← All Heroes

Jubilee

Jubilation Lee

9 HP5 Hand Size294 Decks Analyzed
Jubilee
Jubilee

"Like, totally!"Resource: Exhaust Jubilee → generate a [wild] resource.

Jubilation Lee
Jubilation Lee

Mall RatAction: Search your deck for the Shopping Spree player side scheme and put it into play. (Limit once per phase.)

Filter:
X-Gene
X-Gene
Upgrade Basic 1

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

74.2 · 222/294 decks
The X-Jet
The X-Jet
Support Basic 3

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

65.1 · 216/294 decks
X-Mansion
X-Mansion
Support Basic 2

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

54.3 · 158/294 decks
Professor X
Professor X
Ally Basic 3

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

46.8 · 141/294 decks
Multitalented
Multitalented
Event Basic 3

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

44.5 · 154/294 decks
Mutant Education
Mutant Education
Event Basic 0

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

37.0 · 120/294 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

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

36.4 · 98/294 decks
Unlikely Duo
Unlikely Duo
Event Basic 2

Team-Up (Jubilee and Wolverine). Max 1 per deck. Hero Action (attack): Confuse an enemy. Deal 4 damage to a confused enemy.

35.1 · 75/294 decks
Moira MacTaggert
Moira MacTaggert
Support Basic 2

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

34.9 · 101/294 decks
The Power of Justice
The Power of Justice
Resource Justice

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

34.7 · 90/294 decks
Skilled Investigator
Skilled Investigator
Upgrade Justice 0

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

28.1 · 91/294 decks
Three Steps Ahead
Three Steps Ahead
Event Justice 3

Hero Action (thwart): For each different resource type ([energy], [mental], [physical], and [wild]) you used to pay for this card, choose a scheme and remove 2 threat from it.

28.1 · 82/294 decks
Husk
Husk
Ally Justice 4

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

27.2 · 71/294 decks
Utopia
Utopia
Support Basic 2

If each of your allies has the X-MEN trait, increase your ally limit by 1. Response: After an X-MEN ally enters play, exhaust Utopia → ready an X-MEN character.

24.4 · 85/294 decks
Endurance
Endurance
Upgrade Basic 1

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

23.9 · 84/294 decks
Forge
Forge
Ally Basic 2

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

22.7 · 71/294 decks
Triage
Triage
Ally Basic 2

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

22.4 · 81/294 decks
Down Time
Down Time
Upgrade Basic 1

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

22.4 · 43/294 decks
Chamber
Chamber
Ally Justice 4

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

20.5 · 64/294 decks
Dazzler
Dazzler
Ally Justice 4

Response: After Dazzler enters play, confuse an enemy.

20.0 · 45/294 decks
Float Like a Butterfly
Float Like a Butterfly
Upgrade Justice 2

Play under any player's control. Max 1 per player. Interrupt: When a character you control attacks a confused enemy, increase the amount of damage that attack deals to that enemy by 1.

19.9 · 52/294 decks
Beak
Beak
Ally Basic 2

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

19.4 · 66/294 decks
Cell Phone
Cell Phone
Upgrade Basic 2

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

19.1 · 65/294 decks
Build Support
Build Support
Player Side Scheme Basic 1

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

18.6 · 60/294 decks
Cypher
Cypher
Ally Justice 2

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

18.2 · 53/294 decks
Colossus
Colossus
Ally Basic 4

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

17.6 · 47/294 decks
Disguise
Disguise
Upgrade Justice 1

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

17.2 · 61/294 decks
Team Training
Team Training
Support Leadership 2

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

16.2 · 36/294 decks
Helicarrier
Helicarrier
Support Basic 3

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

16.2 · 45/294 decks
Beat Cop
Beat Cop
Support Justice 3

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

15.6 · 48/294 decks
Generation X
Generation X
Player Side Scheme Justice 0

Victory 0. Each X-Men character gets +1 THW while making a basic thwart against this scheme. When Defeated: Each player may search their deck and discard pile for an identity-specific event and add it to their hand. (Shuffle.)

15.2 · 45/294 decks
Beast
Beast
Ally Leadership 4

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

15.2 · 43/294 decks
Sense of Justice
Sense of Justice
Upgrade Justice 2

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

15.1 · 43/294 decks
Gambit
Gambit
Ally Basic 3

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

14.6 · 29/294 decks
Angel
Angel
Ally Basic 3

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

13.6 · 49/294 decks
Concussive Blow
Concussive Blow
Event Justice 3

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

13.6 · 28/294 decks
Children of the Atom
Children of the Atom
Support Basic 1

Play under any player's control. Max 1 per player. Each X-Factor, X-Force, and X-Men character you control gains the X-Factor, X-Force, and X-Men traits.

13.6 · 11/294 decks
Enhanced Physique
Enhanced Physique
Upgrade Basic 2

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

12.7 · 18/294 decks
Kid Omega
Kid Omega
Ally Leadership 2

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

12.5 · 18/294 decks
Uncanny X-Men
Uncanny X-Men
Support Leadership 3

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

12.1 · 43/294 decks
Lay the Trap
Lay the Trap
Player Side Scheme Justice 1

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

12.0 · 29/294 decks
Nick Fury
Nick Fury
Ally Basic 4

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

11.7 · 39/294 decks
Mission Training
Mission Training
Upgrade Justice 1

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

11.2 · 32/294 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

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

11.2 · 25/294 decks
Game Time
Game Time
Event Basic 0

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

10.9 · 15/294 decks
Overwatch
Overwatch
Upgrade Justice 0

Attach to a scheme. Max 1 per scheme. Hero Interrupt: When any amount of threat is removed from attached scheme by a thwart, discard this card → remove an equal amount of threat from a different scheme.

