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Falcon

Sam Wilson

10 HP5 Hand Size202 Decks Analyzed
Falcon
Falcon

During the player phase, play with the top card of the encounter deck faceup. Eagle-EyedResponse: After you play an Aerial card, discard the top card of the encounter deck.

Sam Wilson
Sam Wilson

Birds of a FeatherAction: Discard 1 card from your hand → search your deck and discard pile for a Bird card and add it to your hand. (Limit once per round.)

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Team-Building Exercise
Team-Building Exercise
Support Basic 2

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.

56.2 · 112/202 decks
Quincarrier
Quincarrier
Support Basic 3

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

52.7 · 114/202 decks
Cannonball
Cannonball
Ally Basic 3

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.

48.4 · 101/202 decks
Soaring Acrobatics
Soaring Acrobatics
Upgrade Basic 2

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.

39.7 · 88/202 decks
Helicarrier
Helicarrier
Support Basic 3

Max 1 per player. Action: Exhaust Helicarrier → choose a player. Reduce the resource cost of the next card that player plays this phase by 1.

31.7 · 63/202 decks
Practiced Plan
Practiced Plan
Upgrade Basic 0

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.

30.4 · 56/202 decks
Vivian
Vivian
Ally Basic 2

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).

29.8 · 61/202 decks
Captain America
Captain America
Upgrade Leadership 0

Play only if you are the Bucky Barnes or Sam Wilson player. Hero Action: Exhaust Captain America and spend a [physical] resource → find Captain America's Shield and add it to your hand. If it leaves play this way, deal 4 damage to an enemy.

28.1 · 66/202 decks
Cloud 9
Cloud 9
Ally Leadership 3

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

27.4 · 54/202 decks
Down Time
Down Time
Upgrade Basic 1

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

26.7 · 39/202 decks
Flight Squadron
Flight Squadron
Support Leadership 2

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."

26.0 · 59/202 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

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

25.6 · 41/202 decks
Air Supremacy
Air Supremacy
Event Leadership 2

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.

24.2 · 48/202 decks
Aero
Aero
Ally Leadership 3

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

23.7 · 54/202 decks
Endurance
Endurance
Upgrade Basic 1

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

21.6 · 33/202 decks
The Triskelion
The Triskelion
Support Leadership 1

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

21.0 · 45/202 decks
Hugin & Munin
Hugin & Munin
Ally Leadership 2

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.

20.8 · 55/202 decks
Spectrum
Spectrum
Ally Leadership 5

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.

19.7 · 48/202 decks
Clarity of Purpose
Clarity of Purpose
Upgrade Leadership 1

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.

18.8 · 31/202 decks
Cosmo
Cosmo
Ally Basic 2

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.

18.4 · 44/202 decks
Armored Vest
Armored Vest
Upgrade Protection 1

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

17.8 · 39/202 decks
Electrostatic Armor
Electrostatic Armor
Upgrade Protection 1

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

16.6 · 34/202 decks
The Power of Leadership
The Power of Leadership
Resource Leadership

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

16.4 · 37/202 decks
Adam Warlock
Adam Warlock
Ally Leadership 3

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.

15.4 · 35/202 decks
Unflappable
Unflappable
Upgrade Protection 1

Play under any player's control. Max 1 per player. Response: After you defend against an attack and take no damage, exhaust Unflappable → draw 1 card.

15.4 · 35/202 decks
Inspired
Inspired
Upgrade Leadership 1

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

13.8 · 27/202 decks
Sunspot
Sunspot
Ally Leadership 3

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.

13.5 · 25/202 decks
Build Support
Build Support
Player Side Scheme Basic 1

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.)

13.4 · 33/202 decks
Flying Formation
Flying Formation
Event Leadership 4

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

13.4 · 20/202 decks
Superpower Training
Superpower Training
Player Side Scheme Basic 1

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

13.2 · 29/202 decks
Call for Backup
Call for Backup
Player Side Scheme Leadership 1

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

13.0 · 20/202 decks
Avengers Tower
Avengers Tower
Support Basic 2

If each of your allies has the Avenger trait, increase your ally limit by 1. Action: Exhaust Avengers Tower → reduce the cost of the next Avenger ally played this phase by 1.

12.9 · 20/202 decks
Ever Vigilant
Ever Vigilant
Event Protection 2

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

11.6 · 31/202 decks
Skilled Investigator
Skilled Investigator
Upgrade Justice 0

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

11.1 · 17/202 decks
Sky Cycle
Sky Cycle
Upgrade Leadership 1

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

10.6 · 20/202 decks
Suit Up
Suit Up
Event Leadership 2

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.)

10.1 · 21/202 decks
Yaw and Roll
Yaw and Roll
Event Justice 1

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

10.0 · 19/202 decks
Wingman
Wingman
Upgrade Leadership 0

Attach to an Aerial ally. Max 1 per ally. Interrupt: When another Aerial ally would take any amount of consequential damage, exhaust attached ally → prevent 1 of that damage.

9.9 · 23/202 decks
Specialized Training
Specialized Training
Player Side Scheme Basic 1

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.

9.7 · 25/202 decks
Make the Call
Make the Call
Event Leadership 0

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

9.6 · 18/202 decks
Gambit
Gambit
Ally Basic 3

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.

9.6 · 18/202 decks
Agile Flight
Agile Flight
Event Justice 3

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).

9.5 · 13/202 decks
Angel's Aerie
Angel's Aerie
Support Protection 1

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.

