
Puny Pest — Response: After you change to this form, remove 1 threat from a scheme.

Time to Unwind — Response: After you change to this form, heal 1 damage from Scott Lang.

Giant Nuisance — Response: After you change to this form, deal 1 damage to an enemy.

Play only if your identity has the Avenger trait. Resource: Exhaust Quincarrier → generate a [wild] resource.

Team-Up (Ant-Man and Wasp). Max 1 per deck. Hero Action: Change to your other hero form. Ready your hero.

Max 1 per player. Action: Exhaust Helicarrier → choose a player. Reduce the resource cost of the next card that player plays this phase by 1.

Hero Action: Exhaust Team-Building Exercise → play a card from your hand that shares a trait with your hero, reducing its resource cost by 1.

Play under any player's control. Max 1 per player. Hero Response: After you change form, discard this card → ready your hero.

Max 1 per player. Action: Exhaust Avengers Mansion → choose a player. That player draws 1 card.

Play only if your identity has the Avenger trait. Stinger does not count against your ally limit.

Hero Response (attack): After you change form, deal 3 damage to an enemy (4 damage instead if you paid for this card using [physical] resource).

Play under any player's control. Max 1 per player. You get +3 hit points.

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

Victory 0. When Defeated: Each player may search their deck and discard pile for an identity-specific upgrade and put it into play. (Shuffle.)

Hero Response (thwart): After you change form, remove 3 threat from a scheme (4 threat instead if you paid for this card using a [mental] resource).

Forced Response: After Nick Fury enters play, choose one: remove 2 threat from a scheme, draw 3 cards, or deal 4 damage to an enemy. At the end of the round, if Nick Fury is still in play, discard him.

Ant-Man gets +1 hit point for each pym counter on him. Interrupt: When Ant-Man enters play, place 1 pym counter on him (to a maximum of 4) for each resource you overpaid for Ant-Man's cost.

Max 2 per deck. Double the number of resources this card generates while paying for a Leadership (blue) card.

Play under any player's control. Max 1 per player. Each ally you control gets +1 hit point.

Play under any player's control. Max 1 per player. Your hero gets +1 THW.

Play under any player's control. Max 1 per player. Resource: Exhaust Martial Prowess → generate a [physical] resource for an Attack event.

Play under any player's control. Max 1 per player. Your hero gets +1 ATK.

Play under any player's control. Max 1 Team per player. If each of your characters has the Avenger trait, each ally you control gets +1 THW and +1 ATK.

If each of your allies has the Avenger trait, increase your ally limit by 1. Action: Exhaust Avengers Tower → reduce the cost of the next Avenger ally played this phase by 1.

Max 2 per deck. Double the number of resources this card generates while paying for a Justice (yellow) card.

Response: After you play Ironheart from your hand, draw 1 card.

Response: After Squirrel Girl enters play, deal 1 damage to each enemy.

Hero Action: Exhaust an avenger character you control → ready another avenger character you control.

Play under any player's control. Max 1 per player. You get +3 hit points and your hero gets +1 ATK.

Restricted. Uses (3 charge counters). Hero Interrupt: When your hero makes a basic attack, exhaust Hand Cannon and remove 1 charge counter from it → your hero gets +2 ATK for that attack. That attack gains overkill.

Hero Response: After you change form, your hero gets +1 THW, +1 ATK, +1 DEF until the end of the round.

Play only if you have the Avenger trait. Response: After Yellow Jacket enters play, search the top 5 cards of your deck for an upgrade and add it to your hand.

Response: After Mockingbird enters play, stun an enemy.

Giant-Man gets +2 ATK while he has 3 or more remaining hit points.

Action: Pay the printed cost of an ally in any player's discard pile → put that ally into play under your control.

Attach to the main scheme. Max 1 per scheme. Increase the target threat value of attached scheme by 4.

Action: Heal 2 damage from any character.

Play under any player's control. Max 1 per player. Hero Response: After a side scheme is defeated, exhaust Skilled Investigator → draw 1 card.

Play under any player's control. Max 1 per player. Resource: Exhaust Sense of Justice → generate a [mental] resource for a Thwart event.

Response: After a minion schemes, exhaust Quake → deal 2 damage to that minion.

Action: Goliath gets +4 ATK until the end of the phase. At the end of the phase, discard Goliath. (Max once per phase.)

Response: After Kaluu enters play, search the top 5 cards of your deck for an event → add that event to your hand. Shuffle your deck.

Uses (3 physical counters). Hero Resource: Exhaust Enhanced Physique and remove 1 physical counter from it → generate a [physical] resource.

Response: After you play White Tiger from your hand, draw X cards (to a maximum of three), where X is equal to the villain's stage number. If the villain has no stage number, draw 1 card.

Victory 0. When Defeated: Each player may search their deck and discard pile for a support with a cost of 3 or less and put it into play. (Shuffle.)

Attach to an ally. Max 1 per ally. Attached ally gets +2 hit points.

Hero Action (thwart): Remove 2 threat from a scheme. If this removes the last threat on that scheme, draw 1 card.

Hero Action (thwart): Remove 3 threat from a scheme (4 threat instead if you paid for this card using a [mental] resource).

Max 1 per deck. Hero Action: Search the encounter deck, discard pile, and set-aside area for your nemesis minion and reveal it → ready your hero and draw 3 cards. You cannot attack the villain this phase. Remove this card from the game.

Uses (3 energy counters). Hero Resource: Exhaust Enhanced Reflexes and remove 1 energy counter from it → generate a [energy] resource.

Victory 0. When Defeated: Each player may search their deck and discard pile for an ally and put it into play. (Shuffle.)

Increase your ally limit by 1. (This allows you to control more than 3 allies.)

Response: After Falcon enters play, look at the top 3 cards of the encounter deck. For each treachery looked at this way, remove 1 threat from a scheme.

Toughness. (This character enters play with a tough status card.) [star] War Machine's basic attack gains ranged. (Ranged attacks ignore retaliate.)

Max 1 per player. Hero Response: After an ally you control is defeated, discard Rapid Response → put that ally into play from your discard pile and deal 1 damage to it.

Action: Exhaust Beat Cop → move 1 threat from a scheme to here. Action: Exhaust and discard Beat Cop → deal 1 damage to a minion for each threat here.

Attach to an Avenger ally. Max 1 per ally. Response: After attached ally attacks or thwarts, deal 1 damage to an enemy.

Attach to a scheme. Max 1 per scheme. Hero Interrupt: When any amount of threat is removed from attached scheme by a thwart, discard this card → remove an equal amount of threat from a different scheme.

Response: After Maria Hill enters play, each player draws 1 card.

Toughness. Reduce the cost to play Captain America by 1 for each avenger character you control.

Response: After your turn begins, place 1 time counter on Quinjet. Action: Put an Avenger ally from your hand into play with printed cost equal to or less than the number of time counters on Quinjet. Then, discard Quinjet.

Response: After Wiccan thwarts, discard the top card of the encounter deck. For each boost icon discarded this way, deal 1 damage to an enemy.

Hero Action (attack): Deal 2 damage to an enemy. If this attack defeats that enemy, heal 2 damage from your hero.

