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Ghost-Spider

Gwen Stacy

10 HP5 Hand Size809 Decks Analyzed
Ghost-Spider
Ghost-Spider

Dizzying Reflexes - Response: After you resolve an "Interrupt" or "Response" ability on an event, ready Ghost-Spider. (Limit once per phase.)

Gwen Stacy
Gwen Stacy

Action: Choose to either shuffle Ticket to the Multiverse from your discard pile into your deck or ready George Stacy. (Limit once per round.)

Filter:
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.

76.2 · 575/809 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.

63.7 · 511/809 decks
Armored Vest
Armored Vest
Upgrade Protection 1

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

58.7 · 511/809 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.

46.7 · 451/809 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.)

45.2 · 441/809 decks
Across the Spider-Verse
Across the Spider-Verse
Event Basic 2

Max 1 per deck. Hero Action: Exhaust a Web-Warrior card you control → search your discard pile for a Web-Warrior ally and put it into play, then choose a player. That player may spend 3 resources of any type to repeat this ability.

42.5 · 376/809 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.

39.9 · 294/809 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.

38.2 · 370/809 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.

31.8 · 219/809 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.

31.2 · 347/809 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.

30.8 · 283/809 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.

29.5 · 300/809 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.

29.1 · 241/809 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.

27.7 · 124/809 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.

23.3 · 247/809 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.

22.2 · 27/809 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.

21.6 · 151/809 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.

21.4 · 215/809 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.

21.0 · 266/809 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.

20.9 · 71/809 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.

20.1 · 160/809 decks
Spider-Man
Spider-Man
Ally Protection 4

Response: After you play Spider-Man from your hand, stun and confuse an enemy if you control at least 3 Web-Warrior cards.

19.5 · 208/809 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.

19.5 · 30/809 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.

18.9 · 135/809 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.

17.2 · 75/809 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.

16.4 · 167/809 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.

16.0 · 274/809 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

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

15.3 · 119/809 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.

14.7 · 135/809 decks
Indomitable
Indomitable
Upgrade Protection 1

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

14.4 · 81/809 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.

14.3 · 34/809 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.

14.1 · 24/809 decks
Young Love
Young Love
Event Basic 1

Team-Up (Gwen Stacy and Miles Morales). Max 1 per deck. Alter-Ego Action: Heal 3 damage each from Gwen Stacy and Miles Morales.

13.3 · 104/809 decks
Combat Training
Combat Training
Upgrade Aggression 2

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

12.6 · 84/809 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.

12.2 · 55/809 decks
Taunt
Taunt
Event Protection 1

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

12.1 · 45/809 decks
Skilled Strike
Skilled Strike
Event Aggression 0

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

11.6 · 88/809 decks
Warrior of the Great Web
Warrior of the Great Web
Upgrade Basic 1

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

11.5 · 73/809 decks
Counter-Punch
Counter-Punch
Event Protection 0

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

11.2 · 114/809 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.

10.9 · 92/809 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.

10.9 · 162/809 decks
Endurance
Endurance
Upgrade Basic 1

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

10.7 · 139/809 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.

10.4 · 69/809 decks
Spider-Byte
Spider-Byte
Ally Protection 3

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

10.3 · 27/809 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.

9.5 · 52/809 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.

9.1 · 84/809 decks
Powerful Punch
Powerful Punch
Event Protection 2

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

9.1 · 52/809 decks
Warning
Warning
Event Basic 0

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

9.0 · 77/809 decks
Scarlet Spider
Scarlet Spider
Ally Basic 4

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

9.0 · 60/809 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.

8.7 · 35/809 decks
Down Time
Down Time
Upgrade Basic 1

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

8.7 · 48/809 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.

8.7 · 114/809 decks
Get Behind Me!
Get Behind Me!
Event Protection 1

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

8.3 · 63/809 decks
Assess the Situation
Assess the Situation
Event Basic 0

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

8.2 · 51/809 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.

8.2 · 19/809 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.)

