
Max 1 per deck.

Max 1 per deck.

Max 1 per deck.

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

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.

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.

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

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.)

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

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

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

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.

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 Justice (yellow) card.

Response: After Daredevil thwarts, deal 1 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.

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

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

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

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

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

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

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.

Action: Ready an ally.

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

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

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

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

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

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

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

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.)

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

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

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

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

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.

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

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

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

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.)

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

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.

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 5 damage to an enemy.

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

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

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

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

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.

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

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

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

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

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

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

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.

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.

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.

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

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

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

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

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

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

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.

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.

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.

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.

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

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

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

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 a boost card is turned faceup, discard Target Acquired → cancel that card's boost ability.

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: Give your hero a tough status 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.

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.

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

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.

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.

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.

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

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

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

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.

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

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.