[star] Forced Response: After Blade thwarts or attacks, choose to either spend a [physical] resource from your hand or discard Blade.

Action: Exhaust any number of allies you control → draw 1 card for each ally exhausted this way.

Reduce the cost to play Leo Fitz by 2 if your identity has the S.H.I.E.L.D. trait. Alter-Ego Action: Exhaust Leo Fitz → search you deck for a Tech card and add it to your hand. (Shuffle.)

Response: After you play Spider-Girl from your hand, stun and confuse a minion.

Max 2 per deck. Double the number of resources this card generates while paying for a Aggression (red) card.

Play under any player's control. Max 1 per player. Your alter-ego gets +2 REC.

Action: Spend a [energy] resource → choose THW or ATK. Until the end of the phase, Vision gets +2 to the chosen power. (Limit once per round.)

[star] Interrupt: When Iron Lad uses a basic power, exhaust another Avenger ally you control → add that ally's matching power to Iron Lad's power for this use.

Response: After Captain Marvel enters play, discard the top 4 cards of your deck. If you discard a printed [energy] resource, deal 3 damage to an enemy. If you discard more than one printed [energy] resource, also stun that enemy.

Forced Response: After Hulk attacks, discard the top card of your deck. If that card's printed resource has: [physical] - Deal 2 damage to an enemy. [energy] - Deal 1 damage to each character. [mental] - Discard Hulk. [wild] - All of the above.

Wasp gets +1 hit point for each pym counter on her. Interrupt: When Wasp enters play, place 1 pym counter on her (to a maximum of 3) for each [energy] resource you overpaid for Wasp's cost.

Max 1 per round. Hero Action: Search the encounter deck for a side scheme. Reveal that side scheme → draw 3 cards (shuffle the encounter deck).

Response: After Tigra attacks and defeats a minion, heal 1 damage from her.

Max 1 per round. Hero Action: Ready each Avenger character you control. Until the end of the phase, each Avenger character in play gets +1 THW and +1 ATK.

Attach to a friendly character. Max 1 per character. Hero Resource: Exhaust this card and deal 1 damage to attached character → generate a [wild] resource.

Action: Ready an ally.

[star] As an additional cost for Wonder Man to attack, you must discard 1 card from your hand.

Ronin gets +1 THW and +1 ATK while an upgrade is attached to them.

Hero Action (thwart): Remove 6 threat from the main scheme. If you paid for this card using a [mental] resource, this thwart ignores the crisis icon ([crisis]).

Max 1 per deck. Your identity gets +1 to each of its basic powers, +1 hand size, and +10 hit points.

Reduce the cost to play Jemma Simmons by 2 if your identity has the S.H.I.E.L.D. trait. Resource: Exhaust Jemma Simmons → generate a [mental] resource for a Tech card.

Uses (3 snoop counters). (Enters play with 3 counters. When those are gone, discard this card) Action: Exhaust Surveillance Team and remove 1 snoop counter from it → remove 1 threat from a scheme.

Attach to an ally. Max 1 per ally. Attached ally gets +1 THW and +1 ATK.

Response: After Monica Chang enters play, search your deck, hand and discard pile for a copy of Surveillance Team support and put it into play. Place 1 snoop counter on each Surveillance Team you control.

Play under any player's control. Max 1 per player. While your hero's remaining hit points are equal to or greater than your hero's starting hit points, your hero gains retaliate 1.

Play under any player's control. Max 1 per player. Your hero gets +1 DEF.

Requirement ([physical]). Max 1 per player. Interrupt: When an enemy would scheme, discard Ready for a Fight → change to hero form. That enemy attacks you instead.

Play only if your identity has the Avenger trait. Max 1 per character. Attach to a friendly character. Attached character gets +1 hit point and gains the Avenger trait.

Victory 0. When Defeated: Each player who does not control a SPECIALIZATION upgrade chooses 1 set-aside SPECIALIZATION upgrade and puts it into play under their control.

Jessica Jones gets +1 THW for each side scheme in play.

Response: After you play Spider-Man from your hand, choose THW or ATK. Spider-Man gets +2 to the chosen power until the end of the phase.

Response: After Brother Voodoo enters play, search the top 5 cards of your deck for an event card and add it to your hand. Shuffle your deck.

Player under any player's control. Max 1 per player. Response: After you defend against an attack, deal 1 damage to the attacking character.

Response: After you play Spider-Man from your hand, remove 3 [per_hero] threat from a side scheme.

Play only if your identity has the Avenger trait. Hero Action: Heal 1 damage from an ally and ready it.

Response: After Agent Coulson enters play, search your deck and discard pile for a Preparation card and add it to your hand. Shuffle your deck.

Hero Action: Discard cards from the top of your deck until you discard an Avenger ally, then add that ally to your hand.

Play under any player's control. Max 1 per player. Response: After your hero attacks and defeats a minion, deal 1 damage to your hero and discard Battle Fury → ready your hero.

Hero Action (attack): Deal 6 damage to a minion. For each point of excess damage dealt by this attack, remove 1 threat from the main scheme.

Hero Response: After you change form, give your hero a tough status card.

Uses (3 medical counters). Action: Exhaust The Night Nurse and remove 1 medical counter from her → heal 1 damage from a hero and discard 1 status card from it.

Hero Action (attack): Exhaust 3 allies you control that share a Trait with your hero → deal X damage to an enemy, where X is the total ATK of those allies and your hero.

Max 1 per player. Interrupt: When any amount of threat would be placed on the main scheme, discard Counterintelligence → prevent 3 of that threat.

Play under any player's control. Max 1 per player. Response: After you defend against an attack and take no damage, exhaust Unflappable → draw 1 card.

Action: You get +1 hand size until the end of the phase.

Response: After Manifold enters play, choose a player. That player searches their deck and discard pile for a player side scheme and adds it to their hand.

Victory 0. Assault. (Basic thwarts against this scheme use ATK instead of THW.) When Defeated: The player who defeated this scheme removes 5[per_hero] threat from the main scheme.

Attach to an identity-specific ally you control. Max 1 per deck. Attached ally gets +2 hit points and is your "sidekick." Response: After you make a basic recovery, heal 2 damage from attached ally.

Interrupt: When an ally is defeated by an enemy attack, return it to its owner's hand instead of discarding it. Forced Interrupt: When the round ends, discard this card.

Alter-Ego Action: Search your deck and discard pile for an ally and an upgrade that can be attached to that ally. Add them to your hand. (Shuffle.)

Hero Response: After your hero makes a basic attack, heal 1 damage from Bug.

[star] Black Knight's basic attack gains piercing.

Play under any player's control. Max 1 per player. You get +3 hit points and your hero gets +1 DEF.

Interrupt: When Machine Man attacks or thwarts, spend up to 3 resources of any type → Machine Man gets +1 THW and +1 ATK for this use for each resource spent this way.

Uses (3 command counters). Action: Exhaust Command Team and remove 1 command counter from it → ready an ally.

Hero Action (thwart): Remove 2 threat from a scheme. If you paid for this card using a [mental] resource, remove 2 threat from a different scheme.

Attach to a character. Max 1 per character. Interrupt: When attached character would take any amount of damage, spend X [energy] resources → prevent X of that damage.