8.1 · 23/809 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.

8.1 · 92/809 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.

8.0 · 56/809 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.

7.7 · 23/809 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).

7.0 · 85/809 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.

6.9 · 51/809 decks
Preservation
Preservation
Resource Protection

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

6.9 · 49/809 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.

6.7 · 38/809 decks
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.

6.5 · 90/809 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.)

6.4 · 32/809 decks
Perseverance
Perseverance
Event Protection 1

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

6.4 · 29/809 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.

6.3 · 60/809 decks
Mean Swing
Mean Swing
Event Aggression 0

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

6.2 · 38/809 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.

5.9 · 49/809 decks
The Best Defense…
The Best Defense…
Event Aggression 0

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

5.5 · 35/809 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.

4.8 · 69/809 decks
Bug
Bug
Ally Aggression 2

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

4.8 · 32/809 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.

4.6 · 21/809 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.

4.4 · 36/809 decks
Bait and Switch
Bait and Switch
Event Protection 1

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

4.3 · 51/809 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.

4.3 · 9/809 decks
Directed Force
Directed Force
Event Basic 0

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.)

4.2 · 11/809 decks
Spider-Woman
Spider-Woman
Ally Aggression 3

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

4.1 · 9/809 decks
Moment of Triumph
Moment of Triumph
Event Aggression 0

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.

3.9 · 33/809 decks
Thwip Thwip!
Thwip Thwip!
Event Protection 2

Hero Action: Deal 1 damage to a Web-Warrior character you control → place a total of 2 stun status cards on up to 2 enemies.

3.8 · 38/809 decks
Momentum Shift
Momentum Shift
Event Protection 2

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

3.8 · 15/809 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.

3.8 · 13/809 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.

3.6 · 13/809 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.

3.6 · 12/809 decks
Ironheart
Ironheart
Ally Basic 2

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

3.5 · 46/809 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.

3.5 · 13/809 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.

3.5 · 24/809 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.

3.4 · 6/809 decks
Last Stand
Last Stand
Event Leadership 0

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

3.4 · 20/809 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.

3.3 · 26/809 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.

3.3 · 9/809 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.

3.2 · 23/809 decks
S
Stronger Together
Event Protection 0

Hero Interrupt: When a character other than your hero would take any amount of damage, if that character shares a Trait with your hero, reduce that damage by your DEF.

3.2 · 5/809 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.

3.1 · 6/809 decks
Venom
Venom
Ally Basic 4

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

3.0 · 11/809 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.

2.9 · 17/809 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.

2.8 · 35/809 decks
Teamwork
Teamwork
Event Leadership 0

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

2.8 · 25/809 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.

2.8 · 7/809 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.

2.7 · 4/809 decks
Savage Strike
Savage Strike
Event Aggression 3

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

2.7 · 4/809 decks
Starhawk
Starhawk
Ally Protection 2

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

2.7 · 28/809 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.

2.6 · 17/809 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.

2.6 · 22/809 decks
Throg
Throg
Ally Aggression 2

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

2.5 · 20/809 decks
Clea
Clea
Ally Protection 2

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

2.5 · 33/809 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

2.4 · 21/809 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.)

2.4 · 7/809 decks
Subdue
Subdue
Event Protection 1

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

2.3 · 31/809 decks
Emergency
Emergency
Event Basic 0

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

2.3 · 10/809 decks
Upside the Head
Upside the Head
Event Justice 1

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

2.2 · 14/809 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.

2.2 · 6/809 decks
Spider-Girl
Spider-Girl
Ally Aggression 2

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

2.1 · 19/809 decks
Predictable Ploy
Predictable Ploy
Event Justice 2

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.

2.1 · 6/809 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.

2.1 · 20/809 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.

2.0 · 13/809 decks
Godslayer
Godslayer
Upgrade Aggression 3

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

2.0 · 27/809 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.)

2.0 · 9/809 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 · 2/809 decks
Inspired
Inspired
Upgrade Leadership 1

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

1.8 · 12/809 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.

