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Black Panther

Shuri

11 HP5 Hand Size164 Decks Analyzed
Black Panther
Black Panther

[star] Response: After Black Panther uses a basic power, resolve the "Special" ability on 1 Black Panther upgrade you control.

Shuri
Shuri

InventorAction: Exhaust Shuri → search your deck for a Black Panther or Tech upgrade and play it, reducing its resource cost by 2. (Limit once per round.)

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Dora Milaje
Dora Milaje
Support Basic 3

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.

79.7 · 138/164 decks
Aneka
Aneka
Ally Basic 3

[star] Response: After Aneka uses a basic power, resolve the "Special" ability on another Dora Milaje ally. Special: Remove 1 threat from a scheme.

76.6 · 134/164 decks
Ingenuity
Ingenuity
Upgrade Basic 2

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

75.4 · 131/164 decks
Okoye
Okoye
Ally Basic 4

[star] Response: After Okoye uses a basic power, resolve the "Special" ability on another Dora Milaje ally. Special: Choose a Wakanda hero or ally. They get +1 THW and +1 ATK until the end of the phase.

74.1 · 127/164 decks
Ayo
Ayo
Ally Basic 3

[star] Response: After Ayo uses a basic power, resolve the "Special" ability on another Dora Milaje ally. Special: Deal 1 damage to an enemy.

69.4 · 128/164 decks
Heart of the Panther
Heart of the Panther
Event Basic 2

Team-Up (Black Panther/T'Challa and Black Panther/Shuri). Max 1 per deck. Hero Action: Search your deck and discard pile for a Black Panther upgrade and put it into play. Resolve the "Special" ability on up to 4 Black Panther upgrades you control in any order.

50.2 · 81/164 decks
Helicarrier
Helicarrier
Support Basic 3

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.

47.4 · 69/164 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

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

40.3 · 63/164 decks
Build Support
Build Support
Player Side Scheme Basic 1

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.)

36.5 · 56/164 decks
Sidekick
Sidekick
Upgrade Leadership 1

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.

28.8 · 50/164 decks
Side-by-Side
Side-by-Side
Event Leadership 2

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.

28.6 · 49/164 decks
The Triskelion
The Triskelion
Support Leadership 1

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

28.2 · 43/164 decks
Inspired
Inspired
Upgrade Leadership 1

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

27.5 · 44/164 decks
Ready to Rumble
Ready to Rumble
Upgrade Basic 1

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

25.9 · 39/164 decks
Moon Girl
Moon Girl
Ally Basic 3

Play only if your identity has the champion or genius trait. Response: After you play Moon Girl from your hand, draw 1 card for each [mental] resource used to pay for her.

23.6 · 40/164 decks
Suit Up
Suit Up
Event Leadership 2

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.)

23.5 · 42/164 decks
Superpower Training
Superpower Training
Player Side Scheme Basic 1

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

21.6 · 27/164 decks
Team Training
Team Training
Support Leadership 2

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

20.1 · 31/164 decks
Endurance
Endurance
Upgrade Basic 1

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

18.9 · 30/164 decks
Call for Backup
Call for Backup
Player Side Scheme Leadership 1

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

18.8 · 36/164 decks
Team-Building Exercise
Team-Building Exercise
Support Basic 2

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.

18.3 · 28/164 decks
Nick Fury
Nick Fury
Ally Basic 4

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.

17.8 · 36/164 decks
Energy Barrier
Energy Barrier
Upgrade Protection 2

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.

17.1 · 26/164 decks
Med Team
Med Team
Support Protection 3

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.

16.9 · 23/164 decks
Sidearm
Sidearm
Upgrade Basic 1

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

16.0 · 23/164 decks
Change of Fortune
Change of Fortune
Upgrade Protection 1

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.

15.0 · 22/164 decks
Skilled Investigator
Skilled Investigator
Upgrade Justice 0

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

14.9 · 26/164 decks
Down Time
Down Time
Upgrade Basic 1

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

14.3 · 15/164 decks
Electrostatic Armor
Electrostatic Armor
Upgrade Protection 1

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

14.3 · 19/164 decks
Indomitable
Indomitable
Upgrade Protection 1

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

13.9 · 19/164 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

13.7 · 21/164 decks
Ironheart
Ironheart
Ally Basic 2

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

13.5 · 29/164 decks
What Doesn't Kill Me
What Doesn't Kill Me
Event Protection 2

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

13.3 · 23/164 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

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

13.2 · 17/164 decks
White Wolf
White Wolf
Ally Leadership 3

[star] Forced Response: After White Wolf attacks, place 1 threat on the main scheme.