You may play the event attached to Black Panther as if it were in your hand. Response: After Black Panther enters play, choose a leadership (blue) event in your discard pile and attach it to him facedown.

Requirement ([mental]). (While paying for this card, spend the listed resources.) Hero Action (thwart): Exhaust your hero → remove threat from a scheme equal to the total of your hero's THW, ATK, and DEF values.

This card generates [wild] for each ally you control (to a maximum of 3)

Interrupt: When you spend this card, exhaust up to 3 allies and/or supports you control that share a Trait with your identity → generate the printed resources on each card exhausted this way.

Hero Action (attack): Discard Pulse Grenade and choose an enemy → discard the top 2 cards of the encounter deck. Deal 1 damage to the chosen enemy for each boost icon discarded this way.

Uses (6 energy counters). Max 1 per player. Forced Interrupt: When you would take any amount of damage, remove that many energy counters from here. For each energy counter removed this way, prevent 1 of that damage.

Requirement ([mental][mental]). Uses (3 research counters). Hero Action: Exhaust R&D Facility and remove 1 research counter from it → choose a friendly character in play. That character gets +1 THW and +1 ATK until the end of the phase.

Hero Response: After Vivian enters play, choose an attachment, non-Elite minion, or non-permanent side scheme. Until the end of the round, treat that card's printed text box as if it were blank (except for Traits).

Max 2 per deck. Double the number of resources this card generates while paying for a Protection (green) card.

Requirement ([energy]). (While paying for this card, spend the listed resources.) Hero Action (attack): Exhaust your hero → deal damage to an enemy equal to the total of your hero's THW, ATK, and DEF values.

Reduce the cost to play each upgrade on Iron Man by 1.

Hero Interrupt (defense): When your hero defends against an attack, use its ATK instead of its DEF for this attack.

Requirement ([energy]). Hero Action (thwart): Remove 1[per_hero] threat from each side scheme. Deal 1 damage to the villain for each side scheme defeated this way.

Hero Response: After your hero defends against an attack and takes no damage, exhaust Hard to Ignore → remove 1 threat from the main scheme.

Hero Action (attack): Deal damage to an enemy equal to your ATK.

Max 2 per deck. Hero Interrupt: When you spend this card to play a Attack event, that event deals 1 additional damage.

Uses (3 reflection counters). Interrupt: When you would take any amount of damage, remove 1 reflection counter from here → prevent 1 of that damage and deal 1 damage to an enemy.

Grant Ward cannot defend. Forced Response: After you reveal a treachery, you may spend a [mental] resource. If you do not, take damage equal to Grant Ward's ATK and remove Grant Ward from the game.

Play under any player's control. Max 1 per player. Response: After you defeat an enemy during the villain phase, exhaust this card → draw 2 cards.

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.

Hero Action (attack/thwart): If you paid for this event using at least 1: [physical] — Deal 2 damage to an enemy. [mental] — Remove 2 threat from a scheme. [energy] — Heal 2 damage from your identity.

Response: After Brawn attacks, remove 1 threat from a scheme.

Max 2 per deck. Interrupt: When you spend this card to play an ally, that ally gets +1 THW and +1 ATK until the end of the phase.

Hero Response: After you play an Attack event, exhaust this card → your hero gets +1 ATK until the end of the phase. (Max 1 per Attack event.)

Play under any player's control. Max 1 per player. Each ally you control gets +1 ATK.

Hero Action (attack): Deal 3 damage to an enemy. This attack gains piercing.

Max 1 per player. Response: After the player phase begins, exhaust Healing Factor → heal 2 damage from your identity.

Max 1 per deck. Hero Action: Spend a [physical] resource and exhaust this card → ready your hero.

Max 1 per deck. Double the number of resources this card generates if your identity has sustained less than 5 damage (triple the resources instead if you have sustained no damage).

Hero Interrupt When you use your basic thwart power (THW) or basic attack power (ATK), exhaust an ally you control → add that ally's matching power to your hero's power for this use.

Attach to an ally. Max 1 per ally. Attached ally gets +1 ATK and its attacks gain ranged.

Victory 0. When Defeated: Give each identity a tough status card.

Play under any player's control. Max 1 per player. Hero Response: After you thwart and remove the last threat from a scheme, discard Justice Served → ready your hero.

Counts as 2 restricted cards. Max 1 per deck. Your hero gets +1 ATK for each [crisis], [acceleration], [amplify], and [hazard] in play (to a maximum of +4 ATK).

[star] Kidpool's attacks gain piercing.

Play under any player's control. Max 1 per player. Interrupt: When an encounter card effect would discard a card you control, discard Front Organization instead of discarding that card.

Hero Action (attack): Deal 4 damage to an enemy. If that enemy is defeated by this attack, remove 2 threat from a scheme.

Max 1 per deck. Hero Response: After you spend this card, remove 1 threat from the main scheme.

Response: After you play Spectrum, tuck 1 card used to pay for her under her. If that card's printed resource has: [mental] – Spectrum gets +2 THW. [physical] – Spectrum gets +2 ATK. [energy] – Spectrum gets +2 hit points. [wild] – All of the above.

Uses (3 attack counters). (Enters play with 3 counters. When those are gone, discard this card) Action: Exhaust Tac Team and remove 1 attack counter from it → deal 2 damage to an enemy.

Hero Action (attack): Deal 3 damage to an enemy. Deal 3 damage to another enemy.

Response: After Throg enters play, give him a tough status card if you are engaged with a minion.

Response: After Daredevil thwarts, deal 1 damage to an enemy.

Response: After your hero defends, discard indomitable → ready your hero.

Requirement ([physical]) (While paying for this card, spend the listed resources.) Hero Action: Heal 2 damage from your hero → ready your hero.

Hero Action (attack): Deal 3 damage to an enemy. If this is the first card you have played this round, return this card to your hand.

Response (attack): After your hero thwarts and removes all threat from a scheme, deal 3 damage to an enemy.

Hero Action (thwart): Remove 3 threat from the main scheme. If this is the first card you have played this round, return this card to your hand.

Action: Exhaust Boom Boom → add 1 boom counter to her. Then, you may discard Boom Boom to deal 1 damage to each enemy for each boom counter on her.

Response: After Daredevil defends against an attack, move 1 damage from him to the attacking enemy.

Max 1 per player. Hero Response: After a boost card is turned faceup, discard Target Acquired → cancel that card's boost ability.

Response: After a minion leaves play, tuck it under here from the encounter discard pile → remove threat from a scheme equal to the tucked minion's printed SCH. If there are at least 4 minions here, deal 1 random minion here to any player as a facedown encounter card.

Iron Fist enters play with 2 mystic counters on him. Interrupt: When Iron Fist attacks an enemy, remove 1 mystic counter from him → stun that enemy and deal 1 damage to it.

Max 1 per player. Response: After an ally is defeated by consequential damage, exhaust Med Lab → place it here. (Limit 1 ally at a time.) Alter-Ego Action: Exhaust Med Lab → play the ally here as if it was in your hand. It enters play exhausted.

Response: After Speed thwarts, ready him. (Limit once per round.)

Retaliate 1.