1.8 · 17/809 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.

1.8 · 21/809 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.

1.8 · 4/809 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

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

1.8 · 28/809 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.

1.8 · 4/809 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.)

1.8 · 3/809 decks
Generation X
Generation X
Player Side Scheme Justice 0

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.)

1.8 · 3/809 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.

1.8 · 51/809 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 · 1/809 decks
Victor Mancha
Victor Mancha
Ally Protection 2

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

1.7 · 14/809 decks
Brawn
Brawn
Ally Aggression 3

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

1.7 · 6/809 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).

1.7 · 12/809 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.

1.7 · 6/809 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.

1.7 · 23/809 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.

1.7 · 3/809 decks
Spider-Woman
Spider-Woman
Ally Justice 3

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

1.7 · 7/809 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.

1.6 · 36/809 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.

1.6 · 7/809 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.

1.6 · 14/809 decks
True Grit
True Grit
Event Protection 1

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

1.6 · 11/809 decks
Waylay
Waylay
Event Justice 3

Hero Response (attack): After your hero thwarts, deal 4 damage to an enemy (7 damage instead if that thwart removed the last threat from a scheme).

1.6 · 2/809 decks
Aggressive Energy
Aggressive Energy
Resource Aggression

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

1.6 · 6/809 decks
Keep Up the Pressure
Keep Up the Pressure
Player Side Scheme Aggression 0

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.

1.6 · 1/809 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.

1.6 · 1/809 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.

1.6 · 13/809 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.

1.6 · 2/809 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.

1.6 · 1/809 decks
Brains Over Brawn
Brains Over Brawn
Event Justice 2

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

1.5 · 3/809 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.

1.5 · 9/809 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).

1.4 · 9/809 decks
Brute Force
Brute Force
Upgrade Aggression 1

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.

1.3 · 8/809 decks
Hangar Bay
Hangar Bay
Support Protection 1

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

1.3 · 11/809 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.

1.2 · 21/809 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.

1.2 · 9/809 decks
Tenacity
Tenacity
Upgrade Basic 2

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

1.2 · 8/809 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.

1.1 · 11/809 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).

1.1 · 11/809 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).

1.1 · 11/809 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 · 11/809 decks
Adrenaline Rush
Adrenaline Rush
Upgrade Basic 1

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

1.1 · 13/809 decks
Not my Responsibility
Not my Responsibility
Event Pool 0

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.

1.1 · 10/809 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.

1.1 · 2/809 decks
Get in Front of Me!
Get in Front of Me!
Event Pool 1

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.

1.1 · 8/809 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.

1.1 · 7/809 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.

1.0 · 1/809 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).

1.0 · 8/809 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.

1.0 · 21/809 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.

0.9 · 1/809 decks
U
Unified Strike
Event Leadership 0

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.

0.9 · 1/809 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.

0.9 · 23/809 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.

0.9 · 6/809 decks
Sidearm
Sidearm
Upgrade Basic 1

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

0.9 · 5/809 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.

0.9 · 13/809 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.

0.9 · 12/809 decks
Anticipated Attack
Anticipated Attack
Event Protection 2

Play only if there is a side scheme in the victory display. Hero Interrupt (defense): When an enemy initiates an attack, give your hero a tough status card.

0.8 · 12/809 decks
Tackle
Tackle
Event Protection 3

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

0.8 · 9/809 decks
Jarnbjorn
Jarnbjorn
Upgrade Aggression 1

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

0.8 · 25/809 decks
Meditation
Meditation
Event Basic 0

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

0.8 · 6/809 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.

0.8 · 13/809 decks
Lay Down the Law
Lay Down the Law
Event Justice 1

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).

0.7 · 17/809 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.)

0.7 · 7/809 decks
Quick Quip
Quick Quip
Event Justice 2

Requirement ([mental]). Hero Action: Deal 1 damage to a Web-Warrior character you control → place a total of 2 confused status cards on up to 2 enemies.

