Iceman
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Iceman

Bobby Drake

11 HP5 Hand Size359 Decks Analyzed
Iceman
Iceman
Bobby Drake
Bobby Drake

★ Exclusive Cards

Cards played most by this hero compared to all others.

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Team-Building Exercise
Team-Building Exercise
Support Basic 2 Staple

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.

77.2 · 289/359 decks ↑ +0.8%
Professor X
Professor X
Ally Basic 3 Staple

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.

65.7 · 240/359 decks ↑ +1.2%
Utopia
Utopia
Support Basic 2 Staple

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.

59.9 · 232/359 decks ↑ +1.4%
Deft Focus
Deft Focus
Upgrade Basic 1 Staple

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

58.7 · 205/359 decks ↑ +1.5%
The X-Jet
The X-Jet
Support Basic 3 Staple

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

57.8 · 214/359 decks ↑ +1.5%
Beak
Beak
Ally Basic 2 Declining

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

41.4 · 176/359 decks ↑ +2.1%
Forge
Forge
Ally Basic 2 Staple

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 · 134/359 decks ↑ +2.2%
Triage
Triage
Ally Basic 2 Staple

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

37.1 · 139/359 decks ↓ -1.3%
X-Gene
X-Gene
Upgrade Basic 1 Staple

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

26.3 · 105/359 decks ↓ -0.9%
Angel
Angel
Ally Basic 3 Declining

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

25.8 · 109/359 decks ↓ -0.9%
X-Mansion
X-Mansion
Support Basic 2 Staple

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.

25.8 · 69/359 decks ↑ +2.6%
Helicarrier
Helicarrier
Support Basic 3 Declining

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.

22.0 · 58/359 decks ↓ -0.8%
Moira MacTaggert
Moira MacTaggert
Support Basic 2 Staple

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.

20.5 · 55/359 decks ↑ +2.8%
Build Support
Build Support
Player Side Scheme Basic 1 Staple

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.)

20.1 · 103/359 decks ↓ -0.7%
Superpower Training
Superpower Training
Player Side Scheme Basic 1 Staple

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

19.8 · 105/359 decks ↓ -0.7%
Take That!
Take That!
Event Aggression 3 Declining

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

19.1 · 57/359 decks ↓ -0.7%
Unflappable
Unflappable
Upgrade Protection 1 Staple

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.

18.6 · 64/359 decks ↑ +2.9%
What Doesn't Kill Me
What Doesn't Kill Me
Event Protection 2 Staple

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

18.2 · 62/359 decks ↓ -0.7%
Armor
Armor
Ally Protection 2 Staple

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

17.3 · 50/359 decks ↑ +2.9%
Polaris
Polaris
Ally Protection 3 Staple

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

16.9 · 41/359 decks ↑ +3%
The Power of Protection
The Power of Protection
Resource Protection Declining

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

16.4 · 36/359 decks ↑ +3%
Uncanny X-Men
Uncanny X-Men
Support Leadership 3 Staple

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.

16.4 · 70/359 decks ↓ -0.6%
Colossus
Colossus
Ally Basic 4 Staple

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

14.9 · 69/359 decks ↑ +3%
Shark-Girl
Shark-Girl
Ally Aggression 2 Declining

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

14.8 · 61/359 decks ↓ -0.5%
Boot Camp
Boot Camp
Support Aggression 3 Staple

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

14.8 · 41/359 decks ↓ -0.5%
Hope Summers
Hope Summers
Ally Basic 4 Staple

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.)

14.5 · 39/359 decks ↑ +3%
Endurance
Endurance
Upgrade Basic 1 Declining

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

14.4 · 48/359 decks ↓ -0.5%
Combat Training
Combat Training
Upgrade Aggression 2 Staple

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

14.1 · 57/359 decks ↓ -0.5%
The Triskelion
The Triskelion
Support Leadership 1 Declining

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

13.6 · 41/359 decks ↓ -0.5%
The Night Nurse
The Night Nurse
Support Protection 1 Declining

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.

13.4 · 41/359 decks ↑ +3.1%
Pixie
Pixie
Ally Leadership 2 Staple

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

13.3 · 71/359 decks ↓ -0.5%
Make the Call
Make the Call
Event Leadership 0 Declining

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

13.1 · 58/359 decks ↓ -0.5%
Beast
Beast
Ally Leadership 4 Staple

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

12.9 · 50/359 decks ↓ -0.5%
Glob
Glob
Ally Aggression 3 Declining

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.

12.0 · 64/359 decks
The Power of Leadership
The Power of Leadership
Resource Leadership Declining

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

12.0 · 31/359 decks
Phoenix
Phoenix
Ally Leadership 3 Declining

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

11.7 · 28/359 decks
Surprise Move
Surprise Move
Event Aggression 1 Staple

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.

11.7 · 40/359 decks
Armored Vest
Armored Vest
Upgrade Protection 1 Staple

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

11.6 · 61/359 decks
Electrostatic Armor
Electrostatic Armor
Upgrade Protection 1 Staple

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

11.5 · 41/359 decks
Avengers Mansion
Avengers Mansion
Support Basic 4 Declining

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

11.1 · 47/359 decks
Mirage
Mirage
Ally Leadership 3 Declining

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

11.0 · 47/359 decks
Shadowcat
Shadowcat
Ally Basic 3 Declining

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 , , , and icon until the end of the round.

11.0 · 76/359 decks
X-Men Instruction
X-Men Instruction
Event Basic 0 Declining

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.

10.9 · 20/359 decks ↑ +3.2%
The Power of Aggression
The Power of Aggression
Resource Aggression Declining

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

10.8 · 47/359 decks
Nightcrawler
Nightcrawler
Ally Protection 3 Declining

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

10.5 · 35/359 decks ↑ +3.2%
Defensive Conditioning
Defensive Conditioning
Upgrade Protection 2 Recent

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

10.1 · 8/359 decks
"You Got This!"
"You Got This!"
Event Leadership 1 Declining

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.