Response: After you defend against an attack, place 1 fatigue counter here. Alter-Ego Action: Remove each fatigue counter from here → heal 1 damage from your identity for each fatigue counter removed this way.
Response: After an Avenger hero changes into alter-ego form, exhaust Jarvis → choose: • That identity gets +2 REC until the end of the phase. • Discard a status card from that identity.

Hero Interrupt: When your hero makes a basic thwart, it gets +2 THW for that thwart. After that thwart ends, if your hero removed all threat from a scheme that way, heal 2 damage from your hero.

Play under any player's control. Max 1 per player. Alter-Ego Action: Exhaust Crew Quarters → heal 1 damage from an alter-ego.

Attach to a side scheme. Max 1 per scheme. Interrupt: When attached scheme is defeated, deal 4 damage to an enemy.

Max 1 per player. Response: After you discard a Preparation card you control, discard Practiced Plan → return that card to your hand from your discard pile.

Interrupt: When Starhawk takes damage exactly equal to his remaining hit points, return him to your hand.

Response: After you play Sunfire from your hand, spend a [energy] resource → choose an attachment with the text "Hero Action" or "Hero Response" and discard it.

Max 1 per player. Response: After you defeat a minion, exhaust Interrogation Room → remove 1 threat from a scheme.
Victory 0. Play only if your identity has the Avenger or S.H.I.E.L.D. trait. When Defeated: Each player may search their deck and discard pile for an Avenger or S.H.I.E.L.D. card and add it to their hand. (Shuffle.) Reduce the cost to play each of those cards by 2 until the end of the phase.

Max 2 per deck. Uses (2 training counters). Alter-ego Action: Exhaust this card and remove 1 training counter from it → choose a leadership (blue) event in you discard pile and shuffle it into your deck.

Hero Action (attack): Confuse an enemy. If you paid for this card using a [physical] resource, deal 3 damage to that enemy.

Alter-Ego Action: Exhaust Dr. Sinclair and spend a [mental] resource → heal damage from your alter-ego equal to your REC. You may discard 1 status card from your identity. Any player may trigger this ability.

Hope Summers gains each TRAIT on your identity. Response: After you play Hope Summers from your hand, search your deck for a SUPERPOWER card and add it to your hand. (Shuffle.)

Hero Action (attack): Deal 2 damage to an enemy. If this attack defeats that enemy, deal 2 damage to an enemy.

Hero Action (attack): Deal 4 damage to an enemy. If you paid for this card using only [physical] resources, stun that enemy and draw 1 card.

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.

Your hero gets +1 ATK. Your basic attacks gain piercing. (Discard any tough status cards from the target before dealing damage.) Forced Response: After you make a basic attack, discard Brute Force.

Interrupt: When Clea is defeated, shuffle her into her owner's deck.

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

Interrupt: When your hero makes a basic attack, it gets +2 ATK for that attack.

Hero Action (thwart): Choose a number from 1 to 5. Discard that many cards from the top of the encounter deck → remote 1 threat from a scheme for each card discarded this way. Put 1 minion discarded this way into play engaged with you.

Max 1 per player. Hero Response (attack): After a minion engages you, discard Lie in Wait → deal 3 damage to that minion.

Response: After Winter Soldier attacks and defeats an enemy, remove 2 threat from a scheme.

Uses (3 stronghold counters). Alter-Ego Response: After you change form, exhaust Hidden Base and remove 1 stronghold counter from it → give your identity a tough status card.

Max 1 per deck. Action: Ready an ally. That ally gets +1 ATK until the end of the phase.

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.

[star] Response: After Headpool attacks and damages a minion, that minion attacks another enemy of your choice.

Hero Action: If the following icons are on 1 or more cards in play: [crisis] — Deal 3 damage to an enemy. [acceleration] — Remove 2 threat from a scheme. [amplify] — Ready an ally you control. [hazard] — Draw 1 card.

Hero Interrupt (defense): When you would take any amount of damage from an attack, prevent 1 of that damage for each [crisis], [acceleration], [amplify], and [hazard] in play.

Play only if your identity has the Genius trait. Max 1 per player. Resource: Exhaust Ingenuity → generate a [mental] resource.

Forced Response: After Professor X enters play, choose one: confuse the villain, stun a minion, or ready an X-MEN character. At the end of the round, if Professor X is still in play, discard him.

[star] Interrupt: When Marvel Girl attacks a minion, remove X threat from the main scheme, where X is that minion's printed SCH.

Uses (3 leadership counters). Max 1 per player. Interrupt: When an ally makes a basic thwart or basic attack action, remove 1 leadership counter from here → that ally gets +1 THW and +1 ATK for that action.

Uses (3 operative counters). Max 1 per player. Interrupt: When you thwart, remove 1 operative counter from here → that thwart removes 1 additional threat.

Response: After you play Thor from your hand, deal 2 damage to the villain (3 damage instead if you paid for this card using a [physical] resource).

Max 1 per player. Hero Interrupt: When you engage a minion, discard this card → ready your hero.

Hero Response: After you attack and defeat an enemy, heal 1 damage from your hero for each point of excess damage dealt to that enemy by that attack.

Hero Action (attack/thwart): Deal 2 damage to an enemy. Remove 2 threat from a scheme.

Hero Interrupt: When an ally you control attacks, it gets +3 ATK for that attack. After that attack resolves, discard that ally.

Hero Interrupt (defense): When a boost card is turned face up while the villain attacks, cancel all boost icons ([boost]) on that card. Then deal 1 damage to the villain for each boost icon cancelled this way.

Hero Action: Give an ally you control a tough status card.

Hero Action: Discard a Tech upgrade you control → ready your hero and choose THW, ATK, or DEF. Until the end of the round, your hero gets +X to the chosen power, where X is equal to that upgrade's printed cost.

X is the number of boost icons ([boost]) on the card under Gambit. Response: After Gambit enters play, look at the top 3 cards of the encounter deck and tuck one under him so that only the boost field is visible.

Victory 0. When Defeated: Each player heals a total of 5 damage from among characters they control.

Max 1 per player. Any player may spend the resource card tucked here as if it were in their hand. Action: Exhaust Resource Reserve → tuck 1 resource card from your hand under here (to a maximum of 1).

Hero Action (attack): Heal 2 damage from your hero → deal 2 damage to an enemy.

Attach to a non-permanent side scheme. Limit 1 per side scheme. Attached scheme gains assault. (Basic thwarts against this scheme use ATK instead of THW.)

Hero Action: Ready your sidekick → ready your hero and choose one: • Heal 1 damage from both characters. • Both characters get +1 THW and +1 ATK until the end of the phase.

Response: After Adam Warlock attacks or thwarts, discard 1 card at random from your hand. If that card's printed resource has: [physical] – Remove 3 threat from a scheme. [energy] – Heal 3 damage from an identity. [mental] – Deal 3 damage to an enemy. [wild] – Choose one of the above.

Hero Action: Exhaust Cloud 9 → choose a player. Until the end of the phase, each Aerial character that player controls gets +1 THW.

Play under any player's control. Max 1 per player. Hero Interrupt: When an AERIAL character you control uses a basic power, exhaust Soaring Acrobatics → that character gets +1 to that power for this use.

