
Retaliate 1. (After this character is attacked, deal 1 damage to the attacking character.)

Foresight — Setup: Search your deck for a Black Panther upgrade and add it to your hand. Shuffle your deck.

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

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.

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

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

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

[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.

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.

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.)

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

Response: After Mockingbird enters play, stun an enemy.

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

Action: Heal 2 damage from any character.

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.

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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.

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.

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.

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. You get +3 hit points and your hero gets +1 DEF.

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.

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.

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

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

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.

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

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.

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.

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

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: Heal 1 damage from an ally and ready it.

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.

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

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).

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 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.

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.

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

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

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.

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.

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.

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

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.

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

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

Play only if your identity has the guardian trait. Hero Response: After Gamora attacks or thwarts, discard cards from the top of your deck until you discard an event, then add that card to your hand.

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

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.

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.

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

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

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

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.

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.

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

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.)

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

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

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: Heal 2 damage from each ally.

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

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

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

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.

Play only if your identity has the X-FORCE trait. Hero Action: Exhaust IPAC and deal 1 facedown encounter card to a player → that player draws 2 cards.

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

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

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 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.)

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

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.

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

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).

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

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

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

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.

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.

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

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

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

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

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.

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

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

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

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

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

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

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

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.
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.

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 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.

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

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.

Attach to a minion. Max 1 per minion. Response: After a hero defends against attached minion's attack and takes no damage, deal 4 damage to attached minion.

Hero Interrupt (defense): When your hero defends against an attack, it gets +3 DEF for that attack.

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.

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.

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.

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.

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

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.

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.

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.

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

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.)

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

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

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.

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.

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

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.

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.

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

Hero Action (thwart): The villain attacks you. Remove 4 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.

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.

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

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

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

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

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.

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.

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

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.

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.

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.

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

Response: After you reveal an encounter card, deal 1 damage to Venom → deal damage to an enemy equal to the number of icons ([star] and [boost]) in that card's boost area.

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.

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.

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

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.

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 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.

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.

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

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.

Response: After White Fox is discarded from the top of your deck, put her into play under your control.

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.

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

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

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

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

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.

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

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

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

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.

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.

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.

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

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

Victory 0. When Defeated: Each player may search their deck and discard pile for an Attack event and add it to their hand. (Shuffle.) Until the end of the phase, each Attack event deals 1 additional damage.

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

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 Deathlok enters play, search your deck and discard pile for a copy of S.H.I.E.L.D. Sidearm and attach it to him. (Shuffle.)

Attach to a S.H.I.E.L.D. character. Limit 1 per character. Uses (3 ammo counters). Interrupt: When attached character makes a basic attack, exhaust S.H.I.E.L.D. Sidearm and remove 1 ammo counter from it → deal 1 damage to an enemy.

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

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.

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.

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.

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.

Retaliate 1.

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

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

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

Attach to a S.H.I.E.L.D. character. While attached to an identity, this card gains restricted. Uses (3 ammo counters). Interrupt: When attached character makes a basic attack, remove 1 ammo counter from here → this attack deals 3 additional damage and gains overkill.

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

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.

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).

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.

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

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

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

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 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.
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.

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.

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.

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

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.

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

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

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

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

Max 1 per player. Hero Response: After you engage a minion, discard this card → search your deck for an Attack event and add it to your hand. (Shuffle.)

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

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

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

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

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

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.

Action: Ready an ally.

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

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

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.
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.

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 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.

Hero Interrupt: When your hero makes an attack that has a keyword (overkill, piercing, or ranged), that attack deals 2 additional damage. (Max 1 per attack.)

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

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).

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: After Dazzler enters play, confuse an enemy.

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.

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

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

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

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.

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

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

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

Uses (3 operation counters). Action: Exhaust The Douglass and remove 1 operational counter from it → remove 2 threat from each scheme, ignoring any crisis icons ([crisis]) in play.

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

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

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

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

Reduce the amount of damage Victor Mancha takes from each attack by 1.

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.)

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.

Retaliate 1. Toughness.

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

[star] Gentle takes +1 consequential damage ([cost]) after he attacks the villain.

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.)

Response: After Phoenix enters play, choose an X-Men ally → ready that ally and heal 1 damage from it.

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

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

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

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

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.

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

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.