9.8 · 10/359 decks
Band Together
Band Together
Resource Leadership Declining

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

9.8 · 21/359 decks
Cyclops
Cyclops
Ally Leadership 3 Declining

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.

9.7 · 22/359 decks
Mutant Education
Mutant Education
Event Basic 0 Staple

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.

9.7 · 33/359 decks
Ever Vigilant
Ever Vigilant
Event Protection 2 Staple

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

9.5 · 40/359 decks
Clarity of Purpose
Clarity of Purpose
Upgrade Leadership 1 Staple

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

9.2 · 24/359 decks
Indomitable
Indomitable
Upgrade Protection 1 Hype

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

9.1 · 42/359 decks
Synch
Synch
Ally Basic 3 Declining

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.

9.0 · 29/359 decks
Children of the Atom
Children of the Atom
Support Basic 1 Staple

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.

8.9 · 21/359 decks
Gambit
Gambit
Ally Basic 3 Staple

X is the number of boost icons () 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.

8.8 · 32/359 decks
Call for Backup
Call for Backup
Player Side Scheme Leadership 1 Staple

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

8.8 · 30/359 decks
Rogue
Rogue
Ally Protection 4 Staple

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.)

8.6 · 9/359 decks ↑ +3.3%
Suppressing Fire
Suppressing Fire
Upgrade Aggression 0 Staple

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

8.5 · 31/359 decks
Desperate Defense
Desperate Defense
Event Protection 1 Declining

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.

8.2 · 51/359 decks
Attack Training
Attack Training
Upgrade Aggression 1 Staple

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

7.8 · 31/359 decks
Wolverine
Wolverine
Ally Aggression 4 Staple

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

7.7 · 37/359 decks
Rapid Response
Rapid Response
Upgrade Leadership 2 Declining

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.

7.6 · 21/359 decks
White Queen
White Queen
Ally Basic 3 Staple

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.

7.5 · 17/359 decks
Mutant Protectors
Mutant Protectors
Event Protection 1 Staple

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.

7.3 · 7/359 decks ↑ +3.3%
Rockslide
Rockslide
Ally Protection 4 Declining

Retaliate 1.

7.3 · 10/359 decks ↑ +3.3%
Team Training
Team Training
Support Leadership 2 Staple

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

7.1 · 17/359 decks
Marrow
Marrow
Ally Basic 2 Staple

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

6.7 · 19/359 decks
Ready for a Fight
Ready for a Fight
Upgrade Protection 1 Recent

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

6.6 · 7/359 decks ↑ +3.3%
Aggressive Conditioning
Aggressive Conditioning
Upgrade Aggression 3 Recent

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

6.4 · 8/359 decks
Nerves of Steel
Nerves of Steel
Upgrade Protection 2 Declining

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

6.4 · 21/359 decks ↑ +3.3%
Suit Up
Suit Up
Event Leadership 2 Staple

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.)

6.1 · 8/359 decks
Karma
Karma
Ally Protection 4 Declining

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.

5.9 · 4/359 decks ↑ +3.4%
Kid Omega
Kid Omega
Ally Leadership 2 Staple

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

5.7 · 15/359 decks
Honorary X-Men
Honorary X-Men
Upgrade Basic 0 Staple

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.

5.6 · 33/359 decks
Command Team
Command Team
Support Leadership 2 Staple

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

5.5 · 19/359 decks
Toe to Toe
Toe to Toe
Event Aggression 1 Hype

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

5.2 · 7/359 decks
Strength In Numbers
Strength In Numbers
Event Leadership 0 Hype

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

5.1 · 18/359 decks
Aggressive Energy
Aggressive Energy
Resource Aggression Staple

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

5.0 · 8/359 decks
Get Ready
Get Ready
Event Leadership 0 Hype

Action: Ready an ally.

5.0 · 12/359 decks
Sunfire
Sunfire
Ally Aggression 2 Staple

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

5.0 · 22/359 decks
X-23
X-23
Ally Leadership 3 Staple

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

4.9 · 9/359 decks
"I Can Do This All Day"
"I Can Do This All Day"
Event Protection 1 Recent

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

4.9 · 3/359 decks
Sidekick
Sidekick
Upgrade Leadership 1 Staple

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.

4.9 · 5/359 decks
Dazzler
Dazzler
Ally Justice 4 Staple

Response: After Dazzler enters play, confuse an enemy.

4.8 · 16/359 decks
Side-by-Side
Side-by-Side
Event Leadership 2 Staple

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.

4.8 · 5/359 decks
For Justice!
For Justice!
Event Justice 2 Hype

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

4.7 · 14/359 decks
Clobber
Clobber
Event Aggression 2 Declining

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.

4.7 · 15/359 decks
Into the Fray
Into the Fray
Event Aggression 3 Declining

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.

4.7 · 6/359 decks
Specialized Training
Specialized Training
Player Side Scheme Basic 1 Staple

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.

4.7 · 48/359 decks
Magik
Magik
Ally Aggression 3 Hype

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

4.6 · 16/359 decks
Cerebro
Cerebro
Support Basic 1 Declining

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.)

4.6 · 17/359 decks
Preservation
Preservation
Resource Protection Staple

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

4.6 · 7/359 decks
Blindfold
Blindfold
Ally Justice 3 Staple

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.

4.6 · 14/359 decks
The Direct Approach
The Direct Approach
Upgrade Aggression 1 Staple

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.)

4.6 · 5/359 decks
Precision Strike
Precision Strike
Event Aggression 1 Staple

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

4.5 · 13/359 decks
Hall of Heroes
Hall of Heroes
Support Aggression 2 Declining

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.

4.5 · 20/359 decks
Northstar
Northstar
Ally Protection 3 Staple

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

4.3 · 11/359 decks
Test the Defense
Test the Defense
Upgrade Aggression 1 Staple

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.

4.3 · 5/359 decks
Moment of Triumph
Moment of Triumph
Event Aggression 0 Declining

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.

4.3 · 5/359 decks
Soaring Acrobatics
Soaring Acrobatics
Upgrade Basic 2 Staple

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.

