Top 100 Most Used Cards

Cards ranked by total appearances across all community decks.

Helicarrier
#1Helicarrier
Support Basic 3

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.

2560.5 · 22,188 decks
Avengers Mansion
#2Avengers Mansion
Support Basic 4

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

1931.8 · 17,741 decks
Nick Fury
#3Nick Fury
Ally Basic 4

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.

1480.0 · 15,526 decks
Quincarrier
#4Quincarrier
Support Basic 3

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

1477.6 · 13,053 decks
Endurance
#5Endurance
Upgrade Basic 1

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

1459.4 · 14,757 decks
Professor X
#6Professor X
Ally Basic 3

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.

1302.4 · 7,348 decks
Build Support
#7Build Support
Player Side Scheme Basic 1

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.)

1125.5 · 4,331 decks
Deft Focus
#8Deft Focus
Upgrade Basic 1

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

1061.6 · 6,843 decks
The X-Jet
#9The X-Jet
Support Basic 3

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

902.9 · 4,859 decks
Team-Building Exercise
#10Team-Building Exercise
Support Basic 2

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.

891.8 · 6,273 decks
Superpower Training
#11Superpower Training
Player Side Scheme Basic 1

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

887.4 · 3,697 decks
Skilled Investigator
#12Skilled Investigator
Upgrade Justice 0

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

838.9 · 6,098 decks
Combat Training
#13Combat Training
Upgrade Aggression 2

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

835.1 · 7,951 decks
Armored Vest
#14Armored Vest
Upgrade Protection 1

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

737.0 · 6,714 decks
The Power of Aggression
#15The Power of Aggression
Resource Aggression

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

734.3 · 7,614 decks
Specialized Training
#16Specialized Training
Player Side Scheme Basic 1

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.

712.4 · 2,783 decks
Mockingbird
#17Mockingbird
Ally Basic 3

Response: After Mockingbird enters play, stun an enemy.

702.6 · 10,163 decks
Down Time
#18Down Time
Upgrade Basic 1

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

695.9 · 7,180 decks
Make the Call
#19Make the Call
Event Leadership 0

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

693.3 · 6,303 decks
Ironheart
#20Ironheart
Ally Basic 2

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

671.1 · 6,656 decks
Unflappable
#21Unflappable
Upgrade Protection 1

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.

651.5 · 5,280 decks
Call for Backup
#22Call for Backup
Player Side Scheme Leadership 1

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

647.9 · 2,465 decks
Heroic Intuition
#23Heroic Intuition
Upgrade Justice 2

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

644.6 · 5,867 decks
X-Gene
#24X-Gene
Upgrade Basic 1

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

625.2 · 3,092 decks
The Triskelion
#25The Triskelion
Support Leadership 1

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

617.1 · 5,108 decks
The Power of Leadership
#26The Power of Leadership
Resource Leadership

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

600.9 · 6,033 decks
Spider-Man
#27Spider-Man
Ally Basic 3

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.

580.9 · 4,733 decks
The Power of Justice
#28The Power of Justice
Resource Justice

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

578.0 · 6,388 decks
Ingenuity
#29Ingenuity
Upgrade Basic 2

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

573.1 · 2,889 decks
Utopia
#30Utopia
Support Basic 2

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.

561.9 · 3,246 decks
The Power of Protection
#31The Power of Protection
Resource Protection

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

538.9 · 5,565 decks
Team Training
#32Team Training
Support Leadership 2

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

533.8 · 4,859 decks
Maria Hill
#33Maria Hill
Ally Leadership 2

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

508.3 · 5,828 decks
Under Surveillance
#34Under Surveillance
Upgrade Justice 2

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

505.4 · 5,429 decks
Electrostatic Armor
#35Electrostatic Armor
Upgrade Protection 1

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

502.5 · 4,362 decks
X-Mansion
#36X-Mansion
Support Basic 2

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.

470.4 · 2,844 decks
Rapid Response
#37Rapid Response
Upgrade Leadership 2

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.

468.9 · 4,730 decks
Martial Prowess
#38Martial Prowess
Upgrade Aggression 2

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

459.3 · 4,743 decks
Defensive Conditioning
#39Defensive Conditioning
Upgrade Protection 2

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

455.1 · 582 decks
Symbiote Suit
#40Symbiote Suit
Upgrade Basic 4

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

454.4 · 2,530 decks
Inspired
#41Inspired
Upgrade Leadership 1

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

449.7 · 4,053 decks
Ready for a Fight
#42Ready for a Fight
Upgrade Protection 1

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

436.5 · 736 decks
Aggressive Conditioning
#43Aggressive Conditioning
Upgrade Aggression 3

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

434.6 · 622 decks
Clear the Area
#44Clear the Area
Event Justice 1

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

425.6 · 4,572 decks
Triage
#45Triage
Ally Basic 2

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

424.5 · 1,632 decks
Clarity of Purpose
#46Clarity of Purpose
Upgrade Leadership 1

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

417.3 · 1,997 decks
Forge
#47Forge
Ally Basic 2

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.)

416.3 · 2,585 decks
Face the Past
#48Face the Past
Event Basic 0

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.

416.0 · 867 decks
Moira MacTaggert
#49Moira MacTaggert
Support Basic 2

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.

414.2 · 1,892 decks
One Way or Another
#50One Way or Another
Event Justice 0

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).