13.1 · 27/164 decks
Sonic Rifle
Sonic Rifle
Upgrade Justice 3

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).

13.0 · 30/164 decks
Repurpose
Repurpose
Event Protection 0

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.

13.0 · 20/164 decks
Clarity of Purpose
Clarity of Purpose
Upgrade Leadership 1

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.

12.8 · 22/164 decks
Under Surveillance
Under Surveillance
Upgrade Justice 2

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

12.7 · 21/164 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1

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

12.4 · 27/164 decks
Maria Hill
Maria Hill
Ally Leadership 2

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

11.4 · 20/164 decks
Armored Vest
Armored Vest
Upgrade Protection 1

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

11.1 · 18/164 decks
Energy Shield
Energy Shield
Upgrade Protection 0

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.

11.0 · 9/164 decks
Make the Call
Make the Call
Event Leadership 0

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

10.6 · 21/164 decks
Justice Served
Justice Served
Upgrade Justice 1

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.

10.1 · 11/164 decks
Professor X
Professor X
Ally Basic 3

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.

10.0 · 25/164 decks
Forcefield Generator
Forcefield Generator
Upgrade Protection 3

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.

9.5 · 11/164 decks
Command Team
Command Team
Support Leadership 2

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

9.5 · 23/164 decks
Specialized Training
Specialized Training
Player Side Scheme Basic 1

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.

9.4 · 21/164 decks
Unflappable
Unflappable
Upgrade Protection 1

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.

9.1 · 11/164 decks
The Night Nurse
The Night Nurse
Support Protection 1

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.

8.9 · 12/164 decks
Spider-Byte
Spider-Byte
Ally Protection 3

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

8.8 · 14/164 decks
Atlas Bear
Atlas Bear
Ally Basic 3

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.

8.8 · 16/164 decks
Defensive Conditioning
Defensive Conditioning
Upgrade Protection 2

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

8.2 · 8/164 decks
Overwatch
Overwatch
Upgrade Justice 0

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.

7.8 · 9/164 decks
Clear the Area
Clear the Area
Event Justice 1

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

7.7 · 19/164 decks
Mission Leader
Mission Leader
Upgrade Leadership 2

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.

7.5 · 7/164 decks
The Power of Leadership
The Power of Leadership
Resource Leadership

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

7.0 · 13/164 decks
Crisis Averted
Crisis Averted
Event Justice 3

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]).

6.7 · 4/164 decks
Med Lab
Med Lab
Support Leadership 1

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.

6.7 · 12/164 decks
Manifold
Manifold
Ally Justice 3

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.

6.6 · 15/164 decks
Desperate Defense
Desperate 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, ready your hero.

6.6 · 11/164 decks
Rapid Response
Rapid Response
Upgrade Leadership 2

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.

6.3 · 12/164 decks
Face the Past
Face the Past
Event Basic 0

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.

6.1 · 8/164 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

5.7 · 11/164 decks
"I Can Do This All Day"
"I Can Do This All Day"
Event Protection 1

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

5.7 · 4/164 decks
Crew Quarters
Crew Quarters
Support Basic 1

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

5.7 · 6/164 decks
"Come Get Me, Bub!"
"Come Get Me, Bub!"
Event Protection 0

Hero Action: Discard cards from the encounter deck until you discard a minion. Put that minion into play engaged with you → heal 3 damage from your identity and give your identity a tough status card.

5.7 · 8/164 decks
Float Like a Butterfly
Float Like a Butterfly
Upgrade Justice 2

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.

5.5 · 13/164 decks
Organizational Support
Organizational Support
Resource Leadership

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.

5.2 · 5/164 decks
Sense of Justice
Sense of Justice
Upgrade Justice 2

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

5.1 · 5/164 decks
For Justice!
For Justice!
Event Justice 2

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

5.0 · 7/164 decks
Dauntless
Dauntless
Upgrade Protection 1

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.

4.8 · 5/164 decks
Upside the Head
Upside the Head
Event Justice 1

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.