0.7 · 4/809 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.

0.7 · 12/809 decks
First Hit
First Hit
Event Protection 1

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

0.7 · 14/809 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.

0.7 · 25/809 decks
Barely a Scratch
Barely a Scratch
Event Pool 0

Hero Interrupt (defense): When you would take any amount of damage from an attack, prevent 1 of that damage for each [crisis], [acceleration], [amplify], and [hazard] in play.

0.7 · 5/809 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).

0.7 · 12/809 decks
Fluid Motion
Fluid Motion
Upgrade Aggression 1

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.)

0.7 · 8/809 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.

0.7 · 18/809 decks
The Triskelion
The Triskelion
Support Leadership 1

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

0.6 · 7/809 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.

0.6 · 12/809 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.)

0.6 · 1/809 decks
Lady Spider
Lady Spider
Ally Justice 4

[star] Response: After Lady Spider thwarts and removes threat from a scheme, if you control another Web-Warrior card, remove an equal amount of threat from a different scheme.

0.6 · 7/809 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).

0.5 · 8/809 decks
Live Dangerously
Live Dangerously
Player Side Scheme Pool 0

Victory 0. Each identity gets +2 hand size.

0.5 · 7/809 decks
Disguise
Disguise
Upgrade Justice 1

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

0.5 · 2/809 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.

0.5 · 2/809 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.

0.5 · 9/809 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.

0.5 · 1/809 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]).

0.5 · 2/809 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.

0.5 · 7/809 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.

0.5 · 5/809 decks
Deflection
Deflection
Event Protection 2

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.

0.4 · 13/809 decks
Quincarrier
Quincarrier
Support Basic 3

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

0.4 · 10/809 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.

0.4 · 2/809 decks
Daredevil
Daredevil
Ally Protection 2

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

0.4 · 12/809 decks
Marvel Boy
Marvel Boy
Ally Aggression 2

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

0.4 · 4/809 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.

0.4 · 11/809 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.

0.4 · 7/809 decks
"Now I'm Mad"
"Now I'm Mad"
Upgrade Aggression 1

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.

0.4 · 3/809 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1

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

0.4 · 8/809 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.

0.3 · 11/809 decks
Tigra
Tigra
Ally Aggression 3

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

0.3 · 5/809 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

0.3 · 6/809 decks
"You'll Pay for That!"
"You'll Pay for That!"
Event Aggression 1

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).

0.3 · 11/809 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.)

0.3 · 2/809 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.

0.3 · 12/809 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.

0.3 · 10/809 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.

0.3 · 10/809 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.

0.3 · 1/809 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.

0.3 · 1/809 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

0.3 · 18/809 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.)

0.3 · 2/809 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.

0.3 · 7/809 decks
Nova
Nova
Ally Protection 4

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

0.3 · 7/809 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.

0.3 · 2/809 decks
Smash the Problem
Smash the Problem
Event Aggression 1

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

0.3 · 6/809 decks
Surprise Attack
Surprise Attack
Event Aggression 1

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).

0.3 · 17/809 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.

0.2 · 3/809 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.

0.2 · 7/809 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.

0.2 · 8/809 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.

0.2 · 2/809 decks
Great Responsibility
Great Responsibility
Event Justice 0

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

0.2 · 3/809 decks
Maria Hill
Maria Hill
Ally Leadership 2

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

0.2 · 13/809 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.)

0.2 · 2/809 decks
Caliban
Caliban
Ally Leadership 3

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.

0.2 · 1/809 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 · 1/809 decks
Cyclops
Cyclops
Ally Leadership 3

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.

0.2 · 1/809 decks
Cypher
Cypher
Ally Justice 2

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

0.2 · 1/809 decks
Determination
Determination
Resource Justice

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

0.2 · 1/809 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.

0.2 · 4/809 decks
M
M
Ally Leadership 4

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

0.2 · 1/809 decks
Mutant Mayhem
Mutant Mayhem
Event Leadership 3

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.

