
Magnetic Pull — Action: Discard cards from the top of your deck until a Magnetic card is discarded → add that card to your hand. (Limit once per round.)

Survivor — Response: After you change to this form, shuffle the top 3 cards of your discard pile into your deck.

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.

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

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.

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

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.)

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

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.

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

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

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

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.

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.

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

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

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

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

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

Hero 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.

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

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

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.)

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.

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

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.

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.

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.

[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.

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

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.

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

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.

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.

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

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

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.

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.

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

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

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

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.

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

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.

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

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.

Response: After Dazzler enters play, confuse an enemy.

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.

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.

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

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

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.

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.

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

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

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

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.

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

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.

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.

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.

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

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

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

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.

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

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).

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.)

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.

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.

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.)

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.

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.)

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

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).

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.

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.

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

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.

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

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

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.

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.

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

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

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

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.

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.

Requirement ([energy]). (While paying for this card, spend the listed resources.) Hero Action (attack): Exhaust your hero → deal damage to an enemy equal to the total of your hero's THW, ATK, and DEF values.

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

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.

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.

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.)

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

[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.

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

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

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

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

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.

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.

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

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

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.

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

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

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.)

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

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

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.

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

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

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

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

Max 1 per 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.

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

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.

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

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

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

[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.

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.

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

[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.

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

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.

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

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

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.

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.

Restricted. Hero Response (attack): After you play another PSIONIC card, exhaust Psimitar → deal 2 damage to an enemy.

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.

[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]).

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.

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.

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

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.

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

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

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.

Action: Heal 2 damage from any character.

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

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

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

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

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).

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.

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.

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.

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.

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.

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

Requirement ([mental]). (While paying for this card, spend the listed resources.) Hero Action (thwart): Exhaust your hero → remove threat from a scheme equal to the total of your hero's THW, ATK, and DEF values.

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

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

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.

Response: After Mockingbird enters play, stun an enemy.

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]).

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

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.

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

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.

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.

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

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

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

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

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.

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

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

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.

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

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.

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.)

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.

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

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

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.

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.

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

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.

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

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

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

Play only if your identity has the guardian trait. Hero Response: After Gamora attacks or thwarts, discard cards from the top of your deck until you discard an event, then add that card to your hand.

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.

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

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

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

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.

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

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

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

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

Uses (2 deploy counters). Action: Exhaust The Circe, remove 1 deploy counter from it, and choose a player → that player puts an ally into play from their hand.

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.

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.

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.)

[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.

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.)

Hero Action: Give your hero a tough status card.

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

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

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

Retaliate 1.

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.

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.

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

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.

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.

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.

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

Alter-Ego Action: Exhaust Dr. Sinclair and spend a [mental] resource → heal damage from your alter-ego equal to your REC. You may discard 1 status card from your identity. Any player may trigger this ability.

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.

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.

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

Play 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.

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.)

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

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

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

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.

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

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

Response: After you engage a minion, give Patriot a tough status card.

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.

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.)

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

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

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

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.

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

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

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

Hero Action (attack): Exhaust up to 3 Weapon upgrades you control → for each weapon upgrade exhausted this way, choose an enemy and deal 3 damage to it. This attack gains ranged.
Play under any player's control. Max 1 per player. You get +3 hit points and your hero gets +1 THW.

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.

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

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

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

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

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.

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

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

Forced Response: After Hulk attacks, discard the top card of your deck. If that card's printed resource has: [physical] - Deal 2 damage to an enemy. [energy] - Deal 1 damage to each character. [mental] - Discard Hulk. [wild] - All of the above.

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

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

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).

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

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).

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

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

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

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

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

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

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

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.)

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).

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

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

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.

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

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.

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.

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.

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

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

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

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

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).

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

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

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.

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

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

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.

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

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.

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

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

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

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

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

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.

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

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

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

Requirement ([mental][mental]). Uses (3 research counters). Hero Action: Exhaust R&D Facility and remove 1 research counter from it → choose a friendly character in play. That character gets +1 THW and +1 ATK until the end of the phase.

