Black Widow
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Black Widow

9 HP5 Hand Size102 Decks Analyzed
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Genius
Genius
Resource Basic

Max 1 per deck.

97.1 · 99/102 decks
Strength
Strength
Resource Basic

Max 1 per deck.

97.1 · 99/102 decks
Energy
Energy
Resource Basic

Max 1 per deck.

96.1 · 98/102 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.

76.5 · 78/102 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.

72.5 · 74/102 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.

66.7 · 68/102 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

63.7 · 65/102 decks
Quincarrier
Quincarrier
Support Basic 3

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

63.7 · 65/102 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.

57.8 · 59/102 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

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

52.9 · 54/102 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.

50.0 · 51/102 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.

47.1 · 48/102 decks
Endurance
Endurance
Upgrade Basic 1

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

45.1 · 46/102 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.

43.1 · 44/102 decks
Down Time
Down Time
Upgrade Basic 1

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

42.2 · 43/102 decks
Quake
Quake
Ally Justice 2

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

40.2 · 41/102 decks
Spycraft
Spycraft
Upgrade Justice 1

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.

39.2 · 40/102 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).

34.3 · 35/102 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.

30.4 · 31/102 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.

28.4 · 29/102 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

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

26.5 · 27/102 decks
Daredevil
Daredevil
Ally Justice 4

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

25.5 · 26/102 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.

20.6 · 21/102 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.

18.6 · 19/102 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.

18.6 · 19/102 decks
Maria Hill
Maria Hill
Ally Leadership 2

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

17.6 · 18/102 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.

16.7 · 17/102 decks
Armored Vest
Armored Vest
Upgrade Protection 1

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

15.7 · 16/102 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.

15.7 · 16/102 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.

15.7 · 16/102 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

15.7 · 16/102 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.

15.7 · 16/102 decks
Jessica Jones
Jessica Jones
Ally Justice 3

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

15.7 · 16/102 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.

15.7 · 16/102 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2

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

15.7 · 16/102 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.

14.7 · 15/102 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.

14.7 · 15/102 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.

14.7 · 15/102 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.

11.8 · 12/102 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.

11.8 · 12/102 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.

11.8 · 12/102 decks
Jarnbjorn
Jarnbjorn
Upgrade Aggression 1

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

10.8 · 11/102 decks
Luke Cage
Luke Cage
Ally Protection 4

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

10.8 · 11/102 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.

10.8 · 11/102 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.

8.8 · 9/102 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.

8.8 · 9/102 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.

7.8 · 8/102 decks
Indomitable
Indomitable
Upgrade Protection 1

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

7.8 · 8/102 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.

7.8 · 8/102 decks
Uppercut
Uppercut
Event Aggression 3

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

7.8 · 8/102 decks
Combat Training
Combat Training
Upgrade Aggression 2

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

6.9 · 7/102 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

6.9 · 7/102 decks
Lockjaw
Lockjaw
Ally Basic 4

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

6.9 · 7/102 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.

6.9 · 7/102 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.

6.9 · 7/102 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).

6.9 · 7/102 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.

5.9 · 6/102 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.

5.9 · 6/102 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.

5.9 · 6/102 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.)

5.9 · 6/102 decks
Tigra
Tigra
Ally Aggression 3

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

5.9 · 6/102 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.

4.9 · 5/102 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.

4.9 · 5/102 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.

4.9 · 5/102 decks
Haymaker
Haymaker
Event Basic 2

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

4.9 · 5/102 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.

4.9 · 5/102 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).

4.9 · 5/102 decks
The Triskelion
The Triskelion
Support Leadership 1

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

4.9 · 5/102 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.)

4.9 · 5/102 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.

4.9 · 5/102 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.

3.9 · 4/102 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.

3.9 · 4/102 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.

3.9 · 4/102 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.

3.9 · 4/102 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.

2.9 · 3/102 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.

2.9 · 3/102 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.

2.9 · 3/102 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.

2.9 · 3/102 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.

2.9 · 3/102 decks
Inspired
Inspired
Upgrade Leadership 1

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

2.0 · 2/102 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.

2.0 · 2/102 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.

2.0 · 2/102 decks
Clea
Clea
Ally Protection 2

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

1.0 · 1/102 decks
Emergency
Emergency
Event Basic 0

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

1.0 · 1/102 decks
Foiled!
Foiled!
Event Justice 0

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

1.0 · 1/102 decks
Invulnerability
Invulnerability
Event Basic 3

Hero Action: Give your hero a tough status card.

1.0 · 1/102 decks
Melee
Melee
Event Aggression 3

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

1.0 · 1/102 decks
Momentum Shift
Momentum Shift
Event Protection 2

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

1.0 · 1/102 decks
Morale Boost
Morale Boost
Event Leadership 1

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

1.0 · 1/102 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.

1.0 · 1/102 decks
Tenacity
Tenacity
Upgrade Basic 2

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

1.0 · 1/102 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.

1.0 · 1/102 decks