
"Enraged" — Forced Interrupt: When your turn ends, discard your hand.

Experimental Research — Action: Draw 1 card. Choose and discard 1 card from your hand. (Limit once per round.)

Play only if your identity has at least 14 printed hit points. Hero Action: Ready your hero.

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

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.

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

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

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

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

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

Response: After Mockingbird enters play, stun an enemy.

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

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

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

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

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

Action: Exhaust Beat Cop → move 1 threat from a scheme to here. Action: Exhaust and discard Beat Cop → deal 1 damage to a minion for each threat here.

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

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

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.

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

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.

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.

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

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.

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

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

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

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

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

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

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

Forced Response: After Professor X enters play, choose one: confuse the villain, stun a minion, or ready an X-MEN character. At the end of the round, if Professor X is still in play, discard him.

Alter-Ego Action: Exhaust 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.

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

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

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

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

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.

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

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.

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

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

Max 1 per player. Response: After you discard a Preparation card you control, discard Practiced Plan → return that card to your hand from your discard pile.

Hero Action (attack): Deal 3 damage to an enemy. If this is the first card you have played this round, return this card to your hand.

Play only if your identity has the champion or genius trait. Response: After you play Moon Girl from your hand, draw 1 card for each [mental] resource used to pay for her.

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.

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.

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

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

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

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).

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

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

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

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.

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.

Play only if you have the Avenger trait. Response: After Yellow Jacket enters play, search the top 5 cards of your deck for an upgrade and add it to your hand.

Hero Action (thwart): 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.

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

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

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

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.

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

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.

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

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.

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

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

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

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

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

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).

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.

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

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

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.)

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

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

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

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

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

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

Play under any player's control. Max 1 per player. Response: After you defeat an enemy during the villain phase, exhaust this card → draw 2 cards.

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

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.

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

Response: After 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.

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

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

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

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

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

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

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.

[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.

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).

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

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

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

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

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

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

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.

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

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

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.

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

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

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

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

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).

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.

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.

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

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

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.

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.

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.)

Victory 0. Each identity gets +2 hand size.

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

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.

Hero Response: After your hero defends against an attack and takes no damage, exhaust Hard to Ignore → remove 1 threat from the main scheme.
Play under any player's control. Max 1 per player. You get +3 hit points and your hero gets +1 THW.

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

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

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.

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

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

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.

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

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

Alter-Ego Action: Search your deck and discard pile for an ally and an upgrade that can be attached to that ally. Add them to your hand. (Shuffle.)

Attach to 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.

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.

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.

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

Hero Action (attack): Deal 8 damage to an enemy. If your hero's remaining hit points are less than half your hero's starting hit points, this attack gains overkill.

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

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

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.
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.

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

Hero 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.
Victory 0. Play only if your identity has the Avenger or S.H.I.E.L.D. trait. When Defeated: Each player may search their deck and discard pile for an Avenger or S.H.I.E.L.D. card and add it to their hand. (Shuffle.) Reduce the cost to play each of those cards by 2 until the end of the phase.

Response: After 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.

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.

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

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

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

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

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

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

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.

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).

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

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

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

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

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.

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).

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

Uses (3 stronghold counters). Alter-Ego Response: After you change form, exhaust Hidden Base and remove 1 stronghold counter from it → give your identity a tough status card.

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

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

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

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.

Action: Heal 2 damage from any character.

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

Hero Action: Give your hero a tough status card.

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

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

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.

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.

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

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.

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

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.

When Defeated: Defeat a non-ELITE minion.

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

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

Requirement ([physical]). Hero Action (attack): Deal 4 damage to an enemy. For each point of excess damage dealt to that enemy by this attack, discard the top card of your deck and add each Aggression (red) card discarded this way to your hand.

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

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.

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.

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.

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.

Attach to an ally. Max 1 per ally. Attached ally gets +2 ATK and takes +1 consequential damage after it attacks.
As an additional cost to play this card, if you do not have the Eternal trait, confuse your identity.

