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Nick Fury

10 HP5 Hand Size261 Decks Analyzed
Nick Fury
Nick Fury

[star] Gather IntelResponse: After Nick Fury makes a basic thwart, place 1 threat on your suit form upgrade. Break CoverForced Interrupt: When you attack, change to Assault suit form.

Nick Fury
Nick Fury

Suit UpSetup: Put your suit form upgrade into play, Assault side faceup. InfiltrateAction: Change to Stealth suit form.

Filter:
Practiced Plan
Practiced Plan
Upgrade Basic 0

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

63.2 · 164/261 decks
Helicarrier
Helicarrier
Support Basic 3

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

60.0 · 152/261 decks
Leo Fitz
Leo Fitz
Support Basic 3

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

54.1 · 128/261 decks
Jemma Simmons
Jemma Simmons
Support Basic 3

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

45.9 · 108/261 decks
Nick Fury, Sr.
Nick Fury, Sr.
Ally Basic 4

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

34.3 · 97/261 decks
Agent Coulson
Agent Coulson
Ally Justice 3

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

30.6 · 97/261 decks
Mockingbird
Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

28.4 · 74/261 decks
Build Support
Build Support
Player Side Scheme Basic 1

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

27.7 · 79/261 decks
Grant Ward
Grant Ward
Ally Basic 0

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

26.8 · 73/261 decks
Super Spies
Super Spies
Event Basic 0

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

26.5 · 70/261 decks
Espionage
Espionage
Upgrade Basic 1

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

26.4 · 49/261 decks
Agent 13
Agent 13
Ally Basic 4

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

24.9 · 77/261 decks
Sky-Destroyer
Sky-Destroyer
Support Basic 3

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

24.3 · 65/261 decks
Quake
Quake
Ally Justice 2

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

20.4 · 66/261 decks
Man on the Wall
Man on the Wall
Upgrade Aggression 1

Play only if your identity has the Soldier trait. Hero Action: Exhaust Man on the Wall → reduce the cost of the next card you play this phase by 1 for each minion engaged with you.

20.0 · 32/261 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2

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

19.4 · 66/261 decks
Government Liaison
Government Liaison
Support Basic 2

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

19.3 · 54/261 decks
Counterintelligence
Counterintelligence
Upgrade Justice 2

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

18.4 · 65/261 decks
Under Surveillance
Under Surveillance
Upgrade Justice 2

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

17.1 · 53/261 decks
Skilled Investigator
Skilled Investigator
Upgrade Justice 0

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

17.1 · 47/261 decks
Superpower Training
Superpower Training
Player Side Scheme Basic 1

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

16.0 · 50/261 decks
"Bring It!"
"Bring It!"
Event Aggression 0

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

15.5 · 31/261 decks
Angela
Angela
Ally Aggression 0

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

15.1 · 35/261 decks
Surveillance Team
Surveillance Team
Support Justice 2

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

13.5 · 38/261 decks
Monica Chang
Monica Chang
Ally Justice 3

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

13.4 · 37/261 decks
Team-Building Exercise
Team-Building Exercise
Support Basic 2

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

13.4 · 31/261 decks
Avengers Mansion
Avengers Mansion
Support Basic 4

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

12.7 · 32/261 decks
Homeland Intervention
Homeland Intervention
Event Justice 0

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

12.6 · 38/261 decks
Bambino
Bambino
Upgrade Aggression 3

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

12.6 · 24/261 decks
Captain America
Captain America
Ally Aggression 4

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

12.5 · 23/261 decks
Face the Past
Face the Past
Event Basic 0

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

12.0 · 23/261 decks
Melinda May
Melinda May
Ally Basic 4

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

12.0 · 37/261 decks
Spycraft
Spycraft
Upgrade Justice 1

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

11.6 · 32/261 decks
Aggressive Energy
Aggressive Energy
Resource Aggression

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

11.1 · 25/261 decks
Counterattack
Counterattack
Upgrade Aggression 1

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.

11.0 · 17/261 decks
Hall of Heroes
Hall of Heroes
Support Aggression 2

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

10.8 · 28/261 decks
Aggressive Stance
Aggressive Stance
Upgrade Aggression 1

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

10.8 · 18/261 decks
Informant
Informant
Upgrade Justice 1

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

10.5 · 40/261 decks
Black Widow
Black Widow
Ally Protection 3

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

10.5 · 20/261 decks
Honed Technique
Honed Technique
Upgrade Aggression 3

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

10.3 · 30/261 decks
S.H.I.E.L.D. Sidearm
S.H.I.E.L.D. Sidearm
Upgrade Aggression 1

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

10.3 · 19/261 decks
Foiled!
Foiled!
Event Justice 0

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

10.1 · 20/261 decks
Specialized Training
Specialized Training
Player Side Scheme Basic 1

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

10.0 · 47/261 decks
White Widow
White Widow
Ally Protection 4

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

9.7 · 10/261 decks
Target Acquired
Target Acquired
Upgrade Basic 1

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

9.7 · 33/261 decks
Marked
Marked
Upgrade Aggression 0

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

9.3 · 17/261 decks
One Way or Another
One Way or Another
Event Justice 0

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

9.1 · 30/261 decks
The Power of Justice
The Power of Justice
Resource Justice

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

9.1 · 37/261 decks
Dum Dum Dugan
Dum Dum Dugan
Ally Basic 5

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

9.0 · 22/261 decks
Air Cover
Air Cover
Support Aggression 1

Uses (2 fuel counters). Max 1 per player. Response: After a minion enters play, exhaust this card and remove 1 fuel counter from it → search your deck and discard pile for a Tactic upgrade that can be attached to that minion and add it to your hand.