10.8 · 20/294 decks
Superpower Training
Superpower Training
Player Side Scheme Basic 1

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

10.6 · 28/294 decks
Make the Call
Make the Call
Event Leadership 0

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

10.6 · 21/294 decks
Sonic Rifle
Sonic Rifle
Upgrade Justice 3

Restricted. Uses (2 charge counters). Hero Action: Exhaust Sonic Rifle and remove 1 charge counter from it → confuse an enemy (deal 3 damage to that enemy instead if it is already confused).

10.5 · 25/294 decks
Sidekick
Sidekick
Upgrade Leadership 1

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

10.4 · 30/294 decks
Danger Room Training
Danger Room Training
Upgrade Leadership 1

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

10.4 · 39/294 decks
Pixie
Pixie
Ally Leadership 2

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

10.2 · 37/294 decks
M
M
Ally Leadership 4

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

10.1 · 11/294 decks
Phoenix
Phoenix
Ally Leadership 3

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

10.1 · 19/294 decks
Call for Backup
Call for Backup
Player Side Scheme Leadership 1

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

10.0 · 30/294 decks
Chance Encounter
Chance Encounter
Upgrade Justice 0

Attach to a side scheme. Max 1 per scheme. Interrupt: When attached side scheme is defeated, search your deck and discard pile for an ally and add it to your hand. Shuffle your deck.

9.5 · 31/294 decks
Team-Building Exercise
Team-Building Exercise
Support Basic 2

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

9.4 · 20/294 decks
Enhanced Awareness
Enhanced Awareness
Upgrade Basic 2

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

9.4 · 15/294 decks
Hope Summers
Hope Summers
Ally Basic 4

Hope Summers gains each TRAIT on your identity. Response: After you play Hope Summers from your hand, search your deck for a SUPERPOWER card and add it to your hand. (Shuffle.)

9.4 · 21/294 decks
Deft Focus
Deft Focus
Upgrade Basic 1

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

9.3 · 29/294 decks
Honorary X-Men
Honorary X-Men
Upgrade Basic 0

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

9.1 · 33/294 decks
The Triskelion
The Triskelion
Support Leadership 1

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

9.1 · 16/294 decks
Under Surveillance
Under Surveillance
Upgrade Justice 2

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

9.1 · 43/294 decks
Jessica Jones
Jessica Jones
Ally Justice 3

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

8.5 · 14/294 decks
Cyclops
Cyclops
Ally Leadership 3

Response: After Cyclops enters play, choose an enemy. Until the end of the phase, increase the amount of damage that enemy takes from each attack by 1.

8.3 · 10/294 decks
Specialized Training
Specialized Training
Player Side Scheme Basic 1

Victory 0. When Defeated: Each player who does not control a SPECIALIZATION upgrade chooses 1 set-aside SPECIALIZATION upgrade and puts it into play under their control.

8.3 · 45/294 decks
Enhanced Reflexes
Enhanced Reflexes
Upgrade Basic 2

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

8.3 · 14/294 decks
Multitasking
Multitasking
Event Justice 1

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

8.0 · 29/294 decks
Crew Quarters
Crew Quarters
Support Basic 1

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

7.8 · 21/294 decks
Manifold
Manifold
Ally Justice 3

Response: After Manifold enters play, choose a player. That player searches their deck and discard pile for a player side scheme and adds it to their hand.

7.6 · 11/294 decks
Mutant Mayhem
Mutant Mayhem
Event Leadership 3

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

7.5 · 9/294 decks
Blindfold
Blindfold
Ally Justice 3

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

7.5 · 14/294 decks
One Way or Another
One Way or Another
Event Justice 0

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

7.4 · 33/294 decks
Crisis Averted
Crisis Averted
Event Justice 3

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

7.3 · 10/294 decks
Danger Room
Danger Room
Support Basic 2

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

7.1 · 20/294 decks
The Raft
The Raft
Support Justice 2

Response: After a minion leaves play, tuck it under here from the encounter discard pile → remove threat from a scheme equal to the tucked minion's printed SCH. If there are at least 4 minions here, deal 1 random minion here to any player as a facedown encounter card.

7.0 · 8/294 decks
Inspired
Inspired
Upgrade Leadership 1

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

6.8 · 27/294 decks
Sidearm
Sidearm
Upgrade Basic 1

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

6.7 · 24/294 decks
Storm
Storm
Ally Basic 5

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

6.7 · 29/294 decks
Passion for Justice
Passion for Justice
Resource Justice

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

6.6 · 28/294 decks
Synch
Synch
Ally Basic 3

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

6.5 · 23/294 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

6.1 · 3/294 decks
X-Men Instruction
X-Men Instruction
Event Basic 0

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

5.8 · 17/294 decks
Rapid Response
Rapid Response
Upgrade Leadership 2

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

5.8 · 12/294 decks
Vivian
Vivian
Ally Basic 2

Hero Response: After Vivian enters play, choose an attachment, non-Elite minion, or non-permanent side scheme. Until the end of the round, treat that card's printed text box as if it were blank (except for Traits).

5.7 · 4/294 decks
X-23
X-23
Ally Leadership 3

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

5.7 · 6/294 decks
Stepford Cuckoos
Stepford Cuckoos
Support Basic 3

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

5.5 · 21/294 decks
Face the Past
Face the Past
Event Basic 0

Max 1 per deck. Hero Action: Search the encounter deck, discard pile, and set-aside area for your nemesis minion and reveal it → ready your hero and draw 3 cards. You cannot attack the villain this phase. Remove this card from the game.

5.5 · 5/294 decks
Even the Odds
Even the Odds
Event Justice 2

Requirement ([energy]). Hero Action (thwart): Remove 1[per_hero] threat from each side scheme. Deal 1 damage to the villain for each side scheme defeated this way.

