Ms. Marvel
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Ms. Marvel

Kamala Khan

10 HP5 Hand Size1200 Decks Analyzed
Ms. Marvel
Ms. Marvel
Kamala Khan
Kamala Khan

★ Exclusive Cards

Cards played most by this hero compared to all others.

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Helicarrier
Helicarrier
Support Basic 3 Declining

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

50.6 · 776/1200 decks
Endurance
Endurance
Upgrade Basic 1 Declining

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

48.5 · 594/1200 decks
Champions Mobile Bunker
Champions Mobile Bunker
Support Basic 2 Declining

Hero Action: Exhaust Champions Mobile Bunker → choose an identity with the champion trait. The player who controls that identity may draw 2 cards, then discard 2 cards from their hand.

47.4 · 184/1200 decks
Ironheart
Ironheart
Ally Basic 2 Declining

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

40.6 · 369/1200 decks
Moon Girl
Moon Girl
Ally Basic 3 Declining

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 resource used to pay for her.

38.9 · 158/1200 decks
Avengers Mansion
Avengers Mansion
Support Basic 4 Declining

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

35.0 · 526/1200 decks
Multitasking
Multitasking
Event Justice 1 Declining

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

32.5 · 272/1200 decks
Sense of Justice
Sense of Justice
Upgrade Justice 2 Declining

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

31.7 · 257/1200 decks
Skilled Investigator
Skilled Investigator
Upgrade Justice 0 Staple

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

29.4 · 307/1200 decks
Clear the Area
Clear the Area
Event Justice 1 Declining

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

24.8 · 303/1200 decks
Superpower Training
Superpower Training
Player Side Scheme Basic 1 Staple

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

22.6 · 53/1200 decks
Martial Prowess
Martial Prowess
Upgrade Aggression 2 Declining

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

22.3 · 275/1200 decks
The Locust
The Locust
Ally Aggression 2 Declining

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.

22.2 · 79/1200 decks
Melee
Melee
Event Aggression 3 Hype

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

20.6 · 337/1200 decks
Build Support
Build Support
Player Side Scheme Basic 1 Staple

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

19.6 · 41/1200 decks
Nick Fury
Nick Fury
Ally Basic 4 Declining

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

19.5 · 470/1200 decks
The Power of Justice
The Power of Justice
Resource Justice Declining

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

19.0 · 307/1200 decks
The Power of Aggression
The Power of Aggression
Resource Aggression Declining

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

17.9 · 367/1200 decks
Vivian
Vivian
Ally Basic 2 Staple

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

17.8 · 87/1200 decks
Overwatch
Overwatch
Upgrade Justice 0 Staple

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

17.7 · 69/1200 decks
"Go for Champions!"
"Go for Champions!"
Event Basic 3 Hype

Max 1 per deck. Play only if your identity has the Champion trait. Hero Action: Remove "Go for Champions!" from the game → Each champion character in play cannot take damage until the end of the round.

17.0 · 99/1200 decks
Specialized Training
Specialized Training
Player Side Scheme Basic 1 Staple

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

16.9 · 35/1200 decks
Down Time
Down Time
Upgrade Basic 1 Declining

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

16.5 · 259/1200 decks
Even the Odds
Even the Odds
Event Justice 2 Staple

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

16.1 · 64/1200 decks
One by One
One by One
Event Aggression 1 Staple

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

15.7 · 52/1200 decks
Spider-Man
Spider-Man
Ally Basic 3 Declining

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

15.3 · 207/1200 decks
Crew Quarters
Crew Quarters
Support Basic 1 Declining

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

14.9 · 57/1200 decks
Drop Kick
Drop Kick
Event Aggression 3 Hype

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

14.3 · 165/1200 decks
Turn the Tide
Turn the Tide
Event Justice 0 Declining

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

14.1 · 185/1200 decks
Deft Focus
Deft Focus
Upgrade Basic 1 Staple

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

13.8 · 103/1200 decks
Wasp
Wasp
Ally Justice 2 Hype

Play only if your identity has the Champion trait. Wasp ignores the guard keyword, patrol keyword, and crisis icon ().

13.6 · 77/1200 decks
For Justice!
For Justice!
Event Justice 2 Hype

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

13.4 · 268/1200 decks
Pinpoint
Pinpoint
Ally Protection 2 Declining

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.

13.3 · 30/1200 decks
Mockingbird
Mockingbird
Ally Basic 3 Hype

Response: After Mockingbird enters play, stun an enemy.

13.0 · 433/1200 decks
One Way or Another
One Way or Another
Event Justice 0 Staple

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

12.7 · 130/1200 decks
Under Surveillance
Under Surveillance
Upgrade Justice 2 Declining

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

12.4 · 244/1200 decks
Change of Fortune
Change of Fortune
Upgrade Protection 1 Staple

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

12.3 · 13/1200 decks
Team-Building Exercise
Team-Building Exercise
Support Basic 2 Staple

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

12.2 · 69/1200 decks
Brawn
Brawn
Ally Aggression 3 Hype

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

12.2 · 179/1200 decks
Multitalented
Multitalented
Event Basic 3 Declining

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

12.1 · 28/1200 decks
Powerful Punch
Powerful Punch
Event Protection 2 Staple

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

11.9 · 27/1200 decks
Into the Fray
Into the Fray
Event Aggression 3 Declining

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

11.7 · 84/1200 decks
Aggressive Energy
Aggressive Energy
Resource Aggression Staple

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

11.0 · 30/1200 decks
Honed Technique
Honed Technique
Upgrade Aggression 3 Staple

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

10.4 · 72/1200 decks
Ready for a Fight
Ready for a Fight
Upgrade Protection 1 Recent

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

10.4 · 13/1200 decks
Professor X
Professor X
Ally Basic 3 Staple

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

10.3 · 64/1200 decks
Warrior Skill
Warrior Skill
Upgrade Aggression 2 Declining

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

10.2 · 20/1200 decks
Psylocke
Psylocke
Ally Aggression 4 Staple

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

10.1 · 20/1200 decks
Lay Down the Law
Lay Down the Law
Event Justice 1 Declining

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

9.6 · 84/1200 decks
Passion for Justice
Passion for Justice
Resource Justice Staple

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

9.4 · 37/1200 decks
Clobber
Clobber
Event Aggression 2 Declining

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

9.3 · 55/1200 decks
Three Steps Ahead
Three Steps Ahead
Event Justice 3 Declining

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

9.2 · 21/1200 decks
Relentless Assault
Relentless Assault
Event Aggression 2 Hype

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

9.0 · 246/1200 decks
Keep Up the Pressure
Keep Up the Pressure
Player Side Scheme Aggression 0 Staple

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

8.6 · 15/1200 decks
Concussive Blow
Concussive Blow
Event Justice 3 Hype

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

8.6 · 237/1200 decks
Lockjaw
Lockjaw
Ally Basic 4 Hype

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

8.4 · 220/1200 decks
The Night Nurse
The Night Nurse
Support Protection 1 Declining

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

8.4 · 42/1200 decks
Unflappable
Unflappable
Upgrade Protection 1 Staple

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

8.2 · 56/1200 decks
First Hit
First Hit
Event Protection 1 Declining

Hero Action (attack): Deal 2 damage to the villain. Hero Interrupt (attack): When a minion initiates an attack, deal 2 damage to that minion.

