


★ Exclusive Cards
Cards played most by this hero compared to all others.

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.

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.

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 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.

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.

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

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.

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.

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.

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. Each ally you control gets +1 hit point.

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. Your hero gets +1 DEF.

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.

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

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

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.

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

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 Mockingbird enters play, stun an enemy.

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

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

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 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.

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.

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.

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

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.

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.

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.

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

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

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

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

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 who does not control a SPECIALIZATION upgrade chooses 1 set-aside SPECIALIZATION upgrade and puts it into play under their control.

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

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

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

Action: Spend a resource → choose THW or ATK. Until the end of the phase, Vision gets +2 to the chosen power. (Limit once per round.)

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

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

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.

Black Knight's basic attack gains piercing.

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

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

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

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

Team-Up (Captain America and Winter Soldier). Max 1 per deck. Hero Action (attack): Deal 6 damage to an enemy. Give Captain America and Winter Soldier each a tough status card.

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

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

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

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.

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.

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.

Play only if your identity has the Avenger trait. Hero Action: Heal 1 damage from an ally and ready it.

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

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

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.

Interrupt: When a card is revealed from the encounter deck, exhaust Black Widow and spend a resource → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck.

Action: Heal 2 damage from any character.

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

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

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.

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

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

Retaliate 1.

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.

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

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.

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

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

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.

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).

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.

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.

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

Response: After Dazzler enters play, confuse an enemy.

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

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

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

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

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

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

Hero Action (attack): Deal 4 damage to an enemy. If you paid for this card using only resources, stun that enemy and draw 1 card.

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

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.

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

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.

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

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.

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

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.)

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.

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. While your hero's remaining hit points are equal to or greater than your hero's starting hit points, your hero gains retaliate 1.

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.

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

Requirement (). Max 1 per player. Interrupt: When an enemy would scheme, discard Ready for a Fight → change to hero form. That enemy attacks you instead.

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

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.

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

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

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.

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

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

Play only if your identity has the S.H.I.E.L.D. trait. Attach to a friendly character. Attached character gets +1 hit point and gains the S.H.I.E.L.D. trait.

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

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

Hero Response (attack): After you defend against an enemy attack and take no damage, deal damage to that enemy equal to your DEF for that attack.

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

Response: After Captain Marvel enters play, discard the top 4 cards of your deck. If you discard a printed resource, deal 3 damage to an enemy. If you discard more than one printed resource, also stun that enemy.

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.

Hero Interrupt (defense): When you would take any amount of damage, prevent 2 of that damage. If you paid for this card using a resource, remove 2 threat from the main scheme.

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.

Interrupt: When Starhawk takes damage exactly equal to his remaining hit points, return him to your hand.
Forced Response: After Sentry enters play, search the encounter deck for a side scheme and reveal it. (Shuffle.) If no side scheme was revealed this way, place 6 threat on the main scheme.

Hero Interrupt (defense): When you would take any amount of damage, prevent 3 of that damage. If you paid for this card using resource, deal 1 damage to that enemy.

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

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

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.

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).

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.

Forced Response: After Hulk attacks, discard the top card of your deck. If that card's printed resource has: - Deal 2 damage to an enemy. - Deal 1 damage to each character. - Discard Hulk. - All of the above.

Hero Action (thwart): Remove 2 threat from a scheme. If you paid for this card using a resource, remove 2 threat from a different scheme.

Requirement (). (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.

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

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.

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.

Attach to a friendly character. Max 1 per character. Hero Resource: Exhaust this card and deal 1 damage to attached character → generate a resource.

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

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

Response: After you play Spectrum, tuck 1 card used to pay for her under her. If that card's printed resource has: – Spectrum gets +2 THW. – Spectrum gets +2 ATK. – Spectrum gets +2 hit points. – All of the above.

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

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

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

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

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.

X is the number of boost icons () 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.

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

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 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.

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

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

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

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.

Play only if your identity has the Soldier trait. Hero Action: Exhaust Man on the Wall → reduce the cost of the next card you play this phase by 1 for each minion engaged with you.

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.

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

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.

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

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

Response: After you play Spider-Man from your hand, remove 3 threat from a side scheme.
Hero Interrupt: When Deathcry makes a basic attack, deal your hero 1 damage → Deathcry takes -1 consequential damage () for this attack.

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.

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.

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

Requirement (). (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.

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

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.

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.

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.

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

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.)

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.

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

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

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.

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

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.

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.)

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.

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

Alter-Ego Action: Exhaust Dr. Sinclair and spend a 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.

Requirement (). 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.
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 engage a minion, give Patriot a tough status card.