4.2 · 23/359 decks
Hard to Ignore
Hard to Ignore
Upgrade Protection 1 Declining

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

4.2 · 22/359 decks
First Aid
First Aid
Event Basic 1 Hype

Action: Heal 2 damage from any character.

4.2 · 13/359 decks
Nick Fury
Nick Fury
Ally Basic 4 Declining

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.

4.1 · 19/359 decks
Mutant Mayhem
Mutant Mayhem
Event Leadership 3 Declining

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.

4.1 · 12/359 decks
Counterattack
Counterattack
Upgrade Aggression 1 Hype

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.

4.0 · 4/359 decks
Team Strike
Team Strike
Event Aggression 1 Staple

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.

4.0 · 8/359 decks
Practiced Plan
Practiced Plan
Upgrade Basic 0 Staple

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.

3.9 · 2/359 decks ↑ +3.4%
Defiance
Defiance
Event Protection 0 Declining

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

3.9 · 10/359 decks
R&D Facility
R&D Facility
Support Leadership 3 Declining

Requirement (). 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.

3.9 · 6/359 decks
Down Time
Down Time
Upgrade Basic 1 Declining

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

3.9 · 20/359 decks
M
M
Ally Leadership 4 Declining

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

3.8 · 11/359 decks
Dust
Dust
Ally Aggression 3 Hype

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

3.7 · 9/359 decks
Outta My Way!
Outta My Way!
Event Aggression 2 Declining

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

3.7 · 4/359 decks
Expert Defense
Expert Defense
Event Protection 0 Hype

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

3.7 · 6/359 decks
Angel's Aerie
Angel's Aerie
Support Protection 1 Staple

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.

3.6 · 17/359 decks
Piercing Strike
Piercing Strike
Event Aggression 2 Hype

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

3.6 · 2/359 decks
Protective Training
Protective Training
Upgrade Protection 1 Staple

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

3.5 · 7/359 decks
Not Today!
Not Today!
Event Protection 1 Staple

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.

3.5 · 19/359 decks
Clear the Area
Clear the Area
Event Justice 1 Declining

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

3.5 · 15/359 decks
The Power of Justice
The Power of Justice
Resource Justice Declining

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

3.5 · 12/359 decks
Mockingbird
Mockingbird
Ally Basic 3 Hype

Response: After Mockingbird enters play, stun an enemy.

3.4 · 14/359 decks
Change of Fortune
Change of Fortune
Upgrade Protection 1 Staple

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.

3.4 · 6/359 decks
Taunt
Taunt
Event Protection 1 Staple

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

3.4 · 5/359 decks
"To Me, My X-Men!"
"To Me, My X-Men!"
Event Leadership 1 Staple

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.

3.4 · 16/359 decks
Target Spotter
Target Spotter
Support Aggression 1 Recent

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.

3.4 · 4/359 decks
Spoiling for a Fight
Spoiling for a Fight
Event Aggression 0 Recent

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.

3.4 · 5/359 decks
Storm
Storm
Ally Basic 5 Declining

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

3.3 · 22/359 decks
Energy Barrier
Energy Barrier
Upgrade Protection 2 Declining

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.

3.2 · 17/359 decks
Drop Kick
Drop Kick
Event Aggression 3 Hype

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

3.2 · 2/359 decks
Lead from the Front
Lead from the Front
Event Leadership 2 Hype

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

3.1 · 8/359 decks
Marked
Marked
Upgrade Aggression 0 Staple

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

3.1 · 15/359 decks
Inspired
Inspired
Upgrade Leadership 1 Declining

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

3.0 · 9/359 decks
Defensive Stance
Defensive Stance
Upgrade Protection 2 Hype

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

2.9 · 3/359 decks
Med Lab
Med Lab
Support Leadership 1 Declining

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.

2.9 · 7/359 decks
Brute Force
Brute Force
Upgrade Aggression 1 Declining

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.

2.8 · 2/359 decks
New Recruits
New Recruits
Player Side Scheme Leadership 0 Staple

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.

2.7 · 13/359 decks
Adrenaline Rush
Adrenaline Rush
Upgrade Basic 1 Hype

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

2.7 · 2/359 decks
Wasp
Wasp
Ally Aggression 0 Hype

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 resource you overpaid for Wasp's cost.

2.7 · 4/359 decks
Legion
Legion
Ally Basic 3 Declining

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

2.6 · 12/359 decks
Uppercut
Uppercut
Event Aggression 3 Hype

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

2.6 · 3/359 decks
One by One
One by One
Event Aggression 1 Staple

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

2.6 · 2/359 decks
Boom Boom
Boom Boom
Ally Aggression 3 Declining

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.

2.6 · 1/359 decks
Lie in Wait
Lie in Wait
Upgrade Aggression 1 Hype

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

2.6 · 1/359 decks
No Quarter
No Quarter
Event Aggression 2 Declining

Requirement (). 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.

2.6 · 1/359 decks
Defensive Energy
Defensive Energy
Resource Protection Staple

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

2.5 · 8/359 decks
Two-Gun Kid
Two-Gun Kid
Ally Aggression 3 Recent

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

2.5 · 1/359 decks
Sidearm
Sidearm
Upgrade Basic 1 Staple

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

2.4 · 7/359 decks
Flow Like Water
Flow Like Water
Upgrade Protection 2 Declining

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

2.4 · 9/359 decks
Psylocke
Psylocke
Ally Aggression 4 Staple

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

2.4 · 19/359 decks
Leadership Skill
Leadership Skill
Upgrade Leadership 1 Staple

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.

2.4 · 12/359 decks
Upside the Head
Upside the Head
Event Justice 1 Staple

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.

2.4 · 13/359 decks
Crew Quarters
Crew Quarters
Support Basic 1 Declining

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

2.4 · 10/359 decks
Impede
Impede
Event Justice 2 Hype

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.

2.4 · 7/359 decks
Ready to Rumble
Ready to Rumble
Upgrade Basic 1 Staple

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

2.4 · 7/359 decks
Skilled Investigator
Skilled Investigator
Upgrade Justice 0 Staple

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

2.4 · 14/359 decks
Resource Reserve
Resource Reserve
Support Leadership 1 Recent

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).

