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O P   H E R O E S / C H A R A C T E R S    (Energy-Fighting-Strength-Intellect)

 Character Name                    Grid    (Pt V) Inherent Ability

 ABOMINATION                       2-4-8-3 (22.0)
 ABSORBING MAN                     5-5-7-1 (19.1) "Molecular Mimic" from Reserve
 THE ACOLYTES                      7-6-3-3 (20.8)
 ADAM WARLOCK                      7-2-5-6 (20.7)
 AGATHA HARKNESS                   7-1-1-6 (18.7)
 ALPHA FLIGHT                      4-7-4-6 (22.4)
 ANGEL                             2-7-4-3 (18.1)
    ANGEL: THE FALLEN              6-7-4-3 (21.2)
    ANGEL: HORSEMAN OF APOCALYPSE  5-7-6-2 (20.7)
 APOCALYPSE                        5-5-7-6 (24.4)
 BANSHEE                           7-5-3-5 (20.7) Teammates' Trainings +1
 BARON MORDO                       7-3-2-6 (19.9)
 BARON ZEMO                        1-6-2-6 (15.4) May play "Citizen V" Special
 BASTION                           3-2-4-7 (18.1) Sentinels Sp, IPc not shifted
 BEAST                             2-5-6-7 (20.7)
    BEAST: THE BRUTE               3-6-7-1 (19.2)
 BETA RAY BILL                     5-4-7-6 (22.9) May play any Thor Specials
 BEYONDER                          i-i-i-i (27.0) Play Teammate Specials, no OPD
 BISHOP                            6-7-4-3 (21.2)
 BLACK CAT                         3-6-3-4 (15.5) Power cards +1 for defense
 BLACK KING                        3-3-6-7 (20.8) Play Hellfire Club Specials
 BLACK PANTHER                     2-7-5-6 (20.7)
 BLACK WIDOW                       4-7-3-6 (21.2)
 BLACKHEART                        7-2-7-4 (21.3)
 BLINK                             7-5-2-3 (18.9)
 BLOB                              4-5-6-1 (15.1) No Spect KO w/ S Power cards
 BROOD                             3-6-6-4 (17.7) May have dup "Brood Spawn"
 BUCKY BARNES: WINTER SOLDIER      1-8-4-2 (21.1)
 BULLSEYE                          4-8-4-2 (22.4)
 CABLE                             7-7-4-5 (24.0)
 CALLISTO                          2-6-3-5 (15.4) Morlocks Sp, "Caliban" fr Rsrv
 CAPTAIN AMERICA                   2-8-4-6 (24.2)
 CAPTAIN BRITAIN                   4-4-7-6 (22.4)
 CAPTAIN MAR-VELL                  6-6-6-4 (19.9) Energy Rating is 8 for defense
 CARNAGE                           5-7-4-2 (19.3) Team +5 to Venture when KO'd
 CEREBRO                           3-1-2-6 (14.0) Only Cum KO 25 Spec KO 4 Types
    CEREBRO: THE FOUNDER           6-3-3-8 (24.8)
 COLOSSUS                          1-5-7-4 (18.7) No Cum KO w/ S Power cards
    COLOSSUS: AGE OF APOCALYPSE    2-5-7-3 (18.9) Attacks w/ S Pc not shifted
 CRUX                              6-6-2-3 (16.4) Avoid any attack w/ a 1I Pc
 CRYSTAL                           7-4-3-3 (19.1) May play any Inhumans Specials
 CYCLOPS                           7-4-4-5 (21.5) "Fearless Leader" from Reserve
 DAREDEVIL                         2-7-4-6 (20.3)
 DARK BEAST                        1-6-5-7 (20.1) May play any Beast Specials
 DAZZLER                           7-3-3-3 (18.4) Reserve defend D w/Power Cards
