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Maria Hill

9 HP5 Hand Size327 Decks Analyzed
Maria Hill
Maria Hill

Each ally you control gains the S.H.I.E.L.D. trait. ReassignmentAction: Move 1 all-purpose counter from a S.H.I.E.L.D. support to another S.H.I.E.L.D. support. (Limit once per round.)

Maria Hill
Maria Hill

You may include the maximum number of copies of 3 S.H.I.E.L.D. supports in your deck from aspects other than your chosen aspect. Action: Exhaust Maria Hill → search your deck for a S.H.I.E.L.D. support and add it to your hand.

Filter:
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.

86.4 · 276/327 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.

73.0 · 258/327 decks
The Pericles
The Pericles
Support Protection 6

Uses (2 supply counters). Action: Exhaust The Pericles and remove 1 supply counter from it → give a hero or villain a status card of your choice. Give an ally or minion a status card of your choice.

61.2 · 220/327 decks
Field Agent
Field Agent
Support Justice 1

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

55.8 · 202/327 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.

55.7 · 205/327 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.

54.5 · 199/327 decks
The Circe
The Circe
Support Leadership 6

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.

54.4 · 192/327 decks
The Bellerophon
The Bellerophon
Support Aggression 6

Uses (3 missile counters). Action: Exhaust The Bellerophon, remove 1 missile counter from it, and choose a player → deal 3 damage to the villain and each minion engaged with that player, discarding all tough status cards from those enemies first.

49.6 · 188/327 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.

48.8 · 169/327 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.

42.8 · 142/327 decks
Super Spies
Super Spies
Event Basic 0

Team-Up (Maria Hill and Nick Fury). Max 1 per deck. Hero Action: Place a total of 3 all-purpose counters and/or threat tokens on S.H.I.E.L.D. supports and/or suit form upgrades.

41.8 · 152/327 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.

34.8 · 105/327 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.

33.8 · 123/327 decks
Nick Fury, Sr.
Nick Fury, Sr.
Ally Basic 4

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.

32.4 · 99/327 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

29.8 · 78/327 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.

28.9 · 95/327 decks
The Triskelion
The Triskelion
Support Leadership 1

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

28.8 · 94/327 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.)

24.4 · 79/327 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.

23.4 · 75/327 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.

21.7 · 77/327 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.

20.6 · 90/327 decks
Melinda May
Melinda May
Ally Basic 4

[star] Response: After Melinda May uses a basic power, look at the top card of the encounter deck. You may discard that card.

18.6 · 66/327 decks
Tac Team
Tac Team
Support Aggression 3

Uses (3 attack counters). (Enters play with 3 counters. When those are gone, discard this card) Action: Exhaust Tac Team and remove 1 attack counter from it → deal 2 damage to an enemy.

17.7 · 44/327 decks
Victoria Hand
Victoria Hand
Ally Leadership 3

Response: After Victoria Hand enters play, ready a S.H.I.E.L.D. support.

16.9 · 70/327 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.

15.8 · 50/327 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

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

15.4 · 64/327 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.

15.3 · 47/327 decks
War Machine
War Machine
Ally Basic 4

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

14.7 · 49/327 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.

14.1 · 48/327 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.

12.8 · 37/327 decks
Winter Soldier
Winter Soldier
Ally Aggression 3

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

12.7 · 24/327 decks
Agents of S.H.I.E.L.D.
Agents of S.H.I.E.L.D.
Support Leadership 3

Play under any player's control. Max 1 Team card per player. If each of your characters has the S.H.I.E.L.D. trait, this card gains: "Interrupt: When you reveal an encounter card, exhaust this card → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck."

12.6 · 61/327 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.

12.4 · 32/327 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.

12.0 · 39/327 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.

11.7 · 35/327 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.

11.5 · 42/327 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

11.2 · 15/327 decks
Quake
Quake
Ally Justice 2

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

11.2 · 43/327 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.

10.8 · 40/327 decks
Captain America
Captain America
Ally Aggression 4

Toughness. Response: After Captain America enters play, ready a S.H.I.E.L.D. character.

10.3 · 23/327 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.

9.9 · 28/327 decks
Call for Backup
Call for Backup
Player Side Scheme Leadership 1

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

9.7 · 33/327 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.