412.5 · 2,725 decks
Limitless Stamina
#51Limitless Stamina
Event Basic 1

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

405.1 · 2,088 decks
First Aid
#52First Aid
Event Basic 1

Action: Heal 2 damage from any character.

397.5 · 4,591 decks
The Night Nurse
#53The Night Nurse
Support Protection 1

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.

378.9 · 4,033 decks
Beast
#54Beast
Ally Leadership 4

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

378.3 · 2,281 decks
Command Team
#55Command Team
Support Leadership 2

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

377.9 · 2,347 decks
Soaring Acrobatics
#56Soaring Acrobatics
Upgrade Basic 2

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.

371.1 · 973 decks
Sidekick
#57Sidekick
Upgrade Leadership 1

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.

370.1 · 1,127 decks
Med Team
#58Med Team
Support Protection 3

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.

369.6 · 3,969 decks
Hall of Heroes
#59Hall of Heroes
Support Aggression 2

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.

369.3 · 3,601 decks
Web of Life and Destiny
#60Web of Life and Destiny
Support Basic 3

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.

365.2 · 2,160 decks
Ready to Rumble
#61Ready to Rumble
Upgrade Basic 1

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

362.8 · 2,024 decks
Practiced Plan
#62Practiced Plan
Upgrade Basic 0

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.

354.9 · 699 decks
Suit Up
#63Suit Up
Event Leadership 2

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.)

354.7 · 1,129 decks
Desperate Defense
#64Desperate Defense
Event Protection 1

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.

351.4 · 3,627 decks
Overwatch
#65Overwatch
Upgrade Justice 0

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.

351.3 · 1,558 decks
Kaluu
#66Kaluu
Ally Leadership 2

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.

347.1 · 2,597 decks
What Doesn't Kill Me
#67What Doesn't Kill Me
Event Protection 2

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

346.7 · 2,233 decks
The Sorcerer Supreme
#68The Sorcerer Supreme
Upgrade Basic 2

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

343.9 · 3,530 decks
Reinforced Suit
#69Reinforced Suit
Upgrade Leadership 1

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

340.3 · 2,723 decks
Sense of Justice
#70Sense of Justice
Upgrade Justice 2

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

339.1 · 2,559 decks
Moon Girl
#71Moon Girl
Ally Basic 3

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 [mental] resource used to pay for her.

338.3 · 1,759 decks
Energy Barrier
#72Energy Barrier
Upgrade Protection 2

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.

328.3 · 3,852 decks
For Justice!
#73For Justice!
Event Justice 2

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

318.8 · 4,225 decks
Sonic Rifle
#74Sonic Rifle
Upgrade Justice 3

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).

316.2 · 2,014 decks
Hawkeye
#75Hawkeye
Ally Leadership 3

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

314.1 · 4,888 decks
Crew Quarters
#76Crew Quarters
Support Basic 1

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

308.4 · 2,308 decks
Change of Fortune
#77Change of Fortune
Upgrade Protection 1

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.

307.7 · 761 decks
Vivian
#78Vivian
Ally Basic 2

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).

306.8 · 1,476 decks
Sidearm
#79Sidearm
Upgrade Basic 1

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

306.0 · 1,789 decks
Angel
#80Angel
Ally Basic 3

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

304.0 · 2,169 decks
Side-by-Side
#81Side-by-Side
Event Leadership 2

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.

303.0 · 881 decks
Across the Spider-Verse
#82Across the Spider-Verse
Event Basic 2

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.

295.5 · 1,652 decks
Angela
#83Angela
Ally Aggression 0

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.

294.1 · 2,256 decks
Taunt
#84Taunt
Event Protection 1

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

291.8 · 961 decks
Mission Leader
#85Mission Leader
Upgrade Leadership 2

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.

290.0 · 970 decks
Gambit
#86Gambit
Ally Basic 3

X is the number of boost icons ([boost]) on the card under Gambit. Response: After Gambit enters play, look at the top 3 cards of the encounter deck and tuck one under him so that only the boost field is visible.

287.7 · 909 decks
Avengers Tower
#87Avengers Tower
Support Basic 2

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.

286.9 · 3,490 decks
Sunfire
#88Sunfire
Ally Aggression 2

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

283.6 · 1,948 decks
Ghost-Spider
#89Ghost-Spider
Ally Basic 3

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.)

281.3 · 1,650 decks
Psylocke
#90Psylocke
Ally Aggression 4

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

280.3 · 1,853 decks
Colossus
#91Colossus
Ally Basic 4

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

276.6 · 2,128 decks
Multitasking
#92Multitasking
Event Justice 1

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

272.3 · 2,448 decks
White Tiger
#93White Tiger
Ally Leadership 3

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.

271.7 · 2,189 decks
Indomitable
#94Indomitable
Upgrade Protection 1

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

267.6 · 3,188 decks
Hand Cannon
#95Hand Cannon
Upgrade Aggression 2

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.

259.4 · 2,039 decks
Spiritual Meditation
#96Spiritual Meditation
Event Basic 0

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

259.2 · 2,235 decks
Pixie
#97Pixie
Ally Leadership 2

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

258.5 · 1,538 decks
Stinger
#98Stinger
Ally Leadership 1

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

257.9 · 2,878 decks
Mutant Education
#99Mutant Education
Event Basic 0

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.

257.3 · 1,330 decks
Get Ready
#100Get Ready
Event Leadership 0

Action: Ready an ally.

256.3 · 2,733 decks