Wonder Man
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Wonder Man

Simon Williams

12 HP5 Hand Size127 Decks Analyzed
Wonder Man
Wonder Man
Simon Williams
Simon Williams

★ Exclusive Cards

Cards played most by this hero compared to all others.

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Quincarrier
Quincarrier
Support Basic 3 Declining

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

51.7 · 66/127 decks ↑ +0.8%
Bombs Away
Bombs Away
Event Aggression 2 Staple

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

36.6 · 46/127 decks ↓ -0.6%
Avengers Mansion
Avengers Mansion
Support Basic 4 Declining

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

29.0 · 38/127 decks ↓ -0.5%
Yaw and Roll
Yaw and Roll
Event Justice 1 Staple

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

25.5 · 32/127 decks ↑ +1.2%
Nick Fury
Nick Fury
Ally Basic 4 Declining

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.

20.8 · 25/127 decks ↑ +1.3%
Deft Focus
Deft Focus
Upgrade Basic 1 Staple

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

20.6 · 27/127 decks
Build Support
Build Support
Player Side Scheme Basic 1 Staple

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.)

18.8 · 24/127 decks ↑ +1.4%
Combat Training
Combat Training
Upgrade Aggression 2 Staple

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

18.6 · 23/127 decks ↑ +1.4%
Helicarrier
Helicarrier
Support Basic 3 Declining

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.

18.5 · 26/127 decks
Yellow Jacket
Yellow Jacket
Ally Basic 3 Recent

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.

18.1 · 25/127 decks
Iron Lad
Iron Lad
Ally Basic 2 Recent

Interrupt: When Iron Lad uses a basic power, exhaust another Avenger ally you control → add that ally's matching power to Iron Lad's power for this use.

16.7 · 23/127 decks
Earth's Mightiest Heroes
Earth's Mightiest Heroes
Event Basic 0 Declining

Hero Action: Exhaust an avenger character you control → ready another avenger character you control.

16.6 · 21/127 decks
E
Everywhere All at Once
Event Justice -1 Recent

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

16.2 · 68/127 decks
Aggressive Conditioning
Aggressive Conditioning
Upgrade Aggression 3 Recent

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

15.5 · 21/127 decks ↑ +1.4%
Endurance
Endurance
Upgrade Basic 1 Declining

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

15.5 · 18/127 decks
Wasp
Wasp
Ally Aggression 0 Hype

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 resource you overpaid for Wasp's cost.

14.8 · 17/127 decks ↑ +1.4%
Skilled Investigator
Skilled Investigator
Upgrade Justice 0 Staple

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

13.8 · 16/127 decks
Superpower Training
Superpower Training
Player Side Scheme Basic 1 Staple

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

13.5 · 19/127 decks
Ever Vigilant
Ever Vigilant
Event Protection 2 Staple

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

13.3 · 17/127 decks
Turn the Tide
Turn the Tide
Event Justice 0 Declining

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

12.8 · 17/127 decks
Heroic Intuition
Heroic Intuition
Upgrade Justice 2 Declining

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

12.7 · 15/127 decks
U
Unified Strike
Event Leadership 0 Recent

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.

12.6 · 56/127 decks
Professor X
Professor X
Ally Basic 3 Staple

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.

12.6 · 15/127 decks ↑ +1.5%
Soaring Acrobatics
Soaring Acrobatics
Upgrade Basic 2 Staple

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

12.3 · 13/127 decks ↑ +1.5%
Specialized Training
Specialized Training
Player Side Scheme Basic 1 Staple

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.

12.1 · 14/127 decks ↑ +1.5%
Thor
Thor
Ally Aggression 4 Staple

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 resource).

12.1 · 14/127 decks ↑ +1.5%
Quick Strike
Quick Strike
Event Aggression 2 Staple

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

11.9 · 14/127 decks ↑ +1.5%
Two-Gun Kid
Two-Gun Kid
Ally Aggression 3 Recent

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

11.9 · 15/127 decks ↑ +1.5%
Defiance
Defiance
Event Protection 0 Declining

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

11.8 · 15/127 decks
Morale Boost
Morale Boost
Event Leadership 1 Hype

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

11.4 · 15/127 decks
Brute Force
Brute Force
Upgrade Aggression 1 Declining

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.

11.1 · 13/127 decks ↑ +1.5%
Aerial Intervention
Aerial Intervention
Event Protection 0 Staple

Interrupt: When a character would take any amount of damage from an attack, exhaust an AERIAL character you control → prevent up to 3 of that damage.

10.8 · 15/127 decks
Sunspot
Sunspot
Ally Leadership 3 Staple

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 resource used to pay for Sunspot.

10.6 · 15/127 decks
Mockingbird
Mockingbird
Ally Basic 3 Hype

Response: After Mockingbird enters play, stun an enemy.

10.4 · 10/127 decks ↑ +1.5%
Cannonball
Cannonball
Ally Basic 3 Staple

Interrupt: When Cannonball would take any amount of consequential damage, reduce that amount by X, where X is the number of AERIAL cards in your hand.

10.1 · 13/127 decks
Avengers Tower
Avengers Tower
Support Basic 2 Declining

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.

9.7 · 11/127 decks
The Triskelion
The Triskelion
Support Leadership 1 Declining

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

9.6 · 12/127 decks
Call for Backup
Call for Backup
Player Side Scheme Leadership 1 Staple

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

9.1 · 12/127 decks
Clarity of Purpose
Clarity of Purpose
Upgrade Leadership 1 Staple

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

9.1 · 12/127 decks
Face the Past
Face the Past
Event Basic 0 Staple

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.

9.0 · 12/127 decks
Vivian
Vivian
Ally Basic 2 Staple

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).