8.1 · 22/1200 decks
Ready to Rumble
Ready to Rumble
Upgrade Basic 1 Staple

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

8.1 · 40/1200 decks
Side Step
Side Step
Event Protection 1 Hype

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

8.0 · 50/1200 decks
Aggressive Stance
Aggressive Stance
Upgrade Aggression 1 Recent

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.)

7.9 · 7/1200 decks
Wiccan
Wiccan
Ally Justice 2 Declining

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

7.9 · 132/1200 decks
Chase Them Down
Chase Them Down
Event Aggression 0 Hype

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

7.9 · 227/1200 decks
Precision Strike
Precision Strike
Event Aggression 1 Staple

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

7.9 · 16/1200 decks
Quake
Quake
Ally Justice 2 Hype

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

7.7 · 216/1200 decks
Spoiling for a Fight
Spoiling for a Fight
Event Aggression 0 Recent

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

7.3 · 7/1200 decks
Stealth Strike
Stealth Strike
Event Justice 3 Hype

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

7.2 · 135/1200 decks
Battle Fury
Battle Fury
Upgrade Aggression 1 Hype

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

7.2 · 37/1200 decks
White Widow
White Widow
Ally Protection 4 Recent

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.

7.1 · 8/1200 decks
Show of Empathy
Show of Empathy
Player Side Scheme Justice 0 Recent

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

7.0 · 5/1200 decks
White Fox
White Fox
Ally Basic 3 Declining

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

6.9 · 29/1200 decks
Hit and Run
Hit and Run
Event Basic 3 Declining

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

6.6 · 50/1200 decks
Sonic Rifle
Sonic Rifle
Upgrade Justice 3 Declining

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

6.6 · 52/1200 decks
Electrostatic Armor
Electrostatic Armor
Upgrade Protection 1 Staple

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

6.5 · 54/1200 decks
Quincarrier
Quincarrier
Support Basic 3 Declining

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

6.4 · 55/1200 decks
Beat Cop
Beat Cop
Support Justice 3 Hype

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

6.3 · 133/1200 decks
Operative Skill
Operative Skill
Upgrade Justice 2 Declining

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

6.3 · 24/1200 decks
Jessica Jones
Jessica Jones
Ally Justice 3 Hype

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

6.0 · 182/1200 decks
Haymaker
Haymaker
Event Basic 2 Hype

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

5.8 · 120/1200 decks
Followed
Followed
Upgrade Justice 1 Hype

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

5.6 · 154/1200 decks
Crisis Averted
Crisis Averted
Event Justice 3 Declining

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

5.4 · 83/1200 decks
Snowguard
Snowguard
Ally Basic 4 Declining

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.

5.2 · 41/1200 decks
Nova
Nova
Ally Protection 4 Hype

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

5.1 · 56/1200 decks
The Power of Protection
The Power of Protection
Resource Protection Declining

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

4.8 · 98/1200 decks
Eros
Eros
Ally Justice 2 Declining

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

4.8 · 52/1200 decks
Hulk
Hulk
Ally Aggression 2 Hype

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

4.8 · 180/1200 decks
Quasar
Quasar
Ally Justice 3 Declining

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

4.7 · 28/1200 decks
Interrogation Room
Interrogation Room
Support Justice 1 Hype

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

4.7 · 78/1200 decks
Hall of Heroes
Hall of Heroes
Support Aggression 2 Declining

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

4.4 · 141/1200 decks
Flow Like Water
Flow Like Water
Upgrade Protection 2 Declining

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

4.3 · 32/1200 decks
Nerves of Steel
Nerves of Steel
Upgrade Protection 2 Declining

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

4.3 · 48/1200 decks
Tenacity
Tenacity
Upgrade Basic 2 Hype

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

4.2 · 45/1200 decks
Tackle
Tackle
Event Protection 3 Hype

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

4.1 · 81/1200 decks
Brother Voodoo
Brother Voodoo
Ally Protection 3 Declining

Response: After Brother Voodoo enters play, search the top 5 cards of your deck for an event card and add it to your hand. Shuffle your deck.

4.0 · 45/1200 decks
Dr. Sinclair
Dr. Sinclair
Support Protection 2 Recent

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

4.0 · 5/1200 decks
Iron Fist
Iron Fist
Ally Protection 4 Hype

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

4.0 · 36/1200 decks
Enhanced Physique
Enhanced Physique
Upgrade Basic 2 Hype

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

4.0 · 85/1200 decks
Lay the Trap
Lay the Trap
Player Side Scheme Justice 1 Staple

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

3.9 · 36/1200 decks
Momentum Shift
Momentum Shift
Event Protection 2 Hype

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

3.9 · 53/1200 decks
Tigra
Tigra
Ally Aggression 3 Hype

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

3.9 · 177/1200 decks
Jump Flip
Jump Flip
Event Protection 1 Declining

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

3.8 · 12/1200 decks
First Aid
First Aid
Event Basic 1 Hype

Action: Heal 2 damage from any character.

3.7 · 170/1200 decks
To the Rescue!
To the Rescue!
Event Basic 2 Hype

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

3.7 · 50/1200 decks
Scare Tactic
Scare Tactic
Event Justice 1 Declining

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

3.7 · 12/1200 decks
Face the Past
Face the Past
Event Basic 0 Staple

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

3.6 · 10/1200 decks
Surveillance Team
Surveillance Team
Support Justice 2 Hype

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

3.6 · 72/1200 decks
Angela
Angela
Ally Aggression 0 Declining

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

3.6 · 29/1200 decks
Chance Encounter
Chance Encounter
Upgrade Justice 0 Staple

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

3.6 · 14/1200 decks
Spider-Man
Spider-Man
Ally Justice 5 Declining

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

3.5 · 49/1200 decks
Daredevil
Daredevil
Ally Justice 4 Hype

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

3.4 · 155/1200 decks
Hidden Base
Hidden Base
Support Protection 2 Recent

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

3.3 · 4/1200 decks
Judoka Skill
Judoka Skill
Upgrade Protection 2 Hype

Uses (3 judo counters). Max 1 per player. Interrupt: When you defend against an enemy attack, remove 1 judo counter from here → that enemy gets -2 ATK for that attack.

3.3 · 4/1200 decks
Test the Defense
Test the Defense
Upgrade Aggression 1 Staple

Max 1 per player. Response: After you play an ATTACK event, place 1 test counter here. If there are 5 test counters here, discard this card to deal 5 damage to an enemy.

3.3 · 13/1200 decks
Excelsior
Excelsior
Upgrade Protection 1 Recent

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

3.2 · 1/1200 decks
Vigilante Training
Vigilante Training
Support Justice 1 Declining

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

3.1 · 19/1200 decks
No Quarter
No Quarter
Event Aggression 2 Declining

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

3.1 · 46/1200 decks
Cosmo
Cosmo
Ally Basic 2 Hype

Interrupt: When Cosmo attacks or thwarts, name a card type, then discard the top card of a player deck or the encounter deck. If that card is of the named type, Cosmo does not take consequential damage for this use.

