


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

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

Hawkeye enters play with 4 arrow counters on him. Response: After a minion enters play, remove 1 arrow counter from Hawkeye → deal 2 damage to that minion.

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

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

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.

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

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

Hawkeye enters play with 4 arrow counters on him. Response: After a minion enters play, remove 1 arrow counter from Hawkeye → deal 2 damage to that minion.

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

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

Response: After Mockingbird enters play, stun an enemy.

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.)

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

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

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

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.

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

Action: Heal 2 damage from any character.

Max 1 per player. Hero Response: After an ally you control is defeated, discard Rapid Response → put that ally into play from your discard pile and deal 1 damage to it.

Action: Ready an ally.

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

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.

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

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

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

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

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.

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

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

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

Response: After you play White Tiger from your hand, draw X cards (to a maximum of three), where X is equal to the villain's stage number. If the villain has no stage number, draw 1 card.

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

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

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

Response: After your turn begins, place 1 time counter on Quinjet. Action: Put an Avenger ally from your hand into play with printed cost equal to or less than the number of time counters on Quinjet. Then, discard Quinjet.

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

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

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

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.

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.)

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 player. Hero Action: Exhaust Deft Focus → reduce the resource cost of the next superpower card you play this turn by 1.

Response: After Kaluu enters play, search the top 5 cards of your deck for an event → add that event to your hand. Shuffle your deck.

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

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.

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

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.

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

Ant-Man gets +1 hit point for each pym counter on him. Interrupt: When Ant-Man enters play, place 1 pym counter on him (to a maximum of 4) for each resource you overpaid for Ant-Man's cost.

Max 1 per 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).

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.

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.

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.

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

Interrupt: When Iron Lad uses a basic power, exhaust another Avenger ally you control → add that ally's matching power to Iron Lad's power for this use.

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

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

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

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

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

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

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

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 (attack): Deal 5 damage to an enemy.

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.)
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.

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

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

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

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

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

Hero Action: Exhaust Team-Building Exercise → play a card from your hand that shares a trait with your hero, reducing its resource cost by 1.

Play 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.

Black Knight's basic attack gains piercing.

Play only if your identity has the Aerial trait. Hero Response (attack): After your hero attacks, deal 4 damage to an enemy.

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

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

Uses (3 snoop counters). (Enters play with 3 counters. When those are gone, discard this card) Action: Exhaust Surveillance Team and remove 1 snoop counter from it → remove 1 threat from a scheme.
Play 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.

Response: After Dazzler enters play, confuse an enemy.

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

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

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.

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

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).

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

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

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.

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

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

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.

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

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.

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).

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.

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).

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.

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.

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.

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

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

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

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.

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

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

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

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.

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

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

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.

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).

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.

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.

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.

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.)

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

Play only if your identity has the Aerial trait. Hero Response (thwart): After your hero thwarts, remove 3 threat from a scheme.

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

Hero Action: Choose a hero. Until the end of the round, that hero gets +1 THW, +1 ATK, and +1 DEF
Hero Interrupt: When Deathcry makes a basic attack, deal your hero 1 damage → Deathcry takes -1 consequential damage () for this attack.

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.
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.

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

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

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

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

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

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.

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.

Response: After you defeat a minion, place 1 glory counter here. Alter-Ego Action: Exhaust Hall of Heroes and remove 3 glory counters from it → draw 3 cards.

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

This card generates for each ally you control (to a maximum of 3)
Play under any player's control. Max 1 per player. You get +3 hit points and your hero gets +1 THW.

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

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

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

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

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

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.
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.
Play only if your identity has the Aerial trait. Hero Action (thwart): Choose X schemes. Remove 2 threat from each chosen scheme (3 threat instead if you overpaid for this card).

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

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.

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.

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

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

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).

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.)

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.

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

Retaliate 1.

Play under any player's control. Max 1 per player. Response: After your hero attacks and defeats a minion, deal 1 damage to your hero and discard Battle Fury → ready your hero.

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.

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

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.

Response: After you play Spider-Man from your hand, remove 3 threat from a side 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 Snowguard enters play, place up to 3 shift counters here. While the shift counters here are equal to (X), she gets: (1) +3 ATK and her attacks gain overkill. (2) +3 THW and gains the Aerial trait. (3) +5 hit points and gains retaliate 1.

Max 1 per 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.

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

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.

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.

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.

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.

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

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

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

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

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 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.

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

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.

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).

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.

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

Max 1 per player. Response: After an ally is defeated by consequential damage, exhaust Med Lab → place it here. (Limit 1 ally at a time.) Alter-Ego Action: Exhaust Med Lab → play the ally here as if it was in your hand. It enters play exhausted.
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.

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.

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.

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

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.

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

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

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.

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.

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

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.

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

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).

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

Hero Interrupt (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.

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.

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.

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

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

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.

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.

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

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

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.

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

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

Play under any player's control. Max 1 per player. Hero Response: After you thwart and remove the last threat from a scheme, discard Justice Served → ready your hero.

Play only if your identity has the guardian trait. Increase your ally limit by 1. Response: After a player plays a guardian ally, exhaust Knowhere → that player draws 1 card.