2.3 · 1/359 decks
Gatekeeper
Gatekeeper
Upgrade Aggression 0 Staple

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.

2.3 · 5/359 decks
Chase Them Down
Chase Them Down
Event Aggression 0 Hype

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

2.2 · 5/359 decks
Martial Prowess
Martial Prowess
Upgrade Aggression 2 Declining

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

2.2 · 10/359 decks
War Room
War Room
Support Aggression 1 Staple

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

2.2 · 8/359 decks
Keep Up the Pressure
Keep Up the Pressure
Player Side Scheme Aggression 0 Staple

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.

2.2 · 15/359 decks
Med Team
Med Team
Support Protection 3 Hype

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.

2.2 · 6/359 decks
S
Stronger Together
Event Protection 0 Recent

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.

2.2 · 1/359 decks
Counter-Punch
Counter-Punch
Event Protection 0 Hype

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

2.1 · 4/359 decks
Weapon X
Weapon X
Support Basic 1 Staple

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.

2.1 · 26/359 decks
Teamwork
Teamwork
Event Leadership 0 Hype

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.

2.1 · 4/359 decks
Jump Flip
Jump Flip
Event Protection 1 Declining

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

2.1 · 6/359 decks
Symbiote Suit
Symbiote Suit
Upgrade Basic 4 Staple

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

2.1 · 14/359 decks
Audacity
Audacity
Resource Aggression Declining

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

2.1 · 7/359 decks
Cuts Both Ways
Cuts Both Ways
Event Protection 0 Recent

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

2.0 · 2/359 decks
Strength in Diversity
Strength in Diversity
Event Leadership 2 Recent

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.

2.0 · 6/359 decks
Under Surveillance
Under Surveillance
Upgrade Justice 2 Declining

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

2.0 · 10/359 decks
Maria Hill
Maria Hill
Ally Leadership 2 Hype

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

2.0 · 5/359 decks
Danger Room
Danger Room
Support Basic 2 Declining

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.

1.9 · 16/359 decks
Looking for Trouble
Looking for Trouble
Event Aggression 0 Declining

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.

1.9 · 16/359 decks
Goldballs
Goldballs
Ally Aggression 3 Declining

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.

1.9 · 7/359 decks
Hangar Bay
Hangar Bay
Support Protection 1 Declining

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

1.9 · 3/359 decks
Hand Cannon
Hand Cannon
Upgrade Aggression 2 Declining

Restricted. Uses (3 charge counters). Hero Interrupt: When your hero makes a basic attack, exhaust Hand Cannon and remove 1 charge counter from it → your hero gets +2 ATK for that attack. That attack gains overkill.

1.9 · 8/359 decks
Leading Blow
Leading Blow
Event Protection 0 Declining

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

1.8 · 11/359 decks
Ops Room
Ops Room
Support Protection 2 Recent

Uses (3 alert counters). Interrupt: When a friendly character would take any amount of damage while defending, remove 1 alert counter from here → prevent 1 of that damage and remove 1 threat from a scheme.

1.8 · 2/359 decks
Justice Served
Justice Served
Upgrade Justice 1 Declining

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.

1.8 · 10/359 decks
Assess the Situation
Assess the Situation
Event Basic 0 Declining

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

1.8 · 2/359 decks
Riposte
Riposte
Event Protection 1 Staple

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.

1.8 · 3/359 decks
Stick-To-Itiveness
Stick-To-Itiveness
Upgrade Pool 2 Declining

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

1.7 · 14/359 decks
Forcefield Generator
Forcefield Generator
Upgrade Protection 3 Declining

Uses (6 energy counters). Max 1 per player. Forced Interrupt: When you would take any amount of damage, remove that many energy counters from here. For each energy counter removed this way, prevent 1 of that damage.

1.7 · 5/359 decks
Healing Factor
Healing Factor
Upgrade Pool 3 Declining

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

1.7 · 13/359 decks
Lay Down the Law
Lay Down the Law
Event Justice 1 Declining

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

1.7 · 5/359 decks
Self Confidence
Self Confidence
Resource Pool Declining

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

1.7 · 13/359 decks
Self Control
Self Control
Resource Pool Declining

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

1.7 · 13/359 decks
Self Preservation
Self Preservation
Resource Pool Declining

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

1.7 · 13/359 decks
Danger Room Training
Danger Room Training
Upgrade Leadership 1 Staple

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

1.7 · 12/359 decks
Warpath
Warpath
Ally Protection 4 Staple

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

1.7 · 4/359 decks
Stun Gun
Stun Gun
Upgrade Protection 2 Recent

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.

1.7 · 2/359 decks
Aerial Intervention
Aerial Intervention
Event Protection 0 Staple

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.

1.7 · 2/359 decks
Cannonball
Cannonball
Ally Basic 3 Staple

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.

1.7 · 2/359 decks
Crisis Averted
Crisis Averted
Event Justice 3 Declining

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

1.7 · 3/359 decks
Dauntless
Dauntless
Upgrade Protection 1 Declining

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.

1.7 · 8/359 decks
Siryn
Siryn
Ally Protection 4 Staple

Response: After Siryn attacks, stun a minion.

1.7 · 1/359 decks
Smash the Problem
Smash the Problem
Event Aggression 1 Staple

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

1.7 · 3/359 decks
Sonic Rifle
Sonic Rifle
Upgrade Justice 3 Declining

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).

1.6 · 8/359 decks
Regroup
Regroup
Support Leadership 1 Staple

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.

1.6 · 7/359 decks
Repurpose
Repurpose
Event Protection 0 Staple

Hero Action: Discard a Tech upgrade you control → ready your hero and choose THW, ATK, or DEF. Until the end of the round, your hero gets +X to the chosen power, where X is equal to that upgrade's printed cost.