 DEADPOOL                          3-7-5-3 (19.9) No Spect KO w/ M Power cards
 DEATHBIRD                         3-7-3-3 (18.4) Shi'ar Sp, defend FL w/ Pc f R
 DEATHLOK                          4-5-5-6 (18.4) "Luther Manning" from Reserve
 DOC SAMSON                        2-2-7-6 (19.6)
 DOCTOR DOOM                       5-3-4-8 (24.2)
    DOCTOR DOOM: 2099              5-3-6-7 (21.7)
 DOCTOR OCTOPUS                    2-5-6-7 (20.7)
 DOMINO                            4-7-3-5 (20.3) E Power cards +2 for defense
 DONALD PIERCE                     4-2-6-7 (20.3) May play any Reavers Specials
 DOPPELGANGER                      3-6-6-1 (15.7) May play Spider-Man Specials
 DORMAMMU                          8-3-5-8 (27.0) 27-Points for Deckbuilding
 DR. STRANGE                       8-3-2-6 (23.8)
 DRACULA                           3-5-6-8 (25.6)
 DRAX                              4-6-6-1 (16.1) Strngth Rating is 8 for defense
 ELECTRO                           6-3-4-2 (14.6) DS cards +2 to defense
 ELEKTRA                           2-7-4-4 (18.5) No Spect KO w/ F Power cards
 THE ENFORCERS                     3-6-4-3 (15.5) 2 Specials Placed, not dups
 EXPEDITER                         2-5-2-7 (18.6) May play “Warp Chamber” Aspect
 FALCON                            3-6-5-4 (16.7) Place/play any F BasicUniverse
 FORGE                             5-5-3-7 (20.7) Team Basic Universes +1
 GALACTUS                          8-8-8-8 (27.0) 27-Points for Deckbuilding
 GAMBIT                            6-6-4-4 (18.9) May have dup "Charge Object"
 GAMORA                            2-7-4-4 (18.5) 
 GHOST RIDER                       6-6-6-2 (17.7) Only Spect KO by 4 Power Types
 GOBLYN QUEEN                      7-5-2-5 (19.8) Attacks w/ E Pc not shifted
 GREEN GOBLIN                      4-4-6-6 (18.9) I Power cards +1 to attack
 GREY KING                         6-3-5-7 (21.7)
 GROOT                             4-4-7-4 (20.7)
 THE HAND                          2-8-3-6 (23.8)
 HAVOK                             7-3-4-5 (20.3) +1 attacks vs. Energy 7 or 8
    HAVOK: MUTANT X                7-4-3-5 (20.3) +3 VT when a teammate is KO'd
 HAWKEYE                           4-7-4-2 (18.5) "Dynamite Delivery" from Resrv
 THE HELLFIRE CLUB                 6-4-4-7 (22.4)
 HENRY PYM                         3-4-3-7 (19.1) M Power cards +2 for defense
 HEROES FOR HIRE                   2-7-8-4 (25.3)
 HOBGOBLIN                         4-6-6-3 (17.7) S Power cards +1 to attack
 HOLOCAUST                         7-2-6-2 (19.6)
 HULK                              1-3-8-6 (23.2)
    HULK: MR. FIX-IT               2-6-6-6 (17.7) +1 attacks vs. Strength 7 or 8
 HUMAN TORCH                       7-4-4-4 (20.7) No Cum KO w/ E Power cards
    HUMAN TORCH: INVADERS          7-6-4-3 (21.2)
 HYDRA                             5-6-5-5 (17.0) 17-Points for Deckbuilding
 ICEMAN                            7-4-4-3 (19.4) May have dup "Snow Blind"
    ICEMAN: THE ICE-MAN            7-5-3-3 (19.9) +1 VT each Hit Current Battle