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.

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.

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

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

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

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.

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

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.

Alter-Ego Action: Exhaust X-Mansion → heal 1 damage from a MUTANT or X-MEN character. Any player whose alter-ego has the MUTANT trait may trigger this ability.

Play only if your identity has the MYSTIC trait. Max 1 per deck. Resource: Exhaust Bloodgem and take 2 damage → generate a resource.

Play only if your identity has the guardian trait. Max 1 per player. Hero Interrupt: When you would take any amount of damage from an attack, exhaust Booster Boots and discard the top card of your deck → prevent 1 of that damage.

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

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

Play only if your identity has the MUTANT trait. Response: After a MUTANT alter-ego changes into hero form, exhaust Moira MacTaggert → that hero's controller draws 1 card.

Resource: Discard Resourceful → generate a resource.

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

Play only if your identity has the X-Men trait. Uses (3 psi counters). Interrupt: When a player reveals a treachery, exhaust Stepford Cuckoos and remove 1 psi counter here → cancel the effects of that card and discard it. That player reveals another encounter card.

Resource: Exhaust The X-Jet → generate a resource for a player whose identity has the X-MEN trait.

Play only if your identity has at least 14 printed hit points. Your identity gains steady.

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 your identity has the X-FORCE trait. Attach to a friendly character. Max 1 per character. Attached character gets +1 hit point and gains the X-FORCE trait.

Play only if your identity has the MUTANT trait. Max 1 per player Resource: Exhaust X-Gene → generate a resource for an identity-specific event.

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

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.

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

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.

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

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

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

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

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

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

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

Play only if your identity has the aerial trait. Hero Action (thwart): Remove a total of up to 5 threat from among schemes (as you choose).

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

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

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.

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

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

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.

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

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.

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

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

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.

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.

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

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

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

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 Response: After your hero makes a basic attack and damages an enemy, confuse that enemy. If that enemy is already confused, stun it instead.

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

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

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.

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

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

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

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

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.

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.

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

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.

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 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.

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

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

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

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: 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.

Attach to an identity-specific ally you control. Max 1 per deck. Attached ally gets +2 hit points and is your "sidekick." Response: After you make a basic recovery, heal 2 damage from attached ally.

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

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.

Response: After Caliban enters play, discard cards from the top of your deck until an X-FACTOR, X-FORCE, or X-MEN ally is discarded. Add that ally to your hand.

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.

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.)

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

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

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

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.

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.

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.

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

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.

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.

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

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

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.
Alter-ego form only. Action: Discard Recruitment Drive and choose a player → reduce the resource cost of the next ally that player plays this phase to 0.

Hero Interrupt (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.

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

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

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.

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.

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.
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.

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

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.

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

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

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.)

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.

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.

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

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

Reduce the cost to play Storm by 1 if your identity has the MUTANT or X-MEN trait. Interrupt: When Storm thwarts a scheme, move 2 threat from that scheme to another scheme.

Action: Exhaust Boom Boom → add 1 boom counter to her. Then, you may discard Boom Boom to deal 1 damage to each enemy for each boom counter on her.

Hero Action (attack): Exhaust 3 allies you control that share a Trait with your hero → deal X damage to an enemy, where X is the total ATK of those allies and your hero.

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

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.

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.

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.)

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.
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.

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

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

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

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).

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.

Retaliate 1.

Uses (6 energy counters). Max 1 per player. Forced Interrupt: When you would take any amount of damage, remove that many energy counters from here. For each energy counter removed this way, prevent 1 of that damage.

Action: Exhaust 1 S.H.I.E.L.D. card you control → look at the top 4 cards of a player deck or the encounter deck. Discard any number of those, and put the others on the top and/or bottom of that deck in any order.

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

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

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.

Response: After Brother Voodoo enters play, search the top 5 cards of your deck for an event card and add it to your hand. Shuffle your deck.

Play 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.

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 (attack): Deal 4 damage to an enemy. If that enemy is defeated by this attack, remove 2 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.)

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

Alter-Ego Action: Heal damage from your alter-ego equal to your REC.
If you overpaid for Firebird, put 1 rebirth counter on her. Interrupt: When Firebird would be defeated by consequential damage, remove 1 rebirth counter from her → heal all damage from her instead.

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.

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.

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

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.

Play under any player's control. Max 1 per player. Hero Action: Exhaust Plan B and discard 1 random card from your hand → deal 2 damage to an enemy.
Hero Action: Heal 2 damage from an enemy → confuse that enemy.

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

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.

Alliance. Hero Action (attack): Exhaust an avenger character and a guardian character → deal X damage to an enemy, where X is the combined ATK of those characters. This attack gains overkill.

Response: After Banshee thwarts, confuse a minion.

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.

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

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.

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.

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

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

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

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.

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

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 ().

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

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

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

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.

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 at least 14 printed hit points. Hero Action: Ready your hero.

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

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

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

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

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

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

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.

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

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

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.

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.

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

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

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.

Your hero gets +1 ATK. Your basic attacks gain piercing. (Discard any tough status cards from the target before dealing damage.) Forced Response: After you make a basic attack, discard Brute Force.