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

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

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

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

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

Uses (3 judo counters). Max 1 per player. Interrupt: When you defend against an enemy attack, remove 1 judo counter from here → that enemy gets -2 ATK for that attack.

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

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

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.

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.

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

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

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.

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

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.

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.

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

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.

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.

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.

Action: Spend a [energy] resource → put Slingshot into play from your hand under any player's control. At the end of the phase, if Slingshot is still in play, return her to your hand.

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

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

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

Play only if you control a Web-Warrior card. Interrupt: When Ghost-Spider leaves play, search your deck for an identity-specific event and add it to your hand. (Shuffle.)

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.

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.

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

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.

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

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

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.

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

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.

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

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.

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.

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).

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

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.

[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.

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

Response: After Victoria Hand enters play, ready a S.H.I.E.L.D. support.

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

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

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

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

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

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

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.

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

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

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

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

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

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.

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

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

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 2 damage to an enemy. If that enemy is stunned or confused, draw 1 card.

Hero Action (attack): Discard cards from the top of the encounter deck until you discard a treachery. Reveal that treachery → deal 5 damage to the villain.

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

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.

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).

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

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.

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.

Interrupt: When an X-MEN character would take any amount of damage from an enemy attack, spend a [energy] resource and return Nightcrawler to your hand → prevent all 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.

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

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 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.

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.

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.

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

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

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).

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

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

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.

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 ([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.

Retaliate 1.

Response: After you resolve the ability of a Preparation card you control, heal damage from White Widow equal to that card's printed resource cost.

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.

Play under any player's control. Max 1 per player. While your hero's remaining hit points are less than half your hero's starting hit points, your hero gets +1 ATK and -1 THW.

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

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

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).

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.

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

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

Hero Action (attack): Deal 8 damage to an enemy. If your hero's remaining hit points are less than half your hero's starting hit points, this attack gains overkill.

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.

Response: After an enemy attacks you, place 1 energy counter here. [star] Interrupt: When Bishop attacks, remove each energy counter from him → for each counter discarded this way, he gets +2 ATK for this attack (to a maximum of +6 ATK).

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

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

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

[star] Kidpool's attacks gain piercing.

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.

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.

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

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.

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.

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.)

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.

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

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

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

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

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

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

Max 1 per deck. Hero Action (thwart): Remove 5 threat from the main scheme, ignoring the crisis icon ([crisis]). Remove 1 threat from each scheme for each [crisis], [acceleration], [amplify], and [hazard] in play.

Victory 0. Each identity gets +2 hand size.

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

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

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).

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

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

Forced Interrupt: When Deadpool would be defeated by consequential damage, heal 3 damage from him instead. Add an acceleration token to the main scheme.

Attach to an X-MEN ally. Max 1 TRAINING upgrade per ally. Attached ally gets +1 THW point and +2 hit points.

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] 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.

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

Alter-Ego Response: After an X-MEN ally enters play, exhaust Danger Room → search your deck and discard pile for a TRAINING upgrade and attach it to that ally. Any player whose alter-ego has the MUTANT trait may trigger this ability.

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

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

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

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

Max 1 per deck. Action: Ready an ally. That ally gets +1 ATK until the end of the phase.
Play under any player's control. Max 1 per player. You get +3 hit points and your hero gets +1 THW.

When Defeated: Defeat a non-ELITE minion.

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.

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.

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

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.

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

Response: After M enters play, defeat a minion with fewer remaining hit points than M.

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

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

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.

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.

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.)

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

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.

Uses (3 missile counters). Action: Exhaust The Bellerophon, remove 1 missile counter from it, and choose a player → deal 3 damage to the villain and each minion engaged with that player, discarding all tough status cards from those enemies first.

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.

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

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

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.

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

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

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.

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.

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

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.

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.

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

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

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 you are the Bucky Barnes or Sam Wilson player. Hero Action: Exhaust Captain America and spend a [physical] resource → find Captain America's Shield and add it to your hand. If it leaves play this way, deal 4 damage to an enemy.

Response: After Hugin & Munin enter play, search the top 10 cards of the encounter deck for a minion and put it into play engaged with you → ready 1 character you control for each icon ([star] and [boost]) in that minion's boost area.

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.

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

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

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.

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

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

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.

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

Attach to an ally. Max 1 per ally. Attached ally gets +2 ATK and takes +1 consequential damage after it attacks.
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.
Hero Interrupt: When an ally uses a basic power, exhaust your hero → add your hero's matching power to that ally's power for this use. That ally does not take consequential damage for this use.