8.9 · 12/127 decks
Under Surveillance
Under Surveillance
Upgrade Justice 2 Declining

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

8.9 · 11/127 decks
Enhanced Reflexes
Enhanced Reflexes
Upgrade Basic 2 Hype

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

8.8 · 12/127 decks
Spoiling for a Fight
Spoiling for a Fight
Event Aggression 0 Recent

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

8.6 · 11/127 decks
Captain Marvel
Captain Marvel
Ally Leadership 5 Declining

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

8.4 · 12/127 decks
The Power of Aggression
The Power of Aggression
Resource Aggression Declining

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

8.3 · 11/127 decks
For Justice!
For Justice!
Event Justice 2 Hype

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

8.0 · 8/127 decks
S
Stronger Together
Event Protection 0 Recent

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

7.9 · 20/127 decks
Maria Hill
Maria Hill
Ally Leadership 2 Hype

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

7.8 · 9/127 decks
Sunfire
Sunfire
Ally Aggression 2 Staple

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

7.8 · 8/127 decks ↑ +1.6%
F
Firebird
Ally Justice 2 Recent

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

7.7 · 23/127 decks
Kaluu
Kaluu
Ally Leadership 2 Staple

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.

7.4 · 10/127 decks
H
Heroic Conditioning
Upgrade Justice 3 Recent

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

7.3 · 25/127 decks
Ant-Man
Ant-Man
Ally Leadership 0 Hype

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.

7.2 · 9/127 decks
Cloud 9
Cloud 9
Ally Leadership 3 Staple

Hero Action: Exhaust Cloud 9 → choose a player. Until the end of the phase, each Aerial character that player controls gets +1 THW.

7.2 · 10/127 decks
Team-Building Exercise
Team-Building Exercise
Support Basic 2 Staple

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.

7.2 · 9/127 decks
Aero
Aero
Ally Leadership 3 Recent

Hero Action: Exhaust Aero → choose a player. Until the end of the phase, each Aerial character that player controls gets +1 ATK.

7.1 · 10/127 decks
The Power of Justice
The Power of Justice
Resource Justice Declining

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

7.0 · 8/127 decks
Hawkeye
Hawkeye
Ally Leadership 3 Hype

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.

6.8 · 8/127 decks
Lead from the Front
Lead from the Front
Event Leadership 2 Hype

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

6.8 · 9/127 decks
Hulk
Hulk
Ally Aggression 2 Hype

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

6.7 · 9/127 decks
Falcon
Falcon
Ally Leadership 4 Hype

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.

6.6 · 9/127 decks
S
Swordsman
Ally Basic 4 Recent

Swordsman's basic attacks gain piercing. Hero Response: After a boost card is turned faceup during an undefended attack, declare Swordsman as the defender without exhausting him.

6.5 · 14/127 decks
Teamwork
Teamwork
Event Leadership 0 Hype

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.

6.4 · 9/127 decks
Adam Warlock
Adam Warlock
Ally Leadership 3 Declining

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

6.2 · 9/127 decks
H
Hawkeye
Ally Justice 3 Recent

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.

6.1 · 13/127 decks
Desperate Defense
Desperate Defense
Event Protection 1 Declining

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.

6.0 · 7/127 decks
Lay the Trap
Lay the Trap
Player Side Scheme Justice 1 Staple

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

6.0 · 8/127 decks
Children of the Atom
Children of the Atom
Support Basic 1 Staple

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

5.9 · 8/127 decks
Gunboat Diplomacy
Gunboat Diplomacy
Event Justice 1 Staple

Alliance. Hero Action (attack/thwart): Exhaust an X-Force character and an X-Men character → remove X threat from among schemes in play and deal X damage among enemies in play, where X is the combined THW of the two exhausted characters.

5.9 · 8/127 decks
Boot Camp
Boot Camp
Support Aggression 3 Staple

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

5.7 · 8/127 decks
White Tiger
White Tiger
Ally Leadership 3 Staple

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.

5.7 · 7/127 decks
Push Ahead
Push Ahead
Event Leadership 3 Declining

Requirement (). (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.

5.7 · 8/127 decks
"You'll Pay for That!"
"You'll Pay for That!"
Event Aggression 1 Hype

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).

5.4 · 7/127 decks
Preemptive Strike
Preemptive Strike
Event Protection 1 Hype

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

5.4 · 7/127 decks
Cuts Both Ways
Cuts Both Ways
Event Protection 0 Recent

Hero Interrupt (defense): When an enemy attacks, you gain retaliate 1 until the end of the phase.

5.3 · 6/127 decks
Leading Blow
Leading Blow
Event Protection 0 Declining

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.

5.3 · 6/127 decks
Blade
Blade
Ally Basic 1 Staple

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

5.2 · 7/127 decks
Gambit
Gambit
Ally Basic 3 Staple

X is the number of boost icons () 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.

5.2 · 7/127 decks
Kid Omega
Kid Omega
Ally Leadership 2 Staple

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

5.2 · 7/127 decks
Stinger
Stinger
Ally Leadership 1 Hype

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

5.2 · 6/127 decks
Vision
Vision
Ally Leadership 4 Hype

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

5.1 · 6/127 decks
Flight Squadron
Flight Squadron
Support Leadership 2 Recent

Play only if your identity has the Aerial trait. Max 1 TEAM card per player. If each of your allies has the Aerial trait, increase your ally limit by 1 and this card gains: "Response: After you play an Aerial card, exhaust this card → ready an ally you control."

5.1 · 7/127 decks
Inspired
Inspired
Upgrade Leadership 1 Declining

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

5.0 · 6/127 decks
"Bring It!"
"Bring It!"
Event Aggression 0 Staple

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

4.9 · 7/127 decks
Foiled!
Foiled!
Event Justice 0 Hype

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

4.7 · 6/127 decks
Banshee
Banshee
Ally Justice 4 Declining

Response: After Banshee thwarts, confuse a minion.