9.4 · 20/202 decks
The Power of Justice
The Power of Justice
Resource Justice

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

9.3 · 13/202 decks
Captain Marvel
Captain Marvel
Ally Leadership 5

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.

9.0 · 20/202 decks
Sidearm
Sidearm
Upgrade Basic 1

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

9.0 · 15/202 decks
Team Training
Team Training
Support Leadership 2

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

8.9 · 23/202 decks
Wiccan
Wiccan
Ally Justice 2

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.

8.6 · 15/202 decks
Falcon
Falcon
Ally Leadership 4

Response: After Falcon enters play, look at the top 3 cards of the encounter deck. For each treachery looked at this way, remove 1 threat from a scheme.

8.3 · 17/202 decks
Strength in Diversity
Strength in Diversity
Event Leadership 2

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.

7.4 · 26/202 decks
Defensive Conditioning
Defensive Conditioning
Upgrade Protection 2

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

7.3 · 10/202 decks
Maria Hill
Maria Hill
Ally Leadership 2

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

7.2 · 11/202 decks
The Night Nurse
The Night Nurse
Support Protection 1

Uses (3 medical counters). Action: Exhaust The Night Nurse and remove 1 medical counter from her → heal 1 damage from a hero and discard 1 status card from it.

7.2 · 13/202 decks
Resource Reserve
Resource Reserve
Support Leadership 1

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).

7.1 · 16/202 decks
Earth's Mightiest Heroes
Earth's Mightiest Heroes
Event Basic 0

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

7.1 · 13/202 decks
Energy Barrier
Energy Barrier
Upgrade Protection 2

Uses (3 reflection counters). Interrupt: When you would take any amount of damage, remove 1 reflection counter from here → prevent 1 of that damage and deal 1 damage to an enemy.

7.0 · 14/202 decks
Ready for a Fight
Ready for a Fight
Upgrade Protection 1

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.

6.9 · 14/202 decks
Pulse Grenade
Pulse Grenade
Upgrade Basic 2

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.

6.8 · 11/202 decks
Nick Fury
Nick Fury
Ally Basic 4

Forced Response: After Nick Fury enters play, choose one: remove 2 threat from a scheme, draw 3 cards, or deal 4 damage to an enemy. At the end of the round, if Nick Fury is still in play, discard him.

6.7 · 17/202 decks
Wasp
Wasp
Ally Aggression 0

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.

6.6 · 11/202 decks
Honorary Avenger
Honorary Avenger
Upgrade Basic 0

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

6.6 · 20/202 decks
Jocasta
Jocasta
Ally Protection 3

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.

6.4 · 14/202 decks
Innovation
Innovation
Resource Leadership

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

6.3 · 10/202 decks
Ops Room
Ops Room
Support Protection 2

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.

6.3 · 10/202 decks
Under Surveillance
Under Surveillance
Upgrade Justice 2

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

6.3 · 8/202 decks
Professor X
Professor X
Ally Basic 3

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.

6.2 · 15/202 decks
Dr. Sinclair
Dr. Sinclair
Support Protection 2

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.

6.2 · 14/202 decks
Overwatch
Overwatch
Upgrade Justice 0

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.

6.1 · 8/202 decks
Captain Britain
Captain Britain
Ally Justice 4

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

6.1 · 11/202 decks
Angel
Angel
Ally Basic 3

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

5.9 · 12/202 decks
Stinger
Stinger
Ally Leadership 1

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

5.8 · 15/202 decks
Rapid Response
Rapid Response
Upgrade Leadership 2

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

5.7 · 7/202 decks
Change of Fortune
Change of Fortune
Upgrade Protection 1

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.

5.6 · 10/202 decks
Blade
Blade
Ally Basic 1

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

5.5 · 12/202 decks
Symbiote Suit
Symbiote Suit
Upgrade Basic 4

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

5.5 · 8/202 decks
One Way or Another
One Way or Another
Event Justice 0

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).

5.5 · 10/202 decks
Quasar
Quasar
Ally Justice 3

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

5.4 · 8/202 decks
Dauntless
Dauntless
Upgrade Protection 1

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.

5.3 · 11/202 decks
Front Organization
Front Organization
Support Basic 0

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.

5.2 · 7/202 decks
The Power of Protection
The Power of Protection
Resource Protection

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

5.0 · 12/202 decks
Banshee
Banshee
Ally Justice 4

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

4.9 · 7/202 decks
Starhawk
Starhawk
Ally Protection 2

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

4.7 · 13/202 decks
Bombs Away
Bombs Away
Event Aggression 2

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.

4.7 · 8/202 decks
Pitchback
Pitchback
Event Aggression 1

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

4.7 · 9/202 decks
Misty Knight
Misty Knight
Ally Justice 4

[star] Interrupt: When Misty Knight thwarts, look at the top 2 cards of the encounter deck and discard 1 of those cards. Misty Knight gets +1 THW for this thwart for each icon ([star] and [boost]) in the discarded card's boost area.

4.4 · 14/202 decks
Ironheart
Ironheart
Ally Basic 2

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

4.4 · 7/202 decks
White Widow
White Widow
Ally Protection 4

Response: After you resolve the ability of a Preparation card you control, heal damage from White Widow equal to that card's printed resource cost.

4.2 · 11/202 decks
Hawkeye
Hawkeye
Ally Leadership 3

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

4.1 · 8/202 decks
War Machine
War Machine
Ally Basic 4

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

4.0 · 6/202 decks
White Tiger
White Tiger
Ally Leadership 3

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.