5.5 · 13/294 decks
Side-by-Side
Side-by-Side
Event Leadership 2

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

5.4 · 21/294 decks
Surveillance Team
Surveillance Team
Support Justice 2

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

5.3 · 25/294 decks
Martial Prowess
Martial Prowess
Upgrade Aggression 2

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

5.2 · 25/294 decks
Aggressive Energy
Aggressive Energy
Resource Aggression

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

5.2 · 22/294 decks
Resourceful
Resourceful
Upgrade Basic 1

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

5.2 · 8/294 decks
Monica Chang
Monica Chang
Ally Justice 3

Response: After Monica Chang enters play, search your deck, hand and discard pile for a copy of Surveillance Team support and put it into play. Place 1 snoop counter on each Surveillance Team you control.

5.0 · 21/294 decks
Resource Reserve
Resource Reserve
Support Leadership 1

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

5.0 · 6/294 decks
Marrow
Marrow
Ally Basic 2

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

4.9 · 20/294 decks
Gunboat Diplomacy
Gunboat Diplomacy
Event Justice 1

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

4.9 · 9/294 decks
Marvel Girl
Marvel Girl
Ally Justice 3

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

4.8 · 16/294 decks
Adam Warlock
Adam Warlock
Ally Leadership 3

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

4.8 · 7/294 decks
The Power of Aggression
The Power of Aggression
Resource Aggression

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

4.7 · 19/294 decks
Suit Up
Suit Up
Event Leadership 2

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

4.5 · 17/294 decks
Blade
Blade
Ally Basic 1

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

4.4 · 3/294 decks
Honed Technique
Honed Technique
Upgrade Aggression 3

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

4.3 · 24/294 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

4.3 · 14/294 decks
White Queen
White Queen
Ally Basic 3

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

4.3 · 17/294 decks
Banshee
Banshee
Ally Justice 4

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

4.2 · 16/294 decks
Pete Wisdom
Pete Wisdom
Ally Basic 4

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

4.2 · 2/294 decks
X-Force Recruit
X-Force Recruit
Upgrade Basic 0

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

4.2 · 2/294 decks
Command Center
Command Center
Support Justice 1

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

4.2 · 8/294 decks
Clarity of Purpose
Clarity of Purpose
Upgrade Leadership 1

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

4.2 · 17/294 decks
Operative Skill
Operative Skill
Upgrade Justice 2

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

4.1 · 13/294 decks
Turn the Tide
Turn the Tide
Event Justice 0

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

4.0 · 8/294 decks
Mission Leader
Mission Leader
Upgrade Leadership 2

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

4.0 · 10/294 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1

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

3.9 · 22/294 decks
Hit and Run
Hit and Run
Event Basic 3

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

3.8 · 32/294 decks
Symbiote Suit
Symbiote Suit
Upgrade Basic 4

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

3.8 · 5/294 decks
Legion
Legion
Ally Basic 3

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

3.8 · 16/294 decks
Waylay
Waylay
Event Justice 3

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

3.7 · 17/294 decks
E.V.A.
E.V.A.
Support Leadership 0

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

3.7 · 4/294 decks
Fantomex
Fantomex
Ally Leadership 4

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

3.7 · 4/294 decks
Bishop
Bishop
Ally Justice 3

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

3.6 · 8/294 decks
Uppercut
Uppercut
Event Aggression 3

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

3.5 · 4/294 decks
Mutant Peacekeepers
Mutant Peacekeepers
Event Justice 1

Play only if your identity has the X-MEN trait. Hero Action (thwart): Exhaust your hero and any number of X-MEN allies → remove X threat from among schemes in play, where X is the total THW of those characters.

3.5 · 10/294 decks
Clear the Area
Clear the Area
Event Justice 1

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

3.5 · 20/294 decks
Cable
Cable
Ally Leadership 4

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

3.4 · 4/294 decks
Melee
Melee
Event Aggression 3

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

3.4 · 17/294 decks
Wolfsbane
Wolfsbane
Ally Justice 3

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

3.4 · 5/294 decks
New Recruits
New Recruits
Player Side Scheme Leadership 0

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

3.4 · 8/294 decks
Uncanny X-Force
Uncanny X-Force
Support Leadership 2

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

3.2 · 3/294 decks
Band Together
Band Together
Resource Leadership

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

3.0 · 12/294 decks
Scare Tactic
Scare Tactic
Event Justice 1

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

3.0 · 7/294 decks
Shadowcat
Shadowcat
Ally Basic 3

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

3.0 · 11/294 decks
Angela
Angela
Ally Aggression 0

Forced Response: After Angela enters play under your control, search the top 10 cards of the encounter deck for a minion and put it into play engaged with you. Shuffle the encounter deck. If a minion was not put into play this way, discard Angela.