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.

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

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

Hero Action (thwart): Remove 6 threat from the main scheme. If you paid for this card using a resource, this thwart ignores the crisis icon ().

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

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.

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

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

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.

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.

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 resource).

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

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

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

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.

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

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

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.

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.

Hero Action (thwart): The villain attacks you. Remove 4 threat from the main scheme.

Response: After Adam Warlock attacks or thwarts, discard 1 card at random from your hand. If that card's printed resource has: – Remove 3 threat from a scheme. – Heal 3 damage from an identity. – Deal 3 damage to an enemy. – Choose one of the above.

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

Attach to an X-FORCE or X-MEN ally. Max 1 per ally. Response: After attached ally defeats a minion or side scheme, discard 1 card from your hand → heal 1 damage from attached ally for each resource on that card.

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.

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 (attack): Deal 6 damage to a minion. For each point of excess damage dealt by this attack, remove 1 threat from the main scheme.

Play under any player's control. Max 1 Team card per player. If each of your characters has the S.H.I.E.L.D. trait, this card gains: "Interrupt: When you reveal an encounter card, exhaust this card → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck."

Play under any player's control. Max 1 per player. Each X-Factor, X-Force, and X-Men character you control gains the X-Factor, X-Force, and X-Men traits.

Hero Response: After Deathlok enters play, choose an upgrade in any player's discard pile with a cost of 1 or less that can be attached to Deathlok. Attach that upgrade to Deathlok.

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.

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.

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

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.
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.
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.

Psylocke enters play with 2 psionic counters on her. Interrupt: When Psylocke attacks an enemy, remove 1 psionic counter from her → confuse that enemy and deal 1 damage to it.

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

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.

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.

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

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.

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.

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

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

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

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

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

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 resource you overpaid for Wasp's cost.

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

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

Hero Action: Give your hero a tough status card.

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

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

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.

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

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 (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.

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.

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

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.

Response: After Melinda May uses a basic power, look at the top card of the encounter deck. You may discard that card.

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

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.

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

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

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

Response: After an enemy attacks you, place 1 energy counter here. 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).

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.

Max 1 per player. Response: After an ally defends against an attack and is not defeated, exhaust this card → ready that ally.
Forced Response: After Thor makes a basic thwart, discard cards from the top of the encounter deck until you discard a minion. Put that minion into play engaged with you.

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.)

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.

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

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

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.

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.

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

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

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

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).

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.

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

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.

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.

Hero Action (attack): Deal 5 damage to a minion. If you paid for this card using a resource, this attack gains overkill. (Excess damage from this attack is dealt to the villain.)

Grant Ward cannot defend. Forced Response: After you reveal a treachery, you may spend a resource. If you do not, take damage equal to Grant Ward's ATK and remove Grant Ward from the game.

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

Play only if you have the Mystic trait. You get +1 hand size while in hero form.

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.

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.

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

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 ( and ) in that minion's boost area.
Hawkeye enters play with 4 arrow counters on him. Response: After an ally makes a basic thwart, remove 1 arrow counter from Hawkeye → deal 2 damage to a minion.
Forced Response: After you play Scarlet Witch, discard the top card of the encounter deck. If it is a treachery card, resolve its "When Revealed" ability.

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

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

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

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).

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

Response: After X-23 attacks and defeats an enemy, ready her.

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

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

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

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

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.

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

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.

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

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

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.)

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 (thwart): Remove 2 threat from a scheme.

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

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.)

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

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

Play only if your identity has the Mystic trait. Max 1 per deck. Hero Interrupt (defense): When you would take any amount of damage from an attack, discard that many cards from the top of your deck → prevent all damage from this attack.
Response: After an Avenger hero changes into alter-ego form, exhaust Jarvis → choose: • That identity gets +2 REC until the end of the phase. • Discard a status card from that identity.

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

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

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

Attach to a minion. Max 1 per minion. Interrupt: When a character makes a basic attack against attached minion, that character uses their THW instead of their ATK.

Reduce the cost to play Jemma Simmons by 2 if your identity has the S.H.I.E.L.D. trait. Resource: Exhaust Jemma Simmons → generate a resource for a Tech card.

Hero Response: After a guardian character takes any amount of damage from an attack, give that character a tough status card.

Yondu's attacks gain ranged.Ranged attacks ignore retaliate.)

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

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

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.)

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

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

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

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

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

Interrupt: When Husk uses a basic power, spend up to 3 resources → if you spent at least 1: — Husk gets +1 to that power for this use. — Heal 1 damage from Husk. — Ready Husk after this use.