9.7 · 18/327 decks
R&D Facility
R&D Facility
Support Leadership 3

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

9.7 · 30/327 decks
Bambino
Bambino
Upgrade Aggression 3

Attach to a S.H.I.E.L.D. character. While attached to an identity, this card gains restricted. Uses (3 ammo counters). Interrupt: When attached character makes a basic attack, remove 1 ammo counter from here → this attack deals 3 additional damage and gains overkill.

9.4 · 19/327 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.

8.9 · 34/327 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.

8.6 · 25/327 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.

8.6 · 23/327 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.

8.3 · 23/327 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.)

8.3 · 38/327 decks
Ironheart
Ironheart
Ally Basic 2

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

8.2 · 26/327 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.

8.0 · 34/327 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.)

7.7 · 27/327 decks
S.H.I.E.L.D. Sidearm
S.H.I.E.L.D. Sidearm
Upgrade Aggression 1

Attach to a S.H.I.E.L.D. character. Limit 1 per character. Uses (3 ammo counters). Interrupt: When attached character makes a basic attack, exhaust S.H.I.E.L.D. Sidearm and remove 1 ammo counter from it → deal 1 damage to an enemy.

7.4 · 15/327 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.)

7.3 · 24/327 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1

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

7.0 · 25/327 decks
Deathlok
Deathlok
Ally Aggression 3

Response: After Deathlok enters play, search your deck and discard pile for a copy of S.H.I.E.L.D. Sidearm and attach it to him. (Shuffle.)

6.9 · 13/327 decks
Giant-Man
Giant-Man
Ally Leadership 5

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

6.9 · 23/327 decks
Leo Fitz
Leo Fitz
Support Basic 3

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.)

6.9 · 25/327 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.

6.9 · 34/327 decks
Wolverine
Wolverine
Ally Aggression 4

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

6.4 · 14/327 decks
Aggressive Conditioning
Aggressive Conditioning
Upgrade Aggression 3

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

6.2 · 8/327 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.

5.8 · 28/327 decks
Jemma Simmons
Jemma Simmons
Support Basic 3

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.

5.7 · 18/327 decks
Sidearm
Sidearm
Upgrade Basic 1

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

5.7 · 25/327 decks
Specialized Training
Specialized Training
Player Side Scheme Basic 1

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

5.6 · 16/327 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.

5.2 · 14/327 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.

5.1 · 17/327 decks
Endurance
Endurance
Upgrade Basic 1

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

5.1 · 26/327 decks
Inspired
Inspired
Upgrade Leadership 1

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

4.7 · 29/327 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.

4.6 · 11/327 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.

4.6 · 21/327 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).

4.6 · 7/327 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.

4.5 · 21/327 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.

4.4 · 17/327 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).

4.3 · 16/327 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.

4.3 · 10/327 decks
Combat Training
Combat Training
Upgrade Aggression 2

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

4.2 · 9/327 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.

4.2 · 10/327 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.

4.2 · 16/327 decks
Dazzler
Dazzler
Ally Justice 4

Response: After Dazzler enters play, confuse an enemy.

4.1 · 13/327 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.

4.1 · 19/327 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.

4.0 · 13/327 decks
Jessica Jones
Jessica Jones
Ally Justice 3

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

3.9 · 8/327 decks
Hawkeye
Hawkeye
Ally Leadership 3

Hawkeye enters play with 4 arrow counters on him. Response: After a minion enters play, remove 1 arrow counter from Hawkeye → deal 2 damage to that minion.

3.9 · 11/327 decks
Band Together
Band Together
Resource Leadership

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

3.8 · 8/327 decks
Innovation
Innovation
Resource Leadership

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

3.8 · 4/327 decks
Down Time
Down Time
Upgrade Basic 1

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

3.7 · 11/327 decks
Firepower
Firepower
Event Aggression 1

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.

3.7 · 7/327 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.

3.5 · 9/327 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.

3.5 · 10/327 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.

3.5 · 7/327 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.

3.4 · 6/327 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

3.4 · 13/327 decks
Daredevil
Daredevil
Ally Justice 4

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

3.4 · 5/327 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.

3.2 · 14/327 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.

3.1 · 13/327 decks
Cable
Cable
Ally Leadership 4

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

3.0 · 9/327 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.

