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Iceman

Bobby Drake

11 HP5 Hand Size356 Decks Analyzed
Iceman
Iceman

"Freeze!"Interrupt: When Iceman makes a basic attack or defense against an enemy, attach a set-aside copy of Frostbite to that enemy.

Bobby Drake
Bobby Drake

Bobby Drake begins the game with 6 Frostbite upgrades set aside. Cool OffResponse: After you change to this form, shuffle 1 Ice card from your discard pile into your deck for each copy of Frostbite in play.

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Team-Building Exercise
Team-Building Exercise
Support Basic 2

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

75.0 · 286/356 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.

68.2 · 239/356 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.

61.9 · 231/356 decks
The X-Jet
The X-Jet
Support Basic 3

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

59.6 · 213/356 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.

54.7 · 202/356 decks
Beak
Beak
Ally Basic 2

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

41.6 · 175/356 decks
Forge
Forge
Ally Basic 2

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

39.1 · 133/356 decks
Triage
Triage
Ally Basic 2

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

37.9 · 138/356 decks
Angel
Angel
Ally Basic 3

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

28.3 · 109/356 decks
X-Gene
X-Gene
Upgrade Basic 1

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

25.9 · 104/356 decks
X-Mansion
X-Mansion
Support Basic 2

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

24.5 · 68/356 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.)

22.0 · 103/356 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.)

21.6 · 105/356 decks
Moira MacTaggert
Moira MacTaggert
Support Basic 2

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

18.7 · 54/356 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.

18.3 · 56/356 decks
Take That!
Take That!
Event Aggression 3

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

18.1 · 56/356 decks
Uncanny X-Men
Uncanny X-Men
Support Leadership 3

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

18.0 · 70/356 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.

16.9 · 61/356 decks
Shark-Girl
Shark-Girl
Ally Aggression 2

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

16.3 · 61/356 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.

16.2 · 41/356 decks
Combat Training
Combat Training
Upgrade Aggression 2

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

15.5 · 57/356 decks
Armor
Armor
Ally Protection 2

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

15.2 · 49/356 decks
The Triskelion
The Triskelion
Support Leadership 1

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

14.9 · 41/356 decks
Polaris
Polaris
Ally Protection 3

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

14.8 · 40/356 decks
Pixie
Pixie
Ally Leadership 2

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

14.5 · 71/356 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.

14.3 · 58/356 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.

14.2 · 35/356 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.)

14.2 · 50/356 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.

13.6 · 62/356 decks
Glob
Glob
Ally Aggression 3

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

13.1 · 64/356 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.

13.1 · 31/356 decks
Endurance
Endurance
Upgrade Basic 1

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

13.0 · 47/356 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.

12.9 · 28/356 decks
Armored Vest
Armored Vest
Upgrade Protection 1

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

12.8 · 61/356 decks
Colossus
Colossus
Ally Basic 4

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

12.6 · 68/356 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

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

12.2 · 47/356 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.)

12.2 · 38/356 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.

12.0 · 47/356 decks
Shadowcat
Shadowcat
Ally Basic 3

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.

12.0 · 76/356 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.

11.8 · 47/356 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.

11.0 · 40/356 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.

10.8 · 10/356 decks
Band Together
Band Together
Resource Leadership

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

10.7 · 21/356 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.

10.6 · 22/356 decks
Mutant Education
Mutant Education
Event Basic 0

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.

10.6 · 33/356 decks
Ever Vigilant
Ever Vigilant
Event Protection 2

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

10.4 · 40/356 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.

10.0 · 24/356 decks
Surprise Move
Surprise Move
Event Aggression 1

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.

9.9 · 39/356 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.

9.8 · 21/356 decks
Gambit
Gambit
Ally Basic 3

X is the number of boost icons ([boost]) on the card under Gambit. Response: After Gambit enters play, look at the top 3 cards of the encounter deck and tuck one under him so that only the boost field is visible.

9.7 · 32/356 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.)

9.6 · 30/356 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.

9.5 · 40/356 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.

8.6 · 31/356 decks
Wolverine
Wolverine
Ally Aggression 4

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

8.4 · 37/356 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.

8.3 · 21/356 decks
White Queen
White Queen
Ally Basic 3

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.

8.3 · 17/356 decks
X-Men Instruction
X-Men Instruction
Event Basic 0

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.

8.2 · 19/356 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.