4.6 · 6/127 decks
Even the Odds
Even the Odds
Event Justice 2 Staple

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

4.6 · 6/127 decks
Polaris
Polaris
Ally Protection 3 Staple

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

4.6 · 6/127 decks
Psylocke
Psylocke
Ally Aggression 4 Staple

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

4.6 · 4/127 decks ↑ +1.6%
Rogue
Rogue
Ally Protection 4 Staple

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.)

4.5 · 6/127 decks
Utopia
Utopia
Support Basic 2 Staple

If each of your allies has the X-MEN trait, increase your ally limit by 1. Response: After an X-MEN ally enters play, exhaust Utopia → ready an X-MEN character.

4.5 · 6/127 decks
Down Time
Down Time
Upgrade Basic 1 Declining

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

4.5 · 6/127 decks
Nova
Nova
Ally Protection 4 Hype

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

4.5 · 6/127 decks
Avengers Assemble!
Avengers Assemble!
Event Leadership 4 Hype

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.

4.4 · 5/127 decks
Fluid Motion
Fluid Motion
Upgrade Aggression 1 Staple

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.)

4.4 · 6/127 decks
Beast
Beast
Ally Leadership 4 Staple

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

4.4 · 6/127 decks
Smash the Problem
Smash the Problem
Event Aggression 1 Staple

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

4.3 · 6/127 decks
Jump Flip
Jump Flip
Event Protection 1 Declining

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

4.3 · 5/127 decks
Mighty Avengers
Mighty Avengers
Support Leadership 3 Staple

Play under any player's control. Max 1 Team per player. If each of your characters has the Avenger trait, each ally you control gets +1 THW and +1 ATK.

4.2 · 5/127 decks
S
Sentry
Ally Justice 3 Recent

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

4.2 · 18/127 decks
S
Scarlet Witch
Ally Justice 2 Recent

Forced Response: After you play Scarlet Witch, discard the top card of the encounter deck. If it is a treachery card, resolve its "When Revealed" ability.

4.2 · 10/127 decks
Sense of Justice
Sense of Justice
Upgrade Justice 2 Declining

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

4.2 · 5/127 decks
Crew Quarters
Crew Quarters
Support Basic 1 Declining

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

4.1 · 5/127 decks
C
Cameo
Support Leadership Recent

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.

4.1 · 10/127 decks
Go All Out
Go All Out
Event Leadership 2 Declining

Requirement (). (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.

4.1 · 6/127 decks
Make the Call
Make the Call
Event Leadership 0 Declining

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

4.1 · 5/127 decks
Quasar
Quasar
Ally Justice 3 Declining

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

4.0 · 5/127 decks
One by One
One by One
Event Aggression 1 Staple

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

3.9 · 5/127 decks
Ironheart
Ironheart
Ally Basic 2 Declining

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

3.9 · 5/127 decks
Mutant Mayhem
Mutant Mayhem
Event Leadership 3 Declining

Alliance. Hero Action: Choose an X-Force ally and an X-Men ally and return them to their owners' hands → those players play those allies, ignoring their resource costs.

3.9 · 5/127 decks
Moment of Triumph
Moment of Triumph
Event Aggression 0 Declining

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.

3.9 · 5/127 decks
Clear the Area
Clear the Area
Event Justice 1 Declining

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

3.8 · 4/127 decks
Ready for a Fight
Ready for a Fight
Upgrade Protection 1 Recent

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

3.8 · 5/127 decks
Wiccan
Wiccan
Ally Justice 2 Declining

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.

3.8 · 4/127 decks
Relentless Assault
Relentless Assault
Event Aggression 2 Hype

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

3.7 · 4/127 decks
Excelsior
Excelsior
Upgrade Protection 1 Recent

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

3.6 · 5/127 decks
Rapid Response
Rapid Response
Upgrade Leadership 2 Declining

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.

3.6 · 4/127 decks
Subdue
Subdue
Event Protection 1 Declining

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

3.5 · 5/127 decks
Chance Encounter
Chance Encounter
Upgrade Justice 0 Staple

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

3.5 · 4/127 decks
Giant-Man
Giant-Man
Ally Leadership 5 Hype

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

3.5 · 4/127 decks
Call for Aid
Call for Aid
Event Leadership 0 Declining

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

3.5 · 4/127 decks
Change of Fortune
Change of Fortune
Upgrade Protection 1 Staple

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.

3.5 · 4/127 decks
Side-by-Side
Side-by-Side
Event Leadership 2 Staple

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.

3.5 · 4/127 decks
Sidekick
Sidekick
Upgrade Leadership 1 Staple

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

3.5 · 4/127 decks
Hugin & Munin
Hugin & Munin
Ally Leadership 2 Recent

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 ( and ) in that minion's boost area.

3.5 · 5/127 decks
J
Jarvis
Support Basic 2 Recent

Response: After an Avenger hero changes into alter-ego form, exhaust Jarvis → choose: • That identity gets +2 REC until the end of the phase. • Discard a status card from that identity.

3.4 · 18/127 decks
Energy Shield
Energy Shield
Upgrade Protection 0 Recent

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

3.4 · 4/127 decks
Sonic Rifle
Sonic Rifle
Upgrade Justice 3 Declining

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).

3.3 · 5/127 decks
A
Avengers Compound
Support Basic 0 Recent

Play only if your identity has the Avenger trait. Max 1 per deck. Action: Exhaust Avengers Compound → choose: tuck 1 ally from your hand here if there is no ally tucked here, or play the ally tucked here as if it were in your hand.