3.1 · 10/1200 decks
Fighting Fit
Fighting Fit
Event Protection 2 Hype

Hero Action (attack): Deal 2 damage to the villain (5 damage instead if your hero's remaining hit points are equal to or greater than your hero's starting hit points).

3.1 · 13/1200 decks
Assault Training
Assault Training
Support Aggression 1 Declining

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

3.1 · 13/1200 decks
Counterintelligence
Counterintelligence
Upgrade Justice 2 Hype

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

3.0 · 109/1200 decks
Jocasta
Jocasta
Ally Protection 3 Declining

You may play the event attached to Jocasta as if it were in your hand. Response: After Jocasta enters play, choose a Defense event in your discard pile and attach it to her facedown.

2.9 · 26/1200 decks
Infiltration
Infiltration
Event Justice 1 Recent

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

2.9 · 5/1200 decks
Pivotal Moment
Pivotal Moment
Event Justice 2 Hype

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

2.9 · 34/1200 decks
Moment of Triumph
Moment of Triumph
Event Aggression 0 Declining

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

2.9 · 41/1200 decks
Bombshell
Bombshell
Ally Aggression 4 Declining

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

2.7 · 18/1200 decks
Valkyrie
Valkyrie
Ally Aggression 3 Hype

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

2.6 · 98/1200 decks
Meditation
Meditation
Event Basic 0 Declining

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

2.6 · 16/1200 decks
Toe to Toe
Toe to Toe
Event Aggression 1 Hype

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

2.5 · 51/1200 decks
Recuperation
Recuperation
Event Basic 2 Hype

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

2.4 · 58/1200 decks
Indomitable
Indomitable
Upgrade Protection 1 Hype

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

2.4 · 34/1200 decks
Foiled!
Foiled!
Event Justice 0 Hype

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

2.4 · 54/1200 decks
Swift Retribution
Swift Retribution
Event Justice 1 Declining

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

2.4 · 33/1200 decks
Marked
Marked
Upgrade Aggression 0 Staple

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

2.3 · 9/1200 decks
The Triskelion
The Triskelion
Support Leadership 1 Declining

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

2.2 · 37/1200 decks
Firepower
Firepower
Event Aggression 1 Recent

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.

2.2 · 6/1200 decks
Hope Summers
Hope Summers
Ally Basic 4 Staple

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

2.2 · 6/1200 decks
Uppercut
Uppercut
Event Aggression 3 Hype

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

2.2 · 158/1200 decks
Dauntless
Dauntless
Upgrade Protection 1 Declining

Play under any player's control. Max 1 per player. While your hero's remaining hit points are equal to or greater than your hero's starting hit points, your hero gains retaliate 1.

2.1 · 11/1200 decks
Hard to Ignore
Hard to Ignore
Upgrade Protection 1 Declining

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

2.1 · 32/1200 decks
Enhanced Reflexes
Enhanced Reflexes
Upgrade Basic 2 Hype

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

2.1 · 67/1200 decks
Maria Hill
Maria Hill
Ally Leadership 2 Hype

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

2.1 · 38/1200 decks
Press the Advantage
Press the Advantage
Event Aggression 1 Hype

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

2.1 · 69/1200 decks
Full-Body Charge
Full-Body Charge
Event Aggression 4 Staple

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

2.1 · 11/1200 decks
Starhawk
Starhawk
Ally Protection 2 Declining

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

2.1 · 15/1200 decks
Combat Training
Combat Training
Upgrade Aggression 2 Staple

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

2.1 · 57/1200 decks
Med Lab
Med Lab
Support Leadership 1 Declining

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

2.1 · 4/1200 decks
Clarity of Purpose
Clarity of Purpose
Upgrade Leadership 1 Staple

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

2.0 · 8/1200 decks
Target Acquired
Target Acquired
Upgrade Basic 1 Hype

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

2.0 · 45/1200 decks
"You'll Pay for That!"
"You'll Pay for That!"
Event Aggression 1 Hype

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

2.0 · 53/1200 decks
Hard Knocks
Hard Knocks
Event Protection 3 Staple

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

2.0 · 7/1200 decks
Float Like a Butterfly
Float Like a Butterfly
Upgrade Justice 2 Staple

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

1.9 · 4/1200 decks
Resource Reserve
Resource Reserve
Support Leadership 1 Recent

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

1.9 · 2/1200 decks
Ant-Man
Ant-Man
Ally Leadership 0 Hype

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.

1.9 · 16/1200 decks
Plan of Attack
Plan of Attack
Event Aggression 0 Declining

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.

1.9 · 29/1200 decks
Jarnbjorn
Jarnbjorn
Upgrade Aggression 1 Hype

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

1.9 · 45/1200 decks
Hand Cannon
Hand Cannon
Upgrade Aggression 2 Declining

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

1.9 · 7/1200 decks
Agent Coulson
Agent Coulson
Ally Justice 3 Hype

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

1.8 · 83/1200 decks
Sidearm
Sidearm
Upgrade Basic 1 Staple

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

1.8 · 9/1200 decks
Brute Force
Brute Force
Upgrade Aggression 1 Declining

Your hero gets +1 ATK. Your basic attacks gain piercing. (Discard any tough status cards from the target before dealing damage.) Forced Response: After you make a basic attack, discard Brute Force.

1.8 · 4/1200 decks
Misty Knight
Misty Knight
Ally Justice 4 Recent

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 ( and ) in the discarded card's boost area.

1.8 · 1/1200 decks
Quick Strike
Quick Strike
Event Aggression 2 Staple

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

1.8 · 4/1200 decks
Looking for Trouble
Looking for Trouble
Event Aggression 0 Declining

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

1.8 · 33/1200 decks
Impede
Impede
Event Justice 2 Hype

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

1.7 · 40/1200 decks
Spider-Girl
Spider-Girl
Ally Aggression 2 Hype

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

1.7 · 96/1200 decks
Aggressive Conditioning
Aggressive Conditioning
Upgrade Aggression 3 Recent

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

1.7 · 1/1200 decks
Jemma Simmons
Jemma Simmons
Support Basic 3 Staple

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 resource for a Tech card.

1.7 · 2/1200 decks
Leo Fitz
Leo Fitz
Support Basic 3 Staple

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.)

1.7 · 2/1200 decks
Prism Dust
Prism Dust
Upgrade Justice 1 Staple

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

1.7 · 2/1200 decks
Disguise
Disguise
Upgrade Justice 1 Staple

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

1.7 · 5/1200 decks
Band Together
Band Together
Resource Leadership Declining

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

1.6 · 11/1200 decks
Marvel Girl
Marvel Girl
Ally Justice 3 Declining

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

1.6 · 9/1200 decks
Sky-Destroyer
Sky-Destroyer
Support Basic 3 Declining

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

1.6 · 7/1200 decks
Directed Force
Directed Force
Event Basic 0 Staple

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.)

1.5 · 4/1200 decks
Pulse Grenade
Pulse Grenade
Upgrade Basic 2 Declining

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.

