Staple

Cards that have maintained consistently high usage across the game's history.

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.

1277.8 · 7,380 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.)

1122.0 · 4,368 decks
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.

1054.2 · 6,881 decks
The X-Jet
The X-Jet
Support Basic 3 Staple

Resource: Exhaust The X-Jet → generate a resource for a player whose identity has the X-MEN trait.

911.4 · 4,894 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.

896.4 · 6,303 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.)

884.4 · 3,723 decks
Combat Training
Combat Training
Upgrade Aggression 2 Staple

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

841.8 · 7,988 decks
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.

836.2 · 6,126 decks
Armored Vest
Armored Vest
Upgrade Protection 1 Staple

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

759.4 · 6,753 decks
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.

706.1 · 2,801 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.

677.9 · 5,315 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.)

642.3 · 2,484 decks
X-Gene
X-Gene
Upgrade Basic 1 Staple

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

604.1 · 3,105 decks
Ingenuity
Ingenuity
Upgrade Basic 2 Staple

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

565.9 · 2,905 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.

553.2 · 3,261 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.

538.5 · 4,879 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.

524.5 · 4,390 decks
X-Mansion
X-Mansion
Support Basic 2 Staple

Alter-Ego Action: Exhaust X-Mansion → heal 1 damage from a MUTANT or X-MEN character. Any player whose alter-ego has the MUTANT trait may trigger this ability.

475.6 · 2,863 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.

453.5 · 2,545 decks
Triage
Triage
Ally Basic 2 Staple

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

437.2 · 1,651 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.

432.1 · 2,019 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).

426.4 · 2,743 decks
Moira MacTaggert
Moira MacTaggert
Support Basic 2 Staple

Play only if your identity has the MUTANT trait. Response: After a MUTANT alter-ego changes into hero form, exhaust Moira MacTaggert → that hero's controller draws 1 card.

422.7 · 1,910 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.

418.2 · 887 decks
Forge
Forge
Ally Basic 2 Staple

Response: After Forge enters play, search your deck and discard pile for an X-MEN or X-FORCE support and add it to your hand. (Shuffle.)

408.1 · 2,595 decks
Limitless Stamina
Limitless Stamina
Event Basic 1 Staple

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

398.1 · 2,106 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.

374.8 · 2,358 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.

366.7 · 1,137 decks
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.

361.8 · 982 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.)

361.2 · 2,287 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.

359.0 · 715 decks
Ready to Rumble
Ready to Rumble
Upgrade Basic 1 Staple

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

347.0 · 2,029 decks
The Sorcerer Supreme
The Sorcerer Supreme
Upgrade Basic 2 Staple

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

344.3 · 3,543 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.

343.8 · 2,242 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.)

343.3 · 1,136 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.

337.9 · 2,604 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.

336.9 · 1,565 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).

323.6 · 1,497 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.

323.0 · 776 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.

306.6 · 1,800 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.

300.3 · 888 decks
Taunt
Taunt
Event Protection 1 Staple

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

294.8 · 973 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.

283.3 · 915 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.

280.9 · 1,959 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.

279.1 · 974 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.

273.6 · 1,860 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.

270.8 · 2,134 decks
Spiritual Meditation
Spiritual Meditation
Event Basic 0 Staple

Play only if your identity has the Mystic trait. Action: Draw 2 cards. Choose and discard 1 card from your hand.

262.1 · 2,246 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.

261.4 · 2,193 decks
Mutant Education
Mutant Education
Event Basic 0 Staple

Play only if your identity has the MUTANT trait. Alter-Ego Action: Choose up to 2 identity-specific cards in your discard pile and shuffle them into your deck. If X-Mansion is in play, draw 1 card.

255.9 · 1,337 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.

250.0 · 1,544 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.

250.0 · 2,176 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.

243.8 · 581 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.

243.6 · 2,052 decks
Honed Technique
Honed Technique
Upgrade Aggression 3 Staple

Requirement (). Max 1 per player. Interrupt: When you play an Aggression Attack event, if you paid for that event using a resource, increase the amount of damage that event deals by its printed cost.