4.0 · 9/202 decks
Aerial Intervention
Aerial Intervention
Event Protection 0

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.

3.9 · 10/202 decks
"I Can Do This All Day"
"I Can Do This All Day"
Event Protection 1

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

3.9 · 4/202 decks
Mission Leader
Mission Leader
Upgrade Leadership 2

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.

3.8 · 6/202 decks
Spider-Byte
Spider-Byte
Ally Protection 3

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

3.8 · 6/202 decks
Dive Bomb
Dive Bomb
Event Aggression 4

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.

3.8 · 9/202 decks
Command Team
Command Team
Support Leadership 2

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

3.8 · 9/202 decks
Sidekick
Sidekick
Upgrade Leadership 1

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.

3.7 · 5/202 decks
E
Evaluate Threat
Player Side Scheme Basic 1

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.

3.7 · 7/202 decks
Slingshot
Slingshot
Ally Leadership 3

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.

3.7 · 7/202 decks
Power Gloves
Power Gloves
Upgrade Leadership 1

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

3.6 · 9/202 decks
Spider-Girl
Spider-Girl
Ally Aggression 2

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

3.6 · 4/202 decks
Spider-Man
Spider-Man
Ally Justice 5

Response: After you play Spider-Man from your hand, remove 3 [per_hero] threat from a side scheme.

3.6 · 4/202 decks
For Justice!
For Justice!
Event Justice 2

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

3.5 · 5/202 decks
Face the Past
Face the Past
Event Basic 0

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.

3.5 · 7/202 decks
Hard to Ignore
Hard to Ignore
Upgrade Protection 1

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

3.3 · 11/202 decks
Indomitable
Indomitable
Upgrade Protection 1

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

3.3 · 9/202 decks
Inspiring Presence
Inspiring Presence
Event Leadership 1

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

3.2 · 10/202 decks
Agent Coulson
Agent Coulson
Ally Justice 3

Response: After Agent Coulson enters play, search your deck and discard pile for a Preparation card and add it to your hand. Shuffle your deck.

3.2 · 7/202 decks
Hulk
Hulk
Ally Aggression 2

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

3.1 · 4/202 decks
Chance Encounter
Chance Encounter
Upgrade Justice 0

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.

3.1 · 5/202 decks
Ready to Rumble
Ready to Rumble
Upgrade Basic 1

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

3.1 · 7/202 decks
Thor
Thor
Ally Aggression 4

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 [physical] resource).

3.0 · 4/202 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

3.0 · 6/202 decks
Yellow Jacket
Yellow Jacket
Ally Basic 3

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.

3.0 · 4/202 decks
Cuts Both Ways
Cuts Both Ways
Event Protection 0

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

3.0 · 4/202 decks
Excelsior
Excelsior
Upgrade Protection 1

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

3.0 · 3/202 decks
Band Together
Band Together
Resource Leadership

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

3.0 · 6/202 decks
Crew Quarters
Crew Quarters
Support Basic 1

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

3.0 · 3/202 decks
Firepower
Firepower
Event Aggression 1

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.

3.0 · 3/202 decks
Height Advantage
Height Advantage
Upgrade Protection 1

While your identity has the Aerial trait, reduce the amount of damage you take from each enemy attack by 1. Forced Interrupt: When your turn begins, discard this card.

2.9 · 7/202 decks
Leadership Training
Leadership Training
Support Leadership 1

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.

2.9 · 5/202 decks
Spider-Ham
Spider-Ham
Ally Basic 3

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

2.9 · 2/202 decks
Sonic Rifle
Sonic Rifle
Upgrade Justice 3

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).

2.8 · 4/202 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

2.8 · 4/202 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1

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

2.8 · 5/202 decks
Ant-Man
Ant-Man
Ally Leadership 0

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.

2.7 · 4/202 decks
Iron Lad
Iron Lad
Ally Basic 2

[star] 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.

2.7 · 3/202 decks
Mighty Avengers
Mighty Avengers
Support Leadership 3

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.

2.6 · 11/202 decks
Preemptive Strike
Preemptive Strike
Event Protection 1

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

2.6 · 7/202 decks
Pixie
Pixie
Ally Leadership 2

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

2.6 · 6/202 decks
Kaluu
Kaluu
Ally Leadership 2

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.

2.6 · 5/202 decks
A
Avengers Compound
Support Basic 0

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.

2.6 · 4/202 decks
"Stop Hitting Yourself"
"Stop Hitting Yourself"
Event Protection 2

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

2.5 · 5/202 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2

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

2.5 · 4/202 decks
Tigra
Tigra
Ally Aggression 3

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

2.5 · 2/202 decks
Sense of Justice
Sense of Justice
Upgrade Justice 2

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

2.5 · 5/202 decks
Never Back Down
Never Back Down
Event Protection 1

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.

2.5 · 5/202 decks
Siryn
Siryn
Ally Protection 4

[star] Response: After Siryn attacks, stun a minion.

2.5 · 5/202 decks
Even the Odds
Even the Odds
Event Justice 2

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.

2.4 · 3/202 decks
Manifold
Manifold
Ally Justice 3

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.

2.4 · 3/202 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

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

2.4 · 4/202 decks
"
"Avenge Me!"
Upgrade Leadership 0

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.

2.4 · 4/202 decks
Leadership Skill
Leadership Skill
Upgrade Leadership 1

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.