Hero Action: Exhaust Aero → choose a player. Until the end of the phase, each Aerial character that player controls gets +1 ATK.

Play only if your identity has the Aerial trait. Max 1 TEAM card per player. If each of your allies has the Aerial trait, increase your ally limit by 1 and this card gains: "Response: After you play an Aerial card, exhaust this card → ready an ally you control."

Alter-Ego Action: Exhaust your alter-ego → play a card from your hand, reducing its resource cost by 3.

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.

Play only if you control a Web-Warrior card. When Defeated: Add SP//dr to your hand if she was defeated by taking excess consequential damage.

Hero Action (attack): Stun an enemy. If you paid for this card using a [physical] resource, deal 3 damage to that enemy.

Response (attack): After your hero defends against an enemy attack, deal damage to that enemy equal to your hero's ATK.

Response: After you play a S.H.I.E.L.D. card, exhaust Sky-Destroyer → deal 2 damage to an enemy.

Hero Action: Spend a [physical] resource and discard this card → ready your hero.

Ignore this card's resource cost if your identity has the Web-Warrior trait. Response: After a Web-Warrior ally leaves play, choose a player → that player draws 1 card.

Response: After a Web-Warrior ally (including this one) enters play, deal 1 damage to an enemy.
Setup. Max 1 per deck. Setup: Search your collection for an identity-specific ally for an identity not in this game. Shuffle that ally into your deck. Discard 2 cards from your hand and remove this card from the game.

Toughness. Response: After Captain America enters play, ready a S.H.I.E.L.D. character.

Response: After Polaris enters play, give an X-MEN character a tough status card.

Reduce the cost to play Spider-Byte by 1 for each Tech card you control.

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

Action: Deal 1 damage to another friendly character → until the end of the round, Rogue gains each of that character's Traits and adds that character's printed THW and ATK to her matching powers. (Limit once per round.)

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

Restricted. Uses (3 charge counters). Hero Action: Exhaust Plasma Pistol and remove 1 charge counter from it → deal 1 damage to an enemy.

Hero Action: Discard cards from the top of the encounter deck until you discard a minion. Put that minion into play engaged with you → ready your hero.

Toughness. (This character enters play with a tough status card.)

Hero Action (thwart): Exhaust your hero → remove threat from a scheme equal to your hero's ATK.

Response: After Snowguard enters play, place up to 3 shift counters here. While the shift counters here are equal to (X), she gets: (1) +3 ATK and her attacks gain overkill. (2) +3 THW and gains the Aerial trait. (3) +5 hit points and gains retaliate 1.

Hero Interrupt (defense): When your hero defends against an attack, it gets +3 DEF for that attack.
Play only if your identity has the Avenger trait. Attach to an ally. Max 1 per ally. Interrupt: When attached ally is defeated, draw 2 cards.

Hero Action (attack): Deal 4 damage to an enemy. If that enemy is defeated by this attack, give your hero a tough status card.

Restricted. Uses (2 charge counters). Hero Action: Exhaust Stun Gun and remove 1 or 2 charge counters from it → if you removed: • 1 charge counter, stun a minion. • 2 charge counters, stun the villain.

Hero Interrupt: When a boost card is turned faceup, exhaust Wraith and deal 1 damage to him → cancel that card's "Boost" effect.

Max 1 per deck. Hero Response: After you spend this card, heal 1 damage from your hero.

Restricted. Uses (2 charge counters). Hero Action: Exhaust Sonic Rifle and remove 1 charge counter from it → confuse an enemy (deal 3 damage to that enemy instead if it is already confused).

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, remove 2 threat from a scheme.

Response: After you play Eros from your hand, confuse a minion for each [mental] resource you used to pay for him.

Hero Action: Discard an ally you control → heal damage from your hero equal to that ally's printed hit points and give your hero a tough status card.

Forced Response: After Nick Fury, Sr. enters play, choose one: Remove 3 threat from a scheme, draw 2 cards, or give a S.H.I.E.L.D. character a tough status card. At the end of the round, if Nick Fury, Sr. is still in play, discard him.

Hero Interrupt (defense): When an enemy attacks, you gain retaliate 1 until the end of the phase.

Attach to an Avenger ally. Max 1 per ally. Attached ally gains Aerial. Action: Exhaust Sky Cycle → ready attached ally.

Max 2 per deck. Interrupt: When you spend this card to play a THWART event, that event removes 1 additional threat.

Response: After Dazzler enters play, confuse an enemy.

Hero Response (attack): After your hero makes a basic thwart, deal damage to an enemy equal to your hero's THW.

Max 1 per deck. Double the number of resources this card generates if your identity has sustained less than 5 damage (triple the resources instead if you have sustained no damage).

Max 1 per deck. Double the number of resources this card generates if your identity has sustained less than 5 damage (triple the resources instead if you have sustained no damage).

Max 1 per player. Response: After you defeat an enemy with a basic attack, exhaust Blood Rage and take 1 damage → draw 1 card.

Hero Action: Spend 1 resource of any type → move 1 damage from a character to an empty space above matching the spent resource. If there are 3 damage tokens in a line, deal all damage on this card to an enemy and discard this card.

Ignore this card's resource cost if your identity has the Wakanda trait. Action: Exhaust Dora Milaje → resolve the "Special" ability on 1 Dora Milaje ally and heal 1 damage from that ally.

[star] Interrupt: When Husk uses a basic power, spend up to 3 resources → if you spent at least 1: [energy] — Husk gets +1 to that power for this use. [mental] — Heal 1 damage from Husk. [physical] — Ready Husk after this use.

Max 1 per deck. Interrupt: When any amount of threat would be placed on a scheme, you or your ally takes it as damage instead.

Action: Exhaust Plot Convenience → choose: • Attach 1 aspect card from your hand facedown here (to a maximum of 3). • Add 1 card attached facedown here to your hand. Any player may trigger this ability.

Max 1 per deck. Hero Interrupt: When a treachery card is revealed from the encounter deck, cancel its "When Revealed" effects. The villain attacks you instead. If an ally or another hero defends this attack, draw 1 card.

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

Max 2 per deck. Uses (2 training counters). Alter-Ego Action: Exhaust this card and remove 1 training counter from it → choose a justice (yellow) event in your discard pile and shuffle it into your deck.

Hero Action (attack): Deal 2 damage to an enemy. If that enemy is stunned or confused, draw 1 card.

Play under any player's control. Max 1 per player. Each X-Factor, X-Force, and X-Men character you control gains the X-Factor, X-Force, and X-Men traits.

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

Play only if your identity has the Avenger trait. Hero Action: Heal 1 damage from up to X friendly characters (to a maximum of 3 characters), where X is equal to the villain's stage number.

Attach to a side scheme. Max 1 per scheme. Interrupt: When attached side scheme is defeated, search your deck and discard pile for an ally and add it to your hand. Shuffle your deck.

Max 1 per deck. Hero Response: After you spend this card, heal 1 damage from an ally you control.

Hero Interrupt: When your hero makes a basic attack, discard the top card of the encounter deck → reduce your hero's ATK for that attack by the number of printed boost icons on that card. If that attack still deals damage, ready your hero.

Response: After you engage a minion, give Patriot a tough status card.