3.3 · 16/127 decks
Captain America
Captain America
Ally Leadership 6 Declining

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

3.2 · 4/127 decks
Practiced Plan
Practiced Plan
Upgrade Basic 0 Staple

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.

3.2 · 4/127 decks
Reinforced Suit
Reinforced Suit
Upgrade Leadership 1 Declining

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

3.2 · 4/127 decks
Manifold
Manifold
Ally Justice 3 Recent

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.

3.2 · 4/127 decks
Slingshot
Slingshot
Ally Leadership 3 Staple

Action: Spend a 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.

3.1 · 4/127 decks
E
Evaluate Threat
Player Side Scheme Basic 1 Recent

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.

3.1 · 14/127 decks
Beak
Beak
Ally Basic 2 Declining

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

3.0 · 4/127 decks
Defensive Conditioning
Defensive Conditioning
Upgrade Protection 2 Recent

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

3.0 · 5/127 decks
Command Team
Command Team
Support Leadership 2 Staple

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

3.0 · 4/127 decks
Snowguard
Snowguard
Ally Basic 4 Declining

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.

3.0 · 4/127 decks
Patriot
Patriot
Ally Protection 3 Recent

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

2.9 · 5/127 decks
Sentry
Sentry
Ally Aggression 4 Hype

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

2.9 · 4/127 decks
Honorary Avenger
Honorary Avenger
Upgrade Basic 0 Hype

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.

2.9 · 4/127 decks
Interrogation Room
Interrogation Room
Support Justice 1 Hype

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

2.9 · 3/127 decks
Cypher
Cypher
Ally Justice 2 Staple

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

2.9 · 3/127 decks
Dust
Dust
Ally Aggression 3 Hype

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

2.8 · 4/127 decks
Overwatch
Overwatch
Upgrade Justice 0 Staple

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.

2.8 · 4/127 decks
Sky Cycle
Sky Cycle
Upgrade Leadership 1 Declining

Attach to an Avenger ally. Max 1 per ally. Attached ally gains Aerial. Action: Exhaust Sky Cycle → ready attached ally.

2.8 · 4/127 decks
True Grit
True Grit
Event Protection 1 Declining

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

2.8 · 3/127 decks
Brother Voodoo
Brother Voodoo
Ally Protection 3 Declining

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.

2.7 · 4/127 decks
Dazzler
Dazzler
Ally Justice 4 Staple

Response: After Dazzler enters play, confuse an enemy.

2.6 · 4/127 decks
Innovation
Innovation
Resource Leadership Staple

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

2.6 · 3/127 decks
Eros
Eros
Ally Justice 2 Declining

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

2.6 · 3/127 decks
Band Together
Band Together
Resource Leadership Declining

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

2.6 · 3/127 decks
What Doesn't Kill Me
What Doesn't Kill Me
Event Protection 2 Staple

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

2.5 · 3/127 decks
Inspiring Presence
Inspiring Presence
Event Leadership 1 Hype

Play only if your identity has the Avenger trait. Hero Action: Heal 1 damage from an ally and ready it.

2.4 · 3/127 decks
Warpath
Warpath
Ally Protection 4 Staple

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

2.4 · 3/127 decks
Into the Fray
Into the Fray
Event Aggression 3 Declining

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.

2.4 · 3/127 decks
One Way or Another
One Way or Another
Event Justice 0 Staple

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).

2.4 · 3/127 decks
Colossus
Colossus
Ally Basic 4 Staple

Reduce the cost to play Colossus by 1 if your identity has the MUTANT or X-MEN trait. Toughness.

2.4 · 3/127 decks
Starhawk
Starhawk
Ally Protection 2 Declining

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

2.4 · 3/127 decks
"I Got This"
"I Got This"
Event Pool 1 Hype

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

2.3 · 3/127 decks
Bob, Agent of Hydra
Bob, Agent of Hydra
Ally Pool 2 Hype

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

2.3 · 3/127 decks
Hall of Heroes
Hall of Heroes
Support Aggression 2 Declining

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.

2.3 · 3/127 decks
Self Preservation
Self Preservation
Resource Pool Declining

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).

2.3 · 3/127 decks
United We Stand
United We Stand
Event Leadership 0 Declining

Play only if your identity has the Avenger trait. Hero Action: Heal 1 damage from up to X friendly characters (to a maximum of 3 characters), where X is equal to the villain's stage number.

2.3 · 3/127 decks
The Power of Leadership
The Power of Leadership
Resource Leadership Declining

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

2.3 · 3/127 decks
Enraged
Enraged
Upgrade Aggression 1 Hype

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

2.3 · 3/127 decks
Pitchback
Pitchback
Event Aggression 1 Staple

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

2.3 · 3/127 decks
Spider-Girl
Spider-Girl
Ally Aggression 2 Hype

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

2.3 · 3/127 decks
Counter-Punch
Counter-Punch
Event Protection 0 Hype

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

2.2 · 3/127 decks
She-Hulk
She-Hulk
Ally Aggression 4 Hype

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

2.2 · 3/127 decks
Upside the Head
Upside the Head
Event Justice 1 Staple

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

2.2 · 2/127 decks
Deadpool
Deadpool
Ally Basic 3 Declining

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

2.2 · 3/127 decks
Live Dangerously
Live Dangerously
Player Side Scheme Pool 0 Declining

Victory 0. Each identity gets +2 hand size.

2.2 · 3/127 decks
Quake
Quake
Ally Justice 2 Hype

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

2.2 · 3/127 decks
Angela
Angela
Ally Aggression 0 Declining

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.

2.1 · 3/127 decks
As One!
As One!
Event Aggression 2 Hype

Alliance. Hero Action (attack): Exhaust an avenger character and a guardian character → deal X damage to an enemy, where X is the combined ATK of those characters. This attack gains overkill.