2.3 · 2/202 decks
Side-by-Side
Side-by-Side
Event Leadership 2

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.

2.2 · 4/202 decks
Havok
Havok
Ally Leadership 4

[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]).

2.2 · 3/202 decks
Lead from the Front
Lead from the Front
Event Leadership 2

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

2.2 · 4/202 decks
Strength In Numbers
Strength In Numbers
Event Leadership 0

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

2.1 · 8/202 decks
Containment Strategy
Containment Strategy
Upgrade Protection 1

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).

2.1 · 5/202 decks
Jemma Simmons
Jemma Simmons
Support Basic 3

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 [mental] resource for a Tech card.

2.1 · 3/202 decks
Leo Fitz
Leo Fitz
Support Basic 3

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.)

2.1 · 3/202 decks
S.H.I.E.L.D. Deputy
S.H.I.E.L.D. Deputy
Upgrade Basic 0

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.

2.1 · 7/202 decks
Wonder Man
Wonder Man
Ally Leadership 2

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

2.1 · 3/202 decks
Boot Camp
Boot Camp
Support Aggression 3

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

2.1 · 5/202 decks
Justice Served
Justice Served
Upgrade Justice 1

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.

2.0 · 3/202 decks
Defiance
Defiance
Event Protection 0

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

2.0 · 4/202 decks
Organizational Support
Organizational Support
Resource Leadership

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.

2.0 · 3/202 decks
Brother Voodoo
Brother Voodoo
Ally Protection 3

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

2.0 · 5/202 decks
Leading Blow
Leading Blow
Event Protection 0

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

1.9 · 6/202 decks
Quake
Quake
Ally Justice 2

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

1.9 · 3/202 decks
Critical Hit
Critical Hit
Event Aggression 2

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

1.9 · 2/202 decks
Speed
Speed
Ally Justice 4

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

1.9 · 2/202 decks
Patriot
Patriot
Ally Protection 3

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

1.8 · 2/202 decks
The Raft
The Raft
Support Justice 2

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.

1.8 · 4/202 decks
Sentry
Sentry
Ally Aggression 4

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

1.8 · 2/202 decks
Aggressive Conditioning
Aggressive Conditioning
Upgrade Aggression 3

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

1.8 · 2/202 decks
Going Undercover
Going Undercover
Player Side Scheme Justice 0

Victory 0. When Defeated: The defeating player looks at the top 5 cards of the encounter deck. They may add 1 non-scenario-specific card from among those to the victory display, then place the rest on the top and/or bottom of the encounter deck in any order.

1.8 · 5/202 decks
Web of Life and Destiny
Web of Life and Destiny
Support Basic 3

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.

1.8 · 3/202 decks
What Doesn't Kill Me
What Doesn't Kill Me
Event Protection 2

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

1.8 · 6/202 decks
Healing Factor
Healing Factor
Upgrade Pool 3

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

1.7 · 5/202 decks
Self Confidence
Self Confidence
Resource Pool

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).

1.7 · 5/202 decks
Self Control
Self Control
Resource Pool

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).

1.7 · 5/202 decks
Self Preservation
Self Preservation
Resource Pool

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).

1.7 · 5/202 decks
Comms Implant
Comms Implant
Upgrade Leadership 1

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

1.7 · 6/202 decks
Muster Courage
Muster Courage
Event Protection 3

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.

1.7 · 3/202 decks
Powerful Punch
Powerful Punch
Event Protection 2

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

1.7 · 3/202 decks
Lock and Load
Lock and Load
Player Side Scheme Aggression 1

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.)

1.7 · 2/202 decks
Desperate Defense
Desperate Defense
Event Protection 1

Hero Interrupt (defense): When your hero defends against an attack, it gets +2 DEF for that attack. If you take no damage from that attack, ready your hero.

1.6 · 5/202 decks
Black Panther
Black Panther
Ally Leadership 4

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.

1.6 · 6/202 decks
Target Acquired
Target Acquired
Upgrade Basic 1

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

1.6 · 3/202 decks
Nerves of Steel
Nerves of Steel
Upgrade Protection 2

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

1.6 · 4/202 decks
SP//dr
SP//dr
Ally Basic 2

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.

1.6 · 2/202 decks
Longshot
Longshot
Ally Basic 4

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.

1.6 · 2/202 decks
C.I.T.T.
C.I.T.T.
Support Basic 2

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

1.6 · 4/202 decks
Establish Perimeter
Establish Perimeter
Player Side Scheme Protection 1

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

1.6 · 2/202 decks
Get Rage-y
Get Rage-y
Event Pool 0

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

1.6 · 4/202 decks
Martial Prowess
Martial Prowess
Upgrade Aggression 2

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

1.6 · 3/202 decks
Toe to Toe
Toe to Toe
Event Aggression 1

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

1.6 · 3/202 decks
Laser Blaster
Laser Blaster
Upgrade Leadership 1

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

1.6 · 6/202 decks
Avengers Assemble!
Avengers Assemble!
Event Leadership 4

Max 1 per round. Hero Action: Ready each Avenger character you control. Until the end of the phase, each Avenger character in play gets +1 THW and +1 ATK.

1.6 · 7/202 decks
Noble Sacrifice
Noble Sacrifice
Event Leadership 1

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.

1.5 · 4/202 decks
Effective Leadership
Effective Leadership
Resource Leadership

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.

1.5 · 3/202 decks
"Come Get Me, Bub!"
"Come Get Me, Bub!"
Event Protection 0

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.