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

Response: After Beta Ray Bill attacks and defeats a minion, remove 2 threat from the main scheme.

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).

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.

[star] Interrupt: When Goldballs attacks, discard up to 3 cards from the top of your deck → Goldballs gets +X ATK for this attack, where X is the number of cards discarded this way.

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.

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

Response: After Martyr takes consequential damage from performing an attack, if that attack defeated an enemy, give her a tough status card.

Play under any player's control. Max 1 team card per player. If each of your characters has the guardian trait, this card gains: "Response: After you play an upgrade on an ally, draw 1 card."

[star] Response: After Legion uses a basic power, discard the top card of your deck. If that card's printed resource has: [energy] — Deal 2 damage to an enemy. [mental] — Remove 2 threat from a scheme. [physical] — Heal 2 damage from Legion.

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

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 under any player's control. Max 1 TEAM card per player. If each of your characters has the X-FORCE trait, each ally you control gets +1 THW and takes -1 consequential damage ([cost]) after thwarting a side scheme.

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

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

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).

Uses (2 deploy counters). Action: Exhaust The Circe, remove 1 deploy counter from it, and choose a player → that player puts an ally into play from their hand.

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.

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.

Response: After you play Beak from your hand, remove 1 threat from a scheme for each X-Men ally you control.

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

Reduce the cost to play Martinex by 1 if your identity has the Guardian trait.

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.

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).

Max 1 per deck. Play only if your identity has the Champion trait. Hero Action: Remove "Go for Champions!" from the game → Each champion character in play cannot take damage until the end of the round.

Hero Action: Choose an ally with a TRAINING upgrade attached → ready that ally and heal 1 damage from it.

Max 1 per player. Response: After an ally defends against an attack and is not defeated, exhaust this card → ready that ally.

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.

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 (attack): Deal 7 damage to an enemy with an upgrade attached.

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

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.

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

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

[star] Response: After you use one of Domino's basic powers, swap a card in your hand with the top card of your deck.

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.

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

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.

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

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.

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.

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.

Max 1 per deck. Hero Action: Exhaust a Web-Warrior card you control → search your discard pile for a Web-Warrior ally and put it into play, then choose a player. That player may spend 3 resources of any type to repeat this ability.

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

Hero Action: Choose up to X enemies, where X is equal to the number of aerial characters you control → deal 3 damage to each chosen enemy.

Reduce the cost to play Angel by 1 if your identity has the MUTANT or X-MEN trait.

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.

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

Max 1 per deck. Hero Response: After you spend this card, deal 1 damage to the villain.

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

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.

Hero Action: Exhaust an AERIAL character you control and choose a player → deal 3 damage to the villain and each minion engaged with that player.

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

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

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.

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

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

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.

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.

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 your identity has the aerial trait. Hero Action (attack): Deal 7 damage to an enemy. Deal 1 damage to each other enemy.

Play only if your identity has the guardian trait. Drax cannot attack minions.

Interrupt: When you use one of Dum Dum Dugan's basic powers, exhaust up to 3 S.H.I.E.L.D. cards you control. For each card exhausted this way, Dum Dum Dugan gets +1 to that power for this use.

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.

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.

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

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

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

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

Response: After Forge enters play, search your deck and discard pile for an X-MEN or X-FORCE support and add it to your hand. (Shuffle.)

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.

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

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

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.

Hero Action: Give your hero a tough status card.

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

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.

[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.

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

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

Response: After you play Magik from your hand, spend a [mental] resource → choose a non-Elite minion engaged with an X-MEN hero. Shuffle that minion into the encounter deck.

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

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

Team-Up (Quicksilver and Scarlet Witch). Max 1 per deck. Hero Interrupt: When a treachery card is revealed from the encounter deck, cancel its "When Revealed" effects, then deal 2 damage to the villain.

Toughness.

Play only if your identity has the Champion trait. Hero Interrupt: When a player card would be placed into a discard pile from play, exhaust Pinpoint → shuffle that card into its owner's deck instead.

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

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.

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

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

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

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

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.

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

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

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.

Play only if your identity has the champion trait. Hero Response: After The Locust enters play, add 1 Aggression (red) event from your discard pile to your hand.

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.

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.)