 THE INHUMANS                      8-4-5-4 (25.4)
 INVISIBLE WOMAN                   6-4-3-6 (17.7) Team +2 to Venture Total
    INVISIBLE WOMAN: MALICE        7-6-4-2 (20.3)
 IRON FIST                         4-7-4-4 (20.7)
 IRON MAN                          5-3-7-7 (22.8)
    IRON MAN: ORIGINAL ARMOR       4-3-5-7 (20.3) May have dup "Radar Warning"
 JEAN GREY                         7-3-2-4 (18.1) "Telepathic Unity" from Resrv
    JEAN GREY: DARK PHOENIX        8-4-6-3 (25.1)
 JESSICA JONES                     2-2-5-7 (18.6)
 JUBILEE                           6-4-2-4 (15.0) May have dup "Blinding Flare"
 JUGGERNAUT                        4-5-8-2 (23.2)
 KANG: THE CONQUEROR               5-5-5-7 (23.4)
 KA-ZAR                            1-7-5-5 (19.1) +1 attacks vs. Fighting 7 or 8
 KINGPIN                           2-4-5-6 (15.8) Teamworks from Reserve
 KLAW                              7-2-4-5 (19.3)
 THE KREE                          6-5-4-7 (22.9)
 LANDSLIDE                         6-4-6-2 (16.7) Opp -3 VT when L's tmmate KO'd
 LEADER                            3-4-2-7 (18.1) +2 defense "Twisted Mentality"
 LIZARD                            2-4-6-6 (16.7) DS cards +1 to attack
 LOKI                              7-4-4-7 (23.5)
 LONGSHOT                          3-7-4-3 (19.1) Opp team -2 to Venture Total
 LUKE CAGE                         2-5-6-2 (15.1) May play "Power Man" Special
 MAGGOT                            4-6-4-4 (17.1) Play "Slugfest" from Reserve
 MAGNETO                           8-5-3-6 (25.6)
 MANDARIN                          7-4-3-5 (20.3) F Power cards +2 for defense
 THE MARAUDERS                     7-7-3-2 (21.0)
 MARROW                            2-6-4-4 (15.0) May have 1 Dup "Bone Snap"
 MAVERICK                          5-8-3-3 (23.8)
 MEPHISTO                          7-2-7-7 (22.9)
 MERCURY                           6-7-5-4 (22.9)
 M.O.D.O.K.                        5-2-1-8 (21.9)
 MOJO                              6-3-1-6 (15.7) M Power cards +1 to attack
 MOLE MAN                          4-4-2-6 (15.0) +2 defense if "Social Outcast"
 MOON KNIGHT                       1-6-4-6 (16.1) Fghtng Rating is 8 for defense
 MORBIUS                           5-3-6-5 (17.2) Only Cum KO by 30 or more pnts
 THE MORLOCKS                      6-3-8-2 (23.8)
 MORPH                             4-5-3-6 (16.7) No Spect KO w/ I Power cards
 MR. FANTASTIC                     2-5-2-8 (22.5)
 MR. SINISTER                      4-5-4-8 (25.4)
 MS. MARVEL                        6-5-6-5 (20.9) Use M Pc to avoid any E attack
 MULTIPLE MAN                      6-6-3-3 (17.3) May make 1/both followup to TW
 MYSTERIO                          6-3-4-6 (17.7) No Spect KO w/ E Power cards
 MYSTIQUE                          5-6-3-6 (18.2) F Power cards +1 to attack
 NAMOR                             2-7-7-4 (21.3)
    NAMOR: SUB-MARINER             3-5-8-4 (24.2)
 NEBULA                            5-5-6-5 (19.9)
 NEW WARRIORS                      6-6-5-5 (20.9) Draw 2 when KO'd. Keep Dups.