8.9 · 11/261 decks
Ready for a Fight
Ready for a Fight
Upgrade Protection 1

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

8.8 · 9/261 decks
Dive Bomb
Dive Bomb
Event Aggression 4

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.

8.7 · 25/261 decks
The Triskelion
The Triskelion
Support Leadership 1

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

8.7 · 18/261 decks
Looking for Trouble
Looking for Trouble
Event Aggression 0

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

8.6 · 17/261 decks
Intelligence
Intelligence
Upgrade Justice 1

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

8.6 · 34/261 decks
Hand Cannon
Hand Cannon
Upgrade Aggression 2

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

8.5 · 24/261 decks
Slingshot
Slingshot
Ally Leadership 3

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

8.4 · 21/261 decks
The Raft
The Raft
Support Justice 2

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

8.3 · 20/261 decks
The Power of Aggression
The Power of Aggression
Resource Aggression

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

8.3 · 26/261 decks
Spoiling for a Fight
Spoiling for a Fight
Event Aggression 0

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

8.2 · 17/261 decks
Symbiote Suit
Symbiote Suit
Upgrade Basic 4

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

8.1 · 17/261 decks
Suppressing Fire
Suppressing Fire
Upgrade Aggression 0

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

7.9 · 8/261 decks
Endurance
Endurance
Upgrade Basic 1

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

7.8 · 24/261 decks
Prism Dust
Prism Dust
Upgrade Justice 1

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

7.4 · 33/261 decks
Mission Leader
Mission Leader
Upgrade Leadership 2

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

7.4 · 20/261 decks
War Machine
War Machine
Ally Basic 4

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

7.3 · 22/261 decks
Into the Fray
Into the Fray
Event Aggression 3

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

7.1 · 16/261 decks
Rapid Response
Rapid Response
Upgrade Leadership 2

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

7.0 · 22/261 decks
Winter Soldier
Winter Soldier
Ally Aggression 3

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

6.9 · 11/261 decks
Sonic Rifle
Sonic Rifle
Upgrade Justice 3

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

6.9 · 21/261 decks
Infiltration
Infiltration
Event Justice 1

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

6.8 · 13/261 decks
Field Agent
Field Agent
Support Justice 1

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

6.7 · 25/261 decks
Martial Prowess
Martial Prowess
Upgrade Aggression 2

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

6.5 · 17/261 decks
Taunt
Taunt
Event Protection 1

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

6.4 · 13/261 decks
Sting Operation
Sting Operation
Upgrade Justice 2

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

6.4 · 9/261 decks
Victoria Hand
Victoria Hand
Ally Leadership 3

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

6.3 · 16/261 decks
Firepower
Firepower
Event Aggression 1

Hero Action (attack): Exhaust up to 3 Weapon upgrades you control → for each weapon upgrade exhausted this way, choose an enemy and deal 3 damage to it. This attack gains ranged.

6.3 · 14/261 decks
Call for Backup
Call for Backup
Player Side Scheme Leadership 1

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

6.3 · 21/261 decks
Agents of S.H.I.E.L.D.
Agents of S.H.I.E.L.D.
Support Leadership 3

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

6.2 · 15/261 decks
Audacity
Audacity
Resource Aggression

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

6.0 · 12/261 decks
Overwatch
Overwatch
Upgrade Justice 0

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

5.8 · 12/261 decks
Deathlok
Deathlok
Ally Aggression 3

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

5.8 · 11/261 decks
E
Evaluate Threat
Player Side Scheme Basic 1

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

5.8 · 9/261 decks
Lie in Wait
Lie in Wait
Upgrade Aggression 1

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

5.8 · 12/261 decks
Clarity of Purpose
Clarity of Purpose
Upgrade Leadership 1

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

5.7 · 16/261 decks
Lay the Trap
Lay the Trap
Player Side Scheme Justice 1

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

5.7 · 13/261 decks
Melee
Melee
Event Aggression 3

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

5.4 · 13/261 decks
One by One
One by One
Event Aggression 1

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

5.3 · 15/261 decks
The Power of Leadership
The Power of Leadership
Resource Leadership

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

5.3 · 11/261 decks
No Quarter
No Quarter
Event Aggression 2

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

5.3 · 12/261 decks
Armored Vest
Armored Vest
Upgrade Protection 1

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

5.1 · 7/261 decks
Spider-Girl
Spider-Girl
Ally Aggression 2

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

4.9 · 11/261 decks
Ironheart
Ironheart
Ally Basic 2

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

4.9 · 21/261 decks
Aggressive Conditioning
Aggressive Conditioning
Upgrade Aggression 3

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

4.9 · 6/261 decks
Command Team
Command Team
Support Leadership 2

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

4.8 · 15/261 decks
Keep Up the Pressure
Keep Up the Pressure
Player Side Scheme Aggression 0