8.1 · 7/356 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.

7.8 · 34/356 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.

7.8 · 17/356 decks
Marrow
Marrow
Ally Basic 2

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

7.4 · 19/356 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.

7.0 · 8/356 decks
Indomitable
Indomitable
Upgrade Protection 1

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

6.9 · 41/356 decks
Synch
Synch
Ally Basic 3

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

6.9 · 28/356 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.)

6.7 · 8/356 decks
Suppressing Fire
Suppressing Fire
Upgrade Aggression 0

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

6.4 · 30/356 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.

6.2 · 15/356 decks
Honorary X-Men
Honorary X-Men
Upgrade Basic 0

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

6.1 · 33/356 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.

6.0 · 19/356 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.

5.9 · 50/356 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.)

5.7 · 8/356 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.

5.6 · 18/356 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

5.5 · 12/356 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.

5.4 · 22/356 decks
X-23
X-23
Ally Leadership 3

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

5.3 · 9/356 decks
Dazzler
Dazzler
Ally Justice 4

Response: After Dazzler enters play, confuse an enemy.

5.3 · 16/356 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.

5.3 · 5/356 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.

5.3 · 5/356 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).

5.2 · 14/356 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.

5.1 · 15/356 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.

5.1 · 48/356 decks
Magik
Magik
Ally Aggression 3

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

5.1 · 16/356 decks
Cerebro
Cerebro
Support Basic 1

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

5.1 · 17/356 decks
Preservation
Preservation
Resource Protection

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

5.1 · 7/356 decks
Blindfold
Blindfold
Ally Justice 3

Response: After Blindfold enters play, look at the top 5 cards of the encounter deck. Discard 1 of those cards and put the rest back in the same order.

5.0 · 14/356 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.)

5.0 · 5/356 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.

5.0 · 20/356 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.

4.7 · 11/356 decks
Soaring Acrobatics
Soaring Acrobatics
Upgrade Basic 2

Play under any player's control. Max 1 per player. Hero Interrupt: When an AERIAL character you control uses a basic power, exhaust Soaring Acrobatics → that character gets +1 to that power for this use.

4.6 · 23/356 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.

4.6 · 22/356 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

4.6 · 13/356 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.

4.5 · 19/356 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.

4.5 · 12/356 decks
Team Strike
Team Strike
Event Aggression 1

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

4.4 · 8/356 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.

4.3 · 10/356 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.

4.3 · 6/356 decks
Down Time
Down Time
Upgrade Basic 1

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

4.2 · 20/356 decks
Mutant Protectors
Mutant Protectors
Event Protection 1

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

4.2 · 6/356 decks
Rockslide
Rockslide
Ally Protection 4

Retaliate 1.

4.2 · 9/356 decks
M
M
Ally Leadership 4

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

4.2 · 11/356 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.

4.1 · 9/356 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.

4.0 · 6/356 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.

4.0 · 17/356 decks
Protective Training
Protective Training
Upgrade Protection 1

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

3.9 · 7/356 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.

3.9 · 19/356 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.

3.8 · 15/356 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.

3.8 · 12/356 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

3.8 · 14/356 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.

3.7 · 6/356 decks
Taunt
Taunt
Event Protection 1

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

3.7 · 5/356 decks
"To Me, My X-Men!"
"To Me, My X-Men!"
Event Leadership 1

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

3.7 · 16/356 decks
Spoiling for a Fight
Spoiling for a Fight
Event Aggression 0

Hero Action: Discard cards from the top of the encounter deck until you discard a minion. Put that minion into play engaged with you → ready your hero.

3.7 · 5/356 decks
Target Spotter
Target Spotter
Support Aggression 1

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.

3.7 · 4/356 decks
Storm
Storm
Ally Basic 5

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

3.6 · 22/356 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.

3.5 · 17/356 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.

3.5 · 6/356 decks
Marked
Marked
Upgrade Aggression 0

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

3.4 · 15/356 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.

3.4 · 8/356 decks
Inspired
Inspired
Upgrade Leadership 1

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

3.3 · 9/356 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.

3.2 · 3/356 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.

3.2 · 20/356 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.

3.2 · 7/356 decks
New Recruits
New Recruits
Player Side Scheme Leadership 0

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

3.0 · 13/356 decks
Legion
Legion
Ally Basic 3

[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.

2.9 · 12/356 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.