1.5 · 4/202 decks
Hand Cannon
Hand Cannon
Upgrade Aggression 2

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.

1.5 · 1/202 decks
She-Hulk
She-Hulk
Ally Aggression 4

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

1.5 · 1/202 decks
Valkyrie
Valkyrie
Ally Aggression 3

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

1.5 · 1/202 decks
Med Team
Med Team
Support Protection 3

Uses (3 medical counters). (Enters play with 3 counters. When those are gone, discard this card.) Action: Exhaust Med Team and remove 1 medical counter from it → heal 2 damage from a friendly character.

1.5 · 3/202 decks
Call for Aid
Call for Aid
Event Leadership 0

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

1.5 · 2/202 decks
Deathlok
Deathlok
Ally Aggression 3

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.)

1.5 · 1/202 decks
S.H.I.E.L.D. Sidearm
S.H.I.E.L.D. Sidearm
Upgrade Aggression 1

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.

1.5 · 1/202 decks
Scarlet Spider
Scarlet Spider
Ally Protection 3

Interrupt: When another Web-Warrior character would take any amount of damage, Scarlet Spider takes that damage instead.

1.5 · 4/202 decks
Enhanced Reflexes
Enhanced Reflexes
Upgrade Basic 2

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

1.4 · 2/202 decks
Intelligence
Intelligence
Upgrade Justice 1

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.

1.4 · 6/202 decks
F
Firebird
Ally Justice 2

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.

1.4 · 5/202 decks
J
Jarvis
Support Basic 2

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.

1.4 · 3/202 decks
One by One
One by One
Event Aggression 1

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

1.4 · 2/202 decks
S
Sentry
Ally Justice 3

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.

1.4 · 5/202 decks
Riposte
Riposte
Event Protection 1

Hero Interrupt (defense): When your hero defends against an attack, it gets +2 DEF for that attack. If you take no damage from that attack, deal 3 damage to the attacking enemy.

1.4 · 3/202 decks
Groot
Groot
Ally Basic 3

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

1.3 · 3/202 decks
Global Logistics
Global Logistics
Event Justice 0

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.

1.3 · 5/202 decks
Lockjaw
Lockjaw
Ally Basic 4

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

1.3 · 2/202 decks
Iron Fist
Iron Fist
Ally Protection 4

Iron Fist enters play with 2 mystic counters on him. Interrupt: When Iron Fist attacks an enemy, remove 1 mystic counter from him → stun that enemy and deal 1 damage to it.

1.3 · 3/202 decks
Snowguard
Snowguard
Ally Basic 4

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.

1.3 · 5/202 decks
Clear the Area
Clear the Area
Event Justice 1

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

1.3 · 3/202 decks
United We Stand
United We Stand
Event Leadership 0

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.

1.3 · 6/202 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

1.3 · 6/202 decks
Crisis Averted
Crisis Averted
Event Justice 3

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]).

1.2 · 3/202 decks
Piercing Strike
Piercing Strike
Event Aggression 2

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

1.2 · 2/202 decks
Nick Fury, Sr.
Nick Fury, Sr.
Ally Basic 4

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.

1.2 · 3/202 decks
Stun Gun
Stun Gun
Upgrade Protection 2

Restricted. Uses (2 charge counters). Hero Action: Exhaust Stun Gun and remove 1 or 2 charge counters from it → if you removed: • 1 charge counter, stun a minion. • 2 charge counters, stun the villain.

1.2 · 2/202 decks
Charlie-27
Charlie-27
Ally Protection 4

Retaliate 1. Toughness.

1.1 · 2/202 decks
Martyr
Martyr
Ally Protection 4

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

1.1 · 2/202 decks
Spider-Man 2099
Spider-Man 2099
Ally Leadership 4

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

1.1 · 3/202 decks
Stand Together
Stand Together
Event Protection 4

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.

1.1 · 2/202 decks
The Gardener
The Gardener
Event Protection 2

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Heal 2 damage from your identity and remove this card from the game. This effect cannot be canceled.

1.1 · 2/202 decks
Lay the Trap
Lay the Trap
Player Side Scheme Justice 1

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

1.1 · 6/202 decks
Regroup
Regroup
Support Leadership 1

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.

1.1 · 1/202 decks
Stick-To-Itiveness
Stick-To-Itiveness
Upgrade Pool 2

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

1.1 · 3/202 decks
Beast
Beast
Ally Leadership 4

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

1.1 · 3/202 decks
Chase Them Down
Chase Them Down
Event Aggression 0

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

1.1 · 1/202 decks
Hidden Base
Hidden Base
Support Protection 2

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.

1.1 · 3/202 decks
Precision Strike
Precision Strike
Event Aggression 1

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

1.1 · 1/202 decks
Cutupper
Cutupper
Event Pool 3

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

1.0 · 4/202 decks
Jump Flip
Jump Flip
Event Protection 1

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.

1.0 · 1/202 decks
Luke Cage
Luke Cage
Ally Protection 4

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

1.0 · 1/202 decks
Rock, Paper, Scissors
Rock, Paper, Scissors
Upgrade Pool 1

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.

1.0 · 4/202 decks
Side Step
Side Step
Event Protection 1

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.

1.0 · 1/202 decks
Throg
Throg
Ally Aggression 2

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

1.0 · 5/202 decks
Northstar
Northstar
Ally Protection 3

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

1.0 · 2/202 decks
Honed Technique
Honed Technique
Upgrade Aggression 3

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.