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

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.

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 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.)

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

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.

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.

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.)

Response: After Spider-Man 2099 uses a basic power, return a Web-Warrior ally in play to its owner's hand.

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

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.

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

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.

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.

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

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

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.

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

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.

Max 1 per deck. Action: Ready an ally. That ally gets +1 ATK until the end of the phase.

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.

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. Double the number of resources this card generates if your identity has sustained less than 5 damage (triple the resources instead if you have sustained no damage).

Max 1 per deck. Double the number of resources this card generates if your identity has sustained less than 5 damage (triple the resources instead if you have sustained no damage).

Max 1 per deck. Double the number of resources this card generates if your identity has sustained less than 5 damage (triple the resources instead if you have sustained no damage).

Hero Action: Discard cards from the encounter deck until you discard a minion. Put that minion into play engaged with you → play an ally from your hand, reducing its cost by 3.

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

Hero Action: Spend 1 resource of any type → move 1 damage from a character to an empty space above matching the spent resource. If there are 3 damage tokens in a line, deal all damage on this card to an enemy and discard this card.

Play only if your identity has the Avenger trait. 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.

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.

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

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.

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

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

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

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.

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.

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.

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.

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.)

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.

Play only if your identity has the Aerial trait. Max 1 TEAM card per player. If each of your allies has the Aerial trait, increase your ally limit by 1 and this card gains: "Response: After you play an Aerial card, exhaust this card → ready an ally you control."

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 Triage enters play, heal 2 damage from an X-Men character.

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

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

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

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

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

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

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

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.

Interrupt: When Machine Man attacks or thwarts, spend up to 3 resources of any type → Machine Man gets +1 THW and +1 ATK for this use for each resource spent this way.

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

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

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

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.

Interrupt: When a character would take any amount of damage from an attack, exhaust an AERIAL character you control → prevent up to 3 of that damage.

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.

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.

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

Interrupt: When a boost card is turned faceup during an attack, deal 1 damage to Northstar → cancel all boost icons () on that 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, deal 3 damage to the attacking enemy.

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

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

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

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.

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

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

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

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.

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

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

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

Forced Interrupt: When Havok attacks, discard the top card of the encounter deck. For each boost icon () discarded this way, Havok gets +1 ATK for this attack and takes +1 consequential damage ().

If each of your allies has the X-MEN trait, increase your ally limit by 1. Response: After an X-MEN ally enters play, exhaust Utopia → ready an X-MEN character.

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.

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

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

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

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

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

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.

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

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

Hero Action: Give your hero a tough status card.

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

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

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

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

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.

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

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

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

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.

Retaliate 1. Toughness.

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).

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

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

If Fantomex is not in play, discard E.V.A. Action: Exhaust E.V.A. → choose: • Remove 1 threat from a scheme. • Deal 1 damage to an enemy. • Heal 1 damage from Fantomex.

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).

Play only if your identity has the asgard trait. Action: Heal 2 damage from your identity. You may discard a status card from your identity.

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.

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.
Namora gets +1 hit point for each other ally you control.

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

Response: After Polaris enters play, give an X-MEN character a tough status card.

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

Response: After Siryn attacks, stun a minion.

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

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.

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

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

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

Play only if your identity has the asgard trait. Action: Exhaust The Bifrost → search your deck for an asgard ally and play it (paying its cost). Shuffle your deck.

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

Play only if your identity has the MUTANT trait. Alter-Ego Action: Choose up to 2 X-MEN allies in your discard pile and shuffle them into your deck. If X-Mansion is in play, draw 1 card.

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.

Play only if your identity has the guardian trait. Max 1 per round. Hero Action: Reduce the resource cost of the next ally played this phase by 2.

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

Hero Action: Discard 1 stun or confuse status card from your hero.

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

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

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.

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

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

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

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.

Setup. Hero Action: Discard this card and remove it from the campaign log → search your deck and discard pile for an ally, put it into play, and give it a tough status card.

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

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.

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

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."

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 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.

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.

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).

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.

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

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

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.

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.

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.

Max 1 per deck. Interrupt: When any amount of threat would be placed on a scheme, you or your ally takes it as damage instead.

Hero 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.

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

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.

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.

Action: Ready a friendly Android character and heal 1 damage from it.

Hero Action: Exhaust this card, choose 1 card in your hand, and discard the top card of your deck → using the diagram above, if a printed resource on the chosen card beats (points to) a printed resource on the discarded card, add the discarded card to your hand.

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

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.

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

Team-Up (Colossus and Shadowcat). Max 1 per deck. Hero Interrupt (attack/defense): When an enemy attacks, prevent all damage from that attack and deal 4 damage to the attacking enemy.

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

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.)

X is equal to the number of facedown cards attached to Spider-Man Noir. Response: After you resolve a treachery, if you control another Web-Warrior card, attach that treachery facedown here (to a maximum of 3).

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.

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

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

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

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

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

Hero Action: Exhaust War → discard the top card of the encounter deck. Take 1 damage for each icon ( and ) in the boost area of that card. Discard the top card of your deck. Deal damage to an enemy equal to that card's cost.

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

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