2.8 · 6/356 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.

2.8 · 8/356 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.

2.7 · 7/356 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.

2.7 · 3/356 decks
Sidearm
Sidearm
Upgrade Basic 1

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

2.7 · 7/356 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.

2.6 · 9/356 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.

2.6 · 19/356 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.

2.6 · 7/356 decks
Leadership Skill
Leadership Skill
Upgrade Leadership 1

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

2.6 · 12/356 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.

2.6 · 13/356 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.

2.6 · 10/356 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.

2.6 · 14/356 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.

2.6 · 7/356 decks
Resource Reserve
Resource Reserve
Support Leadership 1

Max 1 per player. Any player may spend the resource card tucked here as if it were in their hand. Action: Exhaust Resource Reserve → tuck 1 resource card from your hand under here (to a maximum of 1).

2.5 · 1/356 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.

2.5 · 5/356 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.

2.5 · 5/356 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.

2.5 · 8/356 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.

2.4 · 10/356 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.

2.4 · 15/356 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.

2.4 · 2/356 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.

2.4 · 6/356 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.

2.4 · 4/356 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.

2.3 · 5/356 decks
Weapon X
Weapon X
Support Basic 1

Play only if your identity has the MUTANT trait. Alter-Ego Action: Exhaust Weapon X and take 1 damage → discard cards from your deck until you discard an identity-specific card, then add that card to your hand.

2.3 · 26/356 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.

2.3 · 4/356 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.

2.3 · 6/356 decks
Audacity
Audacity
Resource Aggression

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

2.3 · 7/356 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.

2.3 · 14/356 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.

2.2 · 2/356 decks
Strength in Diversity
Strength in Diversity
Event Leadership 2

Alliance. Hero Action: For each different Trait on friendly characters in play, choose: • Remove 1 threat from a scheme. • Deal 1 damage to an enemy.

2.2 · 6/356 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.

2.2 · 10/356 decks
Maria Hill
Maria Hill
Ally Leadership 2

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

2.1 · 5/356 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.

2.1 · 12/356 decks
Danger Room
Danger Room
Support Basic 2

Alter-Ego Response: After an X-MEN ally enters play, exhaust Danger Room → search your deck and discard pile for a TRAINING upgrade and attach it to that ally. Any player whose alter-ego has the MUTANT trait may trigger this ability.

2.1 · 16/356 decks
Goldballs
Goldballs
Ally Aggression 3

[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.

2.1 · 7/356 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.

2.1 · 3/356 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.

2.1 · 16/356 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.

2.1 · 8/356 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.

2.0 · 11/356 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.

2.0 · 2/356 decks
Justice Served
Justice Served
Upgrade Justice 1

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

2.0 · 10/356 decks
Assess the Situation
Assess the Situation
Event Basic 0

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

1.9 · 2/356 decks
Riposte
Riposte
Event Protection 1

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

1.9 · 3/356 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.

1.9 · 14/356 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.

1.9 · 5/356 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.

1.9 · 13/356 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).

1.9 · 13/356 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).

1.9 · 13/356 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).

1.9 · 13/356 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).

1.9 · 5/356 decks
Danger Room Training
Danger Room Training
Upgrade Leadership 1

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

1.9 · 12/356 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.

1.9 · 2/356 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).

1.9 · 4/356 decks
Aerial Intervention
Aerial Intervention
Event Protection 0

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

1.8 · 2/356 decks
Cannonball
Cannonball
Ally Basic 3

Interrupt: When Cannonball would take any amount of consequential damage, reduce that amount by X, where X is the number of AERIAL cards in your hand.

1.8 · 2/356 decks
Test the Defense
Test the Defense
Upgrade Aggression 1

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.

1.8 · 4/356 decks
Crisis Averted
Crisis Averted
Event Justice 3

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

1.8 · 3/356 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.

1.8 · 8/356 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.

1.8 · 4/356 decks
Siryn
Siryn
Ally Protection 4

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

1.8 · 1/356 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.

1.8 · 3/356 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).

1.8 · 8/356 decks
Regroup
Regroup
Support Leadership 1

Interrupt: When an ally is defeated by an enemy attack, return it to its owner's hand instead of discarding it. Forced Interrupt: When the round ends, discard this card.

1.8 · 7/356 decks
Swift Retribution
Swift Retribution
Event Justice 1

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

1.8 · 3/356 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.