1.0 · 4/202 decks
Cell Phone
Cell Phone
Upgrade Basic 2

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.

1.0 · 3/202 decks
The Power of Aggression
The Power of Aggression
Resource Aggression

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

1.0 · 5/202 decks
C
Cameo
Support Leadership

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.

0.9 · 2/202 decks
Black Widow
Black Widow
Ally Protection 3

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

0.9 · 3/202 decks
Energy Spear
Energy Spear
Upgrade Aggression 1

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

0.9 · 4/202 decks
Two-Gun Kid
Two-Gun Kid
Ally Aggression 3

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

0.9 · 1/202 decks
Taunt
Taunt
Event Protection 1

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

0.9 · 4/202 decks
Press the Advantage
Press the Advantage
Event Aggression 1

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

0.9 · 1/202 decks
H
Hawkeye
Ally Justice 3

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.

0.9 · 3/202 decks
S
Scarlet Witch
Ally Justice 2

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.

0.9 · 3/202 decks
Making an Entrance
Making an Entrance
Event Justice 1

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.

0.9 · 2/202 decks
Multitasking
Multitasking
Event Justice 1

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.

0.9 · 1/202 decks
Take Out the Guards
Take Out the Guards
Player Side Scheme Justice 0

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

0.9 · 1/202 decks
War
War
Upgrade Pool 1

Hero Action: Exhaust War → discard the top card of the encounter deck. Take 1 damage for each icon ([star] and [boost]) 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.

0.9 · 3/202 decks
Repurpose
Repurpose
Event Protection 0

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.

0.9 · 4/202 decks
Captain America
Captain America
Ally Leadership 6

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

0.8 · 2/202 decks
H
Heroic Conditioning
Upgrade Justice 3

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

0.8 · 1/202 decks
Grant Ward
Grant Ward
Ally Basic 0

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

0.8 · 4/202 decks
Infiltration
Infiltration
Event Justice 1

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.

0.8 · 4/202 decks
Warpath
Warpath
Ally Protection 4

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

0.8 · 4/202 decks
Expert Defense
Expert Defense
Event Protection 0

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

0.7 · 3/202 decks
Beat Cop
Beat Cop
Support Justice 3

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.

0.7 · 2/202 decks
Hope Summers
Hope Summers
Ally Basic 4

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.)

0.7 · 3/202 decks
Git Gud
Git Gud
Upgrade Pool 2

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.

0.7 · 1/202 decks
Laser Swords
Laser Swords
Upgrade Pool 3

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).

0.7 · 1/202 decks
Live Dangerously
Live Dangerously
Player Side Scheme Pool 0

Victory 0. Each identity gets +2 hand size.

0.7 · 1/202 decks
Plot Convenience
Plot Convenience
Support Pool 2

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.

0.7 · 1/202 decks
Storm
Storm
Ally Basic 5

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.

0.7 · 1/202 decks
Resourceful
Resourceful
Upgrade Basic 1

Resource: Discard Resourceful → generate a [wild] resource.

0.7 · 3/202 decks
Winter Soldier
Winter Soldier
Ally Aggression 3

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

0.7 · 2/202 decks
Anticipation
Anticipation
Upgrade Protection 1

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

0.7 · 1/202 decks
Ingenuity
Ingenuity
Upgrade Basic 2

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

0.7 · 1/202 decks
Machine Man
Machine Man
Ally Basic 2

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.

0.7 · 1/202 decks
Daredevil
Daredevil
Ally Protection 2

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

0.6 · 1/202 decks
Victor Mancha
Victor Mancha
Ally Protection 2

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

0.6 · 1/202 decks
Quinjet
Quinjet
Support Leadership 1

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

0.6 · 3/202 decks
Under Control
Under Control
Upgrade Protection 0

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.

0.6 · 3/202 decks
Vigilante Training
Vigilante Training
Support Justice 1

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.

0.6 · 1/202 decks
E
Everywhere All at Once
Event Justice -1

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).

0.6 · 3/202 decks
Goliath
Goliath
Ally Leadership 4

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

0.6 · 1/202 decks
Pinned Down
Pinned Down
Upgrade Protection 0

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

0.6 · 2/202 decks
Wraith
Wraith
Ally Justice 3

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

0.6 · 1/202 decks
Combat Training
Combat Training
Upgrade Aggression 2

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

0.6 · 2/202 decks
Heimdall
Heimdall
Ally Basic 5

Response: After Heimdall enters play, look at the top 3 cards of the encounter deck. Discard 1 of them and put the others back in any order.

0.6 · 3/202 decks
Living Tribunal
Living Tribunal
Event Justice 2

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.

0.6 · 1/202 decks
Render Medical Aid
Render Medical Aid
Player Side Scheme Protection 0

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

0.6 · 3/202 decks
Surveillance Team
Surveillance Team
Support Justice 2

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

0.6 · 3/202 decks
Blindfold
Blindfold
Ally Justice 3

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.

0.5 · 3/202 decks
Rally the Troops
Rally the Troops
Player Side Scheme Leadership 0

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

0.5 · 3/202 decks
Ronin
Ronin
Ally Leadership 3

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

0.5 · 1/202 decks
Marvel Boy
Marvel Boy
Ally Aggression 2

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

0.5 · 2/202 decks
Ready for Action
Ready for Action
Event Leadership 1

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

0.5 · 2/202 decks
Eros
Eros
Ally Justice 2

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

0.5 · 1/202 decks
Plan B
Plan B
Upgrade Basic 1

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.