243.3 · 1,522 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.

242.4 · 956 decks
Leo Fitz
Leo Fitz
Support Basic 3 Staple

Reduce the cost to play Leo Fitz by 2 if your identity has the S.H.I.E.L.D. trait. Alter-Ego Action: Exhaust Leo Fitz → search you deck for a Tech card and add it to your hand. (Shuffle.)

232.1 · 506 decks
Uncanny X-Men
Uncanny X-Men
Support Leadership 3 Staple

Play under any player's control. Max 1 TEAM card per player. Each of your X-MEN allies gets +1 hit point. If each of your characters has the X-MEN trait, each of your X-MEN allies costs 1 fewer resource to play.

228.8 · 1,319 decks
Lock and Load
Lock and Load
Player Side Scheme Aggression 1 Staple

Victory 0. When Defeated: Each player may search their deck and discard pile for a WEAPON upgrade with a cost of 3 or less and put it into play. (Shuffle.)

224.9 · 1,034 decks
Polaris
Polaris
Ally Protection 3 Staple

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

224.8 · 1,645 decks
Dazzler
Dazzler
Ally Justice 4 Staple

Response: After Dazzler enters play, confuse an enemy.

221.6 · 1,339 decks
Wolverine
Wolverine
Ally Aggression 4 Staple

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

220.3 · 1,772 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.)

218.8 · 846 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.

217.7 · 1,140 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.

215.5 · 541 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.

212.4 · 1,632 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.

210.8 · 1,016 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.

210.3 · 1,134 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.

205.3 · 1,494 decks
White Queen
White Queen
Ally Basic 3 Staple

Play only if your identity has the X-Force or X-Men trait. Response: After White Queen enters play, discard a status card from a character.

203.0 · 515 decks
"Bring It!"
"Bring It!"
Event Aggression 0 Staple

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

202.2 · 1,201 decks
Jemma Simmons
Jemma Simmons
Support Basic 3 Staple

Reduce the cost to play Jemma Simmons by 2 if your identity has the S.H.I.E.L.D. trait. Resource: Exhaust Jemma Simmons → generate a resource for a Tech card.

199.6 · 397 decks
Nick Fury, Sr.
Nick Fury, Sr.
Ally Basic 4 Staple

Forced Response: After Nick Fury, Sr. enters play, choose one: Remove 3 threat from a scheme, draw 2 cards, or give a S.H.I.E.L.D. character a tough status card. At the end of the round, if Nick Fury, Sr. is still in play, discard him.

197.8 · 503 decks
Armor
Armor
Ally Protection 2 Staple

Play only if your identity has the X-MEN trait. Toughness.

191.4 · 1,053 decks
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).

179.9 · 1,567 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.

178.4 · 1,104 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.

176.9 · 557 decks
Angel's Aerie
Angel's Aerie
Support Protection 1 Staple

Response: After you defend against an attack, place 1 fatigue counter here. Alter-Ego Action: Remove each fatigue counter from here → heal 1 damage from your identity for each fatigue counter removed this way.

176.9 · 662 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.

175.0 · 1,368 decks
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.

172.8 · 580 decks
Not Today!
Not Today!
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, remove 2 threat from a scheme.

171.4 · 777 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.

170.1 · 463 decks
Grant Ward
Grant Ward
Ally Basic 0 Staple

Grant Ward cannot defend. Forced Response: After you reveal a treachery, you may spend a resource. If you do not, take damage equal to Grant Ward's ATK and remove Grant Ward from the game.

168.3 · 377 decks
Powerful Punch
Powerful Punch
Event Protection 2 Staple

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

167.9 · 867 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.

165.0 · 586 decks
Blindfold
Blindfold
Ally Justice 3 Staple

Response: After Blindfold enters play, look at the top 5 cards of the encounter deck. Discard 1 of those cards and put the rest back in the same order.

163.2 · 1,296 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.

163.1 · 575 decks
Honorary X-Men
Honorary X-Men
Upgrade Basic 0 Staple

Play only if your identity has the X-MEN trait. Attach to a friendly character. Max 1 per character. Attached character gets +1 hit point and gains the X-MEN trait.