Restricted. Hero Interrupt: When your hero makes a basic attack against a unique enemy ([unique]), exhaust Godslayer → your hero gets +2 ATK for that attack.

Play only if your identity has the aerial trait. Hero Action (thwart): Remove a total of up to 5 threat from among schemes (as you choose).

Reduce the amount of damage Victor Mancha takes from each attack by 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, ready your hero.

Resource: Discard Resourceful → generate a [wild] resource.

Response: After Beast enters play, search your deck and discard pile for a resource card and add it to your hand. (Shuffle.)

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

Hero Interrupt (defense): When an enemy attacks, declare your hero as the defender without exhausting them.

If Fantomex is not in play, discard E.V.A. Action: Exhaust E.V.A. → choose: • Remove 1 threat from a scheme. • Deal 1 damage to an enemy. • Heal 1 damage from Fantomex.

Response: After Fantomex enters play, search your deck and discard pile for E.V.A. and put it into play. (Shuffle.)

Victory 0. When Defeated: The player who defeated this scheme deals 5[per_hero] damage to the villain.

Hero Action: Choose a hero. Until the end of the round, that hero gets +1 THW, +1 ATK, and +1 DEF

Hero Action (thwart): Discard cards from the top of the encounter deck until you discard a minion. Put that minion into play engaged with you → remove 3 threat from the main scheme.

[star] Wolverine's attacks gain piercing. Response: After your turn begins, heal 1 damage from Wolverine.

Max 1 per player. Hero Response (attack): After you take damage from an enemy attack, discard Counterattack → deal an equal amount of damage to that enemy.

Response: After you defeat a minion, place 1 glory counter here. Alter-Ego Action: Exhaust Hall of Heroes and remove 3 glory counters from it → draw 3 cards.

Hero Interrupt (defense): When you would take any amount of damage, prevent 3 of that damage. If you paid for this card using [energy] resource, deal 1 damage to that enemy.

Response: After Blindfold enters play, look at the top 5 cards of the encounter deck. Discard 1 of those cards and put the rest back in the same order.

Play only if your identity has the MYSTIC trait. Max 1 per deck. Resource: Exhaust Bloodgem and take 2 damage → generate a [wild] resource.

Hero Interrupt (defense): When you defend against an attack, you get +2 DEF for this attack. If you take no damage from this attack, stun the attacking enemy.

Play only if your identity has the Mystic trait. Action: Draw 2 cards. Choose and discard 1 card from your hand.

Max 1 per phase. Hero Action: Draw 1 card for each minion engaged with you.

Response: After Valkyrie enters play, deal 2 damage to a minion (3 damage instead if you paid for this card using a [energy] resource).

Play under any player's control. Max 1 per player. Response: After you play a Defense card, deal 1 damage to the attacking enemy.

Play only if you control a Spy character. Interrupt: When you reveal an encounter card, discard Spycraft → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck.

Hero Action: Discard cards from the encounter deck until you discard a minion. Put that minion into play engaged with you → play an ally from your hand, reducing its cost by 3.

Max 1 per player. Hero Interrupt: When you would take any amount of damage, discard Defensive Stance → prevent 3 of that damage.

Attach to a minion. Max 1 per minion. Attacks against attached minion gain overkill.

Play only if your identity has the Mystic trait. Max 1 per deck. Hero Interrupt (defense): When you would take any amount of damage from an attack, discard that many cards from the top of your deck → prevent all damage from this attack.

Hero Interrupt: When you make a basic attack against an enemy with an upgrade attached, you get +2 ATK for this attack. If this attack defeats that enemy, ready your hero.

Attach to a minion. Max 1 per minion. Each ally takes -1 consequential damage ([cost]) when attacking attached minion.

Hero Action (attack): Deal 3 damage to an enemy.

Hero Action: Choose a player. Each character that player controls gets +1 THW and +1 ATK until the end of the phase.

Uses (3 medical counters). (Enters play with 3 counters. When those are gone, discard this card.) Action: Exhaust Med Team and remove 1 medical counter from it → heal 2 damage from a friendly character.

Play under any player's control. Max 1 per player. You can control 1 additional weapon upgrade that has the restricted keyword.

Response (thwart): After your hero attacks and defeats an enemy, remove 2 threat from a scheme.

Reduce the cost to play Mission Leader by 1 if your identity has the SOLDIER trait. Hero Response: After a side scheme is defeated, exhaust Mission Leader → each player draws 1 card.

Hero Action (attack): Deal 5 damage to a minion. If you paid for this card using a [physical] resource, this attack gains overkill. (Excess damage from this attack is dealt to the villain.)

Forced Response: After Sentry enters play under your control, deal yourself 1 encounter card.

Play only if your identity has the guardian trait. Max 1 per player. Hero Interrupt: When you would take any amount of damage from an attack, exhaust Booster Boots and discard the top card of your deck → prevent 1 of that damage.

[star] Response: After Cypher attacks and damages a confused enemy, draw 1 card.

Restricted. Response: After your hero attacks an enemy, spend a [physical] resource → deal 2 damage to an enemy.

[star] Response: After Lady Spider thwarts and removes threat from a scheme, if you control another Web-Warrior card, remove an equal amount of threat from a different scheme.

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.

Hero Action (thwart): For each different resource type ([energy], [mental], [physical], and [wild]) you used to pay for this card, choose a scheme and remove 2 threat from it.

Uses (3 charge counters). Action: Exhaust Cell Phone, remove 1 charge counter from here, and choose a player → that player makes a basic attack or thwart with a character they control. That character gets +1 THW and +1 ATK for this use.

Response: After Quasar enters play, remove 1 threat from each scheme in play.

Interrupt (thwart): When the villain schemes, reduce the amount of threat placed on the scheme by 1.

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

Hero Action (attack): The villain schemes. Deal 4 damage to the villain.

Play under any player's control. Max 1 per player. Interrupt: When a character you control attacks a confused enemy, increase the amount of damage that attack deals to that enemy by 1.

Interrupt: When an enemy initiates an attack against you, spend a [energy] resource → deal 2 damage to that enemy.

Hero Action: (attack): Deal 3 damage to a confused enemy.

Interrupt: When a boost card is turned faceup during a scheme activation, cancel its boost icons.

Forced Response: After Angela enters play under your control, search the top 10 cards of the encounter deck for a minion and put it into play engaged with you. Shuffle the encounter deck. If a minion was not put into play this way, discard Angela.

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

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.

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

Max 1 per player. Response: After an ally attacks and defeats a minion, exhaust War Room → remove 1 threat from a scheme.

Max 1 per player. Hero Action: Exhaust Deft Focus → reduce the resource cost of the next superpower card you play this turn by 1.

Play only if you control a Spy character. Interrupt: When the surge keyword on an encounter card would be resolved, discard Espionage → draw 2 cards.

Hero Action (attack): Deal 5 damage to an enemy.

Hero Response (attack): After your hero thwarts, deal 4 damage to an enemy (7 damage instead if that thwart removed the last threat from a scheme).

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.

Play under any player's control. Max 1 per player. Interrupt: When an enemy would attack you, discard Invisibility Gear → that enemy schemes instead.