2.1 · 3/127 decks
Energy Spear
Energy Spear
Upgrade Aggression 1 Declining

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

2.1 · 3/127 decks
War Machine
War Machine
Ally Basic 4 Declining

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

2.1 · 3/127 decks
Armored Vest
Armored Vest
Upgrade Protection 1 Staple

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

2.1 · 3/127 decks
Hidden Base
Hidden Base
Support Protection 2 Recent

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.

2.1 · 3/127 decks
Haymaker
Haymaker
Event Basic 2 Hype

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

2.1 · 2/127 decks
Suit Up
Suit Up
Event Leadership 2 Staple

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.)

2.1 · 2/127 decks
Repurpose
Repurpose
Event Protection 0 Staple

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.

2.1 · 3/127 decks
Blood Rage
Blood Rage
Upgrade Aggression 1 Staple

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

2.0 · 3/127 decks
Sidearm
Sidearm
Upgrade Basic 1 Staple

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

2.0 · 3/127 decks
Team Training
Team Training
Support Leadership 2 Staple

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

2.0 · 3/127 decks
"Come Get Me, Bub!"
"Come Get Me, Bub!"
Event Protection 0 Staple

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.

2.0 · 3/127 decks
Hope Summers
Hope Summers
Ally Basic 4 Staple

Hope Summers gains each TRAIT on your identity. Response: After you play Hope Summers from your hand, search your deck for a SUPERPOWER card and add it to your hand. (Shuffle.)

2.0 · 3/127 decks
Break Time
Break Time
Event Pool 3 Declining

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.

2.0 · 3/127 decks
Symbiote Suit
Symbiote Suit
Upgrade Basic 4 Staple

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

2.0 · 3/127 decks
Valkyrie
Valkyrie
Ally Aggression 3 Hype

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

1.9 · 3/127 decks
D
Disarming Defense
Event Protection 1 Recent

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, discard an attachment on the attacking enemy with the text "Hero Action" or "Hero Response".

1.9 · 7/127 decks
Riposte
Riposte
Event Protection 1 Staple

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.

1.9 · 2/127 decks
Side Step
Side Step
Event Protection 1 Hype

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

1.9 · 2/127 decks
Victor Mancha
Victor Mancha
Ally Protection 2 Hype

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

1.9 · 2/127 decks
Crisis Averted
Crisis Averted
Event Justice 3 Declining

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

1.9 · 2/127 decks
Making an Entrance
Making an Entrance
Event Justice 1 Declining

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.

1.9 · 2/127 decks
Hand Cannon
Hand Cannon
Upgrade Aggression 2 Declining

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.

1.9 · 2/127 decks
White Fox
White Fox
Ally Basic 3 Declining

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

1.8 · 2/127 decks
Spectrum
Spectrum
Ally Leadership 5 Recent

Response: After you play Spectrum, tuck 1 card used to pay for her under her. If that card's printed resource has: – Spectrum gets +2 THW. – Spectrum gets +2 ATK. – Spectrum gets +2 hit points. – All of the above.

1.8 · 2/127 decks
Mass Attack
Mass Attack
Event Leadership 3 Hype

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.

1.7 · 2/127 decks
Air Supremacy
Air Supremacy
Event Leadership 2 Staple

Hero Action: Choose up to X enemies, where X is equal to the number of aerial characters you control → deal 3 damage to each chosen enemy.

1.7 · 2/127 decks
Siryn
Siryn
Ally Protection 4 Staple

Response: After Siryn attacks, stun a minion.

1.7 · 2/127 decks
Dogpool
Dogpool
Ally Pool 3 Hype

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

1.7 · 2/127 decks
Laser Swords
Laser Swords
Upgrade Pool 3 Declining

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

1.7 · 2/127 decks
Squirrel Girl
Squirrel Girl
Ally Leadership 2 Hype

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

1.6 · 2/127 decks
Muster Courage
Muster Courage
Event Protection 3 Hype

Play only if your identity has the Avenger trait. Hero Action: Give up to X friendly characters a tough status card (to a maximum of 3 characters), where X is equal to the villain's stage number.

1.6 · 2/127 decks
Tigra
Tigra
Ally Aggression 3 Hype

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

1.6 · 2/127 decks
Cutupper
Cutupper
Event Pool 3 Declining

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

1.5 · 2/127 decks
Legion
Legion
Ally Basic 3 Declining

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

1.5 · 2/127 decks
Wolverine
Wolverine
Ally Aggression 4 Staple

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

1.5 · 2/127 decks
Rockslide
Rockslide
Ally Protection 4 Declining

Retaliate 1.

1.5 · 2/127 decks
Game Time
Game Time
Event Basic 0 Staple

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

1.5 · 2/127 decks
The Night Nurse
The Night Nurse
Support Protection 1 Declining

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.

1.5 · 2/127 decks
Joining Forces
Joining Forces
Event Leadership 4 Declining

Alliance. (The players can pay this card's costs as a group.) Hero Action: As a group, the players put a total of 1 Avenger ally and 1 Guardian ally into play from their hand(s).

1.5 · 2/127 decks
Marvel Boy
Marvel Boy
Ally Aggression 2 Hype

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

1.5 · 2/127 decks
Test the Defense
Test the Defense
Upgrade Aggression 1 Staple

Max 1 per player. Response: After you play an ATTACK event, place 1 test counter here. If there are 5 test counters here, discard this card to deal 5 damage to an enemy.

1.5 · 2/127 decks
Healing Factor
Healing Factor
Upgrade Pool 3 Declining

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

1.5 · 2/127 decks
Kidpool
Kidpool
Ally Pool 3 Hype

Kidpool's attacks gain piercing.