3.0 · 16/327 decks
Dr. Sinclair
Dr. Sinclair
Support Protection 2

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

3.0 · 3/327 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.

2.9 · 3/327 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).

2.9 · 10/327 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.

2.8 · 6/327 decks
Luke Cage
Luke Cage
Ally Protection 4

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

2.8 · 8/327 decks
Lockjaw
Lockjaw
Ally Basic 4

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

2.8 · 4/327 decks
Wiccan
Wiccan
Ally Justice 2

Response: After Wiccan thwarts, discard the top card of the encounter deck. For each boost icon discarded this way, deal 1 damage to an enemy.

2.8 · 13/327 decks
Goliath
Goliath
Ally Leadership 4

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

2.7 · 7/327 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.

2.7 · 10/327 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.

2.6 · 3/327 decks
Stun Gun
Stun Gun
Upgrade Protection 2

Restricted. Uses (2 charge counters). Hero Action: Exhaust Stun Gun and remove 1 or 2 charge counters from it → if you removed: • 1 charge counter, stun a minion. • 2 charge counters, stun the villain.

2.5 · 5/327 decks
Lock and Load
Lock and Load
Player Side Scheme Aggression 1

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

2.5 · 4/327 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).

2.4 · 2/327 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).

2.4 · 2/327 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.

2.4 · 6/327 decks
Precision Strike
Precision Strike
Event Aggression 1

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

2.3 · 2/327 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.

2.3 · 6/327 decks
Breaking and Entering
Breaking and Entering
Event Justice 2

Play only if your identity has the SPY or THIEF trait. Action (thwart): Remove 3 threat from a scheme.

2.3 · 6/327 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.

2.2 · 9/327 decks
C
Cameo
Support Leadership

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

2.2 · 3/327 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.

2.1 · 11/327 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.

2.1 · 9/327 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.

2.0 · 5/327 decks
Rally the Troops
Rally the Troops
Player Side Scheme Leadership 0

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

2.0 · 3/327 decks
Psylocke
Psylocke
Ally Aggression 4

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

2.0 · 4/327 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).

2.0 · 8/327 decks
Avengers Tower
Avengers Tower
Support Basic 2

If each of your allies has the Avenger trait, increase your ally limit by 1. Action: Exhaust Avengers Tower → reduce the cost of the next Avenger ally played this phase by 1.

1.9 · 4/327 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.

1.9 · 6/327 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.

1.9 · 10/327 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.

1.9 · 6/327 decks
Sonic Rifle
Sonic Rifle
Upgrade Justice 3

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

1.9 · 10/327 decks
Defensive Conditioning
Defensive Conditioning
Upgrade Protection 2

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

1.9 · 2/327 decks
S.H.I.E.L.D. Deputy
S.H.I.E.L.D. Deputy
Upgrade Basic 0

Play only if your identity has the S.H.I.E.L.D. trait. Attach to a friendly character. Attached character gets +1 hit point and gains the S.H.I.E.L.D. trait.

1.9 · 4/327 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.

1.8 · 5/327 decks
Captain America
Captain America
Ally Leadership 6

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

1.8 · 11/327 decks
Spider-Man
Spider-Man
Ally Justice 5

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

1.8 · 3/327 decks
Keep Them Busy
Keep Them Busy
Player Side Scheme Aggression 1

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

1.8 · 3/327 decks
Armored Vest
Armored Vest
Upgrade Protection 1

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

1.8 · 4/327 decks
Havok
Havok
Ally Leadership 4

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

1.8 · 5/327 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.

1.8 · 5/327 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.

1.8 · 6/327 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.

1.7 · 5/327 decks
Gatekeeper
Gatekeeper
Upgrade Aggression 0

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

1.7 · 2/327 decks
Blade
Blade
Ally Basic 1

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

1.7 · 5/327 decks
Prism Dust
Prism Dust
Upgrade Justice 1

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

1.7 · 4/327 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.

1.7 · 4/327 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.

1.7 · 4/327 decks
Foiled!
Foiled!
Event Justice 0

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

1.6 · 2/327 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.

1.6 · 9/327 decks
Speed
Speed
Ally Justice 4

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

1.6 · 3/327 decks
Followed
Followed
Upgrade Justice 1

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

1.6 · 2/327 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.

1.6 · 4/327 decks
X-23
X-23
Ally Leadership 3

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

1.5 · 7/327 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.