1.8 · 14/356 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.

1.7 · 2/356 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.

1.7 · 2/356 decks
Melee
Melee
Event Aggression 3

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

1.6 · 1/356 decks
Tenacity
Tenacity
Upgrade Basic 2

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

1.6 · 5/356 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).

1.6 · 5/356 decks
Won't Stay Down
Won't Stay Down
Support Leadership 1

Play only if your identity has the X-Force or X-Men trait. Max 1 per player. Alter-Ego Action: Discard this card → return an X-Force or X-Men ally from your discard pile to your hand.

1.6 · 2/356 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.

1.6 · 3/356 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.

1.6 · 6/356 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.

1.6 · 4/356 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.

1.6 · 8/356 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.

1.6 · 5/356 decks
Bait and Switch
Bait and Switch
Event Protection 1

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

1.6 · 3/356 decks
Keep Them Busy
Keep Them Busy
Player Side Scheme Aggression 1

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.

1.6 · 10/356 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.

1.5 · 6/356 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.

1.5 · 4/356 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.

1.5 · 1/356 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 · 4/356 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.

1.5 · 10/356 decks
X-Bunker
X-Bunker
Support Basic 2

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

1.5 · 4/356 decks
Domino
Domino
Ally Leadership 3

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

1.5 · 11/356 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.

1.5 · 12/356 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.

1.4 · 4/356 decks
C
Cameo
Support Leadership

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

1.4 · 3/356 decks
Prism Dust
Prism Dust
Upgrade Justice 1

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

1.4 · 2/356 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.

1.4 · 2/356 decks
"Come Get Me, Bub!"
"Come Get Me, Bub!"
Event Protection 0

Hero Action: Discard cards from the encounter deck until you discard a minion. Put that minion into play engaged with you → heal 3 damage from your identity and give your identity a tough status card.

1.4 · 6/356 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.

1.4 · 4/356 decks
Tempus
Tempus
Ally Aggression 2

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

1.4 · 8/356 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.

1.3 · 2/356 decks
Honed Technique
Honed Technique
Upgrade Aggression 3

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

1.3 · 6/356 decks
"Bring It!"
"Bring It!"
Event Aggression 0

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

1.3 · 3/356 decks
Cable
Cable
Ally Leadership 4

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

1.3 · 1/356 decks
Deathlok
Deathlok
Ally Basic 4

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.

1.3 · 1/356 decks
Uncanny X-Force
Uncanny X-Force
Support Leadership 2

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

1.3 · 1/356 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.

1.3 · 1/356 decks
Jessica Jones
Jessica Jones
Ally Justice 3

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

1.2 · 3/356 decks
Hugin & Munin
Hugin & Munin
Ally Leadership 2

Response: After Hugin & Munin enter play, search the top 10 cards of the encounter deck for a minion and put it into play engaged with you → ready 1 character you control for each icon ([star] and [boost]) in that minion's boost area.

1.2 · 5/356 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.

1.2 · 15/356 decks
Outta My Way!
Outta My Way!
Event Aggression 2

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

1.2 · 3/356 decks
Powerful Punch
Powerful Punch
Event Protection 2

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

1.2 · 6/356 decks
Bombs Away
Bombs Away
Event Aggression 2

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

1.2 · 5/356 decks
Multitalented
Multitalented
Event Basic 3

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.

1.1 · 2/356 decks
Full-Body Charge
Full-Body Charge
Event Aggression 4

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.

1.1 · 1/356 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.

1.1 · 4/356 decks
Piercing Strike
Piercing Strike
Event Aggression 2

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

1.1 · 1/356 decks
Perseverance
Perseverance
Event Protection 1

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

1.1 · 1/356 decks
Side Step
Side Step
Event Protection 1

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

1.1 · 1/356 decks
The Gardener
The Gardener
Event Protection 2

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

1.1 · 1/356 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

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

1.1 · 3/356 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.

1.1 · 3/356 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.

1.1 · 3/356 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.

1.0 · 1/356 decks
Havok
Havok
Ally Leadership 4

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

1.0 · 3/356 decks
Speed
Speed
Ally Justice 4

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

1.0 · 1/356 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).

1.0 · 11/356 decks
Cell Phone
Cell Phone
Upgrade Basic 2

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

1.0 · 4/356 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.

1.0 · 3/356 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.