1.5 · 2/127 decks
Lady Deadpool
Lady Deadpool
Ally Pool 4 Hype

When Defeated: Defeat a non-ELITE minion.

1.5 · 2/127 decks
Negasonic Teenage Warhead
Negasonic Teenage Warhead
Ally Pool 4 Hype

Interrupt: When a treachery is revealed, deal 2 damage to Negasonic Teenage Warhead → cancel that treachery's "When Revealed" effects.

1.5 · 2/127 decks
Northstar
Northstar
Ally Protection 3 Staple

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

1.5 · 2/127 decks
Pandapool
Pandapool
Ally Pool 4 Hype

Toughness.

1.5 · 2/127 decks
Jocasta
Jocasta
Ally Protection 3 Declining

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.

1.5 · 2/127 decks
M
M
Ally Leadership 4 Declining

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

1.5 · 2/127 decks
Plot Convenience
Plot Convenience
Support Pool 2 Hype

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.

1.5 · 2/127 decks
Plasma Pistol
Plasma Pistol
Upgrade Basic 2 Staple

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

1.4 · 2/127 decks
Battle Fury
Battle Fury
Upgrade Aggression 1 Hype

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.

1.4 · 2/127 decks
The Power of Protection
The Power of Protection
Resource Protection Declining

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

1.4 · 2/127 decks
Dr. Sinclair
Dr. Sinclair
Support Protection 2 Recent

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

1.4 · 2/127 decks
The Bellerophon
The Bellerophon
Support Aggression 6 Staple

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.

1.4 · 2/127 decks
Pinned Down
Pinned Down
Upgrade Protection 0 Staple

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

1.4 · 2/127 decks
Serve and Protect
Serve and Protect
Event Protection 2 Declining

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

1.3 · 2/127 decks
Agile Flight
Agile Flight
Event Justice 3 Staple

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).

1.3 · 2/127 decks
Get Over Here!
Get Over Here!
Event Aggression 0 Hype

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

1.3 · 2/127 decks
Nightcrawler
Nightcrawler
Ally Protection 3 Declining

Interrupt: When an X-MEN character would take any amount of damage from an enemy attack, spend a resource and return Nightcrawler to your hand → prevent all of that damage.

1.3 · 2/127 decks
'Pool Inspection
'Pool Inspection
Event Pool 6 Declining

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

1.3 · 2/127 decks
Dive Bomb
Dive Bomb
Event Aggression 4 Staple

Play only if your identity has the aerial trait. Hero Action (attack): Deal 7 damage to an enemy. Deal 1 damage to each other enemy.

1.3 · 2/127 decks
Self Confidence
Self Confidence
Resource Pool Declining

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).

1.3 · 2/127 decks
"You Got This!"
"You Got This!"
Event Leadership 1 Declining

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.

1.3 · 2/127 decks
Captain Britain
Captain Britain
Ally Justice 4 Staple

Captain Britain takes -1 consequential damage after he thwarts a side scheme or attacks a minion.

1.3 · 2/127 decks
Cable
Cable
Ally Leadership 4 Staple

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

1.3 · 2/127 decks
Cyclops
Cyclops
Ally Leadership 3 Declining

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.

1.3 · 2/127 decks
Phoenix
Phoenix
Ally Leadership 3 Declining

Response: After Phoenix enters play, choose an X-Men ally → ready that ally and heal 1 damage from it.

1.3 · 2/127 decks
Spider-Man
Spider-Man
Ally Justice 5 Declining

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

1.3 · 2/127 decks
Throg
Throg
Ally Aggression 2 Staple

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

1.3 · 2/127 decks
C
Coordinated Effort
Upgrade Leadership 0 Recent

Attach to an encounter card in play. Max 1 per encounter card. While paying costs on attached card, any player may help pay those costs.

1.3 · 2/127 decks
"
"Avenge Me!"
Upgrade Leadership 0 Recent

Play only if your identity has the Avenger trait. Attach to an ally. Max 1 per ally. Interrupt: When attached ally is defeated, draw 2 cards.

1.1 · 6/127 decks
Med Lab
Med Lab
Support Leadership 1 Declining

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.

1.1 · 1/127 decks
Mean Swing
Mean Swing
Event Aggression 0 Hype

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

1.1 · 1/127 decks
Skilled Strike
Skilled Strike
Event Aggression 0 Hype

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

1.1 · 1/127 decks
Flying Formation
Flying Formation
Event Leadership 4 Staple

Alliance. (The players can pay this card's costs as a group.) Hero Action: Ready up to 3 AERIAL characters.

1.0 · 1/127 decks
Leadership Skill
Leadership Skill
Upgrade Leadership 1 Staple

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.

1.0 · 1/127 decks
Mission Leader
Mission Leader
Upgrade Leadership 2 Staple

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.

1.0 · 1/127 decks
The Circe
The Circe
Support Leadership 6 Declining

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

1.0 · 1/127 decks
Wingman
Wingman
Upgrade Leadership 0 Recent

Attach to an Aerial ally. Max 1 per ally. Interrupt: When another Aerial ally would take any amount of consequential damage, exhaust attached ally → prevent 1 of that damage.

1.0 · 1/127 decks
Black Panther
Black Panther
Ally Leadership 4 Declining

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.

1.0 · 1/127 decks
Goliath
Goliath
Ally Leadership 4 Hype

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

1.0 · 1/127 decks
R
Recruitment Drive
Support Leadership 3 Recent

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.

0.9 · 3/127 decks
Leadership Training
Leadership Training
Support Leadership 1 Staple

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

0.9 · 1/127 decks
Marked
Marked
Upgrade Aggression 0 Staple

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

0.9 · 1/127 decks
Stick-To-Itiveness
Stick-To-Itiveness
Upgrade Pool 2 Declining

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

0.9 · 1/127 decks
Command Center
Command Center
Support Justice 1 Declining

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

0.9 · 1/127 decks
T
Thor
Ally Leadership 4 Recent

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.