0.5 · 1/202 decks
Stealth Strike
Stealth Strike
Event Justice 3

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

0.5 · 1/202 decks
Turn the Tide
Turn the Tide
Event Justice 0

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

0.5 · 1/202 decks
Invulnerability
Invulnerability
Event Basic 3

Hero Action: Give your hero a tough status card.

0.5 · 2/202 decks
Enhanced Physique
Enhanced Physique
Upgrade Basic 2

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

0.4 · 2/202 decks
Melinda May
Melinda May
Ally Basic 4

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

0.4 · 3/202 decks
Angela
Angela
Ally Aggression 0

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.

0.4 · 2/202 decks
Bug
Bug
Ally Aggression 2

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

0.4 · 2/202 decks
Cosmic Alliance
Cosmic Alliance
Event Basic 3

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.

0.4 · 2/202 decks
Enraged
Enraged
Upgrade Aggression 1

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

0.4 · 2/202 decks
Return the Favor
Return the Favor
Event Protection 0

Hero Action (attack): Discard cards from the top of the encounter deck until you discard a treachery. Reveal that treachery → deal 5 damage to the villain.

0.4 · 2/202 decks
Star-Lord
Star-Lord
Ally Basic 2

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

0.4 · 2/202 decks
Deadpool
Deadpool
Ally Basic 3

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

0.4 · 2/202 decks
Eyes in the Sky
Eyes in the Sky
Upgrade Justice 0

Hero Interrupt: When you reveal a non-ELITE minion, exhaust an AERIAL character you control and discard this card → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck.

0.4 · 2/202 decks
Monica Chang
Monica Chang
Ally Justice 3

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.

0.4 · 2/202 decks
Forcefield Generator
Forcefield Generator
Upgrade Protection 3

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.

0.4 · 2/202 decks
Tic-Tac-Toe
Tic-Tac-Toe
Upgrade Pool 0

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.

0.4 · 2/202 decks
Spider-Man
Spider-Man
Ally Basic 3

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.

0.4 · 2/202 decks
Danger Room Training
Danger Room Training
Upgrade Leadership 1

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

0.4 · 2/202 decks
Spider-UK
Spider-UK
Ally Protection 3

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

0.4 · 2/202 decks
Vision
Vision
Ally Leadership 4

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

0.4 · 2/202 decks
Yondu
Yondu
Ally Leadership 4

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

0.4 · 2/202 decks
Go All Out
Go All Out
Event Leadership 2

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.

0.4 · 2/202 decks
Melee
Melee
Event Aggression 3

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

0.4 · 2/202 decks
Not Today!
Not Today!
Event Protection 1

Hero Interrupt (defense): When your hero defends against an attack, it gets +2 DEF for that attack. If you take no damage from that attack, remove 2 threat from a scheme.

0.4 · 2/202 decks
Counterattack
Counterattack
Upgrade Aggression 1

Max 1 per player. Hero Response (attack): After you take damage from an enemy attack, discard Counterattack → deal an equal amount of damage to that enemy.

0.3 · 1/202 decks
Invisibility Gear
Invisibility Gear
Upgrade Justice 1

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

0.3 · 1/202 decks
Energy Shield
Energy Shield
Upgrade Protection 0

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.

0.3 · 2/202 decks
Warrior Skill
Warrior Skill
Upgrade Aggression 2

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

0.3 · 1/202 decks
Captain America's Shield
Captain America's Shield
Upgrade Leadership 1

Linked (Captain America upgrade). Restricted. Your hero gets +1 DEF and gains retaliate 1.

0.3 · 11/202 decks
Captain America
Captain America
Ally Aggression 4

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

0.3 · 3/202 decks
Kid Omega
Kid Omega
Ally Leadership 2

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.

0.3 · 1/202 decks
Teamwork
Teamwork
Event Leadership 0

Hero Interrupt When you use your basic thwart power (THW) or basic attack power (ATK), exhaust an ally you control → add that ally's matching power to your hero's power for this use.

0.3 · 1/202 decks
Brawn
Brawn
Ally Aggression 3

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

0.3 · 1/202 decks
Into the Fray
Into the Fray
Event Aggression 3

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.

0.3 · 1/202 decks
Psylocke
Psylocke
Ally Aggression 4

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.

0.3 · 1/202 decks
Blaze of Glory
Blaze of Glory
Event Leadership 2

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

0.3 · 1/202 decks
Counterintelligence
Counterintelligence
Upgrade Justice 2

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

0.3 · 1/202 decks
Defensive Stance
Defensive Stance
Upgrade Protection 2

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

0.3 · 1/202 decks
Fighting Fit
Fighting Fit
Event Protection 2

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).

0.3 · 1/202 decks
Hard Knocks
Hard Knocks
Event Protection 3

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

0.3 · 1/202 decks
Momentum Shift
Momentum Shift
Event Protection 2

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

0.3 · 1/202 decks
Rogue
Rogue
Ally Protection 4

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.)

0.3 · 1/202 decks
Target Practice
Target Practice
Support Leadership 0

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

0.3 · 1/202 decks
In-Betweener
In-Betweener
Event Aggression 2

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Deal 2 damage to the villain and remove this card from the game. This effect cannot be canceled.