1.5 · 5/1200 decks
Surprise Attack
Surprise Attack
Event Aggression 1 Hype

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

1.5 · 56/1200 decks
Command Team
Command Team
Support Leadership 2 Staple

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

1.5 · 8/1200 decks
Agent 13
Agent 13
Ally Basic 4 Declining

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

1.5 · 4/1200 decks
Dum Dum Dugan
Dum Dum Dugan
Ally Basic 5 Declining

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.

1.5 · 5/1200 decks
Grant Ward
Grant Ward
Ally Basic 0 Staple

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

1.5 · 1/1200 decks
Leadership Skill
Leadership Skill
Upgrade Leadership 1 Staple

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

1.5 · 2/1200 decks
Melinda May
Melinda May
Ally Basic 4 Staple

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

1.5 · 1/1200 decks
Nick Fury, Sr.
Nick Fury, Sr.
Ally Basic 4 Staple

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.

1.5 · 1/1200 decks
Slingshot
Slingshot
Ally Leadership 3 Staple

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

1.5 · 1/1200 decks
The Circe
The Circe
Support Leadership 6 Declining

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.

1.5 · 1/1200 decks
Victoria Hand
Victoria Hand
Ally Leadership 3 Declining

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

1.5 · 1/1200 decks
Speed
Speed
Ally Justice 4 Hype

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

1.4 · 15/1200 decks
Justice Served
Justice Served
Upgrade Justice 1 Declining

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

1.4 · 44/1200 decks
Side Holster
Side Holster
Upgrade Basic 0 Declining

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

1.4 · 2/1200 decks
Great Responsibility
Great Responsibility
Event Justice 0 Hype

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

1.4 · 23/1200 decks
Brains Over Brawn
Brains Over Brawn
Event Justice 2 Staple

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

1.3 · 5/1200 decks
Take Out the Guards
Take Out the Guards
Player Side Scheme Justice 0 Declining

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

1.3 · 11/1200 decks
Determination
Determination
Resource Justice Declining

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

1.2 · 26/1200 decks
Perseverance
Perseverance
Event Protection 1 Declining

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

1.2 · 32/1200 decks
Boot Camp
Boot Camp
Support Aggression 3 Staple

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

1.1 · 17/1200 decks
Critical Hit
Critical Hit
Event Aggression 2 Declining

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

1.1 · 1/1200 decks
Plasma Pistol
Plasma Pistol
Upgrade Basic 2 Staple

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

1.1 · 5/1200 decks
Utopia
Utopia
Support Basic 2 Staple

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

1.1 · 5/1200 decks
Deflection
Deflection
Event Protection 2 Declining

Hero Interrupt: When an identity would take any amount of damage from an attack, prevent up to 5 of that damage. Discard cards from the top of your deck equal to the amount prevented this way.

1.0 · 2/1200 decks
Gatekeeper
Gatekeeper
Upgrade Aggression 0 Staple

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

1.0 · 3/1200 decks
Throg
Throg
Ally Aggression 2 Staple

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

1.0 · 12/1200 decks
Sunfire
Sunfire
Ally Aggression 2 Staple

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

1.0 · 11/1200 decks
Predictable Ploy
Predictable Ploy
Event Justice 2 Declining

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

0.9 · 4/1200 decks
Preemptive Strike
Preemptive Strike
Event Protection 1 Hype

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

0.9 · 77/1200 decks
Northstar
Northstar
Ally Protection 3 Staple

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

0.9 · 2/1200 decks
Shark-Girl
Shark-Girl
Ally Aggression 2 Declining

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

0.9 · 1/1200 decks
Suppressing Fire
Suppressing Fire
Upgrade Aggression 0 Staple

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

0.9 · 1/1200 decks
Armored Vest
Armored Vest
Upgrade Protection 1 Staple

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

0.9 · 43/1200 decks
Call for Backup
Call for Backup
Player Side Scheme Leadership 1 Staple

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

0.9 · 4/1200 decks
Not Today!
Not Today!
Event Protection 1 Staple

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

0.9 · 3/1200 decks
Enhanced Awareness
Enhanced Awareness
Upgrade Basic 2 Hype

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

0.9 · 67/1200 decks
Follow Through
Follow Through
Upgrade Aggression 2 Declining

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

0.9 · 17/1200 decks
Gambit
Gambit
Ally Basic 3 Staple

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

0.9 · 3/1200 decks
Wolverine
Wolverine
Ally Aggression 4 Staple

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

0.9 · 6/1200 decks
Deathlok
Deathlok
Ally Basic 4 Declining

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

0.8 · 3/1200 decks
Blade
Blade
Ally Basic 1 Staple

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

0.8 · 21/1200 decks
Invisibility Gear
Invisibility Gear
Upgrade Justice 1 Recent

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

0.8 · 1/1200 decks
Get Behind Me!
Get Behind Me!
Event Protection 1 Hype

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

0.8 · 51/1200 decks
Riposte
Riposte
Event Protection 1 Staple

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

0.8 · 2/1200 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1 Declining

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

0.8 · 10/1200 decks
Defensive Energy
Defensive Energy
Resource Protection Staple

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

0.8 · 10/1200 decks
"Come Get Me, Bub!"
"Come Get Me, Bub!"
Event Protection 0 Staple

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

0.8 · 2/1200 decks
Call for Aid
Call for Aid
Event Leadership 0 Declining

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

0.8 · 7/1200 decks
Sharpshooter
Sharpshooter
Upgrade Basic 2 Declining

Max 1 per player. Hero Interrupt: When you make a ranged attack, discard the top card of your deck → this attack deals 1 additional damage for each resource icon discarded this way.

0.8 · 3/1200 decks
Children of the Atom
Children of the Atom
Support Basic 1 Staple

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

0.8 · 5/1200 decks
Goldballs
Goldballs
Ally Aggression 3 Declining

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

0.8 · 2/1200 decks
Dazzler
Dazzler
Ally Justice 4 Staple

Response: After Dazzler enters play, confuse an enemy.

0.7 · 16/1200 decks
Counter-Punch
Counter-Punch
Event Protection 0 Hype

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

0.7 · 14/1200 decks
Practiced Plan
Practiced Plan
Upgrade Basic 0 Staple

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

0.7 · 1/1200 decks
Expert Defense
Expert Defense
Event Protection 0 Hype

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

0.7 · 20/1200 decks
Luke Cage
Luke Cage
Ally Protection 4 Hype

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

0.7 · 35/1200 decks
Upside the Head
Upside the Head
Event Justice 1 Staple

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

0.7 · 4/1200 decks
What Doesn't Kill Me
What Doesn't Kill Me
Event Protection 2 Staple

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

0.7 · 7/1200 decks
Anticipation
Anticipation
Upgrade Protection 1 Staple

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

0.7 · 8/1200 decks
Coup de Grâce
Coup de Grâce
Event Aggression 2 Recent

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

0.7 · 1/1200 decks
Piercing Strike
Piercing Strike
Event Aggression 2 Hype

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

0.6 · 68/1200 decks
Assess the Situation
Assess the Situation
Event Basic 0 Declining

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

0.6 · 24/1200 decks
Triage
Triage
Ally Basic 2 Staple

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

0.6 · 3/1200 decks
Emergency
Emergency
Event Basic 0 Hype

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

0.6 · 43/1200 decks
Strength In Numbers
Strength In Numbers
Event Leadership 0 Hype

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

0.6 · 20/1200 decks
All for One
All for One
Event Leadership 2 Hype

Hero Action (attack): Deal 3 damage to an enemy and exhaust any number of Avenger characters you control. Deal 1 additional damage to that enemy for each character exhausted this way.