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

4.8 · 19/261 decks
Global Logistics
Global Logistics
Event Justice 0

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

4.7 · 27/261 decks
Target Spotter
Target Spotter
Support Aggression 1

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

4.7 · 10/261 decks
Organizational Support
Organizational Support
Resource Leadership

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

4.6 · 8/261 decks
Energy Barrier
Energy Barrier
Upgrade Protection 2

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

4.6 · 15/261 decks
Side-by-Side
Side-by-Side
Event Leadership 2

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

4.6 · 11/261 decks
Warrior Skill
Warrior Skill
Upgrade Aggression 2

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

4.5 · 14/261 decks
Inspired
Inspired
Upgrade Leadership 1

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

4.4 · 15/261 decks
Combat Training
Combat Training
Upgrade Aggression 2

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

4.4 · 17/261 decks
S.H.I.E.L.D. Deputy
S.H.I.E.L.D. Deputy
Upgrade Basic 0

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

4.4 · 3/261 decks
Spider-Byte
Spider-Byte
Ally Protection 3

Reduce the cost to play Spider-Byte by 1 for each Tech card you control.

4.3 · 6/261 decks
Make the Call
Make the Call
Event Leadership 0

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

4.0 · 15/261 decks
First Aid
First Aid
Event Basic 1

Action: Heal 2 damage from any character.

4.0 · 5/261 decks
Ready to Rumble
Ready to Rumble
Upgrade Basic 1

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

4.0 · 13/261 decks
Sidekick
Sidekick
Upgrade Leadership 1

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

3.9 · 13/261 decks
Interrogation Room
Interrogation Room
Support Justice 1

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

3.9 · 6/261 decks
Forcefield Generator
Forcefield Generator
Upgrade Protection 3

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

3.9 · 11/261 decks
Suit Up
Suit Up
Event Leadership 2

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

3.8 · 12/261 decks
Professor X
Professor X
Ally Basic 3

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

3.8 · 17/261 decks
Front Organization
Front Organization
Support Basic 0

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

3.8 · 18/261 decks
Med Team
Med Team
Support Protection 3

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

3.7 · 10/261 decks
Gambit
Gambit
Ally Basic 3

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

3.6 · 12/261 decks
Chance Encounter
Chance Encounter
Upgrade Justice 0

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

3.5 · 10/261 decks
Kaluu
Kaluu
Ally Leadership 2

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

3.5 · 8/261 decks
Repurpose
Repurpose
Event Protection 0

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

3.3 · 15/261 decks
Beat Cop
Beat Cop
Support Justice 3

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

3.2 · 11/261 decks
Dazzler
Dazzler
Ally Justice 4

Response: After Dazzler enters play, confuse an enemy.

3.2 · 9/261 decks
Black Panther
Black Panther
Ally Leadership 4

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

3.1 · 11/261 decks
Clear the Area
Clear the Area
Event Justice 1

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

3.1 · 11/261 decks
The Douglass
The Douglass
Support Justice 6

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

3.1 · 9/261 decks
Stun Gun
Stun Gun
Upgrade Protection 2

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

3.1 · 4/261 decks
Vivian
Vivian
Ally Basic 2

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

3.0 · 7/261 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1

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

3.0 · 10/261 decks
Surprise Attack
Surprise Attack
Event Aggression 1

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

2.9 · 5/261 decks
Ever Vigilant
Ever Vigilant
Event Protection 2

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

2.9 · 8/261 decks
The Bellerophon
The Bellerophon
Support Aggression 6

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

2.9 · 8/261 decks
Jarnbjorn
Jarnbjorn
Upgrade Aggression 1

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

2.8 · 4/261 decks
Breaking and Entering
Breaking and Entering
Event Justice 2

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

2.8 · 11/261 decks
S
Stronger Together
Event Protection 0

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

2.8 · 3/261 decks
Hard Knocks
Hard Knocks
Event Protection 3

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

2.8 · 4/261 decks
Lock and Load
Lock and Load
Player Side Scheme Aggression 1

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

2.7 · 8/261 decks
Throg
Throg
Ally Aggression 2

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

2.7 · 11/261 decks
Down Time
Down Time
Upgrade Basic 1

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

2.6 · 5/261 decks
Lay Down the Law
Lay Down the Law
Event Justice 1

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

2.6 · 6/261 decks
Show of Empathy
Show of Empathy
Player Side Scheme Justice 0

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

2.6 · 4/261 decks
Bait and Switch
Bait and Switch
Event Protection 1

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

2.6 · 3/261 decks
Strength In Numbers
Strength In Numbers
Event Leadership 0

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

2.6 · 6/261 decks
For Justice!
For Justice!
Event Justice 2

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

2.6 · 11/261 decks
Tac Team
Tac Team
Support Aggression 3

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

2.5 · 6/261 decks
Crew Quarters
Crew Quarters
Support Basic 1

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

2.5 · 7/261 decks
What Doesn't Kill Me
What Doesn't Kill Me
Event Protection 2

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

2.5 · 4/261 decks
H
Heroic Conditioning
Upgrade Justice 3

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

2.5 · 3/261 decks
Pulse Grenade
Pulse Grenade
Upgrade Basic 2

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.