4.6 · 8/164 decks
Symbiote Suit
Symbiote Suit
Upgrade Basic 4

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

4.3 · 6/164 decks
Ready for a Fight
Ready for a Fight
Upgrade Protection 1

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.

4.3 · 7/164 decks
One Way or Another
One Way or Another
Event Justice 0

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).

4.2 · 11/164 decks
Rally the Troops
Rally the Troops
Player Side Scheme Leadership 0

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

3.9 · 8/164 decks
Resource Reserve
Resource Reserve
Support Leadership 1

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).

3.9 · 4/164 decks
Stun Gun
Stun Gun
Upgrade Protection 2

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.

3.9 · 4/164 decks
White Tiger
White Tiger
Ally Leadership 3

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.

3.6 · 8/164 decks
Black Widow
Black Widow
Ally Protection 3

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.

3.5 · 2/164 decks
Jarnbjorn
Jarnbjorn
Upgrade Aggression 1

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

3.4 · 4/164 decks
Lock and Load
Lock and Load
Player Side Scheme Aggression 1

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.)

3.4 · 4/164 decks
Excelsior
Excelsior
Upgrade Protection 1

Restricted. (Max 2 restricted cards per player.) Response: After your hero defends against an enemy attack, spend a [energy] resource → deal 2 damage to an enemy.

3.4 · 4/164 decks
Kaluu
Kaluu
Ally Leadership 2

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.

3.4 · 7/164 decks
Dr. Sinclair
Dr. Sinclair
Support Protection 2

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.

3.4 · 5/164 decks
Lockjaw
Lockjaw
Ally Basic 4

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

3.3 · 6/164 decks
Blindfold
Blindfold
Ally Justice 3

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.

3.1 · 5/164 decks
Brother Voodoo
Brother Voodoo
Ally Protection 3

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.

3.1 · 2/164 decks
Leadership Training
Leadership Training
Support Leadership 1

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.

3.1 · 4/164 decks
Front Organization
Front Organization
Support Basic 0

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.

3.1 · 7/164 decks
Practiced Plan
Practiced Plan
Upgrade Basic 0

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.

3.0 · 3/164 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

2.9 · 4/164 decks
Not Today!
Not Today!
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, remove 2 threat from a scheme.

2.9 · 3/164 decks
Multitasking
Multitasking
Event Justice 1

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.

2.9 · 7/164 decks
Cuts Both Ways
Cuts Both Ways
Event Protection 0

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

2.8 · 2/164 decks
Kid Omega
Kid Omega
Ally Leadership 2

Response: After Kid Omega enters play, choose: • Spend a [energy] resource → deal 1 damage to each enemy. • Spend a [mental] resource → remove 1 threat from each scheme.

2.8 · 4/164 decks
Tenacity
Tenacity
Upgrade Basic 2

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

2.7 · 6/164 decks
Pulse Grenade
Pulse Grenade
Upgrade Basic 2

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.

2.6 · 2/164 decks
Boot Camp
Boot Camp
Support Aggression 3

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

2.6 · 3/164 decks
Innovation
Innovation
Resource Leadership

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

2.6 · 5/164 decks
Invisibility Gear
Invisibility Gear
Upgrade Justice 1

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

2.6 · 6/164 decks
Beat Cop
Beat Cop
Support Justice 3

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.

2.6 · 6/164 decks
Firepower
Firepower
Event Aggression 1

Hero Action (attack): Exhaust up to 3 Weapon upgrades you control → for each weapon upgrade exhausted this way, choose an enemy and deal 3 damage to it. This attack gains ranged.

2.5 · 3/164 decks
Hidden Base
Hidden Base
Support Protection 2

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.

2.5 · 2/164 decks
Hall of Heroes
Hall of Heroes
Support Aggression 2

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.

2.5 · 5/164 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2

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

2.5 · 4/164 decks
Angela
Angela
Ally Aggression 0

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.

2.4 · 5/164 decks
Black Panther
Black Panther
Ally Leadership 4

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.

2.4 · 6/164 decks
Lead from the Front
Lead from the Front
Event Leadership 2

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

2.4 · 6/164 decks
Target Acquired
Target Acquired
Upgrade Basic 1

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

2.3 · 2/164 decks
The Raft
The Raft
Support Justice 2

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.