0.9 · 6/127 decks
Protective Training
Protective Training
Upgrade Protection 1 Staple

Attach to an X-MEN ally. Max 1 Training upgrade per ally. Attached ally gets +3 hit points.

0.9 · 1/127 decks
Render Medical Aid
Render Medical Aid
Player Side Scheme Protection 0 Staple

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

0.9 · 1/127 decks
Spider-Man
Spider-Man
Ally Basic 3 Declining

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

0.8 · 1/127 decks
Air Cover
Air Cover
Support Aggression 1 Recent

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.

0.8 · 1/127 decks
Atlas Bear
Atlas Bear
Ally Basic 3 Declining

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

0.8 · 1/127 decks
Boom Boom
Boom Boom
Ally Aggression 3 Declining

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

0.8 · 1/127 decks
Clea
Clea
Ally Protection 2 Hype

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

0.8 · 1/127 decks
The Best Defense…
The Best Defense…
Event Aggression 0 Staple

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

0.8 · 1/127 decks
X-23
X-23
Ally Leadership 3 Staple

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

0.8 · 1/127 decks
Deadpool Corps Ship
Deadpool Corps Ship
Support Pool 1 Hype

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

0.8 · 1/127 decks
Headpool
Headpool
Ally Pool 3 Hype

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

0.8 · 1/127 decks
Angel
Angel
Ally Basic 3 Declining

Reduce the cost to play Angel by 1 if your identity has the MUTANT or X-MEN trait.

0.8 · 1/127 decks
Unflappable
Unflappable
Upgrade Protection 1 Staple

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.

0.8 · 1/127 decks
Stand Together
Stand Together
Event Protection 4 Declining

Alliance. Hero Interrupt: When a friendly character would take any amount of damage from an attack, exhaust an avenger character and a guardian character → prevent all of that damage. Deal that much damage to the attacking enemy.

0.7 · 1/127 decks
Strength in Diversity
Strength in Diversity
Event Leadership 2 Recent

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

0.7 · 1/127 decks
Get Ready
Get Ready
Event Leadership 0 Hype

Action: Ready an ally.

0.7 · 1/127 decks
Iron Man
Iron Man
Ally Leadership 4 Hype

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

0.7 · 1/127 decks
Power Gloves
Power Gloves
Upgrade Leadership 1 Hype

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

0.7 · 1/127 decks
Quinjet
Quinjet
Support Leadership 1 Hype

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

0.7 · 1/127 decks
Black Widow
Black Widow
Ally Protection 3 Hype

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

0.7 · 1/127 decks
Energy Barrier
Energy Barrier
Upgrade Protection 2 Declining

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.

0.7 · 1/127 decks
Med Team
Med Team
Support Protection 3 Hype

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.

0.7 · 1/127 decks
Organizational Support
Organizational Support
Resource Leadership Staple

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.

0.7 · 1/127 decks
Agent Coulson
Agent Coulson
Ally Justice 3 Hype

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.

0.7 · 1/127 decks
Determination
Determination
Resource Justice Declining

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

0.7 · 1/127 decks
Invisibility Gear
Invisibility Gear
Upgrade Justice 1 Recent

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

0.7 · 1/127 decks
Passion for Justice
Passion for Justice
Resource Justice Staple

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

0.7 · 1/127 decks
Prism Dust
Prism Dust
Upgrade Justice 1 Staple

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

0.7 · 1/127 decks
Winter Soldier
Winter Soldier
Ally Aggression 3 Recent

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

0.7 · 1/127 decks
Aggressive Energy
Aggressive Energy
Resource Aggression Staple

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

0.7 · 1/127 decks
Electrostatic Armor
Electrostatic Armor
Upgrade Protection 1 Staple

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

0.7 · 1/127 decks
First Hit
First Hit
Event Protection 1 Declining

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

0.7 · 1/127 decks
Flow Like Water
Flow Like Water
Upgrade Protection 2 Declining

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

0.7 · 1/127 decks
Going Undercover
Going Undercover
Player Side Scheme Justice 0 Recent

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.

0.7 · 1/127 decks
Indomitable
Indomitable
Upgrade Protection 1 Hype

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

0.7 · 1/127 decks
Strength In Numbers
Strength In Numbers
Event Leadership 0 Hype

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

0.7 · 1/127 decks
Take Out the Guards
Take Out the Guards
Player Side Scheme Justice 0 Declining

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

0.7 · 1/127 decks
Target Acquired
Target Acquired
Upgrade Basic 1 Hype

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

0.7 · 1/127 decks
Warrior Skill
Warrior Skill
Upgrade Aggression 2 Declining

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

0.7 · 1/127 decks
Agent 13
Agent 13
Ally Basic 4 Declining

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

0.7 · 1/127 decks
Aggressive Stance
Aggressive Stance
Upgrade Aggression 1 Recent

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.)

0.7 · 1/127 decks
Combine Forces
Combine Forces
Event Aggression 1 Staple

Alliance. Hero Action: Exhaust an X-Force character and an X-Men character → defeat a non-Elite minion.

0.7 · 1/127 decks
Dum Dum Dugan
Dum Dum Dugan
Ally Basic 5 Declining

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.

0.7 · 1/127 decks
Hercules
Hercules
Ally Aggression 6 Hype

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

0.7 · 1/127 decks
Homeland Intervention
Homeland Intervention
Event Justice 0 Declining

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.

0.7 · 1/127 decks
Iceman
Iceman
Ally Protection 3 Declining

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

0.7 · 1/127 decks
Karma
Karma
Ally Protection 4 Declining

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.