2.4 · 8/261 decks
Ant-Man
Ant-Man
Ally Leadership 0

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

2.4 · 4/261 decks
The Night Nurse
The Night Nurse
Support Protection 1

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

2.4 · 8/261 decks
Plasma Pistol
Plasma Pistol
Upgrade Basic 2

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

2.3 · 15/261 decks
Deathlok
Deathlok
Ally Basic 4

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

2.3 · 4/261 decks
The Circe
The Circe
Support Leadership 6

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

2.3 · 4/261 decks
Pitchback
Pitchback
Event Aggression 1

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

2.3 · 7/261 decks
Sunfire
Sunfire
Ally Aggression 2

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

2.3 · 6/261 decks
Going Undercover
Going Undercover
Player Side Scheme Justice 0

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.

2.3 · 7/261 decks
In-Betweener
In-Betweener
Event Aggression 2

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.

2.2 · 2/261 decks
Yaw and Roll
Yaw and Roll
Event Justice 1

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

2.2 · 2/261 decks
Cable
Cable
Ally Leadership 4

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

2.2 · 4/261 decks
Turn the Tide
Turn the Tide
Event Justice 0

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

2.2 · 9/261 decks
Sidearm
Sidearm
Upgrade Basic 1

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

2.2 · 6/261 decks
Ronin
Ronin
Ally Leadership 3

Ronin gets +1 THW and +1 ATK while an upgrade is attached to them.

2.2 · 4/261 decks
Hawkeye
Hawkeye
Ally Leadership 3

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

2.2 · 3/261 decks
Team Training
Team Training
Support Leadership 2

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

2.2 · 10/261 decks
Maria Hill
Maria Hill
Ally Leadership 2

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

2.1 · 4/261 decks
Upside the Head
Upside the Head
Event Justice 1

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

2.1 · 6/261 decks
Stealth Strike
Stealth Strike
Event Justice 3

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

2.1 · 4/261 decks
Blindfold
Blindfold
Ally Justice 3

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

2.1 · 6/261 decks
Defensive Conditioning
Defensive Conditioning
Upgrade Protection 2

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

2.0 · 2/261 decks
Waylay
Waylay
Event Justice 3

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

2.0 · 8/261 decks
Psylocke
Psylocke
Ally Aggression 4

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

2.0 · 9/261 decks
Multiple Man
Multiple Man
Ally Protection 4

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

2.0 · 4/261 decks
Return the Favor
Return the Favor
Event Protection 0

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.

2.0 · 6/261 decks
Mission Planning
Mission Planning
Event Leadership 2

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

1.9 · 3/261 decks
Even the Odds
Even the Odds
Event Justice 2

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

1.9 · 6/261 decks
Electrostatic Armor
Electrostatic Armor
Upgrade Protection 1

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

1.8 · 4/261 decks
Follow Through
Follow Through
Upgrade Aggression 2

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

1.8 · 8/261 decks
E
Everywhere All at Once
Event Justice -1

Play only if your identity has the Aerial trait. Hero Action (thwart): Choose X schemes. Remove 2 threat from each chosen scheme (3 threat instead if you overpaid for this card).

1.8 · 2/261 decks
Test the Defense
Test the Defense
Upgrade Aggression 1

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.

1.8 · 4/261 decks
R&D Facility
R&D Facility
Support Leadership 3

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

1.8 · 4/261 decks
"Come Get Me, Bub!"
"Come Get Me, Bub!"
Event Protection 0

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

1.8 · 2/261 decks
Swift Retribution
Swift Retribution
Event Justice 1

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

1.7 · 3/261 decks
Fluid Motion
Fluid Motion
Upgrade Aggression 1

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.)

1.7 · 3/261 decks
Followed
Followed
Upgrade Justice 1

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

1.6 · 2/261 decks
Get Ready
Get Ready
Event Leadership 0

Action: Ready an ally.

1.6 · 2/261 decks
Haymaker
Haymaker
Event Basic 2

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

1.6 · 2/261 decks
Invisibility Gear
Invisibility Gear
Upgrade Justice 1

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

1.6 · 2/261 decks
Change of Fortune
Change of Fortune
Upgrade Protection 1

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

1.6 · 1/261 decks
First Hit
First Hit
Event Protection 1

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

1.6 · 1/261 decks
Powerful Punch
Powerful Punch
Event Protection 2

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

1.6 · 1/261 decks
Soaring Acrobatics
Soaring Acrobatics
Upgrade Basic 2

Play under any player's control. Max 1 per player. Hero Interrupt: When an AERIAL character you control uses a basic power, exhaust Soaring Acrobatics → that character gets +1 to that power for this use.

1.6 · 9/261 decks
Unflappable
Unflappable
Upgrade Protection 1

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

1.6 · 1/261 decks
Warpath
Warpath
Ally Protection 4

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

1.6 · 1/261 decks
Emergency
Emergency
Event Basic 0

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

1.5 · 1/261 decks
Patriot
Patriot
Ally Protection 3

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

1.5 · 1/261 decks
Venom
Venom
Ally Basic 4

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

1.5 · 5/261 decks
Crisis Averted
Crisis Averted
Event Justice 3

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

1.5 · 6/261 decks
Eyes in the Sky
Eyes in the Sky
Upgrade Justice 0

Hero Interrupt: When you reveal a non-ELITE minion, exhaust an AERIAL character you control and discard this card → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck.

