Hype
Cards that peaked quickly after release but faded in the long run.

Response: After Mockingbird enters play, stun an enemy.

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

Action: Heal 2 damage from any character.

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.

Hawkeye enters play with 4 arrow counters on him. Response: After a minion enters play, remove 1 arrow counter from Hawkeye → deal 2 damage to that minion.

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

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

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

Action: Ready an ally.

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

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

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.

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

Uses (3 snoop counters). (Enters play with 3 counters. When those are gone, discard this card) Action: Exhaust Surveillance Team and remove 1 snoop counter from it → remove 1 threat from a scheme.

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.

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

Hero Action (attack): Deal 4 damage to an enemy. If you paid for this card using only resources, stun that enemy and draw 1 card.

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

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.

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

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

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

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

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.)

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

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

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

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

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.

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.

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

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.

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.

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.

Play only if your identity has the guardian trait. Max 1 per player. Hero Interrupt: When you would take any amount of damage from an attack, exhaust Booster Boots and discard the top card of your deck → prevent 1 of that damage.

Interrupt: When Cosmo attacks or thwarts, name a card type, then discard the top card of a player deck or the encounter deck. If that card is of the named type, Cosmo does not take consequential damage for this use.

Hero Action: Exhaust C.I.T.T. and spend 2 resources of any type → ready a guardian character.

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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.

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.)

Hero Response (attack): After you change form, deal 3 damage to an enemy (4 damage instead if you paid for this card using resource).

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

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

Play only if your identity has the guardian trait. Drax cannot attack minions.

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

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.

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

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

Hero Action (thwart): Remove a total of 3 threat from among schemes in play.

Hero Action: Stun and confuse an enemy.

Hero Action: Heal 3 damage from Spider-Woman and give her a tough status card.

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

Attach to a guardian ally. Max 1 per ally. Attached ally gets +1 ATK and its attacks gain overkill.

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.

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

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

Restricted. Hero Interrupt: When your hero makes a basic attack against a unique enemy (), exhaust Godslayer → your hero gets +2 ATK for that attack.

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

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

Max 1 per round. Hero Action: Ready each Avenger character you control. Until the end of the phase, each Avenger character in play gets +1 THW and +1 ATK.

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

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

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

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

Hero 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).

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

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.

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

Play only if your identity has the guardian trait. Max 1 per round. Hero Action: Reduce the resource cost of the next ally played this phase by 2.

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

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

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

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

Hero Action (attack): Deal 3 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.

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

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.

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

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

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

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

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

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

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

Team-Up (Ant-Man and Wasp). Max 1 per deck. Hero Action: Change to your other hero form. Ready your hero.

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

Yondu's attacks gain ranged.Ranged attacks ignore retaliate.)

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

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.

Team-Up (Groot and Rocket Raccoon). Max 1 per deck Hero Action: Place 2 growth counters on Groot (to a maximum of 10) and ready him, or place 2 charge counters on a Rocket Raccoon upgrade and ready that upgrade.

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

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

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.

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

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

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

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

Hero Response: After a guardian character takes any amount of damage from an attack, give that character a tough status card.

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

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

Team-Up (Gambit and Rogue). Max 1 per deck. Hero Action (attack/thwart): Deal 4 damage to an enemy. Remove 4 threat from a scheme.

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

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

Black Knight's basic attack gains piercing.

Team-Up (Gamora and Nebula). Max 1 per deck. Hero Action: Draw 3 cards.

Max 1 per deck. Play only if you control at least 3 characters with the POSSE trait. Hero Action: Heal 1 damage from each POSSE character and ready them.

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

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

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

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

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.

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

Gentle takes +1 consequential damage () after he attacks the villain.

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.

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

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.

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.)

Max 1 per round. Hero Action: Each guardian character gets +2 THW and +2 ATK this phase. At the end of the phase, deal 1 damage to each guardian character.

Resource: Discard Resourceful → generate a resource.

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.

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

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

Response: After you play Magik from your hand, spend a resource → choose a non-Elite minion engaged with an X-MEN hero. Shuffle that minion into the encounter deck.

Team-Up (Colossus and Shadowcat). Max 1 per deck. Hero Interrupt (attack/defense): When an enemy attacks, prevent all damage from that attack and deal 4 damage to the attacking enemy.