3.0 · 3/294 decks
Invisibility Gear
Invisibility Gear
Upgrade Justice 1

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

2.9 · 6/294 decks
H
Heroic Conditioning
Upgrade Justice 3

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

2.9 · 3/294 decks
Press the Advantage
Press the Advantage
Event Aggression 1

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

2.9 · 16/294 decks
Cerebro
Cerebro
Support Basic 1

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

2.8 · 6/294 decks
One by One
One by One
Event Aggression 1

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

2.8 · 11/294 decks
Determination
Determination
Resource Justice

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

2.7 · 10/294 decks
Mirage
Mirage
Ally Leadership 3

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

2.6 · 5/294 decks
Justice Served
Justice Served
Upgrade Justice 1

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

2.6 · 10/294 decks
"To Me, My X-Men!"
"To Me, My X-Men!"
Event Leadership 1

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

2.6 · 9/294 decks
Hangar Bay
Hangar Bay
Support Protection 1

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

2.5 · 2/294 decks
Front Organization
Front Organization
Support Basic 0

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

2.5 · 2/294 decks
Gentle
Gentle
Ally Leadership 3

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

2.4 · 9/294 decks
Captain America
Captain America
Upgrade Leadership 0

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

2.4 · 1/294 decks
Hall of Heroes
Hall of Heroes
Support Aggression 2

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

2.3 · 3/294 decks
Ingenuity
Ingenuity
Upgrade Basic 2

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

2.3 · 3/294 decks
Full-Body Charge
Full-Body Charge
Event Aggression 4

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

2.2 · 15/294 decks
Spoiling for a Fight
Spoiling for a Fight
Event Aggression 0

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

2.2 · 1/294 decks
Black Panther
Black Panther
Ally Leadership 4

You may play the event attached to Black Panther as if it were in your hand. Response: After Black Panther enters play, choose a leadership (blue) event in your discard pile and attach it to him facedown.

2.2 · 2/294 decks
Warrior Skill
Warrior Skill
Upgrade Aggression 2

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

2.2 · 17/294 decks
Atlas Bear
Atlas Bear
Ally Basic 3

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

2.2 · 1/294 decks
Grant Ward
Grant Ward
Ally Basic 0

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

2.2 · 1/294 decks
Maria Hill
Maria Hill
Ally Leadership 2

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

2.2 · 5/294 decks
Ready to Rumble
Ready to Rumble
Upgrade Basic 1

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

2.2 · 12/294 decks
Slingshot
Slingshot
Ally Leadership 3

Action: Spend a [energy] resource → put Slingshot into play from your hand under any player's control. At the end of the phase, if Slingshot is still in play, return her to your hand.

2.2 · 1/294 decks
Sunspot
Sunspot
Ally Leadership 3

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

2.2 · 1/294 decks
Hugin & Munin
Hugin & Munin
Ally Leadership 2

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

2.1 · 1/294 decks
Spectrum
Spectrum
Ally Leadership 5

Response: After you play Spectrum, tuck 1 card used to pay for her under her. If that card's printed resource has: [mental] – Spectrum gets +2 THW. [physical] – Spectrum gets +2 ATK. [energy] – Spectrum gets +2 hit points. [wild] – All of the above.

2.1 · 1/294 decks
Strength in Diversity
Strength in Diversity
Event Leadership 2

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

2.1 · 1/294 decks
Quake
Quake
Ally Justice 2

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

2.1 · 9/294 decks
Ironheart
Ironheart
Ally Basic 2

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

2.0 · 18/294 decks
Caliban
Caliban
Ally Leadership 3

Response: After Caliban enters play, discard cards from the top of your deck until an X-FACTOR, X-FORCE, or X-MEN ally is discarded. Add that ally to your hand.

2.0 · 2/294 decks
Impede
Impede
Event Justice 2

Hero Action (thwart): Remove 3 threat from the main scheme. If this is the first card you have played this round, return this card to your hand.

2.0 · 5/294 decks
Clobber
Clobber
Event Aggression 2

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

1.9 · 10/294 decks
Upside the Head
Upside the Head
Event Justice 1

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

1.9 · 9/294 decks
Psylocke
Psylocke
Ally Aggression 4

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

1.9 · 7/294 decks
Keep Up the Pressure
Keep Up the Pressure
Player Side Scheme Aggression 0

Victory 0. When Defeated: Each player may search their deck and discard pile for an Attack event and add it to their hand. (Shuffle.) Until the end of the phase, each Attack event deals 1 additional damage.

1.9 · 13/294 decks
Elixir
Elixir
Ally Protection 4

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

1.8 · 3/294 decks
Leadership Skill
Leadership Skill
Upgrade Leadership 1

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

1.8 · 8/294 decks
Drop Kick
Drop Kick
Event Aggression 3

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

1.8 · 6/294 decks
Med Lab
Med Lab
Support Leadership 1

Max 1 per player. Response: After an ally is defeated by consequential damage, exhaust Med Lab → place it here. (Limit 1 ally at a time.) Alter-Ego Action: Exhaust Med Lab → play the ally here as if it was in your hand. It enters play exhausted.

1.8 · 7/294 decks
Organizational Support
Organizational Support
Resource Leadership

Interrupt: When you spend this card, exhaust up to 3 allies and/or supports you control that share a Trait with your identity → generate the printed resources on each card exhausted this way.

1.8 · 2/294 decks
Lay Down the Law
Lay Down the Law
Event Justice 1

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

1.7 · 4/294 decks
B
Battlefield Benevolence
Event Justice 1

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

1.7 · 1/294 decks
Homeland Intervention
Homeland Intervention
Event Justice 0

Action: Exhaust up to 3 S.H.I.E.L.D. cards you control and choose a scheme → remove 2 threat from that scheme for each card exhausted this way.

1.6 · 2/294 decks
Serve and Protect
Serve and Protect
Event Protection 2

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

1.6 · 2/294 decks
Astonishing X-Men
Astonishing X-Men
Player Side Scheme Protection 1

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

1.6 · 1/294 decks
Containment Strategy
Containment Strategy
Upgrade Protection 1

Attach to a non-permanent side scheme. Max 1 per side scheme. Response: After a hero defends against an attack, remove 1 threat from attached scheme (2 threat instead if that hero took no damage from that attack).