1.5 · 2/261 decks
Karma
Karma
Ally Protection 4

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

1.5 · 2/261 decks
Squared Off
Squared Off
Event Leadership 0

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

1.5 · 2/261 decks
Noble Sacrifice
Noble Sacrifice
Event Leadership 1

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

1.4 · 2/261 decks
Relentless Assault
Relentless Assault
Event Aggression 2

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

1.4 · 2/261 decks
Two-Gun Kid
Two-Gun Kid
Ally Aggression 3

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

1.4 · 1/261 decks
Sharpshooter
Sharpshooter
Upgrade Basic 2

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.

1.4 · 6/261 decks
Wiccan
Wiccan
Ally Justice 2

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

1.4 · 7/261 decks
Fighting Fit
Fighting Fit
Event Protection 2

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).

1.4 · 3/261 decks
Dr. Sinclair
Dr. Sinclair
Support Protection 2

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

1.3 · 3/261 decks
Spider-Man
Spider-Man
Ally Justice 5

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

1.3 · 1/261 decks
Height Advantage
Height Advantage
Upgrade Protection 1

While your identity has the Aerial trait, reduce the amount of damage you take from each enemy attack by 1. Forced Interrupt: When your turn begins, discard this card.

1.3 · 1/261 decks
Go All Out
Go All Out
Event Leadership 2

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

1.3 · 3/261 decks
Justice Served
Justice Served
Upgrade Justice 1

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

1.3 · 9/261 decks
Stinger
Stinger
Ally Leadership 1

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

1.3 · 2/261 decks
Enhanced Physique
Enhanced Physique
Upgrade Basic 2

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

1.3 · 4/261 decks
"I Can Do This All Day"
"I Can Do This All Day"
Event Protection 1

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

1.2 · 1/261 decks
The Power of Protection
The Power of Protection
Resource Protection

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

1.2 · 7/261 decks
Toe to Toe
Toe to Toe
Event Aggression 1

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

1.2 · 5/261 decks
Moment of Triumph
Moment of Triumph
Event Aggression 0

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

1.1 · 3/261 decks
Precision Strike
Precision Strike
Event Aggression 1

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

1.1 · 3/261 decks
Vigilante Training
Vigilante Training
Support Justice 1

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

1.1 · 5/261 decks
Advanced Suit
Advanced Suit
Upgrade Leadership 0

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

1.1 · 1/261 decks
Comms Implant
Comms Implant
Upgrade Leadership 1

Attach to a guardian ally. Max 1 per ally. Attached ally gets +1 THW and +1 hit point.

1.1 · 1/261 decks
Power Gloves
Power Gloves
Upgrade Leadership 1

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

1.1 · 1/261 decks
Star-Lord
Star-Lord
Ally Basic 2

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

1.1 · 1/261 decks
Teamwork
Teamwork
Event Leadership 0

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

1.1 · 4/261 decks
Side Holster
Side Holster
Upgrade Basic 0

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

1.1 · 3/261 decks
Kid Omega
Kid Omega
Ally Leadership 2

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

1.1 · 7/261 decks
Skilled Strike
Skilled Strike
Event Aggression 0

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

1.1 · 5/261 decks
Innovation
Innovation
Resource Leadership

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

1.0 · 3/261 decks
Sneak Attack
Sneak Attack
Event Leadership 1

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

1.0 · 3/261 decks
Morale Boost
Morale Boost
Event Leadership 1

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

1.0 · 2/261 decks
Moxie
Moxie
Event Leadership 0

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

1.0 · 2/261 decks
Wraith
Wraith
Ally Justice 3

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

1.0 · 6/261 decks
Leading Blow
Leading Blow
Event Protection 0

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.

0.9 · 1/261 decks
Get Over Here!
Get Over Here!
Event Aggression 0

Hero Action (attack): Deal 1 damage to a minion. If you have the Aerial trait, engage that enemy.

0.9 · 7/261 decks
Rogue
Rogue
Ally Protection 4

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

0.9 · 1/261 decks
Godslayer
Godslayer
Upgrade Aggression 3

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

0.9 · 2/261 decks
Hidden Base
Hidden Base
Support Protection 2

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

0.9 · 1/261 decks
Atlas Bear
Atlas Bear
Ally Basic 3

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

0.9 · 3/261 decks
Defensive Stance
Defensive Stance
Upgrade Protection 2

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

0.9 · 3/261 decks
Spider-Woman
Spider-Woman
Ally Justice 3

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

0.9 · 1/261 decks
Blood Rage
Blood Rage
Upgrade Aggression 1

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

0.9 · 1/261 decks
Agile Flight
Agile Flight
Event Justice 3

Play only if your identity has the aerial trait. Hero Action (thwart): Remove a total of up to 5 threat from among schemes (as you choose).

0.8 · 1/261 decks
Directed Force
Directed Force
Event Basic 0

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

0.8 · 4/261 decks
F
Firebird
Ally Justice 2

If you overpaid for Firebird, put 1 rebirth counter on her. Interrupt: When Firebird would be defeated by consequential damage, remove 1 rebirth counter from her → heal all damage from her instead.

0.8 · 1/261 decks
S
Sentry
Ally Justice 3

Forced Response: After Sentry enters play, search the encounter deck for a side scheme and reveal it. (Shuffle.) If no side scheme was revealed this way, place 6 threat on the main scheme.

