
Max 1 per deck.

Max 1 per deck.

Max 1 per 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.

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.

Response: After Mockingbird enters play, stun an enemy.

Action: Heal 2 damage from any character.

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.

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

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

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

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

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.)

Action: Ready an ally.

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

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

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

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.

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

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

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

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

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

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

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

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.

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

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

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

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

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 (attack): Deal 3 damage to an enemy.

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.

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

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

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

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.

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

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

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

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

Max 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.

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

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

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.

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

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

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.

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.)

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

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

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

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

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

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

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

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

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

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

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

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

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.

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.

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.

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

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

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

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

Hero Action: Give your hero a tough status card.

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

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.

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

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

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

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

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

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.

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

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

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

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

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

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

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.

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

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.

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

Hero 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.

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.

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

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.

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

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.