1.0 · 3/356 decks
Cutupper
Cutupper
Event Pool 3

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

0.9 · 4/356 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.

0.9 · 3/356 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.

0.9 · 3/356 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.

0.9 · 1/356 decks
Bishop
Bishop
Ally Justice 3

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).

0.9 · 5/356 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.

0.9 · 6/356 decks
Skilled Strike
Skilled Strike
Event Aggression 0

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

0.8 · 7/356 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.

0.8 · 5/356 decks
Banshee
Banshee
Ally Justice 4

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

0.8 · 2/356 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.

0.8 · 4/356 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.

0.8 · 1/356 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.

0.8 · 1/356 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.

0.8 · 1/356 decks
Longshot
Longshot
Ally Basic 4

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

0.8 · 4/356 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.

0.8 · 2/356 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.

0.8 · 1/356 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.

0.8 · 1/356 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.

0.8 · 1/356 decks
Rally the Troops
Rally the Troops
Player Side Scheme Leadership 0

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

0.8 · 1/356 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

0.8 · 3/356 decks
Cypher
Cypher
Ally Justice 2

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

0.7 · 3/356 decks
Coup de Grâce
Coup de Grâce
Event Aggression 2

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

0.7 · 1/356 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1

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

0.7 · 3/356 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.

0.7 · 3/356 decks
Gunboat Diplomacy
Gunboat Diplomacy
Event Justice 1

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.

0.7 · 2/356 decks
Serve and Protect
Serve and Protect
Event Protection 2

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

0.7 · 2/356 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.

0.7 · 3/356 decks
Mission Training
Mission Training
Upgrade Justice 1

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

0.7 · 3/356 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.

0.7 · 2/356 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).

0.7 · 1/356 decks
Yaw and Roll
Yaw and Roll
Event Justice 1

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

0.7 · 1/356 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.

0.7 · 1/356 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.

0.7 · 1/356 decks
Brawn
Brawn
Ally Aggression 3

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

0.7 · 1/356 decks
Captain Britain
Captain Britain
Ally Justice 4

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

0.7 · 2/356 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.

0.7 · 2/356 decks
Determination
Determination
Resource Justice

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

0.7 · 1/356 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.

0.7 · 1/356 decks
Ghost-Spider
Ghost-Spider
Ally Basic 3

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

0.7 · 1/356 decks
Marvel Boy
Marvel Boy
Ally Aggression 2

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

0.7 · 2/356 decks
Pete Wisdom
Pete Wisdom
Ally Basic 4

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

0.7 · 1/356 decks
Spider-Man
Spider-Man
Ally Basic 3

Response: After you play Spider-Man from your hand, choose THW or ATK. Spider-Man gets +2 to the chosen power until the end of the phase.

0.7 · 1/356 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.

0.7 · 1/356 decks
Command Center
Command Center
Support Justice 1

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

0.7 · 1/356 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.

0.7 · 5/356 decks
Hercules
Hercules
Ally Aggression 6

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

0.7 · 1/356 decks
Quasar
Quasar
Ally Justice 3

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

0.7 · 1/356 decks
Rictor
Rictor
Ally Aggression 3

[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.

0.7 · 1/356 decks
Shatterstar
Shatterstar
Ally Aggression 4

[star] Interrupt: When Shatterstar attacks a minion, engage that minion. If you are already engaged with that minion, Shatterstar gets +1 ATK for this attack.

0.7 · 1/356 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.

0.7 · 1/356 decks
Star-Lord
Star-Lord
Ally Basic 2

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

0.7 · 1/356 decks
Aneka
Aneka
Ally Basic 3

[star] Response: After Aneka uses a basic power, resolve the "Special" ability on another Dora Milaje ally. Special: Remove 1 threat from a scheme.

0.6 · 1/356 decks
Ayo
Ayo
Ally Basic 3

[star] Response: After Ayo uses a basic power, resolve the "Special" ability on another Dora Milaje ally. Special: Deal 1 damage to an enemy.

0.6 · 1/356 decks
Dora Milaje
Dora Milaje
Support Basic 3

Ignore this card's resource cost if your identity has the Wakanda trait. Action: Exhaust Dora Milaje → resolve the "Special" ability on 1 Dora Milaje ally and heal 1 damage from that ally.

0.6 · 1/356 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.

