Top 100 Most Used Cards

Cards ranked by total appearances across all community decks.

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Helicarrier
#1Helicarrier
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.

2557.3 · 22,295 decks
Avengers Mansion
#2Avengers Mansion
Support Basic 4 Declining

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

1932.9 · 17,825 decks
Nick Fury
#3Nick 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.

1460.8 · 15,585 decks
Quincarrier
#4Quincarrier
Support Basic 3 Declining

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

1453.2 · 13,108 decks
Endurance
#5Endurance
Upgrade Basic 1 Declining

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

1438.1 · 14,803 decks
Professor X
#6Professor 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.

1283.7 · 7,388 decks
Build Support
#7Build 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.)

1127.3 · 4,376 decks
Deft Focus
#8Deft 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.

1053.4 · 6,888 decks
The X-Jet
#9The X-Jet
Support Basic 3 Staple

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

914.6 · 4,898 decks
Team-Building Exercise
#10Team-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.

889.2 · 6,307 decks
Superpower Training
#11Superpower 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.)

883.4 · 3,728 decks
Combat Training
#12Combat Training
Upgrade Aggression 2 Staple

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

844.1 · 7,995 decks
Skilled Investigator
#13Skilled 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.

841.6 · 6,132 decks
Armored Vest
#14Armored Vest
Upgrade Protection 1 Staple

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

754.1 · 6,756 decks
The Power of Aggression
#15The 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.

719.1 · 7,636 decks
Specialized Training
#16Specialized 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.

709.4 · 2,805 decks
Mockingbird
#17Mockingbird
Ally Basic 3 Hype

Response: After Mockingbird enters play, stun an enemy.

704.0 · 10,204 decks
Down Time
#18Down Time
Upgrade Basic 1 Declining

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

680.7 · 7,202 decks
Ironheart
#19Ironheart
Ally Basic 2 Declining

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

676.6 · 6,689 decks
Make the Call
#20Make 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.

674.9 · 6,325 decks
Unflappable
#21Unflappable
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.

674.0 · 5,317 decks
Heroic Intuition
#22Heroic Intuition
Upgrade Justice 2 Declining

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

652.4 · 5,897 decks
The Triskelion
#23The Triskelion
Support Leadership 1 Declining

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

642.7 · 5,152 decks
Call for Backup
#24Call 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.)

641.7 · 2,489 decks
X-Gene
#25X-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.

604.7 · 3,107 decks
The Power of Leadership
#26The 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.

596.8 · 6,057 decks
Spider-Man
#27Spider-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.

578.2 · 4,749 decks
The Power of Justice
#28The 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.

575.4 · 6,413 decks
Ingenuity
#29Ingenuity
Upgrade Basic 2 Staple

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

563.0 · 2,908 decks
Utopia
#30Utopia
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.

557.9 · 3,265 decks
The Power of Protection
#31The 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.

544.4 · 5,589 decks
Team Training
#32Team Training
Support Leadership 2 Staple

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

538.2 · 4,881 decks
Electrostatic Armor
#33Electrostatic 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.

519.6 · 4,392 decks
Maria Hill
#34Maria Hill
Ally Leadership 2 Hype

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

513.6 · 5,859 decks
Under Surveillance
#35Under Surveillance
Upgrade Justice 2 Declining

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

498.8 · 5,447 decks
Defensive Conditioning
#36Defensive 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.

495.6 · 621 decks
X-Mansion
#37X-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.

476.3 · 2,865 decks
Inspired
#38Inspired
Upgrade Leadership 1 Declining

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

462.2 · 4,078 decks
Aggressive Conditioning
#39Aggressive 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.

456.0 · 655 decks
Rapid Response
#40Rapid 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.

453.0 · 4,744 decks
Martial Prowess
#41Martial Prowess
Upgrade Aggression 2 Declining

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

452.8 · 4,758 decks
Ready for a Fight
#42Ready 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.

448.1 · 761 decks
Symbiote Suit
#43Symbiote 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.

447.5 · 2,545 decks
Triage
#44Triage
Ally Basic 2 Staple

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

442.7 · 1,655 decks
Clarity of Purpose
#45Clarity 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.

433.5 · 2,025 decks
One Way or Another
#46One 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).

430.7 · 2,746 decks
Moira MacTaggert
#47Moira 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.

422.9 · 1,912 decks
Face the Past
#48Face 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.

420.6 · 891 decks
Clear the Area
#49Clear 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.

414.7 · 4,583 decks
Forge
#50Forge
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.)

413.9 · 2,599 decks
First Aid
#51First Aid
Event Basic 1 Hype

Action: Heal 2 damage from any character.

411.3 · 4,616 decks
Limitless Stamina
#52Limitless Stamina
Event Basic 1 Staple

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

397.8 · 2,108 decks
Command Team
#53Command Team
Support Leadership 2 Staple

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

383.9 · 2,365 decks
The Night Nurse
#54The 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.

