
Max 1 per deck.

Max 1 per deck.

Max 1 per deck.

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

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

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.

Response: After Mockingbird enters play, stun an enemy.

Action: Heal 2 damage from any character.

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

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

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

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

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

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.

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

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

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

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

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

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

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

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.

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

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

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

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.)

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

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

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

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

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

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

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

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.

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

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

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

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

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

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.

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

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.

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.

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

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

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.)

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

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

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

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.

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.

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.

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

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

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.

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.

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

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

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

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

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

Hero Action: Give your hero a tough status card.

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

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

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

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

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.

Action: Ready an ally.

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.

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

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.

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

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

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

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

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

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

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

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.

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

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

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

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

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.

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

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

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.

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.

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.