161.2 · 1,063 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.

160.0 · 969 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.

158.4 · 493 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.

158.2 · 713 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.)

156.1 · 1,011 decks
Preservation
Preservation
Resource Protection Staple

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

154.8 · 1,136 decks
Precision Strike
Precision Strike
Event Aggression 1 Staple

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

154.0 · 796 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.

153.5 · 1,165 decks
Marrow
Marrow
Ally Basic 2 Staple

Play only if you have the X-FORCE or X-MEN trait. Response: After Marrow enters play, deal 2 damage to an enemy.

146.4 · 536 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.

143.8 · 765 decks
Weapon X
Weapon X
Support Basic 1 Staple

Play only if your identity has the MUTANT trait. Alter-Ego Action: Exhaust Weapon X and take 1 damage → discard cards from your deck until you discard an identity-specific card, then add that card to your hand.

142.2 · 999 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.

140.9 · 876 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.

134.9 · 338 decks
Suppressing Fire
Suppressing Fire
Upgrade Aggression 0 Staple

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

134.3 · 324 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.

131.6 · 448 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.

129.0 · 653 decks
Basic Spell
Basic Spell
Event Basic 2 Staple

Play only if your identity has the MYSTIC trait. Hero Action: Choose one: • Heal 3 damage from an identity. • Remove 3 threat from a scheme. • Deal 3 damage to an enemy.

128.7 · 505 decks
Regroup
Regroup
Support Leadership 1 Staple

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

125.1 · 905 decks
Noble Sacrifice
Noble Sacrifice
Event Leadership 1 Staple

Hero Action: Discard an ally you control → heal damage from your hero equal to that ally's printed hit points and give your hero a tough status card.

122.9 · 321 decks
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.)

120.9 · 436 decks
Bloodgem
Bloodgem
Upgrade Basic 0 Staple

Play only if your identity has the MYSTIC trait. Max 1 per deck. Resource: Exhaust Bloodgem and take 2 damage → generate a resource.

117.7 · 448 decks
"To Me, My X-Men!"
"To Me, My X-Men!"
Event Leadership 1 Staple

Play only if your identity has the X-MEN trait. Hero Action: Search the top 5 cards of your deck for an X-MEN ally and put it into play. If that ally is still in play at the end of the phase, add it to your hand.

117.2 · 756 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.)

113.4 · 368 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.

113.2 · 730 decks
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.

113.0 · 517 decks
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.

112.5 · 365 decks
Defensive Energy
Defensive Energy
Resource Protection Staple

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

112.1 · 756 decks
Directed Force
Directed Force
Event Basic 0 Staple

Hero Interrupt: When your hero makes an attack that has a keyword (overkill, piercing, or ranged), that attack deals 2 additional damage. (Max 1 per attack.)

110.7 · 373 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.

110.2 · 285 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.

110.0 · 666 decks
Marked
Marked
Upgrade Aggression 0 Staple

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

109.6 · 437 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.

109.5 · 534 decks
Cypher
Cypher
Ally Justice 2 Staple

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

106.0 · 475 decks
IPAC
IPAC
Support Basic 1 Staple

Play only if your identity has the X-FORCE trait. Hero Action: Exhaust IPAC and deal 1 facedown encounter card to a player → that player draws 2 cards.

104.6 · 426 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.

104.5 · 359 decks
X-23
X-23
Ally Leadership 3 Staple

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

101.2 · 313 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.

100.0 · 783 decks
Squared Off
Squared Off
Event Leadership 0 Staple

Hero Action: Discard cards from the encounter deck until you discard a minion. Put that minion into play engaged with you → play an ally from your hand, reducing its cost by 3.

95.7 · 294 decks
Full-Body Charge
Full-Body Charge
Event Aggression 4 Staple

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

95.0 · 374 decks
Godlike Stamina
Godlike Stamina
Event Basic 0 Staple

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

92.7 · 502 decks
Keep Them Busy
Keep Them Busy
Player Side Scheme Aggression 1 Staple

Victory 0. Assault. (Basic thwarts against this scheme use ATK instead of THW.) When Defeated: The player who defeated this scheme removes 5 threat from the main scheme.