 NICK FURY                         3-7-4-6 (21.2)
 NIGHTCRAWLER                      6-7-3-3 (20.8)
 NOVA                              6-4-7-2 (20.3)
 OMEGA RED                         6-7-5-2 (20.7)
 ONSLAUGHT                         8-2-6-7 (26.3)
 PHOENIX                           7-5-4-3 (20.3) When KOd not discarded til eob
 POLARIS                           7-3-3-4 (19.1) Attack w/ EPc while in Reserve
 POST                              1-6-4-6 (16.1) May not be attackd by Location
 PROFESSOR X                       8-2-1-7 (23.9)
 PSYCHO-MAN                        5-2-5-6 (16.2) "Emotion Box" from Reserve
 PSYLOCKE                          7-6-3-4 (21.2)
    PSYLOCKE: BETSY BRADDOCK       6-3-2-5 (15.4) P's Basic Univ count Damage/VT
 PUNISHER                          3-7-4-4 (19.4) No Cum KO w/ F Power cards
 PUPPET MASTER                     6-3-1-6 (15.7) "Alicia Masters" from Reserve
 QUICKSILVER                       7-6-3-2 (19.9)
 RAPTURE                           5-7-2-3 (18.9) +1 attacks vs. Intellect 7 or 8
 THE REAVERS                       5-7-6-3 (21.7)
 RED SKULL                         3-5-4-7 (20.3) No Cum KO w/ I Power cards
 REYES                             6-2-2-6 (16.1) Intellect Rating 8 for defense
 RHINO                             2-6-7-1 (18.9)
 ROCKET RACCOON                    1-5-2-6 (14.5) Use F Pc to avoid any I attack
 ROGUE                             4-4-7-2 (18.5) No Spect KO w/ Specials
    ROGUE: B/HOOD OF EVIL MUTANTS  6-5-3-2 (15.4) Not Cumulative KOd w/ Specials
 SABRA                             3-7-6-3 (20.8)
 SABRETOOTH                        2-8-6-3 (23.8)
 SANDMAN                           4-5-6-2 (15.8) May play "Sandman" Special
 SAURON                            6-5-5-5 (19.9) M Power cards +2 for defense
 SCARLET SPIDER                    3-7-6-5 (21.7)
 SCARLET WITCH                     7-3-2-5 (18.9) Opp team -5 to V when KO'd
 SCORPION                          5-5-7-2 (19.8) +1 attack if opp 4,5,6 Compltd
 SENTINELS                         7-5-7-1 (21.2)
 THE SERPENT SOCIETY               3-6-6-3 (17.3) May play Tactics from Reserve
 SHADOW KING                       7-1-1-7 (19.8)
 SHADOWCAT                         6-3-3-6 (17.3) May have dup "Ghostly Phase"
    SHADOWCAT: AGE OF APOCALYPSE   6-6-3-3 (17.3) Attack Reserve w/I or S Power
 SHANG CHI: MASTER OF KUNG FU      2-7-5-5 (19.8) "Elixir Vitae" from Reserve
 SHATTERSTAR                       3-7-5-3 (19.9) No Cum KO w/ M Power cards 
 SHE HULK                          1-4-7-5 (18.7) May have dup "Public Defender"
 THE SHI'AR                        5-4-3-8 (24.2)
 SHUMA-GORATH                      7-4-8-4 (27.0) 27-Points for Deckbuilding
 SILVER SABLE                      4-6-2-6 (16.7) F Teamworks from Reserve
 SILVER SAMURAI                    5-7-4-3 (20.3) When KO’d, no discard til EOB
 SILVER SURFER                     7-3-6-5 (21.7)
 SPIDER-GIRL                       4-6-5-3 (16.7) Attk w/Pc not defend Activator
 SPIDER-MAN                        3-7-6-5 (21.7)
    SPIDER-MAN: SYMBIOTIC COSTUME  6-5-7-2 (20.7)
 SPIDER-WOMAN                      6-3-6-4 (17.7) E Power cards +1 to attack
 SPIRAL                            6-5-3-2 (15.4)
 THE STARJAMMERS                   3-7-4-5 (20.3) 2 Power cards Placed, not dups
 STAR-LORD                         5-5-5-6 (19.9) Training cards +2 for defense
 STORM                             7-5-3-4 (20.3) I Power cards +2 for defense
    STORM: BLOODSTORM              7-6-5-3 (21.7)
    STORM: NEUTRALIZED             1-6-4-5 (15.1) May play any Morlocks non-OPD
 STRONG GUY                        3-4-7-3 (19.1) "Pile It On" from Reserve
 SUNFIRE                           7-5-4-4 (21.5) "Solar Flare" from Reserve
 SUPER SKRULL                      6-4-7-4 (22.4)
 SUPERPATRIOT                      3-6-7-2 (19.9) Play Captain America Specials
 TASKMASTER                        3-7-4-5 (20.3) Use I Pc to avoid any F attack
 TEAM X                            5-7-6-5 (24.4) nonOPD Wolv,Sabre,Mav Specials
 THANOS                            7-7-7-7 (26.6)
 THING                             1-5-8-3 (22.2)
 THOR                              7-5-7-4 (24.0)
 THUNDERBIRD                       2-6-7-3 (19.9)
 THUNDERBOLTS                      7-5-4-6 (22.9)
 TYPHOID MARY                      5-7-3-2 (18.9) Attacks w/ F Pc not shifted
 ULTRON                            6-5-7-5 (24.4)
 VENOM                             5-6-7-2 (20.7)
 VIPER                             4-6-3-6 (17.7) Hydra, nonOPD SerpSocty Sp