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

Play only if your identity has the Champion trait. Wasp ignores the guard keyword, patrol keyword, and crisis icon ().

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

Star-Lord's attacks gain ranged. Forced Response: After Star-Lord enters play under your control, deal yourself 1 facedown encounter card.

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

Retaliate 1.

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.

Team-Up (Quicksilver and Scarlet Witch). Max 1 per deck. Hero Interrupt: When a treachery card is revealed from the encounter deck, cancel its "When Revealed" effects, then deal 2 damage to the villain.

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

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

Kidpool's attacks gain piercing.

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

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

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.

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.

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

Response: After Heimdall enters play, look at the top 3 cards of the encounter deck. Discard 1 of them and put the others back in any order.

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.

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

Response: After Multiple Man enters play, search your deck and hand for a copy of Multiple Man and put it into play. Shuffle your deck if it was searched this way.

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

When Defeated: Defeat a non-ELITE minion.

Play only if your identity has the SPY or THIEF trait. Action (thwart): Remove 3 threat from a scheme.

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

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

Forced Interrupt: When Havok attacks, discard the top card of the encounter deck. For each boost icon () discarded this way, Havok gets +1 ATK for this attack and takes +1 consequential damage ().

Interrupt: When a hero would take any amount of damage, reduce that amount by 1.

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

Team-Up (Gwen Stacy and Miles Morales). Max 1 per deck. Alter-Ego Action: Heal 3 damage each from Gwen Stacy and Miles Morales.

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

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

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.

Interrupt: When Protector would take any amount of damage, spend a resource → reduce that amount by 1. (Limit once per round.)

Play only if your identity has the X-MEN trait. Response: After Longshot attacks a non-ELITE minion, discard the top card of the encounter deck. If that card has a star icon () in the boost area, defeat the attacked minion.

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).

Power Man enters play with 2 chi counters on him. Action: Discard any number of chi counters from Power Man → he gets +2 ATK for each chi counter discarded this way until the end of the phase.

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

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

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

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.

Toughness.

Hero Action: Give your hero a tough status card.

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

Hero Action: Exhaust War → discard the top card of the encounter deck. Take 1 damage for each icon ( and ) in the boost area of that card. Discard the top card of your deck. Deal damage to an enemy equal to that card's cost.

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.

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Heal 2 damage from your identity and remove this card from the game. This effect cannot be canceled.

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Deal 2 damage to the villain and remove this card from the game. This effect cannot be canceled.

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.

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

Action: Shuffle this card into the encounter deck (without looking) When Revealed: Draw 1 card and remove this card from the game. This effect cannot be canceled.

Hero Action (attack): Deal 3 damage to an enemy and exhaust any number of Avenger characters you control. Deal 1 additional damage to that enemy for each character exhausted this way.

Attach to a side scheme. Max 1 per side scheme. Interrupt: When attached side scheme is defeated, discard a non-ELITE minion.

Attach to a minion. Max 1 per minion. Interrupt: When a character makes a basic attack against attached minion, that character uses their THW instead of their ATK.

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

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

Linked (Specialized Training). Your identity gets +4 hit points. Response: After your identity takes damage from an enemy attack, exhaust this card → draw 1 card.

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

Permanent. Setup. You get +1 hit points. Your hero gets +1 ATK.

Setup. Hero Action: Discard this card and remove it from the campaign log → search your deck and discard pile for an ally, put it into play, and give it a tough status card.

Setup. Hero Action: Discard this card and remove it from the campaign log → ready your hero and heal 5 damage from them.

Permanent. Setup. You get +3 hit points. Your hero gets +1 DEF.

Permanent. Setup. You get +4 hit points. Your alter-ego gets +1 REC.

Setup. Hero Action: Discard this card and remove it from the campaign log → draw 5 cards.

Permanent. Setup. You get +2 hit points. Your hero gets +1 THW.

Setup. Hero Action: Discard this card and remove it from the campaign log → deal 5 damage to the villain and each enemy engaged with you.

Permanent. Setup. You get +1 hit points. Your hero gets +1 ATK. Hero Response: After you defeat a minion, exhaust this card → draw 1 card.