0.6 · 5/1200 decks
Dust
Dust
Ally Aggression 3 Hype

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

0.6 · 2/1200 decks
Bishop
Bishop
Ally Justice 3 Declining

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

0.5 · 2/1200 decks
Black Widow
Black Widow
Ally Protection 3 Hype

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

0.5 · 38/1200 decks
Inspired
Inspired
Upgrade Leadership 1 Declining

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

0.5 · 17/1200 decks
Captain Marvel
Captain Marvel
Ally Leadership 5 Declining

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

0.5 · 1/1200 decks
Rapid Response
Rapid Response
Upgrade Leadership 2 Declining

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

0.5 · 23/1200 decks
Suit Up
Suit Up
Event Leadership 2 Staple

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

0.5 · 1/1200 decks
Beak
Beak
Ally Basic 2 Declining

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

0.5 · 4/1200 decks
Deadpool
Deadpool
Ally Basic 3 Declining

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

0.5 · 3/1200 decks
B
Battlefield Benevolence
Event Justice 1 Recent

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

0.5 · 1/1200 decks
Game Time
Game Time
Event Basic 0 Staple

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

0.5 · 4/1200 decks
She-Hulk
She-Hulk
Ally Aggression 4 Hype

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

0.5 · 30/1200 decks
Two-Gun Kid
Two-Gun Kid
Ally Aggression 3 Recent

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

0.5 · 1/1200 decks
Forge
Forge
Ally Basic 2 Staple

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

0.4 · 3/1200 decks
Going Undercover
Going Undercover
Player Side Scheme Justice 0 Recent

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.

0.4 · 3/1200 decks
Spectrum
Spectrum
Ally Leadership 5 Recent

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

0.4 · 1/1200 decks
Spider-Woman
Spider-Woman
Ally Justice 3 Declining

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

0.4 · 4/1200 decks
Beast
Beast
Ally Leadership 4 Staple

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

0.4 · 4/1200 decks
Blindfold
Blindfold
Ally Justice 3 Staple

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

0.4 · 5/1200 decks
Mission Training
Mission Training
Upgrade Justice 1 Staple

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

0.4 · 2/1200 decks
Gunboat Diplomacy
Gunboat Diplomacy
Event Justice 1 Staple

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

0.4 · 2/1200 decks
The Raft
The Raft
Support Justice 2 Recent

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.

0.4 · 2/1200 decks
Cypher
Cypher
Ally Justice 2 Staple

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

0.4 · 5/1200 decks
Make the Call
Make the Call
Event Leadership 0 Declining

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

0.4 · 44/1200 decks
Black Panther
Black Panther
Ally Leadership 4 Declining

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.

0.4 · 3/1200 decks
Captain Britain
Captain Britain
Ally Justice 4 Staple

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

0.4 · 2/1200 decks
Leadership Training
Leadership Training
Support Leadership 1 Staple

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

0.4 · 2/1200 decks
Monica Chang
Monica Chang
Ally Justice 3 Declining

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

0.4 · 18/1200 decks
Adam Warlock
Adam Warlock
Ally Leadership 3 Declining

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

0.4 · 4/1200 decks
E.V.A.
E.V.A.
Support Leadership 0 Declining

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

0.4 · 1/1200 decks
Energy Barrier
Energy Barrier
Upgrade Protection 2 Declining

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

0.4 · 71/1200 decks
Fantomex
Fantomex
Ally Leadership 4 Declining

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

0.4 · 1/1200 decks
Kid Omega
Kid Omega
Ally Leadership 2 Staple

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

0.4 · 1/1200 decks
Mission Leader
Mission Leader
Upgrade Leadership 2 Staple

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

0.4 · 1/1200 decks
Rally the Troops
Rally the Troops
Player Side Scheme Leadership 0 Staple

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

0.4 · 1/1200 decks
Stinger
Stinger
Ally Leadership 1 Hype

Play only if your identity has the Avenger trait. Stinger does not count against your ally limit.

0.4 · 7/1200 decks
Yondu
Yondu
Ally Leadership 4 Hype

Yondu's attacks gain ranged.Ranged attacks ignore retaliate.)

0.4 · 1/1200 decks
Wraith
Wraith
Ally Justice 3 Declining

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

0.3 · 16/1200 decks
"Bring It!"
"Bring It!"
Event Aggression 0 Staple

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

0.3 · 4/1200 decks
Athletic Conditioning
Athletic Conditioning
Event Basic 1 Hype

Hero Action: Discard 1 stun or confuse status card from your hero.

0.3 · 7/1200 decks
The Power of Leadership
The Power of Leadership
Resource Leadership Declining

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

0.3 · 41/1200 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2 Declining

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

0.3 · 68/1200 decks
White Wolf
White Wolf
Ally Leadership 3 Recent

Forced Response: After White Wolf attacks, place 1 threat on the main scheme.

0.3 · 1/1200 decks
'Pool Inspection
'Pool Inspection
Event Pool 6 Declining

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

0.3 · 1/1200 decks
Barely a Scratch
Barely a Scratch
Event Pool 0 Declining

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

0.3 · 2/1200 decks
Bob, Agent of Hydra
Bob, Agent of Hydra
Ally Pool 2 Hype

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

0.3 · 2/1200 decks
Da Bomb
Da Bomb
Event Pool 6 Declining

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

0.3 · 2/1200 decks
Distraction
Distraction
Upgrade Pool 0 Declining

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

0.3 · 1/1200 decks
Healing Factor
Healing Factor
Upgrade Pool 3 Declining

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

0.3 · 2/1200 decks
Kidpool
Kidpool
Ally Pool 3 Hype

Kidpool's attacks gain piercing.

0.3 · 1/1200 decks
Live Dangerously
Live Dangerously
Player Side Scheme Pool 0 Declining

Victory 0. Each identity gets +2 hand size.

0.3 · 2/1200 decks
Self Confidence
Self Confidence
Resource Pool Declining

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

0.3 · 2/1200 decks
Self Control
Self Control
Resource Pool Declining

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

0.3 · 2/1200 decks
Self Preservation
Self Preservation
Resource Pool Declining

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

0.3 · 2/1200 decks
Symbiote Suit
Symbiote Suit
Upgrade Basic 4 Staple

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

0.3 · 5/1200 decks
Intelligence
Intelligence
Upgrade Justice 1 Staple

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

0.3 · 1/1200 decks
R
Recruitment Drive
Support Leadership 3 Recent

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.

0.3 · 1/1200 decks
Counterattack
Counterattack
Upgrade Aggression 1 Hype

Max 1 per player. Hero Response (attack): After you take damage from an enemy attack, discard Counterattack → deal an equal amount of damage to that enemy.

0.3 · 23/1200 decks
Kaluu
Kaluu
Ally Leadership 2 Staple

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

0.3 · 8/1200 decks
Patriot
Patriot
Ally Leadership 3 Hype

Hero Response: After Patriot enters play, choose a champion character → that character gets +1 to each of its basic powers until the end of the round.

