
Optic Blast - Action (attack): Spend one resource of any type → deal 3 damage to an enemy with an upgrade attached. (Limit once per round).

You may include X-MEN allies from any aspect in your deck. Constant Training - Action: Search your deck for a TACTIC upgrade and add it to your hand. (Limit once per round).

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

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.

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 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.

Play under any player's control. Max 1 TEAM card per player. Each of your X-MEN allies gets +1 hit point. If each of your characters has the X-MEN trait, each of your X-MEN allies costs 1 fewer resource to play.

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

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

Response: After Forge enters play, search your deck and discard pile for an X-MEN or X-FORCE support and add it to your hand. (Shuffle.)

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

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

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 X-MEN trait. Hero Action: Search the top 5 cards of your deck for an X-MEN ally and put it into play. If that ally is still in play at the end of the phase, add it to your hand.

Play only if your identity has the X-MEN trait. Toughness.

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

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

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

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.

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

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

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

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.

X is the number of boost icons ([boost]) 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.

Play only if your identity has the MUTANT trait. Alter-Ego Action: Exhaust Cerebro → search the top 5 cards of your deck for an X-MEN ally (search your whole deck instead if you control a PSIONIC character) and add that ally to your hand. (Shuffle.)

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.

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

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.)

Response: After Dazzler enters play, confuse an 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 MUTANT trait. Max 1 per player Resource: Exhaust X-Gene → generate a [wild] resource for an identity-specific event.

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

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

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 X-Force or X-Men trait. Response: After White Queen enters play, discard a status card from a character.

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

Play only if your identity has the X-Men trait. Response: After Glob enters play, deal 2 damage to an enemy with an upgrade attached.

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

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

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

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

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.

Team-Up (Cyclops and Phoenix). Max 1 per deck. Hero Action: Ready Cyclops and Phoenix. Choose to either return a Cyclops card from your discard pile to your hand or place 2 power counters on Phoenix Force.

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.

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.

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

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

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.

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

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

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

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

Victory 0. Play only if your identity has the X-Men trait. When Defeated: Each player chooses 1 set-aside New ally and adds it to their 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.

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

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.

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

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

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

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

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

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.

Response: After you play Magik from your hand, spend a [mental] resource → choose a non-Elite minion engaged with an X-MEN hero. Shuffle that minion into the encounter deck.

Retaliate 1.

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

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 Action (attack): Deal 7 damage to an enemy with an upgrade attached.

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

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.)

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.

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.

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.

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

[star] Response: After Banshee thwarts, confuse a minion.

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.

[star] Gentle takes +1 consequential damage ([cost]) after he attacks the villain.

Action: Ready an ally.

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.

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

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

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

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

Play only if your identity has the X-Force or X-Men trait. Max 1 per player. Alter-Ego Action: Discard this card → return an X-Force or X-Men ally from your discard pile to your hand.
Attach to an encounter card in play. Max 1 per encounter card. While paying costs on attached card, any player may help pay those costs.

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.

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. Each ally you control gets +1 ATK.

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

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.

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

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

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.)

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

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.

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.

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

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

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.

[star] 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.

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

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.

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

Team-Up (Gambit and Rogue). Max 1 per deck. Hero Action (attack/thwart): Deal 4 damage to an enemy. Remove 4 threat from a scheme.

Play only if your identity has the X-Men trait. Interrupt: When you use a basic power, exhaust Synch → you get +1 to that power for this use.

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

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

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

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

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

Play only if your identity has the X-Men trait. Response: After you play Shadowcat from your hand, choose a side scheme in play → that scheme loses each [acceleration], [amplify], [crisis], and [hazard] icon until the end of the round.

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.

Action: Heal 2 damage from any character.

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

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

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.

Play only if your identity has the X-MEN trait. Hero Action (attack): Exhaust your hero and any number of X-MEN allies → deal X damage among enemies in play, where X is the total ATK of the characters you exhausted this way.

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

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

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

Team-Up (Jubilee and Wolverine). Max 1 per deck. Hero Action (attack): Confuse an enemy. Deal 4 damage to a confused enemy.

Play only if your identity has the X-MEN trait. Interrupt: When the villain would scheme, discard Tempus → cancel that activation. Deal yourself 1 facedown encounter card.

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

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

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 TEAM card per player. If each of your characters has the X-FORCE trait, each ally you control gets +1 THW and takes -1 consequential damage ([cost]) after thwarting a side 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.

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

Team-Up (Colossus and Wolverine). Max 1 per deck. Hero Action (attack): Deal X damage to an enemy, where X is the total ATK of Colossus and Wolverine. This attack gains overkill and piercing.

Team-Up (Phoenix and Storm). Max 1 per deck. Hero Action: Ready Phoenix and Storm. Heal 2 damage from each of them.

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

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.

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

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

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

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).

Team-Up (Angel and Psylocke). Max 1 per deck. Hero Action: Search your discard pile for an identity-specific event and add it to your hand. Ready Angel and Psylocke.

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

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.

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.

Uses (2 fuel counters). Max 1 per player. Response: After a minion enters play, exhaust this card and remove 1 fuel counter from it → search your deck and discard pile for a Tactic upgrade that can be attached to that minion and add it to your hand.

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

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 only if your identity has the X-MEN trait. Hero Interrupt (defense): When an enemy attacks, put an X-MEN ally into play from your hand. Exhaust it and declare it the defender for this attack.

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

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

Max 1 per player. Hero Action: Exhaust Deft Focus → reduce the resource cost of the next superpower card you play this turn by 1.
Attach to a non-Elite minion. Max 1 per minion. Interrupt: When a friendly character attacks, deal 1 damage to attached 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.