92.1 · 399 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.

91.8 · 363 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.

90.7 · 812 decks
Hard Knocks
Hard Knocks
Event Protection 3 Staple

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

90.2 · 756 decks
Disguise
Disguise
Upgrade Justice 1 Staple

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

89.8 · 299 decks
New Recruits
New Recruits
Player Side Scheme Leadership 0 Staple

Victory 0. Play only if your identity has the X-Men trait. When Defeated: Each player chooses 1 set-aside New ally and adds it to their hand.

89.4 · 236 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.

85.1 · 489 decks
Astonishing X-Men
Astonishing X-Men
Player Side Scheme Protection 1 Staple

Victory 0. Response: After an X-Men character defends against an enemy attack and takes no damage, remove 1 threat from this scheme. When Defeated: Stun and confuse each enemy in play.

84.7 · 210 decks
Quick Strike
Quick Strike
Event Aggression 2 Staple

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

83.5 · 573 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.

81.3 · 201 decks
Effective Leadership
Effective Leadership
Resource Leadership Staple

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

79.4 · 478 decks
Uncanny X-Force
Uncanny X-Force
Support Leadership 2 Staple

Play under any player's control. Max 1 TEAM card per player. If each of your characters has the X-FORCE trait, each ally you control gets +1 THW and takes -1 consequential damage () after thwarting a side scheme.

79.3 · 313 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.

76.0 · 574 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.

74.9 · 435 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.

74.8 · 160 decks
Rally the Troops
Rally the Troops
Player Side Scheme Leadership 0 Staple

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

74.6 · 327 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.

74.6 · 285 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.

73.2 · 249 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.

72.7 · 189 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).

69.3 · 455 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.

67.5 · 228 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.

67.4 · 238 decks
Melinda May
Melinda May
Ally Basic 4 Staple

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

67.2 · 189 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.

66.8 · 309 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.

66.7 · 238 decks
Pinned Down
Pinned Down
Upgrade Protection 0 Staple

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

65.4 · 333 decks
Daredevil
Daredevil
Ally Protection 2 Staple

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

64.8 · 413 decks
Surprise Move
Surprise Move
Event Aggression 1 Staple

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

64.7 · 185 decks
Informant
Informant
Upgrade Justice 1 Staple

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

64.5 · 183 decks
Pete Wisdom
Pete Wisdom
Ally Basic 4 Staple

Play only if your identity has the X-FORCE trait. Response: After you resolve the "When Revealed" effects of a treachery card, heal 1 damage from Pete Wisdom.

63.2 · 267 decks
Brains Over Brawn
Brains Over Brawn
Event Justice 2 Staple

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

62.4 · 328 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).

62.3 · 227 decks
The Douglass
The Douglass
Support Justice 6 Staple

Uses (3 operation counters). Action: Exhaust The Douglass and remove 1 operational counter from it → remove 2 threat from each scheme, ignoring any crisis icons () in play.

61.6 · 195 decks
Waylay
Waylay
Event Justice 3 Staple

Hero Response (attack): After your hero thwarts, deal 4 damage to an enemy (7 damage instead if that thwart removed the last threat from a scheme).

58.7 · 147 decks
X-Bunker
X-Bunker
Support Basic 2 Staple

Action: Exhaust X-Bunker and choose a player whose identity has the MUTANT trait → that player searches the top X cards of their deck for any card, where X is the number of side schemes in the victory display, and adds that card to their hand. (Shuffle.)

58.0 · 459 decks
Cable
Cable
Ally Leadership 4 Staple

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

57.4 · 203 decks
Containment Strategy
Containment Strategy
Upgrade Protection 1 Staple

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

56.9 · 177 decks
Psychic Kicker
Psychic Kicker
Event Leadership 0 Staple

Play only if your identity has the PSIONIC trait. Hero Action: Ready an ally. That ally gets +2 THW and +2 ATK for its next basic thwart or attack action this phase.