2.3 · 9/164 decks
Hand Cannon
Hand Cannon
Upgrade Aggression 2

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.

2.3 · 4/164 decks
Throg
Throg
Ally Aggression 2

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

2.3 · 4/164 decks
Chance Encounter
Chance Encounter
Upgrade Justice 0

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.

2.2 · 4/164 decks
Meditation
Meditation
Event Basic 0

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

2.2 · 2/164 decks
Aggressive Conditioning
Aggressive Conditioning
Upgrade Aggression 3

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

2.1 · 1/164 decks
The Power of Justice
The Power of Justice
Resource Justice

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

2.1 · 5/164 decks
Operative Skill
Operative Skill
Upgrade Justice 2

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

2.1 · 2/164 decks
Quincarrier
Quincarrier
Support Basic 3

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

2.1 · 5/164 decks
Brains Over Brawn
Brains Over Brawn
Event Justice 2

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

2.0 · 2/164 decks
Lay Down the Law
Lay Down the Law
Event Justice 1

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).

2.0 · 2/164 decks
Plasma Pistol
Plasma Pistol
Upgrade Basic 2

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

1.9 · 6/164 decks
D
Disarming 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".

1.9 · 1/164 decks
S
Stronger Together
Event Protection 0

Hero Interrupt: When a character other than your hero would take any amount of damage, if that character shares a Trait with your hero, reduce that damage by your DEF.

1.9 · 1/164 decks
Suppressing Fire
Suppressing Fire
Upgrade Aggression 0

Attach to a minion. Max 1 per minion. Hero Interrupt: When you attack and defeat attached minion, heal 2 damage from your hero.

1.9 · 4/164 decks
Surprise Move
Surprise Move
Event Aggression 1

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.

1.9 · 4/164 decks
Vivian
Vivian
Ally Basic 2

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).

1.9 · 3/164 decks
Get Rage-y
Get Rage-y
Event Pool 0

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

1.8 · 4/164 decks
Healing Factor
Healing Factor
Upgrade Pool 3

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

1.8 · 4/164 decks
Self Confidence
Self Confidence
Resource Pool

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).

1.8 · 4/164 decks
Self Control
Self Control
Resource Pool

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).

1.8 · 4/164 decks
Self Preservation
Self Preservation
Resource Pool

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).

1.8 · 4/164 decks
Stick-To-Itiveness
Stick-To-Itiveness
Upgrade Pool 2

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

1.8 · 4/164 decks
Tic-Tac-Toe
Tic-Tac-Toe
Upgrade Pool 0

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.

1.8 · 4/164 decks
Beast
Beast
Ally Leadership 4

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

1.8 · 1/164 decks
Pixie
Pixie
Ally Leadership 2

Response: After you play Pixie from your hand, add an X-MEN ally from your discard pile to your hand.

1.8 · 1/164 decks
Psylocke
Psylocke
Ally Aggression 4

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.

1.8 · 2/164 decks
Vigilante Training
Vigilante Training
Support Justice 1

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.

1.8 · 2/164 decks
Prism Dust
Prism Dust
Upgrade Justice 1

Max 1 per player. Hero Response (attack): After a minion enters play, discard Prism Dust → confuse that minion and deal 2 damage to it.

1.8 · 2/164 decks
Combat Training
Combat Training
Upgrade Aggression 2

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

1.8 · 3/164 decks
Even the Odds
Even the Odds
Event Justice 2

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.

1.8 · 4/164 decks
Assess the Situation
Assess the Situation
Event Basic 0

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

1.7 · 2/164 decks
Stealth Strike
Stealth Strike
Event Justice 3

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

1.7 · 2/164 decks
Foiled!
Foiled!
Event Justice 0

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

1.7 · 2/164 decks
Band Together
Band Together
Resource Leadership

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

1.7 · 3/164 decks
Get Behind Me!
Get Behind Me!
Event Protection 1

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

1.7 · 1/164 decks
Preemptive Strike
Preemptive Strike
Event Protection 1

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.

1.7 · 1/164 decks
Spoiling for a Fight
Spoiling for a Fight
Event Aggression 0

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.

1.6 · 3/164 decks
Noble Sacrifice
Noble Sacrifice
Event Leadership 1

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.

