
Lethal Protector — Response: After you attack and defeat an enemy, remove 2 threat from a scheme.

Cybernetically Enhanced — Action: Spend 1 resource of any type → search your deck and discard pile for Cybernetic Arm and put it into play. (Shuffle.)

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.

Team-Up (Black Widow and Winter Soldier). Max 1 per deck. Hero Action (attack): Put a Preparation upgrade from your discard pile into play. Deal 4 damage to an enemy.

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.

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.

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

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

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.

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

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.

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

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

Team-Up (Captain America and Winter Soldier). Max 1 per deck. Hero Action (attack): Deal 6 damage to an enemy. Give Captain America and Winter Soldier each a tough status card.

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.

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.)

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.

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.

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

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.

Response: After Mockingbird enters play, stun an enemy.

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.

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.)

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

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

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

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 you engage a minion, discard this card → search your deck for an Attack event and add it to your hand. (Shuffle.)

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

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

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.)

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.

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.

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 ATK.

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

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.

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

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.

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

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.

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.

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

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 Action (attack): Exhaust a weapon upgrade you control → deal 5 damage to an 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 Throg enters play, give him a tough status card if you are engaged with a minion.

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

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

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

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

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.

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

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.)

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

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.)

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

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

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.

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.

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

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

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

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.

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

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.

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

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.

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.

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

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.

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.

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.

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

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

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

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

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

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

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.

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.

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).

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.

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.

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

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.

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

Play only if you are the Bucky Barnes or Sam Wilson player. Hero Action: Exhaust Captain America and spend a [physical] resource → find Captain America's Shield and add it to your hand. If it leaves play this way, deal 4 damage to an enemy.

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

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

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

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.)

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

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.

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.

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

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.

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

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.

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.

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

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

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

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

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.

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.

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.

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

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

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

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

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.

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

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

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.

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.

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

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

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.

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.

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.

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.

Action: Heal 2 damage from any character.

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

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

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.

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

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

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

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.

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.

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

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.

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.

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).

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.)

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.

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

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.

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

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

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.

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

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

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

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

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).

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

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

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

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.

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.

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

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

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. Your hero gets +1 DEF.

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 (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]).

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

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.

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

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

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.

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.

Action: Ready an ally.

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.)

Play only if your identity has the asgard trait. Action: Exhaust The Bifrost → search your deck for an asgard ally and play it (paying its cost). Shuffle your deck.

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

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.

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

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.

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 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.

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

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

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

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

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

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).

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

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

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.

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

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.

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

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.

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.

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.

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.

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

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

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

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.
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.
[star] Forced Response: After Thor makes a basic thwart, discard cards from the top of the encounter deck until you discard a minion. Put that minion into play engaged with you.

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.

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.

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

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

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).

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

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.

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

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 your hero defends, discard indomitable → ready your hero.

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

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

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

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).

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

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

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

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.

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.

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

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.)

[star] Kidpool's attacks gain piercing.

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

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.

[star] Response: After Aneka uses a basic power, resolve the "Special" ability on another Dora Milaje ally. Special: Remove 1 threat from a scheme.

[star] Response: After Ayo uses a basic power, resolve the "Special" ability on another Dora Milaje ally. Special: Deal 1 damage to an enemy.

Ignore this card's resource cost if your identity has the Wakanda trait. Action: Exhaust Dora Milaje → resolve the "Special" ability on 1 Dora Milaje ally and heal 1 damage from that ally.

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

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.

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

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

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

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.

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.

Retaliate 1.

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

Iceman enters play with 3 freeze counters on him. Response: After a minion enters play, remove 1 freeze counter from Iceman → stun that minion.

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.

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

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."

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

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.

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.

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.

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.

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.

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

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

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.

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.

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

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

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.

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.

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).

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.

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

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

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

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

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. 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 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).

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

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

Attach to a minion. Max 1 per minion. Response: After a hero defends against attached minion's attack and takes no damage, deal 4 damage to attached minion.

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.

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

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.

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.

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.

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

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.

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.

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

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 defends against an attack, move 1 damage from him to the attacking enemy.

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

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.

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

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

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 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 change form, discard this card → ready your hero.

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

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

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.

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.

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

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

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

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.

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

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

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).

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 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.

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

Victory 0. Each identity gets +2 hand size.

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

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.

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

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

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

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.

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

Interrupt: When Marvel Boy attacks, spend a [physics] resource → this attack gains piercing and ranged
Attach to a non-Elite minion. Max 1 per minion. Interrupt: When a friendly character attacks, deal 1 damage to attached minion.

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.

[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.

When Defeated: Defeat a non-ELITE minion.

[star] Response: After Okoye uses a basic power, resolve the "Special" ability on another Dora Milaje ally. Special: Choose a Wakanda hero or ally. They get +1 THW and +1 ATK until the end of the phase.

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

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

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 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.

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

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

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

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

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

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

Play only if your identity has the champion trait. Hero Response: After The Locust enters play, add 1 Aggression (red) event from your discard pile to your hand.

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

Hero Interrupt (defense): When your hero defends against an attack, use its ATK instead of its DEF for this attack.

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

Response: After Dazzler enters play, confuse an enemy.

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

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

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.

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.

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.

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

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

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).

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

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

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.

[star] Response: After Banshee thwarts, confuse a minion.

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

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.

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.

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

Play only if your identity has the guardian trait. Response: After Groot defends against an attack, heal 2 damage from him.

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.

Reduce the cost to play Martinex by 1 if your identity has the Guardian trait.

Response: After you play Sunspot from your hand, choose a player → deal 1 damage to the villain and each minion engaged with the chosen player for each [energy] resource used to pay for Sunspot.
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.

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

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.)

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

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

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.

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

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.

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

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

Linked (Captain America upgrade). Restricted. Your hero gets +1 DEF and gains retaliate 1.

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

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

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

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).

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

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

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

Play only if your identity has the Genius trait. Max 1 per player. Resource: Exhaust Ingenuity → generate a [mental] resource.

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.
Alter-ego form only. Action: Discard Recruitment Drive and choose a player → reduce the resource cost of the next ally that player plays this phase to 0.

Hero Action (attack): Deal 7 damage to an enemy with an upgrade attached.

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

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

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.

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

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.

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

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.

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.

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.)

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.

Interrupt: When Starhawk takes damage exactly equal to his remaining hit points, return him to 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 you play Beak from your hand, remove 1 threat from a scheme for each X-Men ally you control.

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

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

Response: After Polaris enters play, give an X-MEN character a tough status card.

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.

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

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

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.

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.

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.

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.

Response: After you play Spectrum, tuck 1 card used to pay for her under her. If that card's printed resource has: [mental] – Spectrum gets +2 THW. [physical] – Spectrum gets +2 ATK. [energy] – Spectrum gets +2 hit points. [wild] – All of the above.
[star] Namora gets +1 hit point for each other ally you control.