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

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

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

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.

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

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.

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

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

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

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.

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.

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.

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

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

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

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.)

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

Max 1 per deck. Hero Action: Deal 10 damage to the villain. Deal 1 damage to each enemy and hero for each [crisis], [acceleration], [amplify], and [hazard] in play.

Toughness.
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.

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

Hero Action (attack): Discard Pulse Grenade and choose an enemy → discard the top 2 cards of the encounter deck. Deal 1 damage to the chosen enemy for each boost icon discarded this way.

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

Uses (3 charge counters). Action: Exhaust Cell Phone, remove 1 charge counter from here, and choose a player → that player makes a basic attack or thwart with a character they control. That character gets +1 THW and +1 ATK for this use.

Response: After 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.

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

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

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

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

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).

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.

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

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

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.

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.

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

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

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

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.)

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

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

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

Play under any player's control. Max 1 per player. Interrupt: When an encounter card effect would discard a card you control, discard Front Organization instead of discarding that card.

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

Play only if you control a Spy character. Interrupt: When the surge keyword on an encounter card would be resolved, discard Espionage → draw 2 cards.

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

You may play the event attached to Jocasta as if it were in your hand. Response: After Jocasta enters play, choose a Defense event in your discard pile and attach it to her facedown.

Response: After 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.

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.

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

Play only if your identity has the Avenger trait. Hero Action (thwart): Remove 2 threat from the main scheme. Remove X additional threat from the main scheme (to a maximum of 3), where X is equal to the villain's stage number.

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

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

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.

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.)

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.

[star] Response: After Rictor attacks, discard the top card of your deck. Deal 1 damage to each minion engaged with you for each resource on the discarded card.

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.

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

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

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

Hero Action: Ready your sidekick → ready your hero and choose one: • Heal 1 damage from both characters. • Both characters get +1 THW and +1 ATK until the end of the phase.

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

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

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

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

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

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.

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

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

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.

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.

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

Max 1 per round. Hero Action: Search the encounter deck for a side scheme. Reveal that side scheme → draw 3 cards (shuffle the encounter deck).

Forced 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.

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

Retaliate 1.

Forced Response: After Nick Fury, Sr. enters play, choose one: Remove 3 threat from a scheme, draw 2 cards, or give a S.H.I.E.L.D. character a tough status card. At the end of the round, if Nick Fury, Sr. is still in play, discard him.

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

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

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.)

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

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.

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.

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.

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

Reduce the cost to play Mission Leader by 1 if your identity has the SOLDIER trait. Hero Response: After a side scheme is defeated, exhaust Mission Leader → each player draws 1 card.

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

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.

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

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.

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

Hero Action: Spend 1 resource of any type → move 1 threat from a scheme to an empty space above that matches the spent resource. If all spaces above are filled, discard this card and confuse the villain.

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

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

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.)

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).

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

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.

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

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

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.

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

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

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

[star] Kidpool's attacks gain piercing.

Response: After Dazzler enters play, confuse an enemy.

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

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

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

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

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

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

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.

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.

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

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

Hero Interrupt When 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.

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

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.
Setup. Max 1 per deck. Setup: Search your collection for an identity-specific ally for an identity not in this game. Shuffle that ally into your deck. Discard 2 cards from your hand and remove this card from the game.

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

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

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

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

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

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.

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

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

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.

Restricted. Max 2 per deck. Hero Action (attack): Discard Bazooka → deal 1 damage to an enemy for each [crisis], [acceleration], [amplify], and [hazard] in play. This attack gains ranged.

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

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.

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

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

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.

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

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.

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

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

[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.

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

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

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

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

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

Action: Deal 1 damage to another friendly character → until the end of the round, Rogue gains each of that character's Traits and adds that character's printed THW and ATK to her matching powers. (Limit once per round.)

Action: 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.