1.5 · 3/327 decks
White Widow
White Widow
Ally Protection 4

Response: After you resolve the ability of a Preparation card you control, heal damage from White Widow equal to that card's printed resource cost.

1.5 · 4/327 decks
Polaris
Polaris
Ally Protection 3

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

1.5 · 2/327 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.

1.4 · 9/327 decks
Mission Leader
Mission Leader
Upgrade Leadership 2

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

1.4 · 5/327 decks
Two-Gun Kid
Two-Gun Kid
Ally Aggression 3

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

1.4 · 4/327 decks
Infiltration
Infiltration
Event Justice 1

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

1.4 · 2/327 decks
H
Hawkeye
Ally Justice 3

Hawkeye enters play with 4 arrow counters on him. Response: After an ally makes a basic thwart, remove 1 arrow counter from Hawkeye → deal 2 damage to a minion.

1.4 · 3/327 decks
Misty Knight
Misty Knight
Ally Justice 4

[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.

1.4 · 2/327 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.

1.4 · 6/327 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.

1.4 · 4/327 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.

1.4 · 5/327 decks
Enraged
Enraged
Upgrade Aggression 1

Attach to an ally. Max 1 per ally. Attached ally gets +2 ATK and takes +1 consequential damage after it attacks.

1.3 · 6/327 decks
Espionage
Espionage
Upgrade Basic 1

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

1.3 · 10/327 decks
Rogue
Rogue
Ally Protection 4

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

1.3 · 8/327 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.

1.3 · 2/327 decks
Sentry
Sentry
Ally Aggression 4

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

1.3 · 6/327 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.

1.3 · 5/327 decks
Fusillade
Fusillade
Event Aggression 2

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

1.3 · 1/327 decks
Hand Cannon
Hand Cannon
Upgrade Aggression 2

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

1.3 · 1/327 decks
Mean Swing
Mean Swing
Event Aggression 0

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

1.3 · 1/327 decks
Side Holster
Side Holster
Upgrade Basic 0

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

1.3 · 1/327 decks
Skilled Strike
Skilled Strike
Event Aggression 0

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

1.3 · 1/327 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).

1.3 · 1/327 decks
She-Hulk
She-Hulk
Ally Aggression 4

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

1.2 · 5/327 decks
Assess the Situation
Assess the Situation
Event Basic 0

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

1.2 · 2/327 decks
Establish Perimeter
Establish Perimeter
Player Side Scheme Protection 1

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

1.2 · 3/327 decks
Karma
Karma
Ally Protection 4

Response: After you play Karma from your hand, choose a non-ELITE minion. While Karma is in play, take control of that minion and treat it as a CONTROLLED ally with a blank text box. Its THW is equal to its printed SCH and it takes 2 consequential damage after it thwarts or attacks.

1.2 · 1/327 decks
Moondragon
Moondragon
Ally Protection 3

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

1.2 · 1/327 decks
Overwatch
Overwatch
Upgrade Justice 0

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

1.2 · 3/327 decks
Captain Britain
Captain Britain
Ally Justice 4

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

1.2 · 3/327 decks
Hidden Base
Hidden Base
Support Protection 2

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

1.2 · 5/327 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.

1.2 · 5/327 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.

1.1 · 1/327 decks
R
Recruitment Drive
Support Leadership 3

Alter-ego form only. Action: Discard Recruitment Drive and choose a player → reduce the resource cost of the next ally that player plays this phase to 0.

1.1 · 2/327 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.

1.1 · 4/327 decks
Hercules
Hercules
Ally Aggression 6

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

1.1 · 4/327 decks
Iron Man
Iron Man
Ally Leadership 4

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

1.1 · 3/327 decks
Power Gloves
Power Gloves
Upgrade Leadership 1

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

1.1 · 3/327 decks
Vision
Vision
Ally Leadership 4

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.)

1.1 · 3/327 decks
Falcon
Falcon
Ally Leadership 4

Response: After Falcon enters play, look at the top 3 cards of the encounter deck. For each treachery looked at this way, remove 1 threat from a scheme.

1.1 · 4/327 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.

1.1 · 2/327 decks
Beta Ray Bill
Beta Ray Bill
Ally Leadership 5

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

1.1 · 10/327 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.