1.6 · 2/164 decks
The Power of Protection
The Power of Protection
Resource Protection

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

1.6 · 3/164 decks
Blood Rage
Blood Rage
Upgrade Aggression 1

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

1.6 · 2/164 decks
Lay the Trap
Lay the Trap
Player Side Scheme Justice 1

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

1.5 · 2/164 decks
H
Heroic Conditioning
Upgrade Justice 3

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

1.5 · 1/164 decks
Athletic Conditioning
Athletic Conditioning
Event Basic 1

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

1.5 · 1/164 decks
Counterintelligence
Counterintelligence
Upgrade Justice 2

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

1.5 · 1/164 decks
Impede
Impede
Event Justice 2

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.

1.5 · 1/164 decks
Recuperation
Recuperation
Event Basic 2

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

1.5 · 1/164 decks
Last Stand
Last Stand
Event Leadership 0

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

1.5 · 2/164 decks
Battle Fury
Battle Fury
Upgrade Aggression 1

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.

1.5 · 6/164 decks
Morale Boost
Morale Boost
Event Leadership 1

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

1.4 · 2/164 decks
Fusillade
Fusillade
Event Aggression 2

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

1.4 · 4/164 decks
Mission Planning
Mission Planning
Event Leadership 2

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.

1.4 · 4/164 decks
Marked
Marked
Upgrade Aggression 0

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

1.4 · 1/164 decks
Press the Advantage
Press the Advantage
Event Aggression 1

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

1.4 · 1/164 decks
Interrogation Room
Interrogation Room
Support Justice 1

Max 1 per player. Response: After you defeat a minion, exhaust Interrogation Room → remove 1 threat from a scheme.

1.3 · 2/164 decks
Three Steps Ahead
Three Steps Ahead
Event Justice 3

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.

1.3 · 2/164 decks
Hawkeye
Hawkeye
Ally Leadership 3

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.

1.3 · 2/164 decks
Gambit
Gambit
Ally Basic 3

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.

1.3 · 3/164 decks
Martial Prowess
Martial Prowess
Upgrade Aggression 2

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

1.2 · 4/164 decks
Hulk
Hulk
Ally Aggression 2

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.

1.2 · 4/164 decks
Making an Entrance
Making an Entrance
Event Justice 1

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.

1.2 · 2/164 decks
Sunfire
Sunfire
Ally Aggression 2

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.

1.2 · 3/164 decks
Machine Man
Machine Man
Ally Basic 2

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.

1.1 · 1/164 decks
Warlock
Warlock
Ally Protection 3

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

1.1 · 1/164 decks
Defensive Stance
Defensive Stance
Upgrade Protection 2

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

1.1 · 1/164 decks
Protective Training
Protective Training
Upgrade Protection 1

Attach to an X-MEN ally. Max 1 Training upgrade per ally. Attached ally gets +3 hit points.

1.1 · 1/164 decks
Air Cover
Air Cover
Support Aggression 1

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.

1.1 · 1/164 decks
Government Liaison
Government Liaison
Support Basic 2

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

1.1 · 2/164 decks
Ready for Action
Ready for Action
Event Leadership 1

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

1.1 · 3/164 decks
Mean Swing
Mean Swing
Event Aggression 0

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

1.1 · 3/164 decks
Blackout
Blackout
Upgrade Pool 0

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.

1.1 · 1/164 decks
Mulligan
Mulligan
Event Pool 3

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.)

1.1 · 1/164 decks
Determination
Determination
Resource Justice

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

1.0 · 1/164 decks
Ops Room
Ops Room
Support Protection 2

Uses (3 alert counters). Interrupt: When a friendly character would take any amount of damage while defending, remove 1 alert counter from here → prevent 1 of that damage and remove 1 threat from a scheme.

1.0 · 3/164 decks
Take Out the Guards
Take Out the Guards
Player Side Scheme Justice 0

Victory 0. When Defeated: Each player may discard 1 non-ELITE minion from play.

1.0 · 1/164 decks
Show of Empathy
Show of Empathy
Player Side Scheme Justice 0

Victory 0. Forced Interrupt: When threat is removed from this scheme, place that threat on a non-Elite minion. If that minion has threat on it equal to or greater than its remaining hit points, add Show of Empathy to the victory display and attach 1 set-aside copy of Redemption to that minion.