1.6 · 14/359 decks
Swift Retribution
Swift Retribution
Event Justice 1 Declining

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

1.6 · 3/359 decks
Hard Knocks
Hard Knocks
Event Protection 3 Staple

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

1.6 · 2/359 decks
Turn the Tide
Turn the Tide
Event Justice 0 Declining

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

1.6 · 2/359 decks
Tenacity
Tenacity
Upgrade Basic 2 Hype

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

1.5 · 5/359 decks
Won't Stay Down
Won't Stay Down
Support Leadership 1 Staple

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.

1.5 · 2/359 decks
Melee
Melee
Event Aggression 3 Hype

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

1.5 · 1/359 decks
Vivian
Vivian
Ally Basic 2 Staple

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).

1.5 · 5/359 decks
Float Like a Butterfly
Float Like a Butterfly
Upgrade Justice 2 Staple

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.

1.5 · 6/359 decks
Iron Fist
Iron Fist
Ally Protection 4 Hype

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.

1.5 · 4/359 decks
Blood Rage
Blood Rage
Upgrade Aggression 1 Staple

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

1.4 · 8/359 decks
Kaluu
Kaluu
Ally Leadership 2 Staple

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.

1.4 · 5/359 decks
Bait and Switch
Bait and Switch
Event Protection 1 Declining

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

1.4 · 3/359 decks
Keep Them Busy
Keep Them Busy
Player Side Scheme Aggression 1 Staple

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

1.4 · 10/359 decks
Face the Past
Face the Past
Event Basic 0 Staple

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.

1.4 · 6/359 decks
Overwatch
Overwatch
Upgrade Justice 0 Staple

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.

1.4 · 4/359 decks
Savage Strike
Savage Strike
Event Aggression 3 Recent

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

1.4 · 1/359 decks
Blade
Blade
Ally Basic 1 Staple

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

1.4 · 4/359 decks
Sense of Justice
Sense of Justice
Upgrade Justice 2 Declining

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

1.4 · 10/359 decks
X-Bunker
X-Bunker
Support Basic 2 Staple

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.)

1.4 · 4/359 decks
C
Cameo
Support Leadership Recent

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.

1.3 · 3/359 decks
Domino
Domino
Ally Leadership 3 Staple

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

1.3 · 11/359 decks
Preemptive Strike
Preemptive Strike
Event Protection 1 Hype

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

1.3 · 12/359 decks
Atlas Bear
Atlas Bear
Ally Basic 3 Declining

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.

1.3 · 4/359 decks
Prism Dust
Prism Dust
Upgrade Justice 1 Staple

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

1.3 · 2/359 decks
Infiltration
Infiltration
Event Justice 1 Recent

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.

1.3 · 2/359 decks
"Come Get Me, Bub!"
"Come Get Me, Bub!"
Event Protection 0 Staple

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.

1.3 · 6/359 decks
Wiccan
Wiccan
Ally Justice 2 Declining

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.

1.3 · 4/359 decks
Tempus
Tempus
Ally Aggression 2 Declining

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.

1.2 · 8/359 decks
Followed
Followed
Upgrade Justice 1 Hype

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

1.2 · 2/359 decks
Honed Technique
Honed Technique
Upgrade Aggression 3 Staple

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

1.2 · 6/359 decks
"Bring It!"
"Bring It!"
Event Aggression 0 Staple

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

1.2 · 3/359 decks
Cable
Cable
Ally Leadership 4 Staple

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

1.1 · 1/359 decks
Deathlok
Deathlok
Ally Basic 4 Declining

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.

1.1 · 1/359 decks
Uncanny X-Force
Uncanny X-Force
Support Leadership 2 Staple

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 () after thwarting a side scheme.

1.1 · 1/359 decks
Warrior Skill
Warrior Skill
Upgrade Aggression 2 Declining

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

1.1 · 1/359 decks
Jessica Jones
Jessica Jones
Ally Justice 3 Hype

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

1.1 · 3/359 decks
Hugin & Munin
Hugin & Munin
Ally Leadership 2 Recent

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 ( and ) in that minion's boost area.

1.1 · 5/359 decks
Never Back Down
Never Back Down
Event Protection 1 Hype

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.

1.1 · 15/359 decks
Powerful Punch
Powerful Punch
Event Protection 2 Staple

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

1.1 · 6/359 decks
Bombs Away
Bombs Away
Event Aggression 2 Staple

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.

1.1 · 5/359 decks
Multitalented
Multitalented
Event Basic 3 Declining

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

1.0 · 2/359 decks
Get Behind Me!
Get Behind Me!
Event Protection 1 Hype

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

1.0 · 4/359 decks
Full-Body Charge
Full-Body Charge
Event Aggression 4 Staple

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.

1.0 · 1/359 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2 Declining

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

1.0 · 3/359 decks
Making an Entrance
Making an Entrance
Event Justice 1 Declining

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.

1.0 · 3/359 decks
Perseverance
Perseverance
Event Protection 1 Declining

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

1.0 · 1/359 decks
Side Step
Side Step
Event Protection 1 Hype

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

1.0 · 1/359 decks
The Gardener
The Gardener
Event Protection 2 Hype

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.

1.0 · 1/359 decks
Caliban
Caliban
Ally Leadership 3 Declining

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.

1.0 · 3/359 decks
Dr. Sinclair
Dr. Sinclair
Support Protection 2 Recent

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

0.9 · 1/359 decks
Havok
Havok
Ally Leadership 4 Hype

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

0.9 · 3/359 decks
Speed
Speed
Ally Justice 4 Hype

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

0.9 · 1/359 decks
One Way or Another
One Way or Another
Event Justice 0 Staple

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).

0.9 · 11/359 decks
Cell Phone
Cell Phone
Upgrade Basic 2 Declining

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

0.9 · 4/359 decks
Enhanced Physique
Enhanced Physique
Upgrade Basic 2 Hype

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

0.9 · 3/359 decks
Mission Leader
Mission Leader
Upgrade Leadership 2 Staple

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

0.9 · 3/359 decks
Cutupper
Cutupper
Event Pool 3 Declining

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

0.9 · 4/359 decks
Battle Fury
Battle Fury
Upgrade Aggression 1 Hype

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.

