Black Panther
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Black Panther

11 HP5 Hand Size182 Decks Analyzed
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Energy
Energy
Resource Basic

Max 1 per deck.

95.6 · 174/182 decks
Strength
Strength
Resource Basic

Max 1 per deck.

94.5 · 172/182 decks
Genius
Genius
Resource Basic

Max 1 per deck.

92.9 · 169/182 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

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

83.5 · 152/182 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.

77.5 · 141/182 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.

75.3 · 137/182 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

73.1 · 133/182 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

40.1 · 73/182 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.

39.0 · 71/182 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.

35.2 · 64/182 decks
Maria Hill
Maria Hill
Ally Leadership 2

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

35.2 · 64/182 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.

35.2 · 64/182 decks
Endurance
Endurance
Upgrade Basic 1

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

29.7 · 54/182 decks
Vision
Vision
Ally Leadership 4

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.)

28.6 · 52/182 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

28.0 · 51/182 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.

24.7 · 45/182 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2

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

24.7 · 45/182 decks
Combat Training
Combat Training
Upgrade Aggression 2

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

22.5 · 41/182 decks
Falcon
Falcon
Ally Leadership 4

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.

22.0 · 40/182 decks
The Triskelion
The Triskelion
Support Leadership 1

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

21.4 · 39/182 decks
Armored Vest
Armored Vest
Upgrade Protection 1

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

20.9 · 38/182 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.

20.9 · 38/182 decks
Down Time
Down Time
Upgrade Basic 1

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

20.3 · 37/182 decks
The Power of Aggression
The Power of Aggression
Resource Aggression

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

20.3 · 37/182 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.

20.3 · 37/182 decks
Emergency
Emergency
Event Basic 0

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

19.2 · 35/182 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.

18.7 · 34/182 decks
Indomitable
Indomitable
Upgrade Protection 1

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

18.7 · 34/182 decks
Lockjaw
Lockjaw
Ally Basic 4

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

18.7 · 34/182 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.

18.7 · 34/182 decks
Inspired
Inspired
Upgrade Leadership 1

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

18.1 · 33/182 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.

18.1 · 33/182 decks
Haymaker
Haymaker
Event Basic 2

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

17.6 · 32/182 decks
Honorary Avenger
Honorary Avenger
Upgrade Basic 0

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.

17.6 · 32/182 decks
Jarnbjorn
Jarnbjorn
Upgrade Aggression 1

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

17.6 · 32/182 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.

17.6 · 32/182 decks
Luke Cage
Luke Cage
Ally Protection 4

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

17.0 · 31/182 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.

16.5 · 30/182 decks
Chase Them Down
Chase Them Down
Event Aggression 0

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

16.5 · 30/182 decks
Tigra
Tigra
Ally Aggression 3

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

15.4 · 28/182 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.

14.8 · 27/182 decks
Avengers Tower
Avengers Tower
Support Basic 2

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.

14.3 · 26/182 decks
Avengers Assemble!
Avengers Assemble!
Event Leadership 4

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.

13.7 · 25/182 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.

13.7 · 25/182 decks
Uppercut
Uppercut
Event Aggression 3

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

13.7 · 25/182 decks
Counter-Punch
Counter-Punch
Event Protection 0

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

13.2 · 24/182 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.

13.2 · 24/182 decks
Enhanced Reflexes
Enhanced Reflexes
Upgrade Basic 2

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

13.2 · 24/182 decks
Tenacity
Tenacity
Upgrade Basic 2

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

13.2 · 24/182 decks
Quinjet
Quinjet
Support Leadership 1

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.

12.6 · 23/182 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.)

12.6 · 23/182 decks
Valkyrie
Valkyrie
Ally Aggression 3

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

12.1 · 22/182 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.

11.5 · 21/182 decks
Nova
Nova
Ally Protection 4

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

10.4 · 19/182 decks
Quincarrier
Quincarrier
Support Basic 3

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

10.4 · 19/182 decks
Daredevil
Daredevil
Ally Justice 4

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

8.8 · 16/182 decks
Tac Team
Tac Team
Support Aggression 3

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.

8.8 · 16/182 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).

8.2 · 15/182 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

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

8.2 · 15/182 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.

8.2 · 15/182 decks
Hercules
Hercules
Ally Aggression 6

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

7.7 · 14/182 decks
Jessica Jones
Jessica Jones
Ally Justice 3

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

7.7 · 14/182 decks
Melee
Melee
Event Aggression 3

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

7.1 · 13/182 decks
Surveillance Team
Surveillance Team
Support Justice 2

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.

6.6 · 12/182 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.

6.0 · 11/182 decks
Heimdall
Heimdall
Ally Basic 5

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.

6.0 · 11/182 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.

6.0 · 11/182 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.

5.5 · 10/182 decks
Tackle
Tackle
Event Protection 3

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

5.5 · 10/182 decks
Concussive Blow
Concussive Blow
Event Justice 3

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

5.0 · 9/182 decks
Invulnerability
Invulnerability
Event Basic 3

Hero Action: Give your hero a tough status card.

5.0 · 9/182 decks
Enhanced Awareness
Enhanced Awareness
Upgrade Basic 2

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

4.4 · 8/182 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.

4.4 · 8/182 decks
Followed
Followed
Upgrade Justice 1

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

3.9 · 7/182 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.

3.9 · 7/182 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.

3.9 · 7/182 decks
Expert Defense
Expert Defense
Event Protection 0

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

3.3 · 6/182 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.

3.3 · 6/182 decks
Counterattack
Counterattack
Upgrade Aggression 1

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.

2.8 · 5/182 decks
Enraged
Enraged
Upgrade Aggression 1

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

2.8 · 5/182 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.

2.2 · 4/182 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

2.2 · 4/182 decks
Second Wind
Second Wind
Event Protection 3

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

2.2 · 4/182 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.

2.2 · 4/182 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.

1.7 · 3/182 decks
Iron Fist
Iron Fist
Ally Protection 4

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.

1.7 · 3/182 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 · 3/182 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.

1.7 · 3/182 decks
Agent Coulson
Agent Coulson
Ally Justice 3

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.

1.1 · 2/182 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.

1.1 · 2/182 decks
Espionage
Espionage
Upgrade Basic 1

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

1.1 · 2/182 decks
Quake
Quake
Ally Justice 2

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

1.1 · 2/182 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.

0.5 · 1/182 decks
Clea
Clea
Ally Protection 2

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

0.5 · 1/182 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.

0.5 · 1/182 decks