0.3 · 10/1200 decks
Target Spotter
Target Spotter
Support Aggression 1 Recent

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

0.3 · 1/1200 decks
Team Training
Team Training
Support Leadership 2 Staple

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

0.3 · 24/1200 decks
Power Gloves
Power Gloves
Upgrade Leadership 1 Hype

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

0.3 · 4/1200 decks
Ready for Action
Ready for Action
Event Leadership 1 Hype

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

0.3 · 7/1200 decks
Sky Cycle
Sky Cycle
Upgrade Leadership 1 Declining

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

0.3 · 3/1200 decks
White Tiger
White Tiger
Ally Leadership 3 Staple

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

0.3 · 4/1200 decks
Hugin & Munin
Hugin & Munin
Ally Leadership 2 Recent

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

0.2 · 1/1200 decks
Machine Man
Machine Man
Ally Basic 2 Declining

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

0.2 · 13/1200 decks
Strength in Diversity
Strength in Diversity
Event Leadership 2 Recent

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

0.2 · 1/1200 decks
Lie in Wait
Lie in Wait
Upgrade Aggression 1 Hype

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

0.2 · 15/1200 decks
Wolfsbane
Wolfsbane
Ally Justice 3 Declining

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.

0.2 · 4/1200 decks
Victor Mancha
Victor Mancha
Ally Protection 2 Hype

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

0.2 · 5/1200 decks
War Machine
War Machine
Ally Basic 4 Declining

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

0.2 · 16/1200 decks
Angel's Aerie
Angel's Aerie
Support Protection 1 Staple

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

0.2 · 1/1200 decks
Charlie-27
Charlie-27
Ally Protection 4 Declining

Retaliate 1. Toughness.

0.2 · 1/1200 decks
Martyr
Martyr
Ally Protection 4 Declining

Response: After Martyr takes consequential damage from performing an attack, if that attack defeated an enemy, give her a tough status card.

0.2 · 2/1200 decks
Protector
Protector
Ally Protection 4 Hype

Interrupt: When Protector would take any amount of damage, spend a resource → reduce that amount by 1. (Limit once per round.)

0.2 · 1/1200 decks
Subdue
Subdue
Event Protection 1 Declining

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

0.2 · 7/1200 decks
X-Gene
X-Gene
Upgrade Basic 1 Staple

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

0.2 · 5/1200 decks
Jack Flag
Jack Flag
Ally Justice 4 Hype

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

0.2 · 11/1200 decks
Rictor
Rictor
Ally Aggression 3 Declining

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

0.2 · 3/1200 decks
Render Medical Aid
Render Medical Aid
Player Side Scheme Protection 0 Staple

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

0.2 · 1/1200 decks
Team Investigation
Team Investigation
Event Justice 2 Staple

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

0.2 · 2/1200 decks
Sentry
Sentry
Ally Aggression 4 Hype

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

0.1 · 27/1200 decks
Thor
Thor
Ally Aggression 4 Staple

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 resource).

0.1 · 9/1200 decks
Enraged
Enraged
Upgrade Aggression 1 Hype

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

0.1 · 16/1200 decks
Winter Soldier
Winter Soldier
Ally Aggression 3 Recent

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

0.1 · 1/1200 decks
Establish Perimeter
Establish Perimeter
Player Side Scheme Protection 1 Declining

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

0.1 · 1/1200 decks
Hercules
Hercules
Ally Aggression 6 Hype

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

0.1 · 33/1200 decks
Skilled Strike
Skilled Strike
Event Aggression 0 Hype

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

0.1 · 25/1200 decks
Deathlok
Deathlok
Ally Aggression 3 Recent

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.)

0.1 · 1/1200 decks
Legion
Legion
Ally Basic 3 Declining

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

0.1 · 1/1200 decks
Running Interference
Running Interference
Event Justice 2 Hype

Play only if your identity has the Avenger trait. Hero Action (thwart): Remove 2 threat from the main scheme. Remove X additional threat from the main scheme (to a maximum of 3), where X is equal to the villain's stage number.

0.1 · 4/1200 decks
S.H.I.E.L.D. Sidearm
S.H.I.E.L.D. Sidearm
Upgrade Aggression 1 Recent

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.

0.1 · 1/1200 decks
Tac Team
Tac Team
Support Aggression 3 Hype

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

0.1 · 34/1200 decks
Atlas Bear
Atlas Bear
Ally Basic 3 Declining

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

0.1 · 2/1200 decks
Caliban
Caliban
Ally Leadership 3 Declining

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

0.1 · 3/1200 decks
Falcon
Falcon
Ally Leadership 4 Hype

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

0.1 · 28/1200 decks
Front Line Specialist
Front Line Specialist
Upgrade Basic 2 Hype

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

0.1 · 3/1200 decks
Pixie
Pixie
Ally Leadership 2 Staple

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

0.1 · 2/1200 decks
Waylay
Waylay
Event Justice 3 Staple

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

0.1 · 2/1200 decks
Defiance
Defiance
Event Protection 0 Declining

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

0.1 · 18/1200 decks
Fluid Motion
Fluid Motion
Upgrade Aggression 1 Staple

Hero Response: After you play an Attack event, exhaust this card → your hero gets +1 ATK until the end of the phase. (Max 1 per Attack event.)

0.1 · 3/1200 decks
Mutant Mayhem
Mutant Mayhem
Event Leadership 3 Declining

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

0.1 · 2/1200 decks
Moira MacTaggert
Moira MacTaggert
Support Basic 2 Staple

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

0.1 · 2/1200 decks
Mutant Education
Mutant Education
Event Basic 0 Staple

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

0.1 · 2/1200 decks
X-Mansion
X-Mansion
Support Basic 2 Staple

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

0.1 · 2/1200 decks
Combat Specialist
Combat Specialist
Upgrade Basic 2 Hype

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

0.1 · 2/1200 decks
Defense Specialist
Defense Specialist
Upgrade Basic 2 Hype

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

0.1 · 2/1200 decks
Hawkeye
Hawkeye
Ally Leadership 3 Hype

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

0.1 · 40/1200 decks
Homeland Intervention
Homeland Intervention
Event Justice 0 Declining

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

0.1 · 6/1200 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2 Hype

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

0.1 · 36/1200 decks
Sting Operation
Sting Operation
Upgrade Justice 2 Recent

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

0.1 · 1/1200 decks
Surveillance Specialist
Surveillance Specialist
Upgrade Basic 2 Hype

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

0.1 · 2/1200 decks
Venom
Venom
Ally Justice 4 Declining

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

0.1 · 9/1200 decks
Vision
Vision
Ally Leadership 4 Hype

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

0.1 · 15/1200 decks
Beat 'Em Up
Beat 'Em Up
Event Basic 2 Hype

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

0.0 · 11/1200 decks
Cell Phone
Cell Phone
Upgrade Basic 2 Declining

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

0.0 · 1/1200 decks
Danger Room
Danger Room
Support Basic 2 Declining

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

0.0 · 1/1200 decks
Danger Room Training
Danger Room Training
Upgrade Leadership 1 Staple

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

0.0 · 1/1200 decks
Husk
Husk
Ally Justice 4 Declining

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

0.0 · 1/1200 decks
Making an Entrance
Making an Entrance
Event Justice 1 Declining

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

0.0 · 8/1200 decks
Outta My Way!
Outta My Way!
Event Aggression 2 Declining

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

0.0 · 2/1200 decks
Sneak Attack
Sneak Attack
Event Leadership 1 Hype

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

0.0 · 1/1200 decks
Command Center
Command Center
Support Justice 1 Declining

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

0.0 · 3/1200 decks
Marvel Boy
Marvel Boy
Ally Aggression 2 Hype

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

0.0 · 5/1200 decks
Multiple Man
Multiple Man
Ally Protection 4 Hype

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

0.0 · 8/1200 decks
Muster Courage
Muster Courage
Event Protection 3 Hype

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.