0.2 · 1/809 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 · 1/809 decks
Utopia
Utopia
Support Basic 2

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.

0.2 · 1/809 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).

0.2 · 3/809 decks
Defensive Training
Defensive Training
Support Protection 1

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.

0.2 · 10/809 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.

0.2 · 1/809 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.

0.2 · 1/809 decks
Iron Man
Iron Man
Ally Leadership 4

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

0.2 · 5/809 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.

0.2 · 4/809 decks
Captain America
Captain America
Ally Leadership 6

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

0.2 · 1/809 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.

0.2 · 3/809 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.

0.2 · 5/809 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.

0.2 · 1/809 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2

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

0.2 · 5/809 decks
Stinger
Stinger
Ally Leadership 1

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

0.2 · 1/809 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.

0.2 · 1/809 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.)

0.1 · 5/809 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.

0.1 · 1/809 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.

0.1 · 8/809 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.

0.1 · 9/809 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.

0.1 · 13/809 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.

0.1 · 6/809 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.

0.1 · 2/809 decks
Assault Training
Assault Training
Support Aggression 1

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.

0.1 · 4/809 decks
Lockjaw
Lockjaw
Ally Basic 4

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

0.1 · 8/809 decks
Looking for Trouble
Looking for Trouble
Event Aggression 0

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.

0.1 · 4/809 decks
Luke Cage
Luke Cage
Ally Protection 4

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

0.1 · 4/809 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.

0.1 · 6/809 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.

0.1 · 6/809 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.

0.1 · 4/809 decks
Headpool
Headpool
Ally Pool 3

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

0.1 · 4/809 decks
"I Got This"
"I Got This"
Event Pool 1

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

0.1 · 2/809 decks
Iceman
Iceman
Ally Protection 3

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

0.1 · 3/809 decks
Show of Empathy
Show of Empathy
Player Side Scheme Justice 0

Victory 0. Forced Interrupt: When threat is removed from this scheme, place that threat on a non-Elite minion. If that minion has threat on it equal to or greater than its remaining hit points, add Show of Empathy to the victory display and attach 1 set-aside copy of Redemption to that minion.

0.1 · 1/809 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).

0.1 · 1/809 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.

0.1 · 9/809 decks
D
Disarming 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, discard an attachment on the attacking enemy with the text "Hero Action" or "Hero Response".

0.1 · 1/809 decks
Government Liaison
Government Liaison
Support Basic 2

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

0.1 · 7/809 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.

0.1 · 8/809 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.

0.1 · 3/809 decks
Blood Rage
Blood Rage
Upgrade Aggression 1

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

0.1 · 2/809 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.

0.1 · 5/809 decks
Side Holster
Side Holster
Upgrade Basic 0

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

0.1 · 6/809 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.

0.1 · 5/809 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.

0.1 · 5/809 decks
Dum Dum Dugan
Dum Dum Dugan
Ally Basic 5

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.

0.1 · 1/809 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.

0.1 · 5/809 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.

0.1 · 5/809 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.

0.1 · 1/809 decks
Homeland Intervention
Homeland Intervention
Event Justice 0

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.

0.1 · 5/809 decks
Karma
Karma
Ally Protection 4

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.

0.1 · 2/809 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.

0.1 · 2/809 decks
Innovation
Innovation
Resource Leadership

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

0.1 · 3/809 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.

0.1 · 1/809 decks
Blackout
Blackout
Upgrade Pool 0

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.

0.1 · 1/809 decks
Concussive Blow
Concussive Blow
Event Justice 3

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

0.1 · 3/809 decks
Distraction
Distraction
Upgrade Pool 0

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

0.1 · 1/809 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.

0.1 · 9/809 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).

0.1 · 10/809 decks
White Fox
White Fox
Ally Basic 3

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

0.1 · 1/809 decks
Float Like a Butterfly
Float Like a Butterfly
Upgrade Justice 2

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.