Play under any player's control. Max 1 per player. Hero Action: Exhaust Plan B and discard 1 random card from your hand → deal 2 damage to an enemy.

Hero Response: After your hero makes a basic attack and damages an enemy, confuse that enemy. If that enemy is already confused, stun it instead.

[star] She-Hulk gets +1 ATK for each damage token here.

Hero Response: After you exhaust your hero to make a basic thwart or attack, discard an ally you control → add that ally's matching power to your hero's power for this use. Ready your hero.

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.

Hero Action: Spend 1 resource of any type → move 1 threat from a scheme to an empty space above that matches the spent resource. If all spaces above are filled, discard this card and confuse the villain.

[star] Captain Britain takes -1 consequential damage after he thwarts a side scheme or attacks a minion.

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

Interrupt: When Cosmo attacks or thwarts, name a card type, then discard the top card of a player deck or the encounter deck. If that card is of the named type, Cosmo does not take consequential damage for this use.

Hero Interrupt (defense): When a boost card on an enemy attacking you would be turned faceup, discard it instead.

Hero Interrupt: When your hero's attack deals any amount of excess damage, increase that amount by 1.

Play only if your identity has the guardian trait. Increase your ally limit by 1. Response: After a player plays a guardian ally, exhaust Knowhere → that player draws 1 card.

Victory 0. When Defeated: Each player may search their deck and discard pile for a WEAPON upgrade with a cost of 3 or less and put it into play. (Shuffle.)

Max 2 per deck. Uses (2 training counters) Alter-Ego Action: Exhaust this card and remove 1 training counter from it → choose an Aggression (red) event in your discard pile and shuffle it into your deck.

Attach to an X-MEN ally. Max 1 Training upgrade per ally. Attached ally gets +1 ATK and +2 hit points.

Retaliate 1. Toughness.

Play under any player's control. Max 1 per player. Action (thwart): Exhaust Disguise and your identity → remove 2 threat from a scheme.

Uses (3 mental counters). Hero Resource: Exhaust Enhanced Awareness and remove 1 mental counter from it → generate a [mental] resource.

Attach to a minion. Attached minion gets +2 hit points and gains patrol. Interrupt: When attached minion is defeated, remove 4 threat from the main scheme.

Hero Interrupt: When your hero makes a basic attack, exhaust a Weapon upgrade on your hero → your hero gets +3 ATK for this attack.

You cannot play this card if you have played another card this phase. Action: Discard your hand. Draw a new hand. (Draw up to your hand size.)

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.

Max 1 per player. Response: After you play an ATTACK event, place 1 test counter here. If there are 5 test counters here, discard this card to deal 5 damage to an enemy.

Interrupt: When Cannonball would take any amount of consequential damage, reduce that amount by X, where X is the number of AERIAL cards in your hand.

Team-Up (Gamora and Nebula). Max 1 per deck. Hero Action: Draw 3 cards.

Max 2 per deck. Hero Interrupt: When you spend this card to play a Defense event, draw 1 card.

Attach to a guardian ally. Max 1 per ally. Attached ally gets +2 ATK and gains piercing.

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.

Response: After Heimdall enters play, look at the top 3 cards of the encounter deck. Discard 1 of them and put the others back in any order.

Play only if your identity has at least 14 printed hit points. Hero Action: Ready your hero.

Play only if you have the X-FORCE or X-MEN trait. Response: After Marrow enters play, deal 2 damage to an enemy.

Team-Up (Cyclops and Phoenix). Max 1 per deck. Hero Action: Ready Cyclops and Phoenix. Choose to either return a Cyclops card from your discard pile to your hand or place 2 power counters on Phoenix Force.

Action: Ready a friendly Android character and heal 1 damage from it.

Hero Action: Exhaust this card, choose 1 card in your hand, and discard the top card of your deck → using the diagram above, if a printed resource on the chosen card beats (points to) a printed resource on the discarded card, add the discarded card to your hand.

Play only if you control a Web-Warrior card. [star] Forced Response: After Spider-Ham attacks or thwarts, discard the top card of the encounter deck. For each boost icon ([boost]) discarded this way, deal 1 damage to Spider-Ham.

If each of your allies has the X-MEN trait, increase your ally limit by 1. Response: After an X-MEN ally enters play, exhaust Utopia → ready an X-MEN character.

Uses (2 fuel counters). Max 1 per player. Response: After a minion enters play, exhaust this card and remove 1 fuel counter from it → search your deck and discard pile for a Tactic upgrade that can be attached to that minion and add it to your hand.

Interrupt: When a card is revealed from the encounter deck, exhaust Black Widow and spend a [mental] resource → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck.

Max 1 per deck. Hero Action (attack): Deal 5 damage to an enemy. Stun that enemy.

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.

When Defeated: Defeat a non-ELITE minion.

You may play Lockjaw from your discard pile during your turn (paying his resource cost).

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

Action: Choose an ally in your hand that shares a trait with your identity → put that ally into play. If that ally is still in play at the end of the phase, discard it.

Reduce the cost to play Spider-Woman by 1 for each confused enemy in play.

[star] Interrupt: When Two-Gun Kid makes a basic attack, choose 2 enemies instead of 1 and resolve this attack against each of them.

Hero Response (thwart): After the villain attacks you, remove 1 threat from a scheme for each damage you took from the attack (to a maximum of 5).

Max 1 per deck. Hero Response: After you spend this card, deal 1 damage to the villain.
Play only if your identity has the Avenger trait. Max 1 per deck. Action: Exhaust Avengers Compound → choose: tuck 1 ally from your hand here if there is no ally tucked here, or play the ally tucked here as if it were in your hand.

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.

[star] Chamber takes -1 consequential damage ([cost]) after he attacks a confused enemy.

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

Max 2 per deck. Uses (2 training counters). Alter-Ego Action: Exhaust this card and remove 1 training counter from this → choose a Protection (green) event in your discard pile and shuffle it into your deck.

Hero Interrupt: When a treachery card is revealed from the encounter deck, cancel its "When Revealed" effects. The villain attacks you instead.

Action: Exhaust up to 3 S.H.I.E.L.D. cards you control and choose a scheme → remove 2 threat from that scheme for each card exhausted this way.

Requirement ([mental][mental]). Max 1 per player. Interrupt: When you play an Aggression Attack event, if you paid for that event using a [mental] resource, increase the amount of damage that event deals by its printed cost.

You may play the event attached to Jocasta as if it were in your hand. Response: After Jocasta enters play, choose a Defense event in your discard pile and attach it to her facedown.

Interrupt: When Marvel Boy attacks, spend a [physics] resource → this attack gains piercing and ranged

Requirement ([physical]). Hero Action (attack): Deal 4 damage to an enemy. For each point of excess damage dealt to that enemy by this attack, discard the top card of your deck and add each Aggression (red) card discarded this way to your hand.

Action: Search the top 4 cards of your deck (top 7 cards instead if you are in alter-ego form) for an attack event and add that card to your hand. Shuffle your deck.

Psylocke enters play with 2 psionic counters on her. [star] Interrupt: When Psylocke attacks an enemy, remove 1 psionic counter from her → confuse that enemy and deal 1 damage to it.

Victory 0. When Defeated: Heal 2 damage from each ally.