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

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.

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

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

Reduce the cost to play Jemma Simmons by 2 if your identity has the S.H.I.E.L.D. trait. Resource: Exhaust Jemma Simmons → generate a [mental] resource for a Tech card.

Reduce the cost to play Leo Fitz by 2 if your identity has the S.H.I.E.L.D. trait. Alter-Ego Action: Exhaust Leo Fitz → search you deck for a Tech card and add it to your hand. (Shuffle.)

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

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

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.

[star] Interrupt: When Misty Knight thwarts, look at the top 2 cards of the encounter deck and discard 1 of those cards. Misty Knight gets +1 THW for this thwart for each icon ([star] and [boost]) in the discarded card's boost area.

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

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.

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

Attach to a minion. Max 1 per minion. Interrupt: When a character makes a basic attack against attached minion, that character uses their THW instead of their ATK.

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

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.

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).

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.

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

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.

Hero Action: Exhaust Cloud 9 → choose a player. Until the end of the phase, each Aerial character that player controls gets +1 THW.

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.

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

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

Action: Ready an ally.

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.

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

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.

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

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

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.

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

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

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

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

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

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

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

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

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

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

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.

Restricted. (Max 2 restricted cards per player.) Response: After your hero defends against an enemy attack, spend a [energy] resource → deal 2 damage to an enemy.

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.

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

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

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

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

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.

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

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

Action: 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.

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

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.

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

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.

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.

Hero Action: Exhaust Aero → choose a player. Until the end of the phase, each Aerial character that player controls gets +1 ATK.

Play only if your identity has the Aerial trait. Max 1 TEAM card per player. If each of your allies has the Aerial trait, increase your ally limit by 1 and this card gains: "Response: After you play an Aerial card, exhaust this card → ready an ally you control."

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.

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

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.

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

Victory 0. Each identity gets +2 hand size.

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.

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

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

Play only if your identity has the 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.

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

Max 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.

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.

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

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

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

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.

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.

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

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.

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

Victory 0. When Defeated: The defeating player looks at the top 5 cards of the encounter deck. They may add 1 non-scenario-specific card from among those to the victory display, then place the rest on the top and/or bottom of the encounter deck in any order.

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

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

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

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

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

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

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.

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.

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

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

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

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

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

[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.

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.

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

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.

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

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

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

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.

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).

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.

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).

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).

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

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.

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

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

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

Response: After Brawn attacks, remove 1 threat from a scheme.
Attach to a non-Elite minion. Max 1 per minion. Interrupt: When a friendly character attacks, deal 1 damage to attached minion.

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.

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.

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

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

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

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

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

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

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

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.

Hero Response (thwart): After the villain attacks you, remove 1 threat from a scheme for each damage you took from the attack (to a maximum of 5).

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

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.

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.

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.

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

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

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).

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

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

Hero Response (attack): After you defend against an enemy attack and take no damage, deal damage to that enemy equal to your DEF for that attack.

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

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

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

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

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.)

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

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

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

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

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

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

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.

Action: Spend a [energy] resource → choose THW or ATK. Until the end of the phase, Vision gets +2 to the chosen power. (Limit once per round.)

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.

Play under any player's control. Max 1 team card per player. If each of your characters has the guardian trait, this card gains: "Response: After you play an upgrade on an ally, draw 1 card."

Response: After Heimdall enters play, look at the top 3 cards of the encounter deck. Discard 1 of them and put the others back in any order.

[star] Kidpool's attacks gain piercing.

Play under any player's control. Max 1 Team per player. If each of your characters has the Avenger trait, each ally you control gets +1 THW and +1 ATK.

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

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

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

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.

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

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

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.

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

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

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.

Ant-Man gets +1 hit point for each pym counter on him. Interrupt: When Ant-Man enters play, place 1 pym counter on him (to a maximum of 4) for each resource you overpaid for Ant-Man's cost.

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.

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

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

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.

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

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

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

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

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

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

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

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.

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

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.

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.

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

Toughness.

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.

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

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

Hero 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.

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

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