0.9 · 5/164 decks
Multitalented
Multitalented
Event Basic 3

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.

0.9 · 1/164 decks
Squared Off
Squared Off
Event Leadership 0

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.

0.9 · 1/164 decks
Defensive Energy
Defensive Energy
Resource Protection

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

0.8 · 2/164 decks
Sting Operation
Sting Operation
Upgrade Justice 2

Max 1 per player. Response: After a non-Elite minion schemes, discard Sting Operation → discard that minion.

0.8 · 4/164 decks
Bug
Bug
Ally Aggression 2

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

0.8 · 2/164 decks
Quake
Quake
Ally Justice 2

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

0.8 · 3/164 decks
Looking for Trouble
Looking for Trouble
Event Aggression 0

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.

0.7 · 4/164 decks
Eros
Eros
Ally Justice 2

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

0.7 · 2/164 decks
Daredevil
Daredevil
Ally Protection 2

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

0.7 · 1/164 decks
Leo Fitz
Leo Fitz
Support Basic 3

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.)

0.7 · 4/164 decks
Thor
Thor
Ally Aggression 4

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).

0.7 · 2/164 decks
"You Got This!"
"You Got This!"
Event Leadership 1

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.

0.7 · 2/164 decks
Cell Phone
Cell Phone
Upgrade Basic 2

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.

0.7 · 2/164 decks
Flow Like Water
Flow Like Water
Upgrade Protection 2

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

0.7 · 1/164 decks
Grant Ward
Grant Ward
Ally Basic 0

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.

0.7 · 4/164 decks
Jocasta
Jocasta
Ally Protection 3

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.

0.7 · 1/164 decks
Quasar
Quasar
Ally Justice 3

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

0.7 · 1/164 decks
Speed
Speed
Ally Justice 4

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

0.7 · 1/164 decks
Informant
Informant
Upgrade Justice 1

Max 1 per player. Interrupt: When a minion schemes, discard Informant → this activation removes threat instead of placing it.

0.6 · 1/164 decks
Target Spotter
Target Spotter
Support Aggression 1

Uses (2 target counters). Interrupt: When a minion would engage a player, remove 1 target counter from here → that minion cannot activate until the end of the phase. Engage that minion.

0.6 · 3/164 decks
Headpool
Headpool
Ally Pool 3

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

0.6 · 2/164 decks
Infiltration
Infiltration
Event Justice 1

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.

0.6 · 6/164 decks
Leadership Skill
Leadership Skill
Upgrade Leadership 1

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.

0.6 · 3/164 decks
Godslayer
Godslayer
Upgrade Aggression 3

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.

0.6 · 1/164 decks
Plan of Attack
Plan of Attack
Event Aggression 0

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.

0.6 · 1/164 decks
R&D Facility
R&D Facility
Support Leadership 3

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.

0.6 · 2/164 decks
Side Holster
Side Holster
Upgrade Basic 0

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

0.6 · 1/164 decks
Dazzler
Dazzler
Ally Justice 4

Response: After Dazzler enters play, confuse an enemy.

0.6 · 1/164 decks
Plan B
Plan B
Upgrade Basic 1

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.

0.6 · 3/164 decks
Leading Blow
Leading Blow
Event Protection 0

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.

0.5 · 2/164 decks
Push Ahead
Push Ahead
Event Leadership 3

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.

0.5 · 2/164 decks
First Hit
First Hit
Event Protection 1

Hero Action (attack): Deal 2 damage to the villain. Hero Interrupt (attack): When a minion initiates an attack, deal 2 damage to that minion.

0.5 · 1/164 decks
Powerful Punch
Powerful Punch
Event Protection 2

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

0.5 · 1/164 decks
Preservation
Preservation
Resource Protection

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

0.5 · 1/164 decks
Riposte
Riposte
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, deal 3 damage to the attacking enemy.

0.5 · 1/164 decks
Side Step
Side Step
Event Protection 1

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.

0.5 · 1/164 decks
Sunspot
Sunspot
Ally Leadership 3

Response: After you play Sunspot from your hand, choose a player → deal 1 damage to the villain and each minion engaged with the chosen player for each [energy] resource used to pay for Sunspot.

0.5 · 1/164 decks
Mass Attack
Mass Attack
Event Leadership 3

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.