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.

Play only if your identity has the guardian trait. Hero Action: Take 1 damage. Confuse the villain.

Hero Action: Discard Adrenaline Rush → your hero gets +1 ATK until the end of the phase.

[star] Response: After Agent 13 attacks or thwarts, choose a S.H.I.E.L.D. support → ready that support.

Play only if there is a side scheme in the victory display. Hero Interrupt (defense): When an enemy initiates an attack, give your hero a tough status card.

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.

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

Action: Exhaust Atlas Bear → look at the top card of a player deck. If that card is an event, you may deal 1 damage to Atlas Bear to add that card to its owner's hand.

Hero Action (thwart): The villain attacks you. Remove 4 threat from the main scheme.

[star] Response: After Banshee thwarts, confuse a minion.

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

Hero Action: Discard Civic Duty → your hero gets +1 THW until the end of the phase.

Max 1 per player. Response: After an ally thwarts and defeats a side scheme, exhaust Command Center → deal 2 damage to an enemy.

Attach to a guardian ally. Max 1 per ally. Attached ally gets +1 THW and +1 hit point.

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

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

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.

[star] Interrupt: When Dust attacks a minion, she attacks each minion in play. Dust takes +1 consequential damage ([cost]) after this attack.

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.

Attach to an ally. Max 1 per ally. Attached ally gets +2 ATK and takes +1 consequential damage after it attacks.

Play only if your identity has the aerial trait. Hero Action: Ready your hero and remove 2 threat from the main scheme.

Uses (3 backup counters). Hero Interrupt: When a S.H.I.E.L.D. ally would take any amount of consequential damage, exhaust Field Agent and remove 1 backup counter from it → prevent 1 of that damage.

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).

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.

Hero Action (attack): Exhaust a weapon upgrade you control → deal 5 damage to an enemy.

Victory 0. Each X-Men character gets +1 THW while making a basic thwart against this scheme. When Defeated: Each player may search their deck and discard pile for an identity-specific event and add it to their hand. (Shuffle.)

Hero Action (attack): Deal 1 damage to a minion. If you have the Aerial trait, engage that enemy.

Action: Exhaust 1 S.H.I.E.L.D. card you control → look at the top 4 cards of a player deck or the encounter deck. Discard any number of those, and put the others on the top and/or bottom of that deck in any order.

Hero Action: Exhaust Government Liaison → play a S.H.I.E.L.D. card from your hand, reducing its resource cost by 1.

Hero Interrupt: When any amount of threat would be placed on a scheme, you take it as damage instead.

Play only if your identity has the guardian trait. Response: After Groot defends against an attack, heal 2 damage from him.

Reduce the cost to play Hercules by 1 for each minion engaged with you.

Play only if your identity has the guardian trait. Attach to a friendly character. Max 1 per character. Attached character gets +1 hit point and gains the guardian trait.

Play only if your identity has the X-MEN trait. Attach to a friendly character. Max 1 per character. Attached character gets +1 hit point and gains the X-MEN trait.

Iceman enters play with 3 freeze counters on him. Response: After a minion enters play, remove 1 freeze counter from Iceman → stun that minion.

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.

Hero Action: Give your hero a tough status card.

Response: After Jack Flag thwarts, place 1 ammo counter on him. Hero Action: Exhaust Jack Flag and remove 1 ammo counter from him → deal 2 damage to an enemy.

Hero Interrupt (defense): When you would take any amount of damage, prevent 2 of that damage. If you paid for this card using a [energy] resource, remove 2 threat from the main scheme.

Attach to a guardian ally. Max 1 per ally. Attached ally gets +1 ATK and its attacks gain overkill.

Interrupt: When Major Victory is defeated, choose a friendly Guardian character → ready that character.

Play only if there is a side scheme in the victory display. Hero Action: Until the end of the phase, allies you control do not take consequential damage.

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

Response: After Multiple Man enters play, search your deck and hand for a copy of Multiple Man and put it into play. Shuffle your deck if it was searched this way.

Play under any player's control. Max 1 per player. Resource: Exhaust Nerves of Steel → generate a [energy] resource for a Defense event.

Attach to a minion. Max 1 per minion. Attached minion gets -2 ATK.

Hero Interrupt (attack/defense): When an enemy initiates an attack, deal 4 damage to that enemy.

Restricted. Hero Response (attack): After you play another PSIONIC card, exhaust Psimitar → deal 2 damage to an enemy.

Alter-Ego Action: Heal damage from your alter-ego equal to your REC.

Play only if your identity has the guardian trait. Interrupt: When Rocket Raccoon attacks a minion, he gets +3 ATK for that attack. That attack gains overkill.

Action: Heal 4 damage from an identity (5 damage instead if you paid for this card using a [mental] resource).

Max 1 per player. Hero Interrupt: When you make a ranged attack, discard the top card of your deck → this attack deals 1 additional damage for each resource icon discarded this way.

[star] Star-Lord's attacks gain ranged. Forced Response: After Star-Lord enters play under your control, deal yourself 1 facedown encounter card.

Reduce the cost to play Storm by 1 if your identity has the MUTANT or X-MEN trait. [star] Interrupt: When Storm thwarts a scheme, move 2 threat from that scheme to another scheme.

Hero Interrupt: When an enemy initiates an attack, that enemy gets -3 ATK for that attack.

Interrupt: When an ally with a weapon attachment upgrade makes an attack, discard Target Practice → that ally gets +2 ATK for that attack.

Hero Action: The villain attacks you. Other characters cannot defend against this attack. Draw 3 cards.

Play only if your identity has the asgard trait. Action: Exhaust The Bifrost → search your deck for an asgard ally and play it (paying its cost). Shuffle your deck.

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.

Play only if you have the Mystic trait. You get +1 hand size while in hero form.

Resource: Exhaust The X-Jet → generate a [wild] resource for a player whose identity has the X-MEN trait.

Hero Action (attack): Choose an enemy. That enemy attacks you. Deal 5 damage to that enemy.

Response (thwart): After your hero defends against an enemy attack, remove threat from a scheme equal to your hero's THW.

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

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

Interrupt: When a hero would take any amount of damage, reduce that amount by 1.

Uses (3 warrior counters). Max 1 per player. Interrupt: When your hero attacks, remove 1 counter from here → that attack deals 1 additional damage.

Play only if your identity has the MUTANT trait. Alter-Ego Action: Exhaust Weapon X and take 1 damage → discard cards from your deck until you discard an identity-specific card, then add that card to your hand.

Action: Exhaust X-Bunker and choose a player whose identity has the MUTANT trait → that player searches the top X cards of their deck for any card, where X is the number of side schemes in the victory display, and adds that card to their hand. (Shuffle.)

Alter-Ego Action: Exhaust X-Mansion → heal 1 damage from a MUTANT or X-MEN character. Any player whose alter-ego has the MUTANT trait may trigger this ability.

[star] Yondu's attacks gain ranged.Ranged attacks ignore retaliate.)

Play only if your identity has the Mystic trait. Max 1 per deck. Hero Action (thwart): Choose a scheme and discard up to 4 cards from the top of your deck → remove 1 threat from that scheme for each card discarded this way.