1.1 · 2/327 decks
Ghost-Spider
Ghost-Spider
Ally Basic 3

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

1.1 · 8/327 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.

1.1 · 4/327 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.

1.1 · 2/327 decks
Forcefield Generator
Forcefield Generator
Upgrade Protection 3

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

1.1 · 3/327 decks
Suppressing Fire
Suppressing Fire
Upgrade Aggression 0

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

1.0 · 1/327 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.

1.0 · 2/327 decks
Quinjet
Quinjet
Support Leadership 1

Response: After your turn begins, place 1 time counter on Quinjet. Action: Put an Avenger ally from your hand into play with printed cost equal to or less than the number of time counters on Quinjet. Then, discard Quinjet.

1.0 · 2/327 decks
Squared Off
Squared Off
Event Leadership 0

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

1.0 · 2/327 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.

1.0 · 2/327 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.

1.0 · 3/327 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.

1.0 · 2/327 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).

1.0 · 8/327 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).

1.0 · 8/327 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).

1.0 · 8/327 decks
Spider-Girl
Spider-Girl
Ally Aggression 2

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

0.9 · 2/327 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.

0.9 · 1/327 decks
Astonishing X-Men
Astonishing X-Men
Player Side Scheme Protection 1

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

0.9 · 3/327 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.

0.9 · 2/327 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).

0.9 · 1/327 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 · 2/327 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.

0.9 · 4/327 decks
Battle Fury
Battle Fury
Upgrade Aggression 1

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

0.9 · 1/327 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.

0.9 · 1/327 decks
M
M
Ally Leadership 4

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

0.9 · 8/327 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.

0.9 · 1/327 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.)

0.8 · 1/327 decks
Energy Shield
Energy Shield
Upgrade Protection 0

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

0.8 · 3/327 decks
Iron Lad
Iron Lad
Ally Basic 2

[star] Interrupt: When Iron Lad uses a basic power, exhaust another Avenger ally you control → add that ally's matching power to Iron Lad's power for this use.

0.8 · 1/327 decks
Pinpoint
Pinpoint
Ally Protection 2

Play only if your identity has the Champion trait. Hero Interrupt: When a player card would be placed into a discard pile from play, exhaust Pinpoint → shuffle that card into its owner's deck instead.

0.8 · 3/327 decks
Marvel Girl
Marvel Girl
Ally Justice 3

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

0.8 · 2/327 decks
Patriot
Patriot
Ally Protection 3

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

0.8 · 2/327 decks
Defensive Training
Defensive Training
Support Protection 1

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.

0.8 · 1/327 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.

0.8 · 1/327 decks
Preservation
Preservation
Resource Protection

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

0.8 · 1/327 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.

0.8 · 1/327 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.

0.8 · 6/327 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.

0.7 · 6/327 decks
Multiple Man
Multiple Man
Ally Protection 4

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

0.7 · 3/327 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]).

0.7 · 2/327 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.

0.7 · 2/327 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.

0.7 · 2/327 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.

0.7 · 3/327 decks
Effective Leadership
Effective Leadership
Resource Leadership

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

0.7 · 1/327 decks
Game Time
Game Time
Event Basic 0

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

0.7 · 3/327 decks
Go All Out
Go All Out
Event Leadership 2

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.

0.6 · 2/327 decks
Quasar
Quasar
Ally Justice 3

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

0.6 · 3/327 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.

0.6 · 4/327 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2

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

0.6 · 3/327 decks
U.S. Agent
U.S. Agent
Ally Leadership 3

Retaliate 1.

0.6 · 2/327 decks
Venom
Venom
Ally Basic 4

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.

0.6 · 2/327 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.

0.6 · 2/327 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.

0.6 · 2/327 decks
Melee
Melee
Event Aggression 3

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

0.6 · 2/327 decks
Captain Marvel
Captain Marvel
Ally Leadership 5

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

0.6 · 7/327 decks
S
Stronger Together
Event Protection 0

Hero Interrupt: When a character other than your hero would take any amount of damage, if that character shares a Trait with your hero, reduce that damage by your DEF.

0.6 · 1/327 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.

0.6 · 4/327 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.

0.6 · 2/327 decks
Brawn
Brawn
Ally Aggression 3

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

0.6 · 3/327 decks
Sting Operation
Sting Operation
Upgrade Justice 2

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

0.6 · 2/327 decks
Godslayer
Godslayer
Upgrade Aggression 3

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

0.5 · 1/327 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.