0.8 · 3/359 decks
Eros
Eros
Ally Justice 2 Declining

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

0.8 · 3/359 decks
Energy Shield
Energy Shield
Upgrade Protection 0 Recent

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

0.8 · 1/359 decks
Bishop
Bishop
Ally Justice 3 Declining

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

0.8 · 5/359 decks
Tic-Tac-Toe
Tic-Tac-Toe
Upgrade Pool 0 Declining

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.

0.8 · 6/359 decks
Skilled Strike
Skilled Strike
Event Aggression 0 Hype

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

0.8 · 7/359 decks
Not my Responsibility
Not my Responsibility
Event Pool 0 Declining

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 · 5/359 decks
Banshee
Banshee
Ally Justice 4 Declining

Response: After Banshee thwarts, confuse a minion.

0.7 · 2/359 decks
Concussive Blow
Concussive Blow
Event Justice 3 Hype

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

0.7 · 4/359 decks
Noble Sacrifice
Noble Sacrifice
Event Leadership 1 Staple

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.

0.7 · 2/359 decks
Captain Marvel
Captain Marvel
Ally Leadership 5 Declining

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

0.7 · 1/359 decks
Falcon
Falcon
Ally Leadership 4 Hype

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.

0.7 · 1/359 decks
Hawkeye
Hawkeye
Ally Leadership 3 Hype

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.

0.7 · 1/359 decks
Longshot
Longshot
Ally Basic 4 Hype

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

0.7 · 4/359 decks
Quinjet
Quinjet
Support Leadership 1 Hype

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.

0.7 · 1/359 decks
Slingshot
Slingshot
Ally Leadership 3 Staple

Action: Spend a 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.

0.7 · 1/359 decks
Hidden Base
Hidden Base
Support Protection 2 Recent

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.

0.7 · 1/359 decks
Rally the Troops
Rally the Troops
Player Side Scheme Leadership 0 Staple

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

0.7 · 1/359 decks
Morale Boost
Morale Boost
Event Leadership 1 Hype

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

0.7 · 3/359 decks
Coup de Grâce
Coup de Grâce
Event Aggression 2 Recent

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

0.7 · 1/359 decks
Cypher
Cypher
Ally Justice 2 Staple

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

0.7 · 3/359 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1 Declining

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

0.7 · 3/359 decks
Effective Leadership
Effective Leadership
Resource Leadership Staple

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 · 3/359 decks
Gunboat Diplomacy
Gunboat Diplomacy
Event Justice 1 Staple

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 · 2/359 decks
Serve and Protect
Serve and Protect
Event Protection 2 Declining

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 · 2/359 decks
Angela
Angela
Ally Aggression 0 Declining

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.

0.6 · 3/359 decks
Critical Hit
Critical Hit
Event Aggression 2 Declining

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

0.6 · 2/359 decks
Mission Training
Mission Training
Upgrade Justice 1 Staple

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

0.6 · 3/359 decks
Chance Encounter
Chance Encounter
Upgrade Justice 0 Staple

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.

0.6 · 2/359 decks
Waylay
Waylay
Event Justice 3 Staple

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).

0.6 · 1/359 decks
Yaw and Roll
Yaw and Roll
Event Justice 1 Staple

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

0.6 · 1/359 decks
Across the Spider-Verse
Across the Spider-Verse
Event Basic 2 Declining

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.

0.6 · 1/359 decks
Assault Training
Assault Training
Support Aggression 1 Declining

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.

0.6 · 1/359 decks
Brawn
Brawn
Ally Aggression 3 Hype

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

0.6 · 1/359 decks
Captain Britain
Captain Britain
Ally Justice 4 Staple

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

0.6 · 2/359 decks
Determination
Determination
Resource Justice Declining

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

0.6 · 1/359 decks
Game Time
Game Time
Event Basic 0 Staple

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

0.6 · 5/359 decks
Ghost-Spider
Ghost-Spider
Ally Basic 3 Declining

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.)

0.6 · 1/359 decks
Marvel Boy
Marvel Boy
Ally Aggression 2 Hype

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

0.6 · 2/359 decks
Pete Wisdom
Pete Wisdom
Ally Basic 4 Staple

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.

0.6 · 1/359 decks
Spider-Man
Spider-Man
Ally Basic 3 Declining

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.

0.6 · 1/359 decks
Web of Life and Destiny
Web of Life and Destiny
Support Basic 3 Declining

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.

0.6 · 1/359 decks
Command Center
Command Center
Support Justice 1 Declining

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

0.6 · 1/359 decks
Hercules
Hercules
Ally Aggression 6 Hype

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

0.6 · 1/359 decks
Quasar
Quasar
Ally Justice 3 Declining

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

0.6 · 1/359 decks
Rictor
Rictor
Ally Aggression 3 Declining

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.

0.6 · 1/359 decks
Shatterstar
Shatterstar
Ally Aggression 4 Declining

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

0.6 · 1/359 decks
Show of Empathy
Show of Empathy
Player Side Scheme Justice 0 Recent

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.

0.6 · 1/359 decks
Star-Lord
Star-Lord
Ally Basic 2 Hype

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

0.6 · 1/359 decks
Spider-Man 2099
Spider-Man 2099
Ally Leadership 4 Recent

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

0.6 · 1/359 decks
Aneka
Aneka
Ally Basic 3 Recent

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 · 1/359 decks
Ayo
Ayo
Ally Basic 3 Recent

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 · 1/359 decks
Dora Milaje
Dora Milaje
Support Basic 3 Recent

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 · 1/359 decks
Stepford Cuckoos
Stepford Cuckoos
Support Basic 3 Declining

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 · 23/359 decks
Winter Soldier
Winter Soldier
Ally Aggression 3 Recent

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

0.5 · 1/359 decks
Interrogation Room
Interrogation Room
Support Justice 1 Hype

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

0.5 · 3/359 decks
Surveillance Team
Surveillance Team
Support Justice 2 Hype

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 · 3/359 decks
Throg
Throg
Ally Aggression 2 Staple

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

0.5 · 3/359 decks
Daredevil
Daredevil
Ally Justice 4 Hype

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

0.4 · 2/359 decks
Front Organization
Front Organization
Support Basic 0 Staple

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.