0.5 · 2/164 decks
Relentless Assault
Relentless Assault
Event Aggression 2

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.)

0.5 · 2/164 decks
Power Gloves
Power Gloves
Upgrade Leadership 1

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

0.4 · 1/164 decks
Sky Cycle
Sky Cycle
Upgrade Leadership 1

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

0.4 · 1/164 decks
Defiance
Defiance
Event Protection 0

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

0.4 · 2/164 decks
Jemma Simmons
Jemma Simmons
Support Basic 3

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.

0.4 · 2/164 decks
Jump Flip
Jump Flip
Event Protection 1

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.

0.4 · 2/164 decks
Not my Responsibility
Not my Responsibility
Event Pool 0

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.

0.4 · 2/164 decks
Rock, Paper, Scissors
Rock, Paper, Scissors
Upgrade Pool 1

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.

0.4 · 1/164 decks
Subdue
Subdue
Event Protection 1

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

0.4 · 2/164 decks
Cyclops
Cyclops
Ally Leadership 3

Response: After Cyclops enters play, choose an enemy. Until the end of the phase, increase the amount of damage that enemy takes from each attack by 1.

0.4 · 1/164 decks
R
Recruitment 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.

0.4 · 1/164 decks
Scare Tactic
Scare Tactic
Event Justice 1

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

0.4 · 2/164 decks
Warpath
Warpath
Ally Protection 4

Toughness. Hero Response: After Warpath defends against an attack, play an event with a "Hero Action" ability from your hand (paying its cost).

0.3 · 2/164 decks
Northstar
Northstar
Ally Protection 3

Interrupt: When a boost card is turned faceup during an attack, deal 1 damage to Northstar → cancel all boost icons ([boost]) on that card.

0.3 · 1/164 decks
Nerves of Steel
Nerves of Steel
Upgrade Protection 2

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

0.3 · 1/164 decks
Agent 13
Agent 13
Ally Basic 4

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

0.3 · 1/164 decks
Clobber
Clobber
Event Aggression 2

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.

0.3 · 1/164 decks
Deft Focus
Deft Focus
Upgrade Basic 1

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

0.3 · 1/164 decks
Great Responsibility
Great Responsibility
Event Justice 0

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

0.3 · 1/164 decks
Hope Summers
Hope Summers
Ally Basic 4

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.)

0.3 · 1/164 decks
Regroup
Regroup
Support Leadership 1

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.

0.3 · 1/164 decks
Sneak Attack
Sneak Attack
Event Leadership 1

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.

0.3 · 1/164 decks
Strength In Numbers
Strength In Numbers
Event Leadership 0

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

0.3 · 1/164 decks
Teamwork
Teamwork
Event Leadership 0

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.

0.3 · 1/164 decks
Venom
Venom
Ally Justice 4

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

0.3 · 1/164 decks
Waylay
Waylay
Event Justice 3

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).

0.3 · 1/164 decks
Goliath
Goliath
Ally Leadership 4

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

0.2 · 1/164 decks
Power Man
Power 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.

0.2 · 1/164 decks
Wonder Man
Wonder Man
Ally Leadership 2

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

0.2 · 1/164 decks
C
Cameo
Support Leadership

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.

0.2 · 1/164 decks
Winter Soldier
Winter Soldier
Ally Aggression 3

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

0.2 · 1/164 decks
Bob, Agent of Hydra
Bob, Agent of Hydra
Ally Pool 2

Response: After Bob, Agent of Hydra enters play, deal 2 damage to an enemy or remove 1 threat from a scheme.

0.2 · 1/164 decks
Cutupper
Cutupper
Event Pool 3

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

0.2 · 1/164 decks
Dogpool
Dogpool
Ally Pool 3

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

0.2 · 1/164 decks
Intelligence
Intelligence
Upgrade Justice 1

Max 1 per player. Response: After a player is dealt an encounter card, discard Intelligence → look at each encounter card dealt to each player and the top card of the encounter deck. You may swap any number of those cards.

0.2 · 1/164 decks
Kidpool
Kidpool
Ally Pool 3

[star] Kidpool's attacks gain piercing.

0.2 · 1/164 decks
Laser Swords
Laser Swords
Upgrade Pool 3

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).

0.2 · 1/164 decks
Live Dangerously
Live Dangerously
Player Side Scheme Pool 0

Victory 0. Each identity gets +2 hand size.