0.0 · 1/809 decks
R&D Facility
R&D Facility
Support Leadership 3

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.

0.0 · 3/809 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.)

0.0 · 1/809 decks
Shadow and Steel
Shadow and Steel
Event Basic 2

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.

0.0 · 1/809 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).

0.0 · 3/809 decks
Establish Perimeter
Establish Perimeter
Player Side Scheme Protection 1

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

0.0 · 9/809 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).

0.0 · 5/809 decks
Foiled!
Foiled!
Event Justice 0

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

0.0 · 12/809 decks
"Bring It!"
"Bring It!"
Event Aggression 0

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

0.0 · 1/809 decks
Combat Specialist
Combat Specialist
Upgrade Basic 2

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

0.0 · 2/809 decks
Dust
Dust
Ally Aggression 3

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

0.0 · 1/809 decks
Gatekeeper
Gatekeeper
Upgrade Aggression 0

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.

0.0 · 2/809 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.

0.0 · 1/809 decks
Marked
Marked
Upgrade Aggression 0

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

0.0 · 2/809 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.

0.0 · 2/809 decks
Second Wind
Second Wind
Event Protection 3

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

0.0 · 7/809 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).

0.0 · 3/809 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.

0.0 · 1/809 decks
Civic Duty
Civic Duty
Upgrade Basic 1

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

0.0 · 9/809 decks
Kidpool
Kidpool
Ally Pool 3

[star] Kidpool's attacks gain piercing.

0.0 · 1/809 decks
Lady Deadpool
Lady Deadpool
Ally Pool 4

When Defeated: Defeat a non-ELITE minion.

0.0 · 1/809 decks
Team Investigation
Team Investigation
Event Justice 2

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

0.0 · 2/809 decks
Uppercut
Uppercut
Event Aggression 3

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

0.0 · 3/809 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.

0.0 · 3/809 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.

0.0 · 7/809 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.

0.0 · 4/809 decks
Anticipation
Anticipation
Upgrade Protection 1

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

0.0 · 6/809 decks
Athletic Conditioning
Athletic Conditioning
Event Basic 1

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

0.0 · 2/809 decks
Atlas Bear
Atlas Bear
Ally Basic 3

Action: Exhaust Atlas Bear → look at the top card of a player deck. If that card is an event, you may deal 1 damage to Atlas Bear to add that card to its owner's hand.

0.0 · 1/809 decks
Attack Training
Attack Training
Upgrade Aggression 1

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

0.0 · 1/809 decks
Audacity
Audacity
Resource Aggression

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

0.0 · 4/809 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.

0.0 · 1/809 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.

0.0 · 1/809 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.

0.0 · 7/809 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.

0.0 · 2/809 decks
Daredevil
Daredevil
Ally Justice 4

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

0.0 · 1/809 decks
Dazzler
Dazzler
Ally Justice 4

Response: After Dazzler enters play, confuse an enemy.

0.0 · 2/809 decks
Defense Specialist
Defense Specialist
Upgrade Basic 2

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

0.0 · 1/809 decks
Deft Focus
Deft Focus
Upgrade Basic 1

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

0.0 · 4/809 decks
Drop Kick
Drop Kick
Event Aggression 3

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.

0.0 · 4/809 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.

0.0 · 1/809 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.

0.0 · 1/809 decks
Follow Through
Follow Through
Upgrade Aggression 2

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

0.0 · 3/809 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.

0.0 · 3/809 decks
Fusillade
Fusillade
Event Aggression 2

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

0.0 · 3/809 decks
Game Time
Game Time
Event Basic 0

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

0.0 · 1/809 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.

0.0 · 2/809 decks
Giant-Man
Giant-Man
Ally Leadership 5

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

0.0 · 1/809 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.)

0.0 · 1/809 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.

0.0 · 2/809 decks
Hit and Run
Hit and Run
Event Basic 3

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

0.0 · 1/809 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.