0.4 · 1/359 decks
Emergency
Emergency
Event Basic 0 Hype

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

0.4 · 1/359 decks
Tigra
Tigra
Ally Aggression 3 Hype

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

0.4 · 1/359 decks
Fighting Fit
Fighting Fit
Event Protection 2 Hype

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).

0.4 · 1/359 decks
Anticipation
Anticipation
Upgrade Protection 1 Staple

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

0.4 · 5/359 decks
Machine Man
Machine Man
Ally Basic 2 Declining

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 · 2/359 decks
Marvel Girl
Marvel Girl
Ally Justice 3 Declining

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

0.4 · 4/359 decks
"Now I'm Mad"
"Now I'm Mad"
Upgrade Aggression 1 Staple

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 · 4/359 decks
Ready for Action
Ready for Action
Event Leadership 1 Hype

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

0.4 · 2/359 decks
Adam Warlock
Adam Warlock
Ally Leadership 3 Declining

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

0.4 · 1/359 decks
Counterintelligence
Counterintelligence
Upgrade Justice 2 Hype

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 · 2/359 decks
Get Rage-y
Get Rage-y
Event Pool 0 Hype

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

0.4 · 6/359 decks
Leadership Training
Leadership Training
Support Leadership 1 Staple

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 · 1/359 decks
Stealth Strike
Stealth Strike
Event Justice 3 Hype

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 · 2/359 decks
Grant Ward
Grant Ward
Ally Basic 0 Staple

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

0.4 · 1/359 decks
Judoka Skill
Judoka Skill
Upgrade Protection 2 Hype

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 · 9/359 decks
Multitasking
Multitasking
Event Justice 1 Declining

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

0.3 · 4/359 decks
Pinned Down
Pinned Down
Upgrade Protection 0 Staple

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

0.3 · 5/359 decks
Fluid Motion
Fluid Motion
Upgrade Aggression 1 Staple

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 · 4/359 decks
Tackle
Tackle
Event Protection 3 Hype

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

0.2 · 6/359 decks
Tac Team
Tac Team
Support Aggression 3 Hype

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.

0.2 · 2/359 decks
Astonishing X-Men
Astonishing X-Men
Player Side Scheme Protection 1 Staple

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 · 2/359 decks
Press the Advantage
Press the Advantage
Event Aggression 1 Hype

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

0.2 · 1/359 decks
Quick Strike
Quick Strike
Event Aggression 2 Staple

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

0.2 · 1/359 decks
Rock, Paper, Scissors
Rock, Paper, Scissors
Upgrade Pool 1 Declining

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 · 2/359 decks
Avengers Tower
Avengers Tower
Support Basic 2 Declining

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 · 1/359 decks
Sunspot
Sunspot
Ally Leadership 3 Staple

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 resource used to pay for Sunspot.

0.2 · 1/359 decks
Organizational Support
Organizational Support
Resource Leadership Staple

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 · 2/359 decks
Air Supremacy
Air Supremacy
Event Leadership 2 Staple

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 · 2/359 decks
Air Cover
Air Cover
Support Aggression 1 Recent

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 · 1/359 decks
Anticipated Attack
Anticipated Attack
Event Protection 2 Staple

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.

0.1 · 7/359 decks
Innovation
Innovation
Resource Leadership Staple

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

0.1 · 4/359 decks
Target Acquired
Target Acquired
Upgrade Basic 1 Hype

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

0.1 · 2/359 decks
Containment Strategy
Containment Strategy
Upgrade Protection 1 Staple

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 · 3/359 decks
Establish Perimeter
Establish Perimeter
Player Side Scheme Protection 1 Declining

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

0.1 · 4/359 decks
Render Medical Aid
Render Medical Aid
Player Side Scheme Protection 0 Staple

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

0.1 · 6/359 decks
Under Control
Under Control
Upgrade Protection 0 Staple

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 · 2/359 decks
Lock and Load
Lock and Load
Player Side Scheme Aggression 1 Staple

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 · 1/359 decks
Operative Skill
Operative Skill
Upgrade Justice 2 Declining

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 · 1/359 decks
Passion for Justice
Passion for Justice
Resource Justice Staple

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

0.1 · 1/359 decks
U
Unified Strike
Event Leadership 0 Recent

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 · 1/359 decks
"You'll Pay for That!"
"You'll Pay for That!"
Event Aggression 1 Hype

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 · 3/359 decks
Gentle
Gentle
Ally Leadership 3 Hype

Gentle takes +1 consequential damage () after he attacks the villain.

0.1 · 5/359 decks
Momentum Shift
Momentum Shift
Event Protection 2 Hype

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

0.1 · 4/359 decks
Godslayer
Godslayer
Upgrade Aggression 3 Hype

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

0.1 · 3/359 decks
Last Stand
Last Stand
Event Leadership 0 Declining

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

0.1 · 4/359 decks
Mass Attack
Mass Attack
Event Leadership 3 Hype

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 · 1/359 decks
Dive Bomb
Dive Bomb
Event Aggression 4 Staple

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 · 4/359 decks
Plasma Pistol
Plasma Pistol
Upgrade Basic 2 Staple

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 · 1/359 decks
Chamber
Chamber
Ally Justice 4 Declining

Chamber takes -1 consequential damage () after he attacks a confused enemy.

