
Sync Ratio — Resource: Exhaust an Interface upgrade you control → generate that upgrade's resources.

Psychogenetic Compatibility — Setup: Put SP//dr Suit into play, Inactive side faceup. Maintenance — Alter-Ego Action: Exhaust SP//dr Suit → draw 2 cards.

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.

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.

Play only if your identity has at least 14 printed hit points. Hero Action: Ready your hero.

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.)

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.

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

Play only if your identity has at least 14 printed hit points. Your identity gains steady.

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.

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

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.

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

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

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

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.

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

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

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

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.

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

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.

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

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.

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.

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.

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

Interrupt: When you would reveal an encounter card, deal 1 damage to a Web-Warrior character you control → if that card is a treachery, cancel its "When Revealed" effects and discard Spider-Tingle.

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

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.

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

Play only if you control a Web-Warrior card. Interrupt: When you would reveal an encounter card, name a card type, then look at that card. If that card is of the named type, deal 1 damage to Scarlet Spider and draw 1 card.

Play only if you control a Web-Warrior card. [star] Forced Response: After Spider-Ham attacks or thwarts, discard the top card of the encounter deck. For each boost icon ([boost]) discarded this way, deal 1 damage to Spider-Ham.

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.)

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.

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.

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.

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).

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

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

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

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

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

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.)

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.

Action: Heal 2 damage from any character.

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

Requirement ([mental]). Hero Action: Deal 1 damage to a Web-Warrior character you control → place a total of 2 confused status cards on up to 2 enemies.

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

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

Action: Ready an ally.

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

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.

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.

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

Hero Action: Deal 1 damage to a Web-Warrior character you control → place a total of 2 stun status cards on up to 2 enemies.

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

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.

[star] Response: After Lady Spider thwarts and removes threat from a scheme, if you control another Web-Warrior card, remove an equal amount of threat from a different scheme.

X is equal to the number of facedown cards attached to Spider-Man Noir. Response: After you resolve a treachery, if you control another Web-Warrior card, attach that treachery facedown here (to a maximum of 3).

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.

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

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

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.

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

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.

Attach to a character with "Spider" in its title. Max 1 per character. Attached character gains the Web-Warrior trait. Response: After a Web-Warrior ally leaves play, attached character gets +1 ATK until the end of the phase.

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

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.

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

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

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.

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.

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

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

Hero Interrupt (defense): When 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.

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

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

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

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

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

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

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.

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

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

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

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

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

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).

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

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

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

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.

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

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.

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.

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.

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

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.

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.
Hero Interrupt: When an ally uses a basic power, exhaust your hero → add your hero's matching power to that ally's power for this use. That ally does not take consequential damage for this use.

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

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

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.

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

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

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

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.

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

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.

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

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

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.

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

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

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

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

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

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

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

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

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

Interrupt: When another Web-Warrior character would take any amount of damage, Scarlet Spider takes that damage instead.

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.

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.

Victory 0. Each identity gets +2 hand size.

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.

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.

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.)

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

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

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).

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.

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.

Response: After Mockingbird enters play, stun an enemy.

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

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

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

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.

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.

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

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

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

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

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.

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

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

Interrupt: When an ally is defeated by an enemy attack, return it to its owner's hand instead of discarding it. Forced Interrupt: When the round ends, discard this card.

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.

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

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

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

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

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

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.

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

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.

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

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.

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

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.

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

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

Interrupt: When Major Victory is defeated, choose a friendly Guardian character → ready that character.

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.

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

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

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.

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

Response: After 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.

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

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

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.

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]).

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.

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

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.

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

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

Attach to an Avenger ally. Max 1 per ally. Attached ally gains Aerial. Action: Exhaust Sky Cycle → ready attached ally.
Play under any player's control. Max 1 per player. You get +3 hit points and your hero gets +1 THW.

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

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

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.)

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

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

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

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

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

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.

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

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

Play only if you have the Avenger trait. Response: After Yellow Jacket enters play, search the top 5 cards of your deck for an upgrade and add it to your hand.

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

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

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

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

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

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

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

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

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

Uses (3 alert counters). Interrupt: When a friendly character would take any amount of damage while defending, remove 1 alert counter from here → prevent 1 of that damage and remove 1 threat from a scheme.

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

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

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.

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.

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

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

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.

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.

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

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.

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.

Action: Ready a friendly Android character and heal 1 damage from it.

Play only if you have the Mystic trait. You get +1 hand size while in hero form.

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

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

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

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

Reduce the cost to play Git Gud by 2 if you did not win your previous game of Marvel Champions. Forced Interrupt: When a player would be defeated, they set their hit point dial to 1 and change to alter-ego form instead. Remove this card from the game.

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.

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

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

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.

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.

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.

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.

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

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.

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.

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

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

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

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

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

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

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.

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

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

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

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

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

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.

Attach to a minion. Max 1 per minion. Each ally takes -1 consequential damage ([cost]) when attacking attached minion.

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.

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.

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

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.

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.

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

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

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.

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

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

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

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.

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.

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.

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.

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

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

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

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

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

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.

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

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

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

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

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.

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.

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

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.

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

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.

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

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

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

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

Hero Action: 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.

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).

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

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

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.

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

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

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.

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.

[star] Kidpool's attacks gain piercing.

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

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

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

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

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.

Play under any player's control. Max 1 per player. While your hero's remaining hit points are less than half your hero's starting hit points, your hero gets +1 ATK and -1 THW.

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

Response: After 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.

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.

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.)

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

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

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

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

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

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.

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.

Response: After Dazzler enters play, confuse an enemy.

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.

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

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).

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.

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

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.

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

Attach to a non-permanent side scheme. Limit 1 per side scheme. Attached scheme gains assault. (Basic thwarts against this scheme use ATK instead of THW.)

Attach to a non-permanent side scheme. Max 1 per side scheme. Response: After a hero defends against an attack, remove 1 threat from attached scheme (2 threat instead if that hero took no damage from that attack).

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.

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

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

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

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

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.

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

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

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

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.

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.

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

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

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

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.

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.

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

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).

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

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.

Alliance. Max 1 per deck. Alter-Ego Action: Take a group break. Leave the table. Read a comic book. When you come back to the game, heal 1 damage from each identity for every minute you were away from the game.

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

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

[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.

When Defeated: Defeat a non-ELITE minion.

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

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

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

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.

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.

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

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

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

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

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.

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

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

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

Play only if your identity has the asgard trait. Action: Heal 2 damage from your identity. You may discard a status card from your identity.

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.

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

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.)

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

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

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.)

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

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

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).

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

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

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).

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.

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.

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

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

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.

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Remove 2 threat from the main scheme and remove this card from the game. This effect cannot be canceled.

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

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

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

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.

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

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

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

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

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

Resource: Discard Resourceful → generate a [wild] resource.

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

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

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

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

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

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

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.

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

Response: After Snowguard enters play, place up to 3 shift counters here. While the shift counters here are equal to (X), she gets: (1) +3 ATK and her attacks gain overkill. (2) +3 THW and gains the Aerial trait. (3) +5 hit points and gains retaliate 1.

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

Max 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.

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).

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