0.2 · 1/164 decks
Wolfsbane
Wolfsbane
Ally Justice 3

[star] Response: After Wolfsbane thwarts, name a card type, then discard the top card of your deck. If that card is of the named type, you may add it to your hand.

0.2 · 1/164 decks
Enhanced Physique
Enhanced Physique
Upgrade Basic 2

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

0.2 · 1/164 decks
Follow Through
Follow Through
Upgrade Aggression 2

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

0.2 · 1/164 decks
Honed Technique
Honed Technique
Upgrade Aggression 3

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.

0.2 · 1/164 decks
Husk
Husk
Ally Justice 4

[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.

0.2 · 1/164 decks
Into the Fray
Into the Fray
Event Aggression 3

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.

0.2 · 1/164 decks
Keep Them Busy
Keep Them Busy
Player Side Scheme Aggression 1

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.

0.2 · 1/164 decks
Moment of Triumph
Moment of Triumph
Event Aggression 0

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.

0.2 · 1/164 decks
Pivotal Moment
Pivotal 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).

0.2 · 1/164 decks
Team Investigation
Team 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.

0.2 · 1/164 decks
Tigra
Tigra
Ally Aggression 3

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

0.2 · 1/164 decks
Turn the Tide
Turn the Tide
Event Justice 0

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

0.2 · 1/164 decks
"Bring It!"
"Bring It!"
Event Aggression 0

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

0.2 · 1/164 decks
Beat 'Em Up
Beat 'Em Up
Event Basic 2

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

0.2 · 1/164 decks
Brawn
Brawn
Ally Aggression 3

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

0.2 · 1/164 decks
Coordinated Attack
Coordinated Attack
Upgrade Leadership 0

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

0.2 · 1/164 decks
Go All Out
Go All Out
Event Leadership 2

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.

0.2 · 1/164 decks
Precision Strike
Precision Strike
Event Aggression 1

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

0.2 · 1/164 decks
Taunt
Taunt
Event Protection 1

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

0.2 · 1/164 decks
C.I.T.T.
C.I.T.T.
Support Basic 2

Hero Action: Exhaust C.I.T.T. and spend 2 resources of any type → ready a guardian character.

0.2 · 1/164 decks
Containment Strategy
Containment Strategy
Upgrade Protection 1

Attach to a non-permanent side scheme. Max 1 per side scheme. Response: After a hero defends against an attack, remove 1 threat from attached scheme (2 threat instead if that hero took no damage from that attack).

0.2 · 1/164 decks
Knowhere
Knowhere
Support Basic 2

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.

0.2 · 1/164 decks
Perseverance
Perseverance
Event Protection 1

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

0.2 · 1/164 decks
Render Medical Aid
Render Medical Aid
Player Side Scheme Protection 0

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

0.2 · 1/164 decks
Cypher
Cypher
Ally Justice 2

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

0.2 · 1/164 decks
Gatekeeper
Gatekeeper
Upgrade Aggression 0

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.

0.2 · 1/164 decks
Hard to Ignore
Hard to Ignore
Upgrade Protection 1

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

0.2 · 1/164 decks
Lie in Wait
Lie in Wait
Upgrade Aggression 1

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

0.2 · 1/164 decks
Silk
Silk
Ally Protection 2

Response: After you play Silk from your hand, if you control another Web-Warrior card, search the encounter deck for a treachery and discard it. (Shuffle.)

0.2 · 1/164 decks
Spider-Girl
Spider-Girl
Ally Aggression 2

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

0.2 · 1/164 decks
Nick Fury, Sr.
Nick Fury, Sr.
Ally Basic 4

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.

0.1 · 1/164 decks
Going Undercover
Going Undercover
Player Side Scheme Justice 0

Victory 0. When Defeated: The defeating player looks at the top 5 cards of the encounter deck. They may add 1 non-scenario-specific card from among those to the victory display, then place the rest on the top and/or bottom of the encounter deck in any order.

0.1 · 2/164 decks
Strength in Diversity
Strength in Diversity
Event Leadership 2

Alliance. Hero Action: For each different Trait on friendly characters in play, choose: • Remove 1 threat from a scheme. • Deal 1 damage to an enemy.

0.0 · 1/164 decks