Play only if your identity has the Avenger trait. Hero Action (attack): Deal 2 damage to the villain. Deal X additional damage to the villain (to a maximum of 3), where X is equal to the villain's stage number.

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.

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

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

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.

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.

Uses (3 leadership counters). Max 1 per player. Interrupt: When an ally makes a basic thwart or basic attack action, remove 1 leadership counter from here → that ally gets +1 THW and +1 ATK for that action.

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

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

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

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

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

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

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.

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.

Play only if your identity has the X-Force or X-Men trait. Response: After White Queen enters play, discard a status card from a character.

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

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

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.

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

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

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

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.
[star] Swordsman's basic attacks gain piercing. Hero Response: After a boost card is turned faceup during an undefended attack, declare Swordsman as the defender without exhausting him.

Response: After an enemy attacks you, place 1 energy counter here. [star] Interrupt: When Bishop attacks, remove each energy counter from him → for each counter discarded this way, he gets +2 ATK for this attack (to a maximum of +6 ATK).

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

[star] Interrupt: When Goldballs attacks, discard up to 3 cards from the top of your deck → Goldballs gets +X ATK for this attack, where X is the number of cards discarded this way.

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

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

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

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

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.

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.

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.

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

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.

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

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

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.

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

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

Hero 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.

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.

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

Retaliate 1. Toughness.

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

Uses (3 backup counters). Hero Interrupt: When a S.H.I.E.L.D. ally would take any amount of consequential damage, exhaust Field Agent and remove 1 backup counter from it → prevent 1 of that damage.

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

Play only if you control a Web-Warrior card. Interrupt: When Ghost-Spider leaves play, search your deck for an identity-specific event and add it to your hand. (Shuffle.)

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

Victory 0. When Defeated: Each player may search their deck and discard pile for a WEAPON upgrade with a cost of 3 or less and put it into play. (Shuffle.)

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

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

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.

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

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.

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

Play only if your identity has the X-FORCE trait. Hero Action: Exhaust IPAC and deal 1 facedown encounter card to a player → that player draws 2 cards.

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.

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

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.

Max 1 per player. Response: After you play an ATTACK event, place 1 test counter here. If there are 5 test counters here, discard this card to deal 5 damage to an enemy.

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.

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

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.

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

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.

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

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

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.

Alliance. (The players can pay this card's costs as a group.) Hero Action: Choose an avenger character and a guardian character → ready each of those characters.

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

Linked (Specialized Training). Your identity gets +4 hit points. Response: After your identity takes damage from an enemy attack, exhaust this card → draw 1 card.

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

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

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

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.

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

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

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.

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

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

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.

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

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

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

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

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

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.

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

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.

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

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

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

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.

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

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

Hero Action: 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.

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

Max 1 per deck. Play only if your identity has the Champion trait. Hero Action: Remove "Go for Champions!" from the game → Each champion character in play cannot take damage until the end of the round.

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

Max 1 per 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.

Setup. Hero Action: Discard this card and remove it from the campaign log → ready your hero and heal 5 damage from them.

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

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

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

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

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

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

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

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

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

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).

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

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

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

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.

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

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

Response: After 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.

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

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.

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

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

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

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.

Play only if your identity has the Mystic trait. Max 1 per deck. Hero Action (attack): Choose an enemy and discard up to 5 cards from the top of your deck → deal 1 damage to that enemy for each card discarded this way.

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.

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

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

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.

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

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.

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

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

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

Power Man enters play with 2 chi counters on him. Action: Discard any number of chi counters from Power Man → he gets +2 ATK for each chi counter discarded this way until the end of the phase.

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

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.

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

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

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

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.

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

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

Play only if you control a Web-Warrior card. [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.

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

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

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

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

Max 1 per deck. Play only if you control at least 3 characters with the POSSE trait. Hero Action: Heal 1 damage from each POSSE character and ready them.

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

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

Play only if your identity has the Champion trait. Wasp ignores the guard keyword, patrol keyword, and crisis icon ([crisis]).

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

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

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