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 Sunspot from your hand, choose a player → deal 1 damage to the villain and each minion engaged with the chosen player for each [energy] resource used to pay for Sunspot.

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

Requirement ([energy]). (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.

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).

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.

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

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.

Play only if your identity has the X-MEN trait. [star] Response: After Longshot attacks a non-ELITE minion, discard the top card of the encounter deck. If that card has a star icon ([star]) in the boost area, defeat the attacked minion.

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

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

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.

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.

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

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

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

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

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

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

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

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

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

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 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.

Action: Spend a [energy] 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.

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.

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.

Response: After Cable thwarts and defeats a side scheme, draw 1 card.
Play under any player's control. Max 1 per player. You get +3 hit points and your hero gets +1 THW.

Hero Action (thwart): Choose a number from 1 to 5. Discard that many cards from the top of the encounter deck → remote 1 threat from a scheme for each card discarded this way. Put 1 minion discarded this way into play engaged with you.

Play only if you have the X-FORCE or X-MEN trait. Response: After Marrow enters play, deal 2 damage to an enemy.

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.

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

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.

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

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).

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

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

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

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.

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.

Hero Action (attack): Defeat a non-Elite minion with an upgrade attached. Ignore any "When Defeated" abilities on that minion.

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.

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

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

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 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.

Victory 0. Response: After an X-Men character defends against an enemy attack and takes no damage, remove 1 threat from this scheme. When Defeated: Stun and confuse each enemy in play.

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

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.

[star] Chamber takes -1 consequential damage ([cost]) after he attacks a confused enemy.

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.

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.)

Reduce the cost to play Git Gud by 2 if you did not win your previous game of Marvel Champions. Forced Interrupt: When a player would be defeated, they set their hit point dial to 1 and change to alter-ego form instead. Remove this card from the game.

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

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

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

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).

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.

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

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.

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.

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.

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

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

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

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.

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).

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

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.

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

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.

Requirement ([mental][mental]). 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.

[star] 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.

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.

Response: After Mockingbird enters play, stun an enemy.

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.

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

Requirement ([physical]). 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.

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

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.

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.

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 [energy] resource you overpaid for Wasp's cost.

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. Action (thwart): Exhaust Disguise and your identity → remove 2 threat from a scheme.

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

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.

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.

Alliance. Hero Action: Exhaust an X-Force character and an X-Men character → defeat a non-Elite minion.

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.)

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.

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

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

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.)

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.

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.

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.

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

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.

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

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

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.

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.

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.

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

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.

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.

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): Choose an enemy. That enemy attacks you. Deal 5 damage to that enemy.

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

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

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.)

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

Restricted. Hero Response (attack): After you play another PSIONIC card, exhaust Psimitar → deal 2 damage to an enemy.

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.

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.

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.

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

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.

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

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.

Attach to a side scheme. Max 1 per side scheme. Interrupt: When attached side scheme is defeated, discard a non-ELITE minion.

Alliance. Max 1 per deck. Alter-Ego Action: Take a group break. Leave the table. Read a comic book. When you come back to the game, heal 1 damage from each identity for every minute you were away from the game.

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

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

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.

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

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.

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

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

Action: Exhaust X-Bunker and choose a player whose identity has the MUTANT trait → that player searches the top X cards of their deck for any card, where X is the number of side schemes in the victory display, and adds that card to their hand. (Shuffle.)

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.

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.

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

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.

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

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

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. Response: After you defend against an attack and take no damage, exhaust Unflappable → draw 1 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.

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

Play only if your identity has the X-MEN trait. Hero Action (thwart): Exhaust your hero and any number of X-MEN allies → remove X threat from among schemes in play, where X is the total THW of those characters.

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

Alliance. Hero Interrupt: When any amount of threat would be placed on the main scheme, exhaust an X-Force character and an X-Men character → prevent that threat and give each of those characters a tough status card.

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

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

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

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

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

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

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.

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

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

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).

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

[star] Response: After Cypher attacks and damages a confused enemy, draw 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.

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

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 4 damage to an enemy. If that enemy is defeated by this attack, give your hero a tough status card.

Max 1 per player. Response: After a non-Elite minion schemes, discard Sting Operation → discard that minion.

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

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

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

Hero Action: Give your hero a tough status card.

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

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 ([star] and [boost]) in that minion's boost area.

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

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

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

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

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

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.

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

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.

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

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.

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

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

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.

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

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

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

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

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

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

Action: Exhaust Deadpool Corps Ship and deal yourself 1 facedown encounter card → put a 'Pool ally into play from your hand.

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

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

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.

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

[star] Kidpool's attacks gain piercing.

When Defeated: Defeat a non-ELITE minion.

Toughness.

Play only if your identity has the X-FORCE trait. Response: After you resolve the "When Revealed" effects of a treachery card, heal 1 damage from Pete Wisdom.

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

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

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.

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

Requirement ([mental]). (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.

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.

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

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 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.

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

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

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.

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 guardian trait. Response: After Groot defends against an attack, heal 2 damage from 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.

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

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

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

Hero Action: 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.

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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.

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

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

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.

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.)

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

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

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.

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

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

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

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.

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

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

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

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.

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

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.

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

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

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

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

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

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

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

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 Spider-Girl from your hand, stun and confuse a minion.

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

[star] 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.

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.

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

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

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

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

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.

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

[star] Yondu's attacks gain ranged.Ranged attacks ignore retaliate.)