1.6 · 1/294 decks
Multiple Man
Multiple Man
Ally Protection 4

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

1.6 · 1/294 decks
Armor
Armor
Ally Protection 2

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

1.5 · 7/294 decks
Eros
Eros
Ally Justice 2

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

1.5 · 7/294 decks
Regroup
Regroup
Support Leadership 1

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

1.5 · 3/294 decks
Assess the Situation
Assess the Situation
Event Basic 0

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

1.5 · 3/294 decks
Tackle
Tackle
Event Protection 3

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

1.5 · 4/294 decks
Daredevil
Daredevil
Ally Justice 4

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

1.4 · 1/294 decks
Making an Entrance
Making an Entrance
Event Justice 1

Hero Interrupt: When your hero makes a basic thwart, it gets +2 THW for that thwart. After that thwart ends, if your hero removed all threat from a scheme that way, heal 2 damage from your hero.

1.4 · 3/294 decks
The Power of Protection
The Power of Protection
Resource Protection

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

1.4 · 4/294 decks
Healing Factor
Healing Factor
Upgrade Pool 3

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

1.4 · 4/294 decks
Rock, Paper, Scissors
Rock, Paper, Scissors
Upgrade Pool 1

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

1.4 · 4/294 decks
Self Confidence
Self Confidence
Resource Pool

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

1.4 · 4/294 decks
Self Control
Self Control
Resource Pool

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

1.4 · 4/294 decks
Self Preservation
Self Preservation
Resource Pool

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

1.4 · 4/294 decks
Brains Over Brawn
Brains Over Brawn
Event Justice 2

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

1.4 · 2/294 decks
For Justice!
For Justice!
Event Justice 2

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

1.4 · 23/294 decks
Hard Knocks
Hard Knocks
Event Protection 3

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

1.4 · 2/294 decks
Speed
Speed
Ally Justice 4

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

1.4 · 2/294 decks
Command Team
Command Team
Support Leadership 2

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

1.3 · 11/294 decks
Weapon X
Weapon X
Support Basic 1

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

1.3 · 15/294 decks
Longshot
Longshot
Ally Basic 4

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

1.3 · 1/294 decks
Sunfire
Sunfire
Ally Aggression 2

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

1.3 · 15/294 decks
Looking for Trouble
Looking for Trouble
Event Aggression 0

Hero Action (thwart): Discard cards from the top of the encounter deck until you discard a minion. Put that minion into play engaged with you → remove 3 threat from the main scheme.

1.3 · 2/294 decks
Target Spotter
Target Spotter
Support Aggression 1

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

1.2 · 1/294 decks
Aggressive Stance
Aggressive Stance
Upgrade Aggression 1

Max 1 per player. Hero Response: After you engage a minion, discard this card → search your deck for an Attack event and add it to your hand. (Shuffle.)

1.2 · 1/294 decks
Headpool
Headpool
Ally Pool 3

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

1.1 · 3/294 decks
Attack Training
Attack Training
Upgrade Aggression 1

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

1.1 · 5/294 decks
Polaris
Polaris
Ally Protection 3

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

1.1 · 6/294 decks
Won't Stay Down
Won't Stay Down
Support Leadership 1

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

1.1 · 3/294 decks
Stealth Strike
Stealth Strike
Event Justice 3

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

1.1 · 8/294 decks
Ambush
Ambush
Upgrade Pool 1

Attach to a side scheme. Max 1 per side scheme. Interrupt: When attached side scheme is defeated, discard a non-ELITE minion.

1.1 · 2/294 decks
Combat Training
Combat Training
Upgrade Aggression 2

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

1.0 · 4/294 decks
Blackout
Blackout
Upgrade Pool 0

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

1.0 · 1/294 decks
Bob, Agent of Hydra
Bob, Agent of Hydra
Ally Pool 2

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

1.0 · 1/294 decks
Break Time
Break Time
Event Pool 3

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

1.0 · 1/294 decks
Mulligan
Mulligan
Event Pool 3

You cannot play this card if you have played another card this phase. Action: Discard your hand. Draw a new hand. (Draw up to your hand size.)

1.0 · 1/294 decks
Negasonic Teenage Warhead
Negasonic Teenage Warhead
Ally Pool 4

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

1.0 · 1/294 decks
Recuperation
Recuperation
Event Basic 2

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

1.0 · 1/294 decks
Snowguard
Snowguard
Ally Basic 4

Response: After Snowguard enters play, place up to 3 shift counters here. While the shift counters here are equal to (X), she gets: (1) +3 ATK and her attacks gain overkill. (2) +3 THW and gains the Aerial trait. (3) +5 hit points and gains retaliate 1.

1.0 · 2/294 decks
Tic-Tac-Toe
Tic-Tac-Toe
Upgrade Pool 0

Hero Action: Spend 1 resource of any type → move 1 damage from a character to an empty space above matching the spent resource. If there are 3 damage tokens in a line, deal all damage on this card to an enemy and discard this card.

1.0 · 1/294 decks
War
War
Upgrade Pool 1

Hero Action: Exhaust War → discard the top card of the encounter deck. Take 1 damage for each icon ([star] and [boost]) in the boost area of that card. Discard the top card of your deck. Deal damage to an enemy equal to that card's cost.

1.0 · 1/294 decks
Daredevil
Daredevil
Ally Protection 2

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

1.0 · 1/294 decks
Med Team
Med Team
Support Protection 3

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

1.0 · 1/294 decks
Northstar
Northstar
Ally Protection 3

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

1.0 · 1/294 decks
Rockslide
Rockslide
Ally Protection 4

Retaliate 1.

1.0 · 1/294 decks
Boot Camp
Boot Camp
Support Aggression 3

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

0.9 · 4/294 decks
Intelligence
Intelligence
Upgrade Justice 1

Max 1 per player. Response: After a player is dealt an encounter card, discard Intelligence → look at each encounter card dealt to each player and the top card of the encounter deck. You may swap any number of those cards.