0.0 · 2/1200 decks
Resourceful
Resourceful
Upgrade Basic 1 Hype

Resource: Discard Resourceful → generate a resource.

0.0 · 8/1200 decks
Spider-Man
Spider-Man
Ally Protection 4 Hype

Response: After you play Spider-Man from your hand, stun and confuse an enemy if you control at least 3 Web-Warrior cards.

0.0 · 1/1200 decks
Warlock
Warlock
Ally Protection 3 Hype

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

0.0 · 9/1200 decks
Young Love
Young Love
Event Basic 1 Hype

Team-Up (Gwen Stacy and Miles Morales). Max 1 per deck. Alter-Ego Action: Heal 3 damage each from Gwen Stacy and Miles Morales.

0.0 · 1/1200 decks
Angel
Angel
Ally Basic 3 Declining

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

0.0 · 2/1200 decks
X-Bunker
X-Bunker
Support Basic 2 Staple

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

0.0 · 2/1200 decks
X-Men Instruction
X-Men Instruction
Event Basic 0 Declining

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

0.0 · 1/1200 decks
Avengers Tower
Avengers Tower
Support Basic 2 Declining

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

0.0 · 20/1200 decks
Black Knight
Black Knight
Ally Leadership 3 Hype

Black Knight's basic attack gains piercing.

0.0 · 11/1200 decks
Cerebro
Cerebro
Support Basic 1 Declining

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

0.0 · 2/1200 decks
Clea
Clea
Ally Protection 2 Hype

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

0.0 · 34/1200 decks
Cyclops
Cyclops
Ally Leadership 3 Declining

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

0.0 · 2/1200 decks
Defensive Training
Defensive Training
Support Protection 1 Declining

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.

0.0 · 10/1200 decks
Effective Leadership
Effective Leadership
Resource Leadership Staple

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

0.0 · 3/1200 decks
Gamora
Gamora
Ally Basic 3 Declining

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.

0.0 · 2/1200 decks
Ghost-Spider
Ghost-Spider
Ally Basic 3 Declining

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

0.0 · 1/1200 decks
Goliath
Goliath
Ally Leadership 4 Hype

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

0.0 · 9/1200 decks
Lead from the Front
Lead from the Front
Event Leadership 2 Hype

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

0.0 · 22/1200 decks
Never Back Down
Never Back Down
Event Protection 1 Hype

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

0.0 · 11/1200 decks
Noble Sacrifice
Noble Sacrifice
Event Leadership 1 Staple

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

0.0 · 1/1200 decks
Phoenix
Phoenix
Ally Leadership 3 Declining

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

0.0 · 2/1200 decks
Plan B
Plan B
Upgrade Basic 1 Hype

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.

0.0 · 9/1200 decks
Preservation
Preservation
Resource Protection Staple

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

0.0 · 5/1200 decks
Quinjet
Quinjet
Support Leadership 1 Hype

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

0.0 · 5/1200 decks
Repurpose
Repurpose
Event Protection 0 Staple

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

0.0 · 2/1200 decks
Sidekick
Sidekick
Upgrade Leadership 1 Staple

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

0.0 · 1/1200 decks
Spycraft
Spycraft
Upgrade Justice 1 Hype

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

0.0 · 20/1200 decks
Taunt
Taunt
Event Protection 1 Staple

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

0.0 · 2/1200 decks
U.S. Agent
U.S. Agent
Ally Leadership 3 Hype

Retaliate 1.

0.0 · 10/1200 decks
"I Got This"
"I Got This"
Event Pool 1 Hype

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

0.0 · 1/1200 decks
As One!
As One!
Event Aggression 2 Hype

Alliance. Hero Action (attack): Exhaust an avenger character and a guardian character → deal X damage to an enemy, where X is the combined ATK of those characters. This attack gains overkill.

0.0 · 1/1200 decks
Attack Training
Attack Training
Upgrade Aggression 1 Staple

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

0.0 · 2/1200 decks
Audacity
Audacity
Resource Aggression Declining

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

0.0 · 10/1200 decks
Avengers Assemble!
Avengers Assemble!
Event Leadership 4 Hype

Max 1 per round. Hero Action: Ready each Avenger character you control. Until the end of the phase, each Avenger character in play gets +1 THW and +1 ATK.

0.0 · 6/1200 decks
Bait and Switch
Bait and Switch
Event Protection 1 Declining

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

0.0 · 12/1200 decks
Booster Boots
Booster Boots
Upgrade Basic 1 Hype

Play only if your identity has the guardian trait. Max 1 per player. Hero Interrupt: When you would take any amount of damage from an attack, exhaust Booster Boots and discard the top card of your deck → prevent 1 of that damage.

0.0 · 1/1200 decks
Browbeat
Browbeat
Event Aggression 2 Hype

Play only if your identity has the Avenger trait. Hero Action (attack): Deal 2 damage to the villain. Deal X additional damage to the villain (to a maximum of 3), where X is equal to the villain's stage number.

0.0 · 3/1200 decks
Bug
Bug
Ally Aggression 2 Hype

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

0.0 · 5/1200 decks
Civic Duty
Civic Duty
Upgrade Basic 1 Hype

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

0.0 · 1/1200 decks
Cloud 9
Cloud 9
Ally Leadership 3 Staple

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

0.0 · 3/1200 decks
Colossus
Colossus
Ally Basic 4 Staple

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

0.0 · 1/1200 decks
Cutupper
Cutupper
Event Pool 3 Declining

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

0.0 · 1/1200 decks
Daredevil
Daredevil
Ally Protection 2 Staple

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

0.0 · 2/1200 decks
Defensive Stance
Defensive Stance
Upgrade Protection 2 Hype

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

0.0 · 11/1200 decks
Desperate Defense
Desperate Defense
Event Protection 1 Declining

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

0.0 · 18/1200 decks
Dive Bomb
Dive Bomb
Event Aggression 4 Staple

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

0.0 · 1/1200 decks
Drax
Drax
Ally Basic 3 Hype

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

0.0 · 1/1200 decks
Earth's Mightiest Heroes
Earth's Mightiest Heroes
Event Basic 0 Declining

Hero Action: Exhaust an avenger character you control → ready another avenger character you control.

0.0 · 1/1200 decks
Energy Spear
Energy Spear
Upgrade Aggression 1 Declining

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

0.0 · 2/1200 decks
Espionage
Espionage
Upgrade Basic 1 Hype

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.