0.8 · 1/261 decks
Sense of Justice
Sense of Justice
Upgrade Justice 2

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

0.8 · 8/261 decks
Multitasking
Multitasking
Event Justice 1

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

0.8 · 7/261 decks
Establish Perimeter
Establish Perimeter
Player Side Scheme Protection 1

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

0.8 · 3/261 decks
Mass Attack
Mass Attack
Event Leadership 3

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

0.8 · 2/261 decks
All for One
All for One
Event Leadership 2

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.

0.8 · 1/261 decks
Avengers Tower
Avengers Tower
Support Basic 2

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

0.8 · 1/261 decks
Captain America
Captain America
Ally Leadership 6

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

0.8 · 1/261 decks
Captain Marvel
Captain Marvel
Ally Leadership 5

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

0.8 · 1/261 decks
Falcon
Falcon
Ally Leadership 4

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

0.8 · 1/261 decks
Quinjet
Quinjet
Support Leadership 1

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

0.8 · 1/261 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2

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

0.8 · 1/261 decks
Blade
Blade
Ally Basic 1

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

0.7 · 3/261 decks
"You Got This!"
"You Got This!"
Event Leadership 1

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

0.7 · 5/261 decks
Disguise
Disguise
Upgrade Justice 1

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

0.7 · 2/261 decks
Making an Entrance
Making an Entrance
Event Justice 1

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

0.7 · 8/261 decks
Brains Over Brawn
Brains Over Brawn
Event Justice 2

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

0.7 · 4/261 decks
Deadpool
Deadpool
Ally Basic 3

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

0.7 · 3/261 decks
Lockjaw
Lockjaw
Ally Basic 4

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

0.7 · 5/261 decks
Strength in Diversity
Strength in Diversity
Event Leadership 2

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

0.7 · 5/261 decks
Passion for Justice
Passion for Justice
Resource Justice

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

0.7 · 3/261 decks
Great Responsibility
Great Responsibility
Event Justice 0

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

0.6 · 5/261 decks
Hugin & Munin
Hugin & Munin
Ally Leadership 2

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

0.6 · 4/261 decks
Rally the Troops
Rally the Troops
Player Side Scheme Leadership 0

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

0.6 · 3/261 decks
Assault Training
Assault Training
Support Aggression 1

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

0.6 · 4/261 decks
Call for Aid
Call for Aid
Event Leadership 0

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

0.6 · 3/261 decks
Sentry
Sentry
Ally Aggression 4

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

0.6 · 3/261 decks
Energy Shield
Energy Shield
Upgrade Protection 0

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

0.5 · 1/261 decks
Children of the Atom
Children of the Atom
Support Basic 1

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

0.5 · 3/261 decks
Nick Fury
Nick Fury
Ally Basic 4

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

0.5 · 2/261 decks
Eros
Eros
Ally Justice 2

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

0.5 · 3/261 decks
Push Ahead
Push Ahead
Event Leadership 3

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

0.5 · 1/261 decks
Take Out the Guards
Take Out the Guards
Player Side Scheme Justice 0

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

0.5 · 2/261 decks
E.V.A.
E.V.A.
Support Leadership 0

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

0.5 · 3/261 decks
Fantomex
Fantomex
Ally Leadership 4

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

0.5 · 3/261 decks
H
Hawkeye
Ally Justice 3

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

0.5 · 1/261 decks
Jessica Jones
Jessica Jones
Ally Justice 3

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

0.5 · 5/261 decks
Clobber
Clobber
Event Aggression 2

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

0.5 · 4/261 decks
Full-Body Charge
Full-Body Charge
Event Aggression 4

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

0.5 · 2/261 decks
Spider-Man
Spider-Man
Ally Basic 3

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

0.5 · 2/261 decks
Quasar
Quasar
Ally Justice 3

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

0.4 · 3/261 decks
Quincarrier
Quincarrier
Support Basic 3

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

0.4 · 2/261 decks
Render Medical Aid
Render Medical Aid
Player Side Scheme Protection 0

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

0.4 · 2/261 decks
Beak
Beak
Ally Basic 2

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

0.4 · 1/261 decks
Danger Room Training
Danger Room Training
Upgrade Leadership 1

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

0.4 · 2/261 decks
Bombs Away
Bombs Away
Event Aggression 2

Hero Action: Exhaust an AERIAL character you control and choose a player → deal 3 damage to the villain and each minion engaged with that player.

0.4 · 5/261 decks
Cell Phone
Cell Phone
Upgrade Basic 2

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

0.3 · 5/261 decks
Determination
Determination
Resource Justice

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

0.3 · 2/261 decks
Impede
Impede
Event Justice 2

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

0.3 · 2/261 decks
Momentum Shift
Momentum Shift
Event Protection 2

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

0.3 · 1/261 decks
Venom
Venom
Ally Justice 4

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

0.3 · 2/261 decks
Command Center
Command Center
Support Justice 1

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

0.3 · 2/261 decks
Plan B
Plan B
Upgrade Basic 1

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.

0.3 · 4/261 decks
Bug
Bug
Ally Aggression 2

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

0.3 · 3/261 decks
Angel's Aerie
Angel's Aerie
Support Protection 1

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

0.3 · 1/261 decks
Clea
Clea
Ally Protection 2

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

0.3 · 1/261 decks
Dauntless
Dauntless
Upgrade Protection 1

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.