383.2 · 4,050 decks
Hall of Heroes
#55Hall 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.

382.1 · 3,623 decks
Soaring Acrobatics
#56Soaring 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.

374.1 · 987 decks
Sidekick
#57Sidekick
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.

368.4 · 1,139 decks
Med Team
#58Med 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.

367.8 · 3,984 decks
Beast
#59Beast
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.)

366.1 · 2,291 decks
Practiced Plan
#60Practiced 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.

355.7 · 716 decks
Desperate Defense
#61Desperate 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.

352.5 · 3,644 decks
Web of Life and Destiny
#62Web of Life and Destiny
Support Basic 3 Declining

Ignore this card's resource cost if your identity has the Web-Warrior trait. Response: After a Web-Warrior ally leaves play, choose a player → that player draws 1 card.

349.1 · 2,168 decks
Overwatch
#63Overwatch
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.

347.4 · 1,570 decks
Ready to Rumble
#64Ready 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.

347.1 · 2,030 decks
The Sorcerer Supreme
#65The Sorcerer Supreme
Upgrade Basic 2 Staple

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

344.4 · 3,544 decks
What Doesn't Kill Me
#66What 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.

343.9 · 2,243 decks
Suit Up
#67Suit 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.)

343.0 · 1,138 decks
Sense of Justice
#68Sense 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.

339.7 · 2,573 decks
Reinforced Suit
#69Reinforced Suit
Upgrade Leadership 1 Declining

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

338.7 · 2,737 decks
Moon Girl
#70Moon Girl
Ally Basic 3 Declining

Play only if your identity has the champion or genius trait. Response: After you play Moon Girl from your hand, draw 1 card for each resource used to pay for her.

337.2 · 1,769 decks
Kaluu
#71Kaluu
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.

335.6 · 2,606 decks
Vivian
#72Vivian
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).

327.0 · 1,501 decks
Energy Barrier
#73Energy 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.

325.4 · 3,864 decks
Change of Fortune
#74Change 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.

321.8 · 777 decks
Hawkeye
#75Hawkeye
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.

316.7 · 4,906 decks
Crew Quarters
#76Crew 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.

314.7 · 2,324 decks
For Justice!
#77For 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).

312.3 · 4,240 decks
Sidearm
#78Sidearm
Upgrade Basic 1 Staple

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

306.3 · 1,801 decks
Side-by-Side
#79Side-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.

300.5 · 889 decks
Sonic Rifle
#80Sonic 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).

298.5 · 2,020 decks
Avengers Tower
#81Avengers 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.

295.5 · 3,510 decks
Taunt
#82Taunt
Event Protection 1 Staple

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

293.2 · 974 decks
Angel
#83Angel
Ally Basic 3 Declining

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

291.5 · 2,175 decks
Angela
#84Angela
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.

290.8 · 2,266 decks
Mission Leader
#85Mission 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.

283.7 · 978 decks
Indomitable
#86Indomitable
Upgrade Protection 1 Hype

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

281.2 · 3,208 decks
Sunfire
#87Sunfire
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.

279.4 · 1,960 decks
Gambit
#88Gambit
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.

278.6 · 915 decks
Across the Spider-Verse
#89Across the Spider-Verse
Event Basic 2 Declining

Max 1 per deck. Hero Action: Exhaust a Web-Warrior card you control → search your discard pile for a Web-Warrior ally and put it into play, then choose a player. That player may spend 3 resources of any type to repeat this ability.

277.2 · 1,656 decks
Psylocke
#90Psylocke
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.

272.7 · 1,861 decks
Colossus
#91Colossus
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 · 2,135 decks
Multitasking
#92Multitasking
Event Justice 1 Declining

Hero Action (thwart): Remove 2 threat from a scheme. If you paid for this card using a resource, remove 2 threat from a different scheme.

269.2 · 2,457 decks
Ghost-Spider
#93Ghost-Spider
Ally Basic 3 Declining

Play only if you control a Web-Warrior card. Interrupt: When Ghost-Spider leaves play, search your deck for an identity-specific event and add it to your hand. (Shuffle.)

265.5 · 1,655 decks
White Tiger
#94White 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.

265.4 · 2,198 decks
Spiritual Meditation
#95Spiritual 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.

260.7 · 2,246 decks
Hard to Ignore
#96Hard to Ignore
Upgrade Protection 1 Declining

Hero Response: After your hero defends against an attack and takes no damage, exhaust Hard to Ignore → remove 1 threat from the main scheme.

258.0 · 2,138 decks
Stinger
#97Stinger
Ally Leadership 1 Hype

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

257.4 · 2,890 decks
White Fox
#98White Fox
Ally Basic 3 Declining

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

255.6 · 1,154 decks
Mutant Education
#99Mutant 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.

255.6 · 1,338 decks
Get Ready
#100Get Ready
Event Leadership 0 Hype

Action: Ready an ally.

254.3 · 2,744 decks