 VISION                            5-4-6-6 (19.4) "Android Endurance" from Resrv
 VULTURE                           4-6-4-6 (18.9) Use S Pc to avoid any F attack
 WAR MACHINE                       5-4-7-3 (20.3)
 WARLOCK                           7-6-4-6 (23.4)
 WASP                              6-5-1-4 (15.1) Use E Pc to avoid any S attack
 WHITE QUEEN                       7-2-2-6 (19.6)
 WOLVERINE                         2-8-5-4 (23.2)
    WOLVERINE: AGE OF APOCALYPSE   2-8-4-5 (23.2)
    WOLVERINE: GOLDEN AGE          3-7-4-5 (20.3)
 X-23                              1-8-3-2 (20.4)
 X-BABIES                          5-5-4-1 (14.0) Not S/C KO'd with Power cards
 X-MAN                             8-3-3-3 (22.3)
 X-MEN: ORIGINAL TEAM              7-2-4-5 (19.3) May play any Professor X OPD
 XAOS                              7-4-4-1 (17.8) Draw 1 when X's teammate KO'd

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C H A R A C T E R   C A R D S   A N D   S P E C I A L   C A R D S

* ANY CHARACTER
SYMBIOTIC HEALING (AL) <IQ>
        Play as an offensive action targeting Character who played this card. Remove 1 Hit from the Current Battle or Permanent Record of target Character. If removed Hit is a Special, active effects are also removed. [OPD]
BASTION (AO) <MN> 
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an offensive action by Opponent's Character. [OPD]
CONFUSION (DB) <MI>
        Acts as a non-numerical attack targeting a Character. If successful, target Character must discard 1 Placed Teamwork card. Alternatively, may play as a defensive action targeting Character who played this card. Avoids all attacks from 1 Teamwork and/or associated Power cards made against target Character. [OPD]
DEAL WITH THE DEVIL (BW) <PB> 
        Play as an offensive action targeting Opponent's Team. Opponent must discard top 5 cards from Draw Pile into Dead Pile. [OPD]
DEATH FROM ABOVE (AA) <MC> 
        Acts as a Level 4 Fighting attack. Character who played this card may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
DEVOURER OF WORLDS (OS) <XM>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not use Activator cards for remainder of game until Marvel Universe is KO'd or this Special has been attacked with 3 Activator card attacks. Each Activator attack takes 1 turn, which does not require Special retrieval from under Battlesite. This Special may not be negated. [OPD]
GAMMA TERROR (AR) <CP>
        Acts as a Level 7 Strength attack. [OPD]
GOD OF MISCHIEF (AF) <CP>
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle. [OPD]
GUARDIAN ANGEL (AG) <CP> 
        Avoid 1 non-numerical or numerical attack made on Character playing this card. [OPD]
NEW UNIVERSE (EN) <CL>
        Play as an offensive action targeting Player's Team, to concede battle. All Player's Mission cards Ventured this battle return to piles Ventured from. Opponent's Mission cards advance as normal. This card may be Placed. [OPD]
POWER LEECH (BY) <IQ>
        Acts as a non-numerical attack targeting a Character. If successful, Opponent must discard 4 cards of Opponent's choice playable by target Character that act as an attack or defense with Power Type of Player's choice. Cards to discard may be currently placed and/or in hand. [OPD]
SAVAGE LAND (BL) <MI> 
    Play as a defensive action targeting Opponent's Team, when Opponent concedes. An opportunity to negate this Special must be given to the Opponent. If not negated, Opponent may not concede battle and must continue with their turn. This card may be Placed. [OPD]
UNLUCKY AT LOVE (AM) <CP> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character is -3 to all numerical defenses for remainder of battle. [OPD]
WEB-HEADED WIZARD (BQ) <MI> 
        Play as an offensive action targeting Player's Team. Player may immediately exchange this card for any 1 card in Dead Pile. [OPD]
      ____________________________________________________________________

*ABOMINATION  <PB>         E: 2   F: 4   S: 8   I: 3   (22.0)
ABHORRENT CONFRONTATION (DV) <PB>
        Acts as a Level 4 Any-Power attack. Must be combined with 1 numerical attack from a Special card or Power card and optional Basic / Training universe played by Abomination for a single attack. [OPD]
CELLULAR RECOVERY (KR) <PB> 
        Play targeting Abomination. Remove 1 Hit of 6 or less from the Hits from Current Battle or Permanent Record of Abomination or Teammate. If any removed Hit is a Special, active effects are also removed. May be played from Reserve.