0.3 · 1/261 decks
Deflection
Deflection
Event Protection 2

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

0.3 · 1/261 decks
Hit and Run
Hit and Run
Event Basic 3

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

0.3 · 1/261 decks
Meditation
Meditation
Event Basic 0

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

0.3 · 1/261 decks
Preservation
Preservation
Resource Protection

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

0.3 · 1/261 decks
Rockslide
Rockslide
Ally Protection 4

Retaliate 1.

0.3 · 1/261 decks
Second Wind
Second Wind
Event Protection 3

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

0.3 · 1/261 decks
Side Step
Side Step
Event Protection 1

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

0.3 · 1/261 decks
Chamber
Chamber
Ally Justice 4

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

0.2 · 1/261 decks
Cypher
Cypher
Ally Justice 2

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

0.2 · 1/261 decks
Scare Tactic
Scare Tactic
Event Justice 1

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

0.2 · 1/261 decks
Mean Swing
Mean Swing
Event Aggression 0

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

0.2 · 1/261 decks
Brawn
Brawn
Ally Aggression 3

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

0.2 · 3/261 decks
Concussive Blow
Concussive Blow
Event Justice 3

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

0.2 · 2/261 decks
Last Stand
Last Stand
Event Leadership 0

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

0.2 · 3/261 decks
Leadership Skill
Leadership Skill
Upgrade Leadership 1

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

0.2 · 2/261 decks
Piercing Strike
Piercing Strike
Event Aggression 2

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

0.2 · 2/261 decks
Enhanced Awareness
Enhanced Awareness
Upgrade Basic 2

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

0.2 · 2/261 decks
Leadership Training
Leadership Training
Support Leadership 1

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

0.2 · 2/261 decks
Save the Day
Save the Day
Event Leadership 1

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

0.2 · 3/261 decks
X-23
X-23
Ally Leadership 3

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

0.2 · 3/261 decks
Daredevil
Daredevil
Ally Justice 4

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

0.2 · 2/261 decks
Jack Flag
Jack Flag
Ally Justice 4

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

0.2 · 1/261 decks
Laser Swords
Laser Swords
Upgrade Pool 3

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

0.2 · 3/261 decks
Live Dangerously
Live Dangerously
Player Side Scheme Pool 0

Victory 0. Each identity gets +2 hand size.

0.2 · 3/261 decks
Moondragon
Moondragon
Ally Protection 3

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

0.2 · 1/261 decks
Mulligan
Mulligan
Event Pool 3

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

0.2 · 3/261 decks
Pinned Down
Pinned Down
Upgrade Protection 0

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

0.2 · 1/261 decks
Pivotal Moment
Pivotal Moment
Event Justice 2

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

0.2 · 1/261 decks
Plot Convenience
Plot Convenience
Support Pool 2

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.

0.2 · 3/261 decks
Self Confidence
Self Confidence
Resource Pool

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

0.2 · 3/261 decks
Self Control
Self Control
Resource Pool

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

0.2 · 3/261 decks
Self Preservation
Self Preservation
Resource Pool

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

0.2 · 3/261 decks
Serve and Protect
Serve and Protect
Event Protection 2

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

0.2 · 1/261 decks
Stick-To-Itiveness
Stick-To-Itiveness
Upgrade Pool 2

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

0.2 · 3/261 decks
The Pericles
The Pericles
Support Protection 6

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

0.2 · 2/261 decks
Boom Boom
Boom Boom
Ally Aggression 3

Action: Exhaust Boom Boom → add 1 boom counter to her. Then, you may discard Boom Boom to deal 1 damage to each enemy for each boom counter on her.