0.7 · 1/127 decks
Sky-Destroyer
Sky-Destroyer
Support Basic 3 Declining

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

0.7 · 1/127 decks
Triage
Triage
Ally Basic 2 Staple

Response: After Triage enters play, heal 2 damage from an X-Men character.

0.7 · 1/127 decks
U.S. Agent
U.S. Agent
Ally Leadership 3 Hype

Retaliate 1.

0.7 · 1/127 decks
Beat Cop
Beat Cop
Support Justice 3 Hype

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.

0.7 · 1/127 decks
Clobber
Clobber
Event Aggression 2 Declining

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

0.7 · 1/127 decks
Da Bomb
Da Bomb
Event Pool 6 Declining

Max 1 per deck. Hero Action: Deal 10 damage to the villain. Deal 1 damage to each enemy and hero for each , , , and in play.

0.7 · 1/127 decks
Generation X
Generation X
Player Side Scheme Justice 0 Staple

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

0.7 · 1/127 decks
Hit and Run
Hit and Run
Event Basic 3 Declining

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

0.7 · 1/127 decks
Monica Chang
Monica Chang
Ally Justice 3 Declining

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.

0.7 · 1/127 decks
Return the Favor
Return the Favor
Event Protection 0 Declining

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.

0.7 · 1/127 decks
Self Control
Self Control
Resource Pool Declining

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

0.7 · 1/127 decks
Show of Empathy
Show of Empathy
Player Side Scheme Justice 0 Recent

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.

0.7 · 1/127 decks
Speed
Speed
Ally Justice 4 Hype

Response: After Speed thwarts, ready him. (Limit once per round.)

0.7 · 1/127 decks
Surveillance Team
Surveillance Team
Support Justice 2 Hype

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.

0.7 · 1/127 decks
Tic-Tac-Toe
Tic-Tac-Toe
Upgrade Pool 0 Declining

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

0.7 · 1/127 decks
"Now I'm Mad"
"Now I'm Mad"
Upgrade Aggression 1 Staple

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.

0.7 · 1/127 decks
"Think Fast!"
"Think Fast!"
Event Justice 1 Declining

Play only if your identity has the guardian trait. Hero Action: Take 1 damage. Confuse the villain.

0.7 · 1/127 decks
Assess the Situation
Assess the Situation
Event Basic 0 Declining

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

0.7 · 1/127 decks
Attack Training
Attack Training
Upgrade Aggression 1 Staple

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

0.7 · 1/127 decks
Bait and Switch
Bait and Switch
Event Protection 1 Declining

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

0.7 · 1/127 decks
Bishop
Bishop
Ally Justice 3 Declining

Response: After an enemy attacks you, place 1 energy counter here. 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).

0.7 · 1/127 decks
Bug
Bug
Ally Aggression 2 Hype

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

0.7 · 1/127 decks
Danger Room Training
Danger Room Training
Upgrade Leadership 1 Staple

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

0.7 · 1/127 decks
Deathlok
Deathlok
Ally Basic 4 Declining

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.

0.7 · 1/127 decks
Defensive Training
Defensive Training
Support Protection 1 Declining

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

0.7 · 1/127 decks
Deflection
Deflection
Event Protection 2 Declining

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

0.7 · 1/127 decks
Float Like a Butterfly
Float Like a Butterfly
Upgrade Justice 2 Staple

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.

0.7 · 1/127 decks
Front Organization
Front Organization
Support Basic 0 Staple

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.

0.7 · 1/127 decks
Husk
Husk
Ally Justice 4 Declining

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

0.7 · 1/127 decks
Jack Flag
Jack Flag
Ally Justice 4 Hype

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

0.7 · 1/127 decks
Justice Served
Justice Served
Upgrade Justice 1 Declining

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.

0.7 · 1/127 decks
Keep Up the Pressure
Keep Up the Pressure
Player Side Scheme Aggression 0 Staple

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.

0.7 · 1/127 decks
Mission Training
Mission Training
Upgrade Justice 1 Staple

Attach to an X-MEN ally. Max 1 TRAINING upgrade per ally. Attached ally gets +1 THW point and +2 hit points.

0.7 · 1/127 decks
Misty Knight
Misty Knight
Ally Justice 4 Recent

Interrupt: When Misty Knight thwarts, look at the top 2 cards of the encounter deck and discard 1 of those cards. Misty Knight gets +1 THW for this thwart for each icon ( and ) in the discarded card's boost area.

0.7 · 1/127 decks
Pixie
Pixie
Ally Leadership 2 Staple

Response: After you play Pixie from your hand, add an X-MEN ally from your discard pile to your hand.

0.7 · 1/127 decks
Preservation
Preservation
Resource Protection Staple

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

0.7 · 1/127 decks
Resourceful
Resourceful
Upgrade Basic 1 Hype

Resource: Discard Resourceful → generate a resource.

0.7 · 1/127 decks
Taunt
Taunt
Event Protection 1 Staple

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

0.7 · 1/127 decks
The Raft
The Raft
Support Justice 2 Recent

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.

0.7 · 1/127 decks
Savage Strike
Savage Strike
Event Aggression 3 Recent

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

0.6 · 1/127 decks
B
Battlefield Benevolence
Event Justice 1 Recent

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

0.6 · 3/127 decks
D
Deathcry
Ally Leadership 3 Recent

Hero Interrupt: When Deathcry makes a basic attack, deal your hero 1 damage → Deathcry takes -1 consequential damage () for this attack.

0.5 · 2/127 decks
A
Ancient Rivalry
Event Basic 1 Recent

Team-Up (Hercules and Thor). Max 1 per deck. Hero Action: Search your discard pile for an identity-specific upgrade and add it to your hand. Ready Hercules and Thor.

0.0 · 1/127 decks