DESTRUCTIVE RAMPAGE (NG) <PB>
        Acts as a Level 7 Any-Power attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
GAMMA SPAWNED RIVAL (BT) <PB>
        Play as an offensive action targeting Opponent's Team. Opponent's Strength, MultiPower and Any-Power Power cards do not contribute to the Venture Total for this battle.
PROJECT GREEN SPRING (IC) <PB>
        Play as an offensive action targeting Player's Team. Abomination's "Abhorrent Confrontation" and "Cellular Recovery" Special cards may be played by any Teammate for remainder of game. [OPD]
      ____________________________________________________________________

*ABSORBING MAN  <CL>       E: 5   F: 5   S: 7   I: 1   (19.1)       ~ May play "Molecular Mimic" from Reserve. ~
ABSORB PROPERTIES (DY) <CL> 
        This Special acts identical to any Hit in Absorbing Man's Hits from the Current Battle or Permanent Record. [OPD]
CRUSHER CREEL (JH) <CL>
        Acts as a Level 5 Fighting attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
MOLECULAR MIMIC (KN) <CL>
        Play as an offensive action targeting Absorbing Man, with any Basic Universe card, except MultiPower or Any-Power. Absorbing Man's Power Grid Rating gets Bonus in that Power Type for remainder of game. May also play as a defensive action together with a suitable defense if Power Grid Rating increase will facilitate defense of incoming attack. Bonus of Basic Universe used with Molecular Mimic does not apply to defense.
REBUILD FORM (JJ) <CL> 
        Play as an offensive action targeting Absorbing Man. Discard 1 Power card usable by Absorbing Man to remove all Hits with same Power Type from Absorbing Man's Hits to Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. [OPD]
STRUCTURAL MASS (FQ) <AE>
        Play as an offensive action targeting Absorbing Man. Energy or MultiPower Hits do not count toward Absorbing Man's Spectrum or Cumulative KO for remainder of game. May play as a defensive action if it will prevent Absorbing Man from being Spectrum or Cumulative KO'd from incoming attack. [OPD]
TITANIA (KH) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle. If Opponent has "The Secret Wars" Mission, Opponent's Team is -8 to Venture Total for this battle.
WRECKING BALL (JZ) <CL>
        Acts as a Level 5 Strength attack. Defensive action against this attack may not be made with a Special card.
      ____________________________________________________________________

*THE ACOLYTES  <MN>        E: 7   F: 6   S: 3   I: 3   (20.8)
AMY C. VOGHT (HK) <XM>
        Acts as a non-numerical attack targeting a Character. If successful, target Character must make as many additional attacks as possible against Player's Characters or Battlesite using either a Special card, or Power Card and optional Basic / Training Universe. Player must be given an opportunity to defend between each attack.
AMELIA VOGHT (KH) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle. If Opponent has "Fatal Attractions" Mission, Opponent's Team is -8 to Venture Total for this battle.
EXODUS (AE) <MN>
        Acts as a Level 4 Any-Power attack. May be combined with 1 Energy, Fighting, Strength, or Intellect Power card played by The Acolytes for a single attack.