0.9 · 2/294 decks
Feral
Feral
Ally Justice 4

[star] Response: After Feral thwarts, discard the top card of your deck. For each resource icon discarded this way, deal 1 damage to the villain.

0.9 · 2/294 decks
Informant
Informant
Upgrade Justice 1

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

0.9 · 4/294 decks
Ops Room
Ops Room
Support Protection 2

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

0.9 · 1/294 decks
Foiled!
Foiled!
Event Justice 0

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

0.9 · 1/294 decks
The Power of Leadership
The Power of Leadership
Resource Leadership

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

0.9 · 10/294 decks
Wraith
Wraith
Ally Justice 3

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

0.9 · 1/294 decks
Advanced Suit
Advanced Suit
Upgrade Leadership 0

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

0.9 · 14/294 decks
Chase Them Down
Chase Them Down
Event Aggression 0

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

0.9 · 1/294 decks
Precision Strike
Precision Strike
Event Aggression 1

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

0.9 · 3/294 decks
Team Strike
Team Strike
Event Aggression 1

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

0.8 · 2/294 decks
Bloodgem
Bloodgem
Upgrade Basic 0

Play only if your identity has the MYSTIC trait. Max 1 per deck. Resource: Exhaust Bloodgem and take 2 damage → generate a [wild] resource.

0.8 · 6/294 decks
Followed
Followed
Upgrade Justice 1

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

0.8 · 6/294 decks
Meditation
Meditation
Event Basic 0

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

0.8 · 6/294 decks
Interrogation Room
Interrogation Room
Support Justice 1

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

0.7 · 3/294 decks
C
Coordinated Effort
Upgrade Leadership 0

Attach to an encounter card in play. Max 1 per encounter card. While paying costs on attached card, any player may help pay those costs.

0.7 · 1/294 decks
E
Evaluate Threat
Player Side Scheme Basic 1

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

0.7 · 1/294 decks
N
Namora
Ally Leadership 4

[star] Namora gets +1 hit point for each other ally you control.

0.7 · 1/294 decks
Magik
Magik
Ally Aggression 3

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

0.6 · 3/294 decks
Moment of Triumph
Moment of Triumph
Event Aggression 0

Hero Response: After you attack and defeat an enemy, heal 1 damage from your hero for each point of excess damage dealt to that enemy by that attack.

0.6 · 3/294 decks
Relentless Assault
Relentless Assault
Event Aggression 2

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

0.6 · 2/294 decks
Directed Force
Directed Force
Event Basic 0

Hero Interrupt: When your hero makes an attack that has a keyword (overkill, piercing, or ranged), that attack deals 2 additional damage. (Max 1 per attack.)

0.6 · 1/294 decks
Toe to Toe
Toe to Toe
Event Aggression 1

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

0.6 · 1/294 decks
The Douglass
The Douglass
Support Justice 6

Uses (3 operation counters). Action: Exhaust The Douglass and remove 1 operational counter from it → remove 2 threat from each scheme, ignoring any crisis icons ([crisis]) in play.

0.6 · 3/294 decks
X-Bunker
X-Bunker
Support Basic 2

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

0.5 · 11/294 decks
Rally the Troops
Rally the Troops
Player Side Scheme Leadership 0

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

0.5 · 4/294 decks
Nightcrawler
Nightcrawler
Ally Protection 3

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

0.5 · 7/294 decks
Predictable Ploy
Predictable Ploy
Event Justice 2

Play only if there is a side scheme in the victory display. Hero Interrupt: When a treachery card is revealed from the encounter deck, cancel its "When Revealed" effects.

0.4 · 3/294 decks
Lockjaw
Lockjaw
Ally Basic 4

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

0.4 · 3/294 decks
Vigilante Training
Vigilante Training
Support Justice 1

Max 2 per deck. Uses (2 training counters). Alter-Ego Action: Exhaust this card and remove 1 training counter from it → choose a justice (yellow) event in your discard pile and shuffle it into your deck.

0.4 · 5/294 decks
"Come Get Me, Bub!"
"Come Get Me, Bub!"
Event Protection 0

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

0.4 · 1/294 decks
What Doesn't Kill Me
What Doesn't Kill Me
Event Protection 2

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

0.4 · 4/294 decks
Front Line Specialist
Front Line Specialist
Upgrade Basic 2

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

0.4 · 11/294 decks
Practiced Plan
Practiced Plan
Upgrade Basic 0

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

0.4 · 1/294 decks
Armored Vest
Armored Vest
Upgrade Protection 1

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

0.4 · 4/294 decks
Boom Boom
Boom Boom
Ally Aggression 3

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.

0.4 · 5/294 decks
Combat Specialist
Combat Specialist
Upgrade Basic 2

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

0.3 · 10/294 decks
Defense Specialist
Defense Specialist
Upgrade Basic 2

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

0.3 · 10/294 decks
Ready for a Fight
Ready for a Fight
Upgrade Protection 1

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

0.3 · 1/294 decks
Surveillance Specialist
Surveillance Specialist
Upgrade Basic 2

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

0.3 · 10/294 decks
The Night Nurse
The Night Nurse
Support Protection 1

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

0.3 · 4/294 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

0.3 · 5/294 decks
Fastball Special
Fastball Special
Event Basic 1

Team-Up (Colossus and Wolverine). Max 1 per deck. Hero Action (attack): Deal X damage to an enemy, where X is the total ATK of Colossus and Wolverine. This attack gains overkill and piercing.

0.3 · 1/294 decks
Noble Sacrifice
Noble Sacrifice
Event Leadership 1

Hero Action: Discard an ally you control → heal damage from your hero equal to that ally's printed hit points and give your hero a tough status card.