0.0 · 1/809 decks
Impede
Impede
Event Justice 2

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.

0.0 · 2/809 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.

0.0 · 1/809 decks
Interrogation Room
Interrogation Room
Support Justice 1

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

0.0 · 3/809 decks
Jessica Jones
Jessica Jones
Ally Justice 3

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

0.0 · 1/809 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.

0.0 · 3/809 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.

0.0 · 1/809 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.

0.0 · 1/809 decks
Lie in Wait
Lie in Wait
Upgrade Aggression 1

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

0.0 · 2/809 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.

0.0 · 2/809 decks
Melee
Melee
Event Aggression 3

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

0.0 · 1/809 decks
Mirage
Mirage
Ally Leadership 3

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

0.0 · 1/809 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

0.0 · 3/809 decks
Multiple Man
Multiple Man
Ally Protection 4

Response: After Multiple Man enters play, search your deck and hand for a copy of Multiple Man and put it into play. Shuffle your deck if it was searched this way.

0.0 · 2/809 decks
Nightcrawler
Nightcrawler
Ally Protection 3

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.

0.0 · 1/809 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.

0.0 · 1/809 decks
Passion for Justice
Passion for Justice
Resource Justice

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

0.0 · 2/809 decks
Piercing Strike
Piercing Strike
Event Aggression 2

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

0.0 · 1/809 decks
Pinned Down
Pinned Down
Upgrade Protection 0

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

0.0 · 1/809 decks
Pivotal Moment
Pivotal Moment
Event Justice 2

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

0.0 · 2/809 decks
Plasma Pistol
Plasma Pistol
Upgrade Basic 2

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

0.0 · 5/809 decks
Polaris
Polaris
Ally Protection 3

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

0.0 · 1/809 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.

0.0 · 2/809 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.

0.0 · 2/809 decks
Quake
Quake
Ally Justice 2

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

0.0 · 7/809 decks
Quasar
Quasar
Ally Justice 3

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

0.0 · 1/809 decks
Quick Strike
Quick Strike
Event Aggression 2

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

0.0 · 3/809 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.)

0.0 · 5/809 decks
Ronin
Ronin
Ally Leadership 3

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

0.0 · 2/809 decks
Save the Day
Save the Day
Event Leadership 1

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

0.0 · 2/809 decks
Scare Tactic
Scare Tactic
Event Justice 1

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

0.0 · 1/809 decks
She-Hulk
She-Hulk
Ally Aggression 4

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

0.0 · 1/809 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.

0.0 · 2/809 decks
Sneak Attack
Sneak Attack
Event Leadership 1

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.

0.0 · 2/809 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.

0.0 · 3/809 decks
Spycraft
Spycraft
Upgrade Justice 1

Play only if you control a Spy character. Interrupt: When you reveal an encounter card, discard Spycraft → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck.

0.0 · 2/809 decks
Tac Team
Tac Team
Support Aggression 3

Uses (3 attack counters). (Enters play with 3 counters. When those are gone, discard this card) Action: Exhaust Tac Team and remove 1 attack counter from it → deal 2 damage to an enemy.

0.0 · 2/809 decks
The Bifrost
The Bifrost
Support Basic 1

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

0.0 · 1/809 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.

0.0 · 8/809 decks
The Locust
The Locust
Ally Aggression 2

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

0.0 · 1/809 decks
To the Rescue!
To the Rescue!
Event Basic 2

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

0.0 · 2/809 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.

0.0 · 5/809 decks
U.S. Agent
U.S. Agent
Ally Leadership 3

Retaliate 1.

0.0 · 1/809 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.)

0.0 · 1/809 decks
War Room
War Room
Support Aggression 1

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

0.0 · 1/809 decks
Warlock
Warlock
Ally Protection 3

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

0.0 · 1/809 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.

0.0 · 1/809 decks
Wolverine
Wolverine
Ally Aggression 4

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

0.0 · 4/809 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.

0.0 · 4/809 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.

0.0 · 2/809 decks