FABIAN CORTEZ (HX) <MN> 
        Play as an offensive action targeting Player's Team. Player's Characters gain +3 to all numeric Special card attacks and defenses for remainder of battle. Bonus not applied to damage or Venture Total. May be played from Reserve. May play as a defensive action together with one of Player’s Character’s numerical Special card defense, if effects of this Special will facilitate defense of incoming attack. [OPD]
FRENZY (PJ) <AE>
        Play as an offensive action targeting The Acolytes. The Acolytes' Hit Power Types to Spectrum KO is increased by 1 for remainder of game. May play as a defensive action if it will prevent The Acolytes from being Spectrum KO'd from incoming attack. [OPD]
RUSTY COLLINS (LC) <MN>
        Acts as a Level 4 Energy attack against a Character, or Level 8 Any-Power against a Battlesite.
SENYAKA (JF) <MN> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Any-Power Hits on target's Current Battle and Permanent Record become Energy Hits for remainder of game. Special effect may cause immediate KO. [OPD]
SKIDS (AD) <MN>
        Avoid 1 attack made with a Power card against The Acolytes.
UNUSCIONE (LB) <MN>
        Avoid 1 non-numerical or numerical attack made with an Aspect card, Activator retrieved Special card or Any Character Special card against The Acolytes. The Acolytes may not be attacked with aforementioned cards for remainder of battle.
      ____________________________________________________________________

*ADAM WARLOCK  <MN>      E: 7   F: 2   S: 5   I: 6   (20.7)
COSMIC ALLIANCE (FE) <MN>
        Acts as a Level 3 Fighting attack. Each Front Line Teammate may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
DETACHMENT (OC) <TM>
        Acts as a non-numerical attack targeting a Character. If successful, Opponent must discard 3 cards playable by target Character from Hand. Cards chosen by Opponent. [OPD]
ENERGY BARRAGE (AR) <MN>
        Acts as a Level 7 Energy attack.
THE INFINITY WATCH (AD) <CL>
        Avoid 1 Energy, Intellect or Any-Power attack made against Adam Warlock.
SOUL GEM (FD) <MN> 
        Acts as a non-numerical attack targeting a Character. If successful, only Adam Warlock and target Character may attack, be attacked, or defend this battle. [OPD]
      ____________________________________________________________________

*AGATHA HARKNESS <AE>       E: 7   F: 1   S: 1   I: 6   (18.7)
BINDING SPELL (KL) <AE>
        Play as an offensive action targeting Opponents' Team. All Opponent’s Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
MAGIC INTUITION (MP) <AE>
        Play as an offensive action targeting Player's Team. Any Special played by Player's Characters can not be negated for remainder of game until "Magic Intuition" is negated. Alternatively, may play as a defensive action to stop any Player's Character's Special card with active effects from being negated; or to stop Opponent's Character from negating a Hit by Player's Character's Special card.
MAGIC REFLECTION (AO) <AE>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
MYSTICAL SPELLS (CD) <AE>
        Play as an offensive action targeting Agatha Harkness. Only Energy or Intellect attacks may be played against Agatha Harkness for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-Energy non-Intellect attack made against Agatha Harkness.
WHISPER HILL (BG) <AE>
        Play as an offensive action targeting Player's Team. Player's Characters gain +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]
      ____________________________________________________________________

*ALPHA FLIGHT  <MN>       E: 4   F: 7   S: 4   I: 6   (22.4)
AROURA (HF) <MN>
        Acts as a Level 4 MultiPower attack.
GUARDIAN (AD) <MN> 
        Avoid 1 non-numerical or numerical attack made against Teammate.
MADISON JEFFRIES (OJ) <TM>
        Acts as a Level 10 Any-Power attack. If used against Battlesite, damage fully counts toward Venture Total. [OPD]
MURMUR (KD) <CL> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Energy Power Card Hits on target are doubled when determining Cumulative KO for remainder of game. May cause immediate KO. Does not count toward Venture Total. [OPD]
PUCK (EJ) <MN>
        Acts as a Level 2 Strength attack. If successful, acts as a Level 8 Energy Hit.
SASQUATCH (HR) <MN>
        Acts as a Level 9 MultiPower attack. [OPD]
SHAMAN (CK) <MN> 
        Play as an offensive action targeting Player's Team. This Special stays targeted to Player's Team, and effect is delayed until the beginning of a battle where Player chooses to discard this card to move one KO'd Teammate from Defeated Characters Pile to Front Line. If there are already three Characters in Front Line, move Character into Reserve. Teammate is discarded at end of next battle. [OPD]
SNOWBIRD (FB) <MN>
        Play as an offensive action targeting Alpha Flight. Draw top card from Draw Pile. If drawn card is a non-numerical or numerical attack, Alpha Flight must play it immediately. If drawn card is not a non-numerical or numerical attack, discard it to the Dead Pile.