0.3 · 1/294 decks
Get Rage-y
Get Rage-y
Event Pool 0

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

0.3 · 2/294 decks
Stick-To-Itiveness
Stick-To-Itiveness
Upgrade Pool 2

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

0.3 · 2/294 decks
Piercing Strike
Piercing Strike
Event Aggression 2

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

0.3 · 6/294 decks
Deadpool
Deadpool
Ally Basic 3

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

0.3 · 6/294 decks
Team Investigation
Team Investigation
Event Justice 2

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

0.3 · 1/294 decks
Kaluu
Kaluu
Ally Leadership 2

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

0.3 · 4/294 decks
Spider-Woman
Spider-Woman
Ally Justice 3

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

0.3 · 6/294 decks
Black Widow
Black Widow
Ally Protection 3

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

0.2 · 1/294 decks
Git Gud
Git Gud
Upgrade Pool 2

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

0.2 · 1/294 decks
Infiltration
Infiltration
Event Justice 1

Hero Action (thwart): Choose a number from 1 to 5. Discard that many cards from the top of the encounter deck → remote 1 threat from a scheme for each card discarded this way. Put 1 minion discarded this way into play engaged with you.

0.2 · 1/294 decks
Nova
Nova
Ally Protection 4

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

0.2 · 1/294 decks
Render Medical Aid
Render Medical Aid
Player Side Scheme Protection 0

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

0.2 · 1/294 decks
Show of Empathy
Show of Empathy
Player Side Scheme Justice 0

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

0.2 · 1/294 decks
Side Step
Side Step
Event Protection 1

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

0.2 · 1/294 decks
Jack Flag
Jack Flag
Ally Justice 4

Response: After Jack Flag thwarts, place 1 ammo counter on him. Hero Action: Exhaust Jack Flag and remove 1 ammo counter from him → deal 2 damage to an enemy.

0.2 · 7/294 decks
War Room
War Room
Support Aggression 1

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

0.2 · 4/294 decks
White Tiger
White Tiger
Ally Leadership 3

Response: After you play White Tiger from your hand, draw X cards (to a maximum of three), where X is equal to the villain's stage number. If the villain has no stage number, draw 1 card.

0.2 · 3/294 decks
Strength In Numbers
Strength In Numbers
Event Leadership 0

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

0.2 · 5/294 decks
Into the Fray
Into the Fray
Event Aggression 3

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

0.2 · 4/294 decks
Battle Fury
Battle Fury
Upgrade Aggression 1

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

0.2 · 2/294 decks
Target Acquired
Target Acquired
Upgrade Basic 1

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

0.2 · 2/294 decks
Goldballs
Goldballs
Ally Aggression 3

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

0.2 · 2/294 decks
Deathlok
Deathlok
Ally Basic 4

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

0.2 · 4/294 decks
Quincarrier
Quincarrier
Support Basic 3

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

0.2 · 6/294 decks
Effective Leadership
Effective Leadership
Resource Leadership

Max 2 per deck. Interrupt: When you spend this card to play an ally, that ally gets +1 THW and +1 ATK until the end of the phase.

0.2 · 2/294 decks
Dust
Dust
Ally Aggression 3

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

0.1 · 2/294 decks
Global Logistics
Global Logistics
Event Justice 0

Action: Exhaust 1 S.H.I.E.L.D. card you control → look at the top 4 cards of a player deck or the encounter deck. Discard any number of those, and put the others on the top and/or bottom of that deck in any order.

0.1 · 1/294 decks
Havok
Havok
Ally Leadership 4

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

0.1 · 2/294 decks
Wonder Man
Wonder Man
Ally Leadership 2

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

0.1 · 1/294 decks
Audacity
Audacity
Resource Aggression

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

0.1 · 1/294 decks
Innovation
Innovation
Resource Leadership

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

0.1 · 3/294 decks
Plan of Attack
Plan of Attack
Event Aggression 0

Action: Search the top 4 cards of your deck (top 7 cards instead if you are in alter-ego form) for an attack event and add that card to your hand. Shuffle your deck.

0.1 · 1/294 decks
Take Out the Guards
Take Out the Guards
Player Side Scheme Justice 0

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

0.1 · 3/294 decks
Mission Planning
Mission Planning
Event Leadership 2

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

0.1 · 1/294 decks
Teamwork
Teamwork
Event Leadership 0

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

0.1 · 3/294 decks
Da Bomb
Da Bomb
Event Pool 6

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

0.1 · 1/294 decks
Get in Front of Me!
Get in Front of Me!
Event Pool 1

Max 1 per deck. Hero Interrupt: When a treachery card is revealed from the encounter deck, cancel its "When Revealed" effects. The villain attacks you instead. If an ally or another hero defends this attack, draw 1 card.

0.1 · 1/294 decks
Lady Deadpool
Lady Deadpool
Ally Pool 4

When Defeated: Defeat a non-ELITE minion.

0.1 · 1/294 decks
Lead from the Front
Lead from the Front
Event Leadership 2

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

0.1 · 2/294 decks
Ready for Action
Ready for Action
Event Leadership 1

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

0.1 · 4/294 decks
Agent Coulson
Agent Coulson
Ally Justice 3

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

0.1 · 3/294 decks
Energy Barrier
Energy Barrier
Upgrade Protection 2

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

0.1 · 3/294 decks
Mass Attack
Mass Attack
Event Leadership 3

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

0.1 · 1/294 decks
Leadership Training
Leadership Training
Support Leadership 1

Max 2 per deck. Uses (2 training counters). Alter-ego Action: Exhaust this card and remove 1 training counter from it → choose a leadership (blue) event in you discard pile and shuffle it into your deck.

