Deal 10 damage to the villain. Deal 1 damage to each enemy and hero for each [crisis], [acceleration], [amplify], and [hazard] in play.

28.9 · 156 decks
Go Down Swinging
#90Go Down Swinging
Event Leadership 0

Hero Action: Discard an ally your control → deal damage to an enemy equal to that ally's printed cost.

29.2 · 348 decks
Team Investigation
#91Team Investigation
Event Justice 2

Alliance. (The players can pay this card's costs as a group.) Hero Action: Remove 3[per_hero] threat from a side scheme.

29.5 · 142 decks
Tempus
#92Tempus
Ally Aggression 2

Play only if your identity has the X-MEN trait. Interrupt: When the villain would scheme, discard Tempus → cancel that activation. Deal yourself 1 facedown encounter card.

29.7 · 198 decks
Mutant Peacekeepers
#93Mutant Peacekeepers
Event Justice 1

Play only if your identity has the X-MEN trait. Hero Action (thwart): Exhaust your hero and any number of X-MEN allies → remove X threat from among schemes in play, where X is the total THW of those characters.

30.0 · 152 decks
Siryn
#94Siryn
Ally Protection 4

[star] Response: After Siryn attacks, stun a minion.

30.4 · 133 decks
E
#95Everywhere All at Once
Event Justice -1

Play only if your identity has the Aerial trait. Hero Action (thwart): Choose X schemes. Remove 2 threat from each chosen scheme (3 threat instead if you overpaid for this card).

30.4 · 90 decks
Spider-Man Noir
#96Spider-Man Noir
Ally Protection 3

X is equal to the number of facedown cards attached to Spider-Man Noir. Response: After you resolve a treachery, if you control another Web-Warrior card, attach that treachery facedown here (to a maximum of 3).

30.7 · 352 decks
Negasonic Teenage Warhead
#97Negasonic Teenage Warhead
Ally Pool 4

Interrupt: When a treachery is revealed, deal 2 damage to Negasonic Teenage Warhead → cancel that treachery's "When Revealed" effects.

30.8 · 189 decks
Venom
#98Venom
Ally Justice 4

While there is no threat on the main scheme, reduce all consequential damage Venom takes by 1.

30.9 · 281 decks
Git Gud
#99Git Gud
Upgrade Pool 2

Reduce the cost to play Git Gud by 2 if you did not win your previous game of Marvel Champions. Forced Interrupt: When a player would be defeated, they set their hit point dial to 1 and change to alter-ego form instead. Remove this card from the game.

31.0 · 156 decks
Breaking and Entering
#100Breaking and Entering
Event Justice 2

Play only if your identity has the SPY or THIEF trait. Action (thwart): Remove 3 threat from a scheme.

31.3 · 235 decks