0.6 · 1/356 decks
Stepford Cuckoos
Stepford Cuckoos
Support Basic 3

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

0.6 · 23/356 decks
Winter Soldier
Winter Soldier
Ally Aggression 3

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

0.6 · 1/356 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.

0.6 · 3/356 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.

0.5 · 1/356 decks
Throg
Throg
Ally Aggression 2

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

0.5 · 3/356 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.

0.5 · 3/356 decks
Daredevil
Daredevil
Ally Justice 4

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

0.5 · 2/356 decks
Front Organization
Front Organization
Support Basic 0

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

0.5 · 1/356 decks
Emergency
Emergency
Event Basic 0

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

0.5 · 1/356 decks
Tigra
Tigra
Ally Aggression 3

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

0.5 · 1/356 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).

0.5 · 1/356 decks
Anticipation
Anticipation
Upgrade Protection 1

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

0.4 · 5/356 decks
Marvel Girl
Marvel Girl
Ally Justice 3

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

0.4 · 4/356 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 · 4/356 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.

0.4 · 2/356 decks
Adam Warlock
Adam Warlock
Ally Leadership 3

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

0.4 · 1/356 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.

0.4 · 6/356 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.

0.4 · 1/356 decks
Ready for Action
Ready for Action
Event Leadership 1

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

0.4 · 2/356 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.

0.4 · 2/356 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.

0.4 · 9/356 decks
Stealth Strike
Stealth Strike
Event Justice 3

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

0.4 · 2/356 decks
Grant Ward
Grant Ward
Ally Basic 0

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

0.4 · 1/356 decks
Multitasking
Multitasking
Event Justice 1

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

0.4 · 4/356 decks
Pinned Down
Pinned Down
Upgrade Protection 0

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

0.3 · 5/356 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.)

0.3 · 4/356 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.

0.3 · 2/356 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.

0.3 · 6/356 decks
Press the Advantage
Press the Advantage
Event Aggression 1

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

0.3 · 1/356 decks
Astonishing X-Men
Astonishing X-Men
Player Side Scheme Protection 1

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

0.2 · 2/356 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.

0.2 · 1/356 decks
Quick Strike
Quick Strike
Event Aggression 2

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

0.2 · 1/356 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.

0.2 · 2/356 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 · 1/356 decks
Sunspot
Sunspot
Ally Leadership 3

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

0.2 · 1/356 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 · 2/356 decks
Air Cover
Air Cover
Support Aggression 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.

0.2 · 1/356 decks
Air Supremacy
Air Supremacy
Event Leadership 2

Hero Action: Choose up to X enemies, where X is equal to the number of aerial characters you control → deal 3 damage to each chosen enemy.

0.2 · 2/356 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.

0.2 · 7/356 decks
Adrenaline Rush
Adrenaline Rush
Upgrade Basic 1

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

0.1 · 1/356 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).

0.1 · 3/356 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 · 4/356 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.

0.1 · 2/356 decks
Establish Perimeter
Establish Perimeter
Player Side Scheme Protection 1

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

0.1 · 4/356 decks
Operative Skill
Operative Skill
Upgrade Justice 2

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

0.1 · 1/356 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.

0.1 · 1/356 decks
Render Medical Aid
Render Medical Aid
Player Side Scheme Protection 0

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

0.1 · 6/356 decks
Under Control
Under Control
Upgrade Protection 0

Attach to a minion. Max 1 per minion. Response: After a hero defends against attached minion's attack and takes no damage, deal 4 damage to attached minion.

0.1 · 2/356 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 · 1/356 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.

0.1 · 1/356 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).

0.1 · 3/356 decks
Gentle
Gentle
Ally Leadership 3

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

0.1 · 5/356 decks
Momentum Shift
Momentum Shift
Event Protection 2

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

0.1 · 4/356 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 · 3/356 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.

0.1 · 3/356 decks
Mass Attack
Mass Attack
Event Leadership 3

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

0.1 · 1/356 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.

0.1 · 4/356 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.

0.1 · 1/356 decks
Chamber
Chamber
Ally Justice 4

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

0.1 · 1/356 decks
Dive Bomb
Dive Bomb
Event Aggression 4

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

0.1 · 4/356 decks
Pitchback
Pitchback
Event Aggression 1

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

0.1 · 4/356 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.

0.1 · 2/356 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.

0.1 · 1/356 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.)

0.1 · 3/356 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.

0.1 · 1/356 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.)