0.1 · 1/294 decks
Nerves of Steel
Nerves of Steel
Upgrade Protection 2

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

0.1 · 1/294 decks
Pivotal Moment
Pivotal Moment
Event Justice 2

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

0.1 · 3/294 decks
Powerful Punch
Powerful Punch
Event Protection 2

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

0.1 · 1/294 decks
Sneak Attack
Sneak Attack
Event Leadership 1

Action: Choose an ally in your hand that shares a trait with your identity → put that ally into play. If that ally is still in play at the end of the phase, discard it.

0.1 · 1/294 decks
Spycraft
Spycraft
Upgrade Justice 1

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

0.1 · 2/294 decks
No Quarter
No Quarter
Event Aggression 2

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

0.1 · 3/294 decks
Protective Training
Protective Training
Upgrade Protection 1

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

0.1 · 2/294 decks
Repurpose
Repurpose
Event Protection 0

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

0.1 · 2/294 decks
Tempus
Tempus
Ally Aggression 2

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

0.1 · 1/294 decks
Counterintelligence
Counterintelligence
Upgrade Justice 2

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

0.1 · 2/294 decks
White Fox
White Fox
Ally Basic 3

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

0.1 · 2/294 decks
Adrenaline Rush
Adrenaline Rush
Upgrade Basic 1

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

0.1 · 1/294 decks
Call for Aid
Call for Aid
Event Leadership 0

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

0.0 · 1/294 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2

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

0.0 · 1/294 decks
Angel's Aerie
Angel's Aerie
Support Protection 1

Response: After you defend against an attack, place 1 fatigue counter here. Alter-Ego Action: Remove each fatigue counter from here → heal 1 damage from your identity for each fatigue counter removed this way.

0.0 · 1/294 decks
Electrostatic Armor
Electrostatic Armor
Upgrade Protection 1

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

0.0 · 1/294 decks
Government Liaison
Government Liaison
Support Basic 2

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

0.0 · 1/294 decks
Hard to Ignore
Hard to Ignore
Upgrade Protection 1

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

0.0 · 1/294 decks
Never Back Down
Never Back Down
Event Protection 1

Hero Interrupt (defense): When you defend against an attack, you get +2 DEF for this attack. If you take no damage from this attack, stun the attacking enemy.

0.0 · 1/294 decks
Quasar
Quasar
Ally Justice 3

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

0.0 · 1/294 decks
Unflappable
Unflappable
Upgrade Protection 1

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

0.0 · 1/294 decks
Warpath
Warpath
Ally Protection 4

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

0.0 · 1/294 decks
Agent 13
Agent 13
Ally Basic 4

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

0.0 · 1/294 decks
Dum Dum Dugan
Dum Dum Dugan
Ally Basic 5

Interrupt: When you use one of Dum Dum Dugan's basic powers, exhaust up to 3 S.H.I.E.L.D. cards you control. For each card exhausted this way, Dum Dum Dugan gets +1 to that power for this use.

0.0 · 1/294 decks
Establish Perimeter
Establish Perimeter
Player Side Scheme Protection 1

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

0.0 · 1/294 decks
Follow Through
Follow Through
Upgrade Aggression 2

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

0.0 · 1/294 decks
Forcefield Generator
Forcefield Generator
Upgrade Protection 3

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

0.0 · 1/294 decks
Indomitable
Indomitable
Upgrade Protection 1

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

0.0 · 1/294 decks
Jarnbjorn
Jarnbjorn
Upgrade Aggression 1

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

0.0 · 1/294 decks
Machine Man
Machine Man
Ally Basic 2

Interrupt: When Machine Man attacks or thwarts, spend up to 3 resources of any type → Machine Man gets +1 THW and +1 ATK for this use for each resource spent this way.

0.0 · 1/294 decks
Marked
Marked
Upgrade Aggression 0

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

0.0 · 1/294 decks
Marvel Boy
Marvel Boy
Ally Aggression 2

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

0.0 · 1/294 decks
Momentum Shift
Momentum Shift
Event Protection 2

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

0.0 · 1/294 decks
Moxie
Moxie
Event Leadership 0

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

0.0 · 1/294 decks
Mutant Protectors
Mutant Protectors
Event Protection 1

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

0.0 · 1/294 decks
Perseverance
Perseverance
Event Protection 1

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

0.0 · 1/294 decks
Pinned Down
Pinned Down
Upgrade Protection 0

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

0.0 · 1/294 decks
Rictor
Rictor
Ally Aggression 3

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

0.0 · 1/294 decks
Sky-Destroyer
Sky-Destroyer
Support Basic 3

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

0.0 · 1/294 decks
Surprise Attack
Surprise Attack
Event Aggression 1

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

0.0 · 1/294 decks
Thor
Thor
Ally Aggression 4

Response: After you play Thor from your hand, deal 2 damage to the villain (3 damage instead if you paid for this card using a [physical] resource).

0.0 · 1/294 decks
Throg
Throg
Ally Aggression 2

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

0.0 · 1/294 decks
Tigra
Tigra
Ally Aggression 3

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

0.0 · 1/294 decks
To the Rescue!
To the Rescue!
Event Basic 2

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

0.0 · 1/294 decks
Valkyrie
Valkyrie
Ally Aggression 3

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

0.0 · 1/294 decks
Venom
Venom
Ally Justice 4

While there is no threat on the main scheme, reduce all consequential damage Venom takes by 1.

0.0 · 1/294 decks
Wasp
Wasp
Ally Aggression 0

Wasp gets +1 hit point for each pym counter on her. Interrupt: When Wasp enters play, place 1 pym counter on her (to a maximum of 3) for each [energy] resource you overpaid for Wasp's cost.

0.0 · 1/294 decks
Shark-Girl
Shark-Girl
Ally Aggression 2

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

0.0 · 1/294 decks