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

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.

Response: After you play Sunfire from your hand, spend a resource → choose an attachment with the text "Hero Action" or "Hero Response" and discard it.

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

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

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

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).

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

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

Retaliate 1. Toughness.

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

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

Hero Interrupt: When you make a basic attack, you get +6 ATK for this attack. This attack gains piercing.

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).

Hope Summers gains each TRAIT on your identity. Response: After you play Hope Summers from your hand, search your deck for a SUPERPOWER card and add it to your hand. (Shuffle.)

Response: After Banshee thwarts, confuse a minion.

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

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

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

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 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.

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

Alliance. Hero Action (attack/thwart): Exhaust an X-Force character and an X-Men character → remove X threat from among schemes in play and deal X damage among enemies in play, where X is the combined THW of the two exhausted characters.

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

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.

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

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

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.

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

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

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

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

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

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 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.

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.

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.

Action: Spend a 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.

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.

Chamber takes -1 consequential damage () after he attacks a confused enemy.

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.

Requirement (). 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.

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.

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

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.

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

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

When Defeated: Defeat a non-ELITE minion.

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).

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

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.

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.

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.)
Hero Interrupt (defense): When your hero defends against an attack, it gets +2 DEF for that attack. If you take no damage from that attack, discard an attachment on the attacking enemy with the text "Hero Action" or "Hero Response".

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.

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

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.

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

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.

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

Max 1 per deck. Hero Action: Deal 10 damage to the villain. Deal 1 damage to each enemy and hero for each , , , and in play.

Counts as 2 restricted cards. Max 1 per deck. Your hero gets +1 ATK for each , , , and in play (to a maximum of +4 ATK).

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

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

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.
Hero Action: Heal 2 damage from an enemy → confuse that enemy.

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

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

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

Response: After a Web-Warrior ally (including this one) enters play, deal 1 damage to an enemy.

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

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

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.

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

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

Attach to a character. Max 1 per character. Interrupt: When attached character would take any amount of damage, spend X resources → prevent X of that damage.

Restricted. Hero Interrupt: When your hero makes a basic attack against a unique enemy (), exhaust Godslayer → your hero gets +2 ATK for that attack.

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

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

Hero Response (attack): After you change form, deal 3 damage to an enemy (4 damage instead if you paid for this card using resource).

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.

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

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

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

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).

Play only if your identity has the Mystic trait. Action: Draw 2 cards. Choose and discard 1 card from your hand.

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

Hero Interrupt (defense): When your hero defends against an attack, use its ATK instead of its DEF for this attack.

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

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

Hero Action (thwart): Exhaust your hero → remove threat from a scheme equal to your hero's ATK.

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.

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

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

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.

Hero Action (attack/thwart): If you paid for this event using at least 1: — Deal 2 damage to an enemy. — Remove 2 threat from a scheme. — Heal 2 damage from your identity.

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

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

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.

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

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

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

Hero Action: If the following icons are on 1 or more cards in play: — Deal 3 damage to an enemy. — Remove 2 threat from a scheme. — Ready an ally you control. — Draw 1 card.

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.

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.

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

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

Requirement (). Max 1 per player. Interrupt: When you play an Aggression Attack event, if you paid for that event using a resource, increase the amount of damage that event deals by its printed cost.

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).

Kidpool's attacks gain piercing.

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

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.

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

Hero Response (thwart): After you change form, remove 3 threat from a scheme (4 threat instead if you paid for this card using a resource).

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

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.

Hero Action (attack): Deal 2 damage to the villain (5 damage instead if there is no threat on the main scheme).

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).

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

Uses (2 supply counters). Action: Exhaust The Pericles and remove 1 supply counter from it → give a hero or villain a status card of your choice. Give an ally or minion a status card of your choice.

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.

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

Victory 0. Assault. (Basic thwarts against this scheme use ATK instead of THW.) When Defeated: The player who defeated this scheme removes 5 threat from the main scheme.

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

Alliance. Hero Action: Choose an X-Force ally and an X-Men ally and return them to their owners' hands → those players play those allies, ignoring their resource costs.


Retaliate 1.

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

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.)

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

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.

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

Response: After Mirage enters play, choose an enemy whose SCH is less than Mirage's THW → stun that enemy.

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 (attack): Deal 3 damage to an enemy (5 damage instead if that enemy has the guard or patrol keyword).

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

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

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

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

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.

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

Response: After you play Karma from your hand, choose a non-ELITE minion. While Karma is in play, take control of that minion and treat it as a CONTROLLED ally with a blank text box. Its THW is equal to its printed SCH and it takes 2 consequential damage after it thwarts or attacks.