51.7 · 266 decks
Gatekeeper
Gatekeeper
Upgrade Aggression 0 Staple

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

51.0 · 262 decks
War Room
War Room
Support Aggression 1 Staple

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

48.9 · 295 decks
Intelligence
Intelligence
Upgrade Justice 1 Staple

Max 1 per player. Response: After a player is dealt an encounter card, discard Intelligence → look at each encounter card dealt to each player and the top card of the encounter deck. You may swap any number of those cards.

48.8 · 131 decks
The Direct Approach
The Direct Approach
Upgrade Aggression 1 Staple

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

48.8 · 184 decks
Team Strike
Team Strike
Event Aggression 1 Staple

Play only if your identity has the X-MEN trait. Hero Action (attack): Exhaust your hero and any number of X-MEN allies → deal X damage among enemies in play, where X is the total ATK of the characters you exhausted this way.

47.9 · 268 decks
Psychic Assault
Psychic Assault
Event Aggression 2 Staple

Play only if your identity has the PSIONIC trait. Hero Action (attack): Deal 3 damage to an enemy. Confuse that enemy.

47.9 · 288 decks
Won't Stay Down
Won't Stay Down
Support Leadership 1 Staple

Play only if your identity has the X-Force or X-Men trait. Max 1 per player. Alter-Ego Action: Discard this card → return an X-Force or X-Men ally from your discard pile to your hand.

47.8 · 116 decks
Telekinesis
Telekinesis
Upgrade Basic 1 Staple

Play only if your hero has the PSIONIC trait. Max 1 per player. Hero Action (attack): Exhaust Telekinesis and spend resources → deal 3 damage to an enemy.

45.7 · 174 decks
Under Control
Under Control
Upgrade Protection 0 Staple

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

45.3 · 155 decks
Domino
Domino
Ally Leadership 3 Staple

Response: After you use one of Domino's basic powers, swap a card in your hand with the top card of your deck.

44.7 · 237 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.

41.4 · 107 decks
Mutant Protectors
Mutant Protectors
Event Protection 1 Staple

Play only if your identity has the X-MEN trait. Hero Interrupt (defense): When an enemy attacks, put an X-MEN ally into play from your hand. Exhaust it and declare it the defender for this attack.

39.8 · 287 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.

39.1 · 312 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.

38.9 · 220 decks
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.

38.4 · 145 decks
Anticipation
Anticipation
Upgrade Protection 1 Staple

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

36.7 · 229 decks
Anticipated Attack
Anticipated Attack
Event Protection 2 Staple

Play only if there is a side scheme in the victory display. Hero Interrupt (defense): When an enemy initiates an attack, give your hero a tough status card.

34.2 · 115 decks
Team Investigation
Team Investigation
Event Justice 2 Staple

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

30.4 · 143 decks
Siryn
Siryn
Ally Protection 4 Staple

Response: After Siryn attacks, stun a minion.

29.2 · 134 decks
Elixir
Elixir
Ally Protection 4 Staple

Play only if your identity has the X-Force or X-Men trait. Response: After Elixir attacks or thwarts, heal 1 damage from another friendly character.

28.6 · 116 decks
Cosmic Alliance
Cosmic Alliance
Event Basic 3 Staple

Alliance. (The players can pay this card's costs as a group.) Hero Action: Choose an avenger character and a guardian character → ready each of those characters.

23.4 · 86 decks
Psychic Misdirection
Psychic Misdirection
Event Protection 2 Staple

Play only if your identity has the PSIONIC trait. Hero Interrupt (defense): When an enemy attacks you, choose a different enemy → damage from that attack is dealt to the chosen enemy instead of you.

17.9 · 104 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.

7.5 · 23 decks
Eyes in the Sky
Eyes in the Sky
Upgrade Justice 0 Staple

Hero Interrupt: When you reveal a non-ELITE minion, exhaust an AERIAL character you control and discard this card → cancel the effects of that card and discard it. Then, reveal another card from the encounter deck.

6.0 · 25 decks