0.0 · 9/1200 decks
Fastball Special
Fastball Special
Event Basic 1 Declining

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

0.0 · 1/1200 decks
Feral
Feral
Ally Justice 4 Declining

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

0.0 · 1/1200 decks
Field Agent
Field Agent
Support Justice 1 Declining

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

0.0 · 4/1200 decks
Get in Front of Me!
Get in Front of Me!
Event Pool 1 Declining

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.

0.0 · 1/1200 decks
Get Over Here!
Get Over Here!
Event Aggression 0 Hype

Hero Action (attack): Deal 1 damage to a minion. If you have the Aerial trait, engage that enemy.

0.0 · 39/1200 decks
Get Rage-y
Get Rage-y
Event Pool 0 Hype

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

0.0 · 1/1200 decks
Get Ready
Get Ready
Event Leadership 0 Hype

Action: Ready an ally.

0.0 · 17/1200 decks
Giant-Man
Giant-Man
Ally Leadership 5 Hype

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

0.0 · 4/1200 decks
Global Logistics
Global Logistics
Event Justice 0 Declining

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

0.0 · 7/1200 decks
Go All Out
Go All Out
Event Leadership 2 Declining

Requirement (). (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.

0.0 · 1/1200 decks
Go Down Swinging
Go Down Swinging
Event Leadership 0 Hype

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

0.0 · 2/1200 decks
Government Liaison
Government Liaison
Support Basic 2 Declining

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

0.0 · 7/1200 decks
Heimdall
Heimdall
Ally Basic 5 Hype

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.

0.0 · 17/1200 decks
Honorary Avenger
Honorary Avenger
Upgrade Basic 0 Hype

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

0.0 · 6/1200 decks
Iceman
Iceman
Ally Protection 3 Declining

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

0.0 · 1/1200 decks
In-Betweener
In-Betweener
Event Aggression 2 Hype

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.

0.0 · 3/1200 decks
Innovation
Innovation
Resource Leadership Staple

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

0.0 · 6/1200 decks
Inspiring Presence
Inspiring Presence
Event Leadership 1 Hype

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

0.0 · 3/1200 decks
Invulnerability
Invulnerability
Event Basic 3 Hype

Hero Action: Give your hero a tough status card.

0.0 · 11/1200 decks
Iron Man
Iron Man
Ally Leadership 4 Hype

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

0.0 · 9/1200 decks
Lady Deadpool
Lady Deadpool
Ally Pool 4 Hype

When Defeated: Defeat a non-ELITE minion.

0.0 · 1/1200 decks
Last Stand
Last Stand
Event Leadership 0 Declining

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

0.0 · 6/1200 decks
Leading Blow
Leading Blow
Event Protection 0 Declining

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

0.0 · 2/1200 decks
Living Tribunal
Living Tribunal
Event Justice 2 Hype

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Remove 2 threat from the main scheme and remove this card from the game. This effect cannot be canceled.

0.0 · 1/1200 decks
Mass Attack
Mass Attack
Event Leadership 3 Hype

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

0.0 · 1/1200 decks
Mean Swing
Mean Swing
Event Aggression 0 Hype

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

0.0 · 3/1200 decks
Med Team
Med Team
Support Protection 3 Hype

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

0.0 · 29/1200 decks
Mighty Avengers
Mighty Avengers
Support Leadership 3 Staple

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.

0.0 · 2/1200 decks
Mission Planning
Mission Planning
Event Leadership 2 Declining

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

0.0 · 1/1200 decks
Moondragon
Moondragon
Ally Protection 3 Declining

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

0.0 · 1/1200 decks
Morale Boost
Morale Boost
Event Leadership 1 Hype

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

0.0 · 3/1200 decks
Order and Chaos
Order and Chaos
Event Basic 1 Hype

Team-Up (Quicksilver and Scarlet Witch). Max 1 per deck. Hero Interrupt: When a treachery card is revealed from the encounter deck, cancel its "When Revealed" effects, then deal 2 damage to the villain.

0.0 · 4/1200 decks
Plot Convenience
Plot Convenience
Support Pool 2 Hype

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

0.0 · 1/1200 decks
Power Man
Power Man
Ally Leadership 3 Hype

Power Man enters play with 2 chi counters on him. Action: Discard any number of chi counters from Power Man → he gets +2 ATK for each chi counter discarded this way until the end of the phase.

0.0 · 2/1200 decks
Problem Solvers
Problem Solvers
Event Justice 4 Declining

Alliance. Hero Action (thwart): Exhaust an avenger character and a guardian character → remove X threat from each scheme, where X is equal to the combined THW of those characters.

0.0 · 2/1200 decks
Push Ahead
Push Ahead
Event Leadership 3 Declining

Requirement (). (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.

0.0 · 1/1200 decks
Regroup
Regroup
Support Leadership 1 Staple

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

0.0 · 3/1200 decks
Return the Favor
Return the Favor
Event Protection 0 Declining

Hero Action (attack): Discard cards from the top of the encounter deck until you discard a treachery. Reveal that treachery → deal 5 damage to the villain.

0.0 · 1/1200 decks
Ronin
Ronin
Ally Leadership 3 Hype

Ronin gets +1 THW and +1 ATK while an upgrade is attached to them.

0.0 · 1/1200 decks
Save the Day
Save the Day
Event Leadership 1 Hype

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

0.0 · 6/1200 decks
Second Wind
Second Wind
Event Protection 3 Hype

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

0.0 · 11/1200 decks
Shawarma
Shawarma
Resource campaign Declining
0.0 · 3/1200 decks
Silk
Silk
Ally Protection 2 Hype

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.)

0.0 · 1/1200 decks
Smash the Problem
Smash the Problem
Event Aggression 1 Staple

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

0.0 · 4/1200 decks
Star-Lord
Star-Lord
Ally Basic 2 Hype

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

0.0 · 1/1200 decks
Stick-To-Itiveness
Stick-To-Itiveness
Upgrade Pool 2 Declining

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

0.0 · 1/1200 decks
Teamwork
Teamwork
Event Leadership 0 Hype

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

0.0 · 7/1200 decks
The Best Defense…
The Best Defense…
Event Aggression 0 Staple

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

0.0 · 1/1200 decks
The Bifrost
The Bifrost
Support Basic 1 Declining

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.

0.0 · 1/1200 decks
The Sorcerer Supreme
The Sorcerer Supreme
Upgrade Basic 2 Staple

Play only if you have the Mystic trait. You get +1 hand size while in hero form.

0.0 · 1/1200 decks
True Grit
True Grit
Event Protection 1 Declining

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

0.0 · 1/1200 decks
Venom
Venom
Ally Basic 4 Declining

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

0.0 · 1/1200 decks
Warning
Warning
Event Basic 0 Hype

Interrupt: When a hero would take any amount of damage, reduce that amount by 1.

0.0 · 14/1200 decks
Wasp
Wasp
Ally Aggression 0 Hype

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

0.0 · 12/1200 decks
Wonder Man
Wonder Man
Ally Leadership 2 Hype

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

0.0 · 21/1200 decks