0.2 · 1/202 decks
Battle Fury
Battle Fury
Upgrade Aggression 1

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

0.2 · 1/202 decks
Command Center
Command Center
Support Justice 1

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

0.2 · 1/202 decks
Foiled!
Foiled!
Event Justice 0

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

0.2 · 1/202 decks
Followed
Followed
Upgrade Justice 1

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

0.2 · 1/202 decks
Phoenix
Phoenix
Ally Leadership 3

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

0.2 · 1/202 decks
Plan of Attack
Plan of Attack
Event Aggression 0

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.

0.2 · 1/202 decks
Swift Retribution
Swift Retribution
Event Justice 1

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

0.2 · 1/202 decks
Iron Man
Iron Man
Ally Leadership 4

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

0.2 · 1/202 decks
Adrenaline Rush
Adrenaline Rush
Upgrade Basic 1

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

0.2 · 1/202 decks
Sky-Destroyer
Sky-Destroyer
Support Basic 3

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

0.2 · 1/202 decks
Tenacity
Tenacity
Upgrade Basic 2

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

0.2 · 1/202 decks
Drax
Drax
Ally Basic 3

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

0.2 · 1/202 decks
Gamora
Gamora
Ally Basic 3

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.

0.2 · 1/202 decks
Ghost-Spider
Ghost-Spider
Ally Basic 3

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.)

0.2 · 1/202 decks
Giant-Man
Giant-Man
Ally Leadership 5

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

0.2 · 1/202 decks
Joining Forces
Joining Forces
Event Leadership 4

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).

0.2 · 1/202 decks
Rocket Raccoon
Rocket Raccoon
Ally Basic 3

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.

0.2 · 1/202 decks
Silk
Silk
Ally Protection 2

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.)

0.2 · 1/202 decks
Spider-Tingle
Spider-Tingle
Upgrade Protection 1

Interrupt: When you would reveal an encounter card, deal 1 damage to a Web-Warrior character you control → if that card is a treachery, cancel its "When Revealed" effects and discard Spider-Tingle.

0.2 · 1/202 decks
Agent 13
Agent 13
Ally Basic 4

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

0.2 · 1/202 decks
Beta Ray Bill
Beta Ray Bill
Ally Leadership 5

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

0.2 · 1/202 decks
Clobber
Clobber
Event Aggression 2

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.

0.2 · 1/202 decks
Coordinated Attack
Coordinated Attack
Upgrade Leadership 0

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

0.2 · 1/202 decks
Enhanced Awareness
Enhanced Awareness
Upgrade Basic 2

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

0.2 · 1/202 decks
Flow Like Water
Flow Like Water
Upgrade Protection 2

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

0.2 · 1/202 decks
Hall of Heroes
Hall of Heroes
Support Aggression 2

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

0.2 · 1/202 decks
Judoka Skill
Judoka Skill
Upgrade Protection 2

Uses (3 judo counters). Max 1 per player. Interrupt: When you defend against an enemy attack, remove 1 judo counter from here → that enemy gets -2 ATK for that attack.

0.2 · 1/202 decks
Med Lab
Med Lab
Support Leadership 1

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.

0.2 · 1/202 decks
Morale Boost
Morale Boost
Event Leadership 1

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

0.2 · 1/202 decks
Moxie
Moxie
Event Leadership 0

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

0.2 · 1/202 decks
Push Ahead
Push Ahead
Event Leadership 3

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.

0.2 · 1/202 decks
Relentless Assault
Relentless Assault
Event Aggression 2

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

0.2 · 1/202 decks
Spider-Man Noir
Spider-Man Noir
Ally Protection 3

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).

0.2 · 1/202 decks
Sunfire
Sunfire
Ally Aggression 2

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.

0.2 · 1/202 decks
"You Got This!"
"You Got This!"
Event Leadership 1

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.

0.2 · 1/202 decks
Black Knight
Black Knight
Ally Leadership 3

[star] Black Knight's basic attack gains piercing.

0.2 · 1/202 decks
Children of the Atom
Children of the Atom
Support Basic 1

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.

0.2 · 1/202 decks
Danger Room
Danger Room
Support Basic 2

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.

0.2 · 1/202 decks
Defensive Energy
Defensive Energy
Resource Protection

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

0.2 · 1/202 decks
Field Agent
Field Agent
Support Justice 1

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.

0.2 · 1/202 decks
Jarnbjorn
Jarnbjorn
Upgrade Aggression 1

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

0.2 · 1/202 decks
Major Victory
Major Victory
Ally Leadership 2

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

0.2 · 1/202 decks
Mass Attack
Mass Attack
Event Leadership 3

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.

0.2 · 1/202 decks
Mulligan
Mulligan
Event Pool 3

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.)

0.2 · 1/202 decks
Protective Training
Protective Training
Upgrade Protection 1

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

0.2 · 1/202 decks
The Direct Approach
The Direct Approach
Upgrade Aggression 1

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.)

0.2 · 1/202 decks
X-Mansion
X-Mansion
Support Basic 2

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.

0.2 · 1/202 decks
Aggressive Stance
Aggressive Stance
Upgrade Aggression 1

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.)

0.2 · 1/202 decks
Madame Web
Madame Web
Ally Basic 3

Response: After Madame Web enters play, look at the top X cards of the encounter deck, where X is the number of Web-Warrior cards you control. You may discard 1 card looked at this way and put the rest back in any order.

0.1 · 1/202 decks
R
Recruitment Drive
Support Leadership 3

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.

0.1 · 2/202 decks
Spoiling for a Fight
Spoiling for a Fight
Event Aggression 0

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.

0.1 · 1/202 decks