0.1 · 1/359 decks
Groot
Groot
Ally Basic 3 Hype

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

0.1 · 2/359 decks
Multiple Man
Multiple Man
Ally Protection 4 Hype

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 · 1/359 decks
Pitchback
Pitchback
Event Aggression 1 Staple

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

0.1 · 4/359 decks
Relentless Assault
Relentless Assault
Event Aggression 2 Hype

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

0.1 · 3/359 decks
Subdue
Subdue
Event Protection 1 Declining

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

0.1 · 2/359 decks
Bug
Bug
Ally Aggression 2 Hype

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

0.0 · 2/359 decks
Combine Forces
Combine Forces
Event Aggression 1 Staple

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

0.0 · 1/359 decks
Defense Specialist
Defense Specialist
Upgrade Basic 2 Hype

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 · 3/359 decks
Disguise
Disguise
Upgrade Justice 1 Staple

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

0.0 · 1/359 decks
Flying Formation
Flying Formation
Event Leadership 4 Staple

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

0.0 · 1/359 decks
Generation X
Generation X
Player Side Scheme Justice 0 Staple

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.)

0.0 · 1/359 decks
Mean Swing
Mean Swing
Event Aggression 0 Hype

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 · 1/359 decks
Recuperation
Recuperation
Event Basic 2 Hype

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

0.0 · 4/359 decks
Side Holster
Side Holster
Upgrade Basic 0 Declining

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

0.0 · 1/359 decks
Clea
Clea
Ally Protection 2 Hype

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

0.0 · 1/359 decks
Deflection
Deflection
Event Protection 2 Declining

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 · 1/359 decks
Energy Spear
Energy Spear
Upgrade Aggression 1 Declining

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

0.0 · 1/359 decks
Invulnerability
Invulnerability
Event Basic 3 Hype

Hero Action: Give your hero a tough status card.

0.0 · 3/359 decks
Laser Swords
Laser Swords
Upgrade Pool 3 Declining

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

0.0 · 2/359 decks
Meditation
Meditation
Event Basic 0 Declining

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

0.0 · 1/359 decks
Spider-Girl
Spider-Girl
Ally Aggression 2 Hype

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

0.0 · 2/359 decks
Agent Coulson
Agent Coulson
Ally Justice 3 Hype

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 · 2/359 decks
Blackout
Blackout
Upgrade Pool 0 Hype

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 · 2/359 decks
Break Time
Break Time
Event Pool 3 Declining

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 · 1/359 decks
Git Gud
Git Gud
Upgrade Pool 2 Declining

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 · 1/359 decks
Headpool
Headpool
Ally Pool 3 Hype

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

0.0 · 1/359 decks
Hit and Run
Hit and Run
Event Basic 3 Declining

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

0.0 · 1/359 decks
Ironheart
Ironheart
Ally Basic 2 Declining

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

0.0 · 2/359 decks
Mulligan
Mulligan
Event Pool 3 Hype

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 · 1/359 decks
Starhawk
Starhawk
Ally Protection 2 Declining

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

0.0 · 1/359 decks
'Pool Inspection
'Pool Inspection
Event Pool 6 Declining

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

0.0 · 1/359 decks
Agent 13
Agent 13
Ally Basic 4 Declining

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

0.0 · 1/359 decks
Agile Flight
Agile Flight
Event Justice 3 Staple

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 · 1/359 decks
Barely a Scratch
Barely a Scratch
Event Pool 0 Declining

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

0.0 · 1/359 decks
Beat Cop
Beat Cop
Support Justice 3 Hype

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 · 1/359 decks
Black Widow
Black Widow
Ally Protection 3 Hype

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

0.0 · 1/359 decks
Brother Voodoo
Brother Voodoo
Ally Protection 3 Declining

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 · 1/359 decks
Coordinated Attack
Coordinated Attack
Upgrade Leadership 0 Declining

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

0.0 · 1/359 decks
Da Bomb
Da Bomb
Event Pool 6 Declining

Max 1 per deck. Hero Action: Deal 10 damage to the villain. Deal 1 damage to each enemy and hero for each , , , and in play.

0.0 · 1/359 decks
E.V.A.
E.V.A.
Support Leadership 0 Declining

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 · 1/359 decks
Elixir
Elixir
Ally Protection 4 Staple

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

0.0 · 1/359 decks
Fantomex
Fantomex
Ally Leadership 4 Declining

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

0.0 · 1/359 decks
Field Agent
Field Agent
Support Justice 1 Declining

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 · 1/359 decks
Global Logistics
Global Logistics
Event Justice 0 Declining

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 · 1/359 decks
Go Down Swinging
Go Down Swinging
Event Leadership 0 Hype

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

0.0 · 1/359 decks
Government Liaison
Government Liaison
Support Basic 2 Declining

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 · 1/359 decks
Height Advantage
Height Advantage
Upgrade Protection 1 Declining

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 · 1/359 decks
Homeland Intervention
Homeland Intervention
Event Justice 0 Declining

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 · 1/359 decks
Jocasta
Jocasta
Ally Protection 3 Declining

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 · 1/359 decks
Limitless Stamina
Limitless Stamina
Event Basic 1 Staple

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

0.0 · 1/359 decks
Live Dangerously
Live Dangerously
Player Side Scheme Pool 0 Declining

Victory 0. Each identity gets +2 hand size.

0.0 · 1/359 decks
Mission Planning
Mission Planning
Event Leadership 2 Declining

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 · 1/359 decks
Monica Chang
Monica Chang
Ally Justice 3 Declining

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 · 1/359 decks
Plot Convenience
Plot Convenience
Support Pool 2 Hype

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 · 1/359 decks
Quake
Quake
Ally Justice 2 Hype

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

0.0 · 1/359 decks
Quincarrier
Quincarrier
Support Basic 3 Declining

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

0.0 · 1/359 decks
Save the Day
Save the Day
Event Leadership 1 Hype

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

0.0 · 1/359 decks
Second Wind
Second Wind
Event Protection 3 Hype

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

0.0 · 1/359 decks
Sky-Destroyer
Sky-Destroyer
Support Basic 3 Declining

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

0.0 · 1/359 decks
Spycraft
Spycraft
Upgrade Justice 1 Hype

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 · 1/359 decks
Vigilante Training
Vigilante Training
Support Justice 1 Declining

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 · 1/359 decks
White Tiger
White Tiger
Ally Leadership 3 Staple

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 · 1/359 decks
Squared Off
Squared Off
Event Leadership 0 Staple

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 · 1/359 decks