0.5 · 1/327 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.)

0.5 · 1/327 decks
Spider-Man
Spider-Man
Ally Basic 3

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

0.5 · 6/327 decks
Spider-Woman
Spider-Woman
Ally Justice 3

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

0.5 · 3/327 decks
Angela
Angela
Ally Aggression 0

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

0.5 · 3/327 decks
Mulligan
Mulligan
Event Pool 3

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

0.5 · 4/327 decks
Morale Boost
Morale Boost
Event Leadership 1

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

0.5 · 2/327 decks
Black Knight
Black Knight
Ally Leadership 3

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

0.4 · 3/327 decks
Groot
Groot
Ally Basic 3

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

0.4 · 3/327 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.

0.4 · 2/327 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.

0.4 · 2/327 decks
Banshee
Banshee
Ally Justice 4

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

0.4 · 2/327 decks
Headpool
Headpool
Ally Pool 3

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

0.4 · 3/327 decks
Heimdall
Heimdall
Ally Basic 5

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.

0.4 · 5/327 decks
Kidpool
Kidpool
Ally Pool 3

[star] Kidpool's attacks gain piercing.

0.4 · 3/327 decks
Chamber
Chamber
Ally Justice 4

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

0.4 · 2/327 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.

0.4 · 2/327 decks
Go Down Swinging
Go Down Swinging
Event Leadership 0

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

0.4 · 5/327 decks
Save the Day
Save the Day
Event Leadership 1

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

0.4 · 5/327 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.

0.4 · 4/327 decks
Throg
Throg
Ally Aggression 2

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

0.4 · 3/327 decks
Rockslide
Rockslide
Ally Protection 4

Retaliate 1.

0.4 · 3/327 decks
Concussive Blow
Concussive Blow
Event Justice 3

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

0.4 · 1/327 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.

0.4 · 3/327 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.

0.4 · 1/327 decks
Daredevil
Daredevil
Ally Protection 2

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

0.3 · 1/327 decks
Defensive Stance
Defensive Stance
Upgrade Protection 2

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

0.3 · 1/327 decks
Get Behind Me!
Get Behind Me!
Event Protection 1

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

0.3 · 1/327 decks
Muster Courage
Muster Courage
Event Protection 3

Play only if your identity has the Avenger trait. Hero Action: Give up to X friendly characters a tough status card (to a maximum of 3 characters), where X is equal to the villain's stage number.

0.3 · 1/327 decks
Taunt
Taunt
Event Protection 1

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

0.3 · 3/327 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.

0.3 · 1/327 decks
Not my Responsibility
Not my Responsibility
Event Pool 0

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

0.3 · 3/327 decks
Cypher
Cypher
Ally Justice 2

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

0.3 · 4/327 decks
Across the Spider-Verse
Across the Spider-Verse
Event Basic 2

Max 1 per deck. Hero Action: Exhaust a Web-Warrior card you control → search your discard pile for a Web-Warrior ally and put it into play, then choose a player. That player may spend 3 resources of any type to repeat this ability.

0.3 · 3/327 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.

0.3 · 2/327 decks
Tic-Tac-Toe
Tic-Tac-Toe
Upgrade Pool 0

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

0.3 · 3/327 decks
Web of Life and Destiny
Web of Life and Destiny
Support Basic 3

Ignore this card's resource cost if your identity has the Web-Warrior trait. Response: After a Web-Warrior ally leaves play, choose a player → that player draws 1 card.

0.3 · 3/327 decks
Generation X
Generation X
Player Side Scheme Justice 0

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

0.3 · 5/327 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.

0.3 · 3/327 decks
Beat 'Em Up
Beat 'Em Up
Event Basic 2

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

0.3 · 1/327 decks
Blood Rage
Blood Rage
Upgrade Aggression 1

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

0.3 · 3/327 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.

0.3 · 3/327 decks
Haymaker
Haymaker
Event Basic 2

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

0.3 · 1/327 decks
Hit and Run
Hit and Run
Event Basic 3

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

0.3 · 1/327 decks
Inspiring Presence
Inspiring Presence
Event Leadership 1

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

0.3 · 2/327 decks
Maria Hill
Maria Hill
Ally Leadership 2

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

0.3 · 1/327 decks
To the Rescue!
To the Rescue!
Event Basic 2

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

0.3 · 1/327 decks
"Bring It!"
"Bring It!"
Event Aggression 0

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

0.2 · 2/327 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.