VINDICATOR (MA) <XM>
         Acts as a Level 5 MultiPower attack. Defensive action may not be made with an Aspect card, Activator retrieved Special card or Any Character Special card.
      ____________________________________________________________________

* ANGEL  <PB>   E: 2   F: 7   S: 4   I: 3   (18.1)
* ANGEL: THE FALLEN <XM>   E: 6   F: 7   S: 4   I: 3   (21.2)
* ANGEL: HORSEMAN OF APOCALYPSE <CL>   E: 5   F: 7   S: 6   I: 2   (20.7)
AERIAL COMBAT (FQ) <PB>
        Play as an offensive action targeting Angel. Fighting or MultiPower Hits do not count toward Angel's Spectrum or Cumulative KO for remainder of game. May play as a defensive action if it will prevent Angel from being Spectrum or Cumulative KO'd from incoming attack. [OPD]
AVENGING ANGEL (NJ) <PB>
        Acts as a Level 4 MultiPower attack. Attack is not affected by Special cards with currently active effects at the time of playing this Special card.
HIGH FLYER (AG) <PB>
        Avoid 1 non-numerical or numerical attack made against Angel.
MILLIONAIRE PLAYBOY (JA) <PB>
        Play as an offensive action targeting Angel. Discard one Fighting Power card usable by Angel. Player may draw 4 cards from top of the Draw Pile, do not discard duplicates. [OPD]
NEURO-TOXIN (HO) <XM>
        Acts as a Level 6 Energy attack. If successful, Opponent's Team is -4 to Venture Total for this battle.
      ____________________________________________________________________

* APOCALYPSE  <IQ> E: 5   F: 5   S: 7   I: 6   (24.4)
AGELESS EVIL (AE) <IQ>
        Acts as a Level 4 Energy attack. May be combined with 1 Intellect Power card played by Apocalypse for a single attack.
ANCIENT MUTANT (FQ) <AE>
        Play as an offensive action targeting Apocalypse. Intellect and MultiPower Hits do not count toward Apocalypse's Spectrum or Cumulative KO for remainder of game. May play as a defensive action if it will prevent Apocalypse from being Spectrum or Cumulative KO'd from incoming attack. [OPD]
ENHANCE STRENGTH (AY) <OP>
        Play as an offensive action targeting Apocalypse. Apocalypse's Strength Power Grid Rating increases to 8 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
GENETIC ENGINEERING (BD) <OP> 
        Acts as a non-numerical attack targeting a Character. If successful, for the Power Type of Player's choice, target Character's Power Grid Rating reduces to 0, and target Character may not use cards that act as an attack or defense with chosen Power Type for remainder of battle. [OPD]
INSTANT EVOLUTION (CL) <PS>
        Play as an offensive action targeting Apocalypse. Apocalypse may play any and all of KO'd Teammates' Specials for remainder of battle. May play as a defensive action together with KO'd Teammate's Special, if useable as response to incoming attack or offensive action.
MEGAMORPH (AS) <OP> 
        Acts as a Level 9 Fighting attack. [OPD]
SHAPE SHIFT (AC) <OP>
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Apocalypse, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
SURVIVAL OF THE FITTEST (AC) <OP>
        Play as a defensive action targeting Teammate when Apocalypse is attacked. Non-numerical or numerical attack made on Apocalypse is now shifted to target Teammate, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
TECHNO-VIRUS (HA) <IQ>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target Character or Battlesite may not defend against Level 1 or 2 Power cards for remainder of game. [OPD]
      ____________________________________________________________________

* BANSHEE  <IQ> E: 7   F: 5   S: 3   I: 5   (20.7)       ~ Teammates' Training card bonuses are an additional +1. ~
CASSIDY KEEP (BR) <IQ>
        Play as an offensive action targeting Banshee. Banshee may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
DISRUPTIVE YELL (FX) <TM>