0.1 · 1/356 decks
Subdue
Subdue
Event Protection 1

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

0.1 · 2/356 decks
Bug
Bug
Ally Aggression 2

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

0.0 · 2/356 decks
Clea
Clea
Ally Protection 2

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

0.0 · 1/356 decks
Combine Forces
Combine Forces
Event Aggression 1

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

0.0 · 1/356 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 · 3/356 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.

0.0 · 1/356 decks
Flying Formation
Flying Formation
Event Leadership 4

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

0.0 · 1/356 decks
Invulnerability
Invulnerability
Event Basic 3

Hero Action: Give your hero a tough status card.

0.0 · 3/356 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.

0.0 · 1/356 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.

0.0 · 1/356 decks
Recuperation
Recuperation
Event Basic 2

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

0.0 · 4/356 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.

0.0 · 1/356 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 · 1/356 decks
Ironheart
Ironheart
Ally Basic 2

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

0.0 · 2/356 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).

0.0 · 2/356 decks
Spider-Girl
Spider-Girl
Ally Aggression 2

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

0.0 · 2/356 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.

0.0 · 2/356 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.

0.0 · 2/356 decks
Break Time
Break Time
Event Pool 3

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

0.0 · 1/356 decks
Git Gud
Git Gud
Upgrade Pool 2

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

0.0 · 1/356 decks
Headpool
Headpool
Ally Pool 3

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

0.0 · 1/356 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 · 1/356 decks
Limitless Stamina
Limitless Stamina
Event Basic 1

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

0.0 · 1/356 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.)

0.0 · 1/356 decks
Starhawk
Starhawk
Ally Protection 2

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

0.0 · 1/356 decks
Uppercut
Uppercut
Event Aggression 3

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

0.0 · 2/356 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.

0.0 · 1/356 decks
'Pool Inspection
'Pool Inspection
Event Pool 6

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.

0.0 · 1/356 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.

0.0 · 1/356 decks
Agile Flight
Agile Flight
Event Justice 3

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

0.0 · 1/356 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.

0.0 · 1/356 decks
Beat Cop
Beat Cop
Support Justice 3

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

0.0 · 1/356 decks
Black Widow
Black Widow
Ally Protection 3

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

0.0 · 1/356 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.

0.0 · 1/356 decks
Coordinated Attack
Coordinated Attack
Upgrade Leadership 0

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

0.0 · 1/356 decks
Da Bomb
Da Bomb
Event Pool 6

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.

0.0 · 1/356 decks
E.V.A.
E.V.A.
Support Leadership 0

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

0.0 · 1/356 decks
Elixir
Elixir
Ally Protection 4

Play only if your identity has the X-Force or X-Men trait. [star] Response: After Elixir attacks or thwarts, heal 1 damage from another friendly character.

0.0 · 1/356 decks
Fantomex
Fantomex
Ally Leadership 4

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

0.0 · 1/356 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.

0.0 · 1/356 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.

0.0 · 1/356 decks
Go Down Swinging
Go Down Swinging
Event Leadership 0

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

0.0 · 1/356 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.

0.0 · 1/356 decks
Height Advantage
Height Advantage
Upgrade Protection 1

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

0.0 · 1/356 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.

0.0 · 1/356 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.

0.0 · 1/356 decks
Live Dangerously
Live Dangerously
Player Side Scheme Pool 0

Victory 0. Each identity gets +2 hand size.

0.0 · 1/356 decks
Mission Planning
Mission Planning
Event Leadership 2

Play only if there is a side scheme in the victory display. Hero Action: Until the end of the phase, allies you control do not take consequential damage.

0.0 · 1/356 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.

0.0 · 1/356 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 · 1/356 decks
Plot Convenience
Plot Convenience
Support Pool 2

Action: Exhaust Plot Convenience → choose: • Attach 1 aspect card from your hand facedown here (to a maximum of 3). • Add 1 card attached facedown here to your hand. Any player may trigger this ability.

0.0 · 1/356 decks
Quake
Quake
Ally Justice 2

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

0.0 · 1/356 decks
Quincarrier
Quincarrier
Support Basic 3

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

0.0 · 1/356 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 · 1/356 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 · 1/356 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.

0.0 · 1/356 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 · 1/356 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 · 1/356 decks
Squared Off
Squared Off
Event Leadership 0

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.

0.0 · 1/356 decks