0.2 · 2/327 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 · 2/327 decks
Lie in Wait
Lie in Wait
Upgrade Aggression 1

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

0.2 · 2/327 decks
Assault Training
Assault Training
Support Aggression 1

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

0.2 · 1/327 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.

0.2 · 1/327 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.

0.2 · 1/327 decks
Lady Deadpool
Lady Deadpool
Ally Pool 4

When Defeated: Defeat a non-ELITE minion.

0.2 · 2/327 decks
Perseverance
Perseverance
Event Protection 1

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

0.2 · 1/327 decks
SP//dr
SP//dr
Ally Basic 2

Play only if you control a Web-Warrior card. When Defeated: Add SP//dr to your hand if she was defeated by taking excess consequential damage.

0.2 · 2/327 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.

0.2 · 2/327 decks
"I Got This"
"I Got This"
Event Pool 1

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.

0.2 · 1/327 decks
Barely a Scratch
Barely a Scratch
Event Pool 0

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

0.2 · 1/327 decks
Deadpool Corps Ship
Deadpool Corps Ship
Support Pool 1

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

0.2 · 1/327 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.

0.2 · 1/327 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.

0.2 · 2/327 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.

0.2 · 2/327 decks
Plasma Pistol
Plasma Pistol
Upgrade Basic 2

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

0.2 · 2/327 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.

0.2 · 2/327 decks
Bombshell
Bombshell
Ally Aggression 4

Play only if your identity has the Champion trait. [star] Divide damage from Bombshell's attack among each enemy as evenly as possible.

0.2 · 1/327 decks
Drax
Drax
Ally Basic 3

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

0.2 · 1/327 decks
Energy Spear
Energy Spear
Upgrade Aggression 1

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

0.2 · 1/327 decks
Hulk
Hulk
Ally Aggression 2

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.

0.2 · 1/327 decks
Iron Fist
Iron Fist
Ally Protection 4

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

0.2 · 1/327 decks
Rocket Raccoon
Rocket Raccoon
Ally Basic 3

Play only if your identity has the guardian trait. Interrupt: When Rocket Raccoon attacks a minion, he gets +3 ATK for that attack. That attack gains overkill.

0.2 · 1/327 decks
Super-Soldiers
Super-Soldiers
Event Basic 3

Team-Up (Captain America and Winter Soldier). Max 1 per deck. Hero Action (attack): Deal 6 damage to an enemy. Give Captain America and Winter Soldier each a tough status card.

0.2 · 3/327 decks
Ant-Man
Ant-Man
Ally Leadership 0

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.

0.1 · 2/327 decks
Cosmic Alliance
Cosmic Alliance
Event Basic 3

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

0.1 · 1/327 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.

0.1 · 1/327 decks
Rock, Paper, Scissors
Rock, Paper, Scissors
Upgrade Pool 1

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

0.1 · 2/327 decks
Sky Cycle
Sky Cycle
Upgrade Leadership 1

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

0.1 · 1/327 decks
Venom
Venom
Ally Justice 4

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

0.1 · 1/327 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.

0.1 · 2/327 decks
Domino
Domino
Ally Leadership 3

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

0.1 · 1/327 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.

0.1 · 1/327 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.

0.1 · 2/327 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.

0.1 · 1/327 decks
Jarnbjorn
Jarnbjorn
Upgrade Aggression 1

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

0.1 · 1/327 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.

0.1 · 2/327 decks
Quincarrier
Quincarrier
Support Basic 3

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

0.1 · 2/327 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

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

0.1 · 1/327 decks
Gamora
Gamora
Ally Basic 3

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.

0.1 · 2/327 decks
Spider-Woman
Spider-Woman
Ally Aggression 3

Response: After a Web-Warrior ally (including this one) enters play, deal 1 damage to an enemy.

0.1 · 1/327 decks
Determination
Determination
Resource Justice

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

0.1 · 1/327 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.

0.1 · 1/327 decks
Push Ahead
Push Ahead
Event Leadership 3

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.