0.2 · 1/261 decks
Boot Camp
Boot Camp
Support Aggression 3

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

0.2 · 2/261 decks
Drop Kick
Drop Kick
Event Aggression 3

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

0.2 · 2/261 decks
Dust
Dust
Ally Aggression 3

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

0.2 · 2/261 decks
Fusillade
Fusillade
Event Aggression 2

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

0.2 · 1/261 decks
Hercules
Hercules
Ally Aggression 6

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

0.2 · 2/261 decks
White Tiger
White Tiger
Ally Leadership 3

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

0.2 · 2/261 decks
Honorary Guardian
Honorary Guardian
Upgrade Basic 0

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

0.1 · 1/261 decks
Marvel Girl
Marvel Girl
Ally Justice 3

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

0.1 · 1/261 decks
Perseverance
Perseverance
Event Protection 1

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

0.1 · 2/261 decks
Anticipation
Anticipation
Upgrade Protection 1

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

0.1 · 2/261 decks
Beast
Beast
Ally Leadership 4

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

0.1 · 1/261 decks
Generation X
Generation X
Player Side Scheme Justice 0

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

0.1 · 2/261 decks
Giant-Man
Giant-Man
Ally Leadership 5

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

0.1 · 1/261 decks
Go Down Swinging
Go Down Swinging
Event Leadership 0

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

0.1 · 2/261 decks
Med Lab
Med Lab
Support Leadership 1

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

0.1 · 2/261 decks
Thor
Thor
Ally Aggression 4

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

0.1 · 2/261 decks
Hulk
Hulk
Ally Aggression 2

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

0.1 · 2/261 decks
Operative Skill
Operative Skill
Upgrade Justice 2

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

0.1 · 1/261 decks
Wonder Man
Wonder Man
Ally Leadership 2

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

0.1 · 2/261 decks
Ambush
Ambush
Upgrade Pool 1

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

0.1 · 2/261 decks
Deadpool Corps Ship
Deadpool Corps Ship
Support Pool 1

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

0.1 · 2/261 decks
Dogpool
Dogpool
Ally Pool 3

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

0.1 · 2/261 decks
Get in Front of Me!
Get in Front of Me!
Event Pool 1

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

0.1 · 2/261 decks
Get Rage-y
Get Rage-y
Event Pool 0

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

0.1 · 2/261 decks
Headpool
Headpool
Ally Pool 3

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

0.1 · 2/261 decks
Healing Factor
Healing Factor
Upgrade Pool 3

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

0.1 · 2/261 decks
Kidpool
Kidpool
Ally Pool 3

[star] Kidpool's attacks gain piercing.

0.1 · 2/261 decks
Lady Deadpool
Lady Deadpool
Ally Pool 4

When Defeated: Defeat a non-ELITE minion.

0.1 · 2/261 decks
Pandapool
Pandapool
Ally Pool 4

Toughness.

0.1 · 2/261 decks
Rock, Paper, Scissors
Rock, Paper, Scissors
Upgrade Pool 1

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

0.1 · 2/261 decks
Surprise Move
Surprise Move
Event Aggression 1

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

0.1 · 1/261 decks
Wasp
Wasp
Ally Aggression 0

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

0.1 · 2/261 decks
Wolverine
Wolverine
Ally Aggression 4

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

0.1 · 1/261 decks
Across the Spider-Verse
Across the Spider-Verse
Event Basic 2

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

0.1 · 1/261 decks
C
Caught in the Crossfire
Upgrade Aggression 0

Attach to a non-Elite minion. Max 1 per minion. Interrupt: When a friendly character attacks, deal 1 damage to attached minion.

0.1 · 1/261 decks
Cyclops
Cyclops
Ally Leadership 3

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

0.1 · 1/261 decks
Energy Spear
Energy Spear
Upgrade Aggression 1

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

0.1 · 1/261 decks
Ghost-Spider
Ghost-Spider
Ally Basic 3

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

0.1 · 1/261 decks
Iron Fist
Iron Fist
Ally Protection 4

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

0.1 · 1/261 decks
SP//dr
SP//dr
Ally Basic 2

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

0.1 · 1/261 decks
Uppercut
Uppercut
Event Aggression 3

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

0.1 · 1/261 decks
Web of Life and Destiny
Web of Life and Destiny
Support Basic 3

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

0.1 · 1/261 decks
Husk
Husk
Ally Justice 4

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

0.1 · 1/261 decks
Northstar
Northstar
Ally Protection 3

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

0.1 · 1/261 decks
Plan of Attack
Plan of Attack
Event Aggression 0

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

0.1 · 1/261 decks
Brother Voodoo
Brother Voodoo
Ally Protection 3

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

0.1 · 1/261 decks
Defensive Training
Defensive Training
Support Protection 1

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

0.1 · 1/261 decks
Iron Man
Iron Man
Ally Leadership 4

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

0.1 · 1/261 decks
Jump Flip
Jump Flip
Event Protection 1

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

0.1 · 1/261 decks
Keep Them Busy
Keep Them Busy
Player Side Scheme Aggression 1

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

0.1 · 1/261 decks
Manifold
Manifold
Ally Justice 3

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

0.1 · 1/261 decks
Predictable Ploy
Predictable Ploy
Event Justice 2

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

0.1 · 1/261 decks
Riposte
Riposte
Event Protection 1

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

0.1 · 1/261 decks
Warlock
Warlock
Ally Protection 3

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

0.1 · 1/261 decks
Wolfsbane
Wolfsbane
Ally Justice 3

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

0.1 · 1/261 decks
Yondu
Yondu
Ally Leadership 4

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

0.1 · 1/261 decks
Adam Warlock
Adam Warlock
Ally Leadership 3

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

0.1 · 1/261 decks
Black Knight
Black Knight
Ally Leadership 3

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

0.1 · 1/261 decks
Brute Force
Brute Force
Upgrade Aggression 1

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.

0.1 · 1/261 decks
IPAC
IPAC
Support Basic 1

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

0.1 · 1/261 decks
Vision
Vision
Ally Leadership 4

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

0.1 · 1/261 decks
Da Bomb
Da Bomb
Event Pool 6

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

0.1 · 1/261 decks
Get Behind Me!
Get Behind Me!
Event Protection 1

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

0.1 · 1/261 decks
Lead from the Front
Lead from the Front
Event Leadership 2

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

0.1 · 1/261 decks
Machine Man
Machine Man
Ally Basic 2

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

0.1 · 1/261 decks
Tempus
Tempus
Ally Aggression 2

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

0.1 · 1/261 decks
Tic-Tac-Toe
Tic-Tac-Toe
Upgrade Pool 0

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

0.1 · 1/261 decks
White Fox
White Fox
Ally Basic 3

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

0.1 · 1/261 decks
Madame Web
Madame Web
Ally Basic 3

Response: After Madame Web enters play, look at the top X cards of the encounter deck, where X is the number of Web-Warrior cards you control. You may discard 1 card looked at this way and put the rest back in any order.

0.0 · 1/261 decks