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.)

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

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

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.

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.

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.

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

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."

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

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

Hero Response: After you exhaust your hero to make a basic thwart or attack, discard an ally you control → add that ally's matching power to your hero's power for this use. Ready your hero.

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

Response: After Cable thwarts and defeats a side scheme, draw 1 card.

Interrupt: When Cannonball would take any amount of consequential damage, reduce that amount by X, where X is the number of AERIAL cards in your hand.

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.

Alliance. (The players can pay this card's costs as a group.) Hero Action: Ready up to 3 AERIAL characters.

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.

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

Play under any player's control. Max 1 per player. Hero Interrupt: When an AERIAL character you control uses a basic power, exhaust Soaring Acrobatics → that character gets +1 to that power for this use.

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 resource used to pay for Sunspot.
Swordsman's basic attacks gain piercing. Hero Response: After a boost card is turned faceup during an undefended attack, declare Swordsman as the defender without exhausting him.

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

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

Attach to a minion. Attached minion gets +2 hit points and gains patrol. Interrupt: When attached minion is defeated, remove 4 threat from the main scheme.

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

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.

While Shark-Girl is attacking an enemy, she gets +1 ATK for each upgrade attached to that enemy.

Interrupt: When Spider-UK defends against an attack, deal damage to the attacking enemy equal to the number of Web-Warrior cards you control.

Hero Interrupt: When you make a basic attack against an enemy with an upgrade attached, you get +2 ATK for this attack. If this attack defeats that enemy, ready your hero.

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

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

Play only if your identity has the guardian trait. Hero Action: Take 1 damage. Confuse the villain.

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.

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

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

Max 1 per round. Hero Action: Each guardian character gets +2 THW and +2 ATK this phase. At the end of the phase, deal 1 damage to each guardian character.

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

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.

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

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.

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.

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.

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

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

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 resource used to pay for her.

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.

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.

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

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

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

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.

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.

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

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 guardian trait. Drax cannot attack minions.

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

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.

Requirement (). Hero Action (thwart): Remove 1 threat from each side scheme. Deal 1 damage to the villain for each side scheme defeated this way.

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

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.

Gentle takes +1 consequential damage () after he attacks the villain.

Hero Action (attack): Deal 1 damage to a minion. If you have the Aerial trait, engage that enemy.

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.

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.

Hero Interrupt: When your hero makes a basic attack, discard the top card of the encounter deck → reduce your hero's ATK for that attack by the number of printed boost icons on that card. If that attack still deals damage, ready your hero.

Victory 0. Each identity gets +2 hand size.

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 resource → choose a non-Elite minion engaged with an X-MEN hero. Shuffle that minion into the encounter deck.

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

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

Action: Exhaust and discard Moondragon → choose a minion. That minion attacks another enemy of your choice.

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

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

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.

Hero Response: After Patriot enters play, choose a champion character → that character gets +1 to each of its basic powers until the end of the round.

Hero Action: Stun and confuse an enemy.

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.

Resource: Discard Resourceful → generate a resource.

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 only if you control a Web-Warrior card. Interrupt: When you would reveal an encounter card, name a card type, then look at that card. If that card is of the named type, deal 1 damage to Scarlet Spider and draw 1 card.

Play only if you control a Web-Warrior card. When Defeated: Add SP//dr to your hand if she was defeated by taking excess consequential damage.

Play only if you control a Web-Warrior card. Forced Response: After Spider-Ham attacks or thwarts, discard the top card of the encounter deck. For each boost icon () discarded this way, deal 1 damage to Spider-Ham.

Alliance. Hero Interrupt: When a friendly character would take any amount of damage from an attack, exhaust an avenger character and a guardian character → prevent all of that damage. Deal that much damage to the attacking enemy.

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

Play only if your identity has the Mystic trait. Max 1 per deck. Hero Action: Discard cards from the top of your deck until you discard an ally → put that ally into play under your control.

Attach to a non-permanent side scheme. Limit 1 per side scheme. Attached scheme gains assault. (Basic thwarts against this scheme use ATK instead of THW.)

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.

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.

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

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

Attach to a character with "Spider" in its title. Max 1 per character. Attached character gains the Web-Warrior trait. Response: After a Web-Warrior ally leaves play, attached character gets +1 ATK until the end of the phase.

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.

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

Play only if your identity has the Mystic trait. Max 1 per deck. Hero Action (thwart): Choose a scheme and discard up to 4 cards from the top of your deck → remove 1 threat from that scheme for each card discarded this way.