0.1 · 1/327 decks
Aneka
Aneka
Ally Basic 3

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

0.1 · 2/327 decks
Ayo
Ayo
Ally Basic 3

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

0.1 · 2/327 decks
Dora Milaje
Dora Milaje
Support Basic 3

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

0.1 · 2/327 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.

0.1 · 1/327 decks
Okoye
Okoye
Ally Basic 4

[star] Response: After Okoye uses a basic power, resolve the "Special" ability on another Dora Milaje ally. Special: Choose a Wakanda hero or ally. They get +1 THW and +1 ATK until the end of the phase.

0.1 · 2/327 decks
Blackout
Blackout
Upgrade Pool 0

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

0.1 · 1/327 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.

0.1 · 1/327 decks
Desperate Defense
Desperate Defense
Event Protection 1

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

0.1 · 1/327 decks
Gentle
Gentle
Ally Leadership 3

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

0.1 · 1/327 decks
Invulnerability
Invulnerability
Event Basic 3

Hero Action: Give your hero a tough status card.

0.1 · 1/327 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 · 1/327 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 · 1/327 decks
Ready for Action
Ready for Action
Event Leadership 1

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

0.1 · 1/327 decks
The Locust
The Locust
Ally Aggression 2

Play only if your identity has the champion trait. Hero Response: After The Locust enters play, add 1 Aggression (red) event from your discard pile to your hand.

0.1 · 1/327 decks
Uppercut
Uppercut
Event Aggression 3

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

0.1 · 1/327 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.

0.1 · 1/327 decks
Yondu
Yondu
Ally Leadership 4

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

0.1 · 1/327 decks
'Pool Inspection
'Pool Inspection
Event Pool 6

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

0.1 · 1/327 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.

0.1 · 1/327 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.

0.1 · 1/327 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 · 1/327 decks
Laser Swords
Laser Swords
Upgrade Pool 3

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

0.1 · 1/327 decks
Live Dangerously
Live Dangerously
Player Side Scheme Pool 0

Victory 0. Each identity gets +2 hand size.

0.1 · 1/327 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 · 1/327 decks
Pandapool
Pandapool
Ally Pool 4

Toughness.

0.1 · 1/327 decks
Second Wind
Second Wind
Event Protection 3

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

0.1 · 1/327 decks
Serve and Protect
Serve and Protect
Event Protection 2

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

0.1 · 1/327 decks
Target Practice
Target Practice
Support Leadership 0

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

0.1 · 1/327 decks
Change of Fortune
Change of Fortune
Upgrade Protection 1

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

0.1 · 1/327 decks
Charlie-27
Charlie-27
Ally Protection 4

Retaliate 1. Toughness.

0.1 · 1/327 decks
IPAC
IPAC
Support Basic 1

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.

0.1 · 1/327 decks
Marvel Boy
Marvel Boy
Ally Aggression 2

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

0.1 · 1/327 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.

0.1 · 1/327 decks
Riposte
Riposte
Event Protection 1

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

0.1 · 1/327 decks
Scare Tactic
Scare Tactic
Event Justice 1

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

0.1 · 1/327 decks
Silk
Silk
Ally Protection 2

Response: After you play Silk from your hand, if you control another Web-Warrior card, search the encounter deck for a treachery and discard it. (Shuffle.)

0.1 · 1/327 decks
Spider-UK
Spider-UK
Ally Protection 3

Interrupt: When Spider-UK defends against an attack, deal damage to the attacking enemy equal to the number of Web-Warrior cards you control.

0.1 · 1/327 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.

0.1 · 1/327 decks
Victor Mancha
Victor Mancha
Ally Protection 2

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

0.1 · 1/327 decks
"You Got This!"
"You Got This!"
Event Leadership 1

Hero Response: After you exhaust your hero to make a basic thwart or attack, discard an ally you control → add that ally's matching power to your hero's power for this use. Ready your hero.

0.1 · 1/327 decks
T
Thor
Ally Leadership 4

[star] Forced Response: After Thor makes a basic thwart, discard cards from the top of the encounter deck until you discard a minion. Put that minion into play engaged with you.

0.0 · 1/327 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.

0.0 · 1/327 decks
Spider-Man 2099
Spider-Man 2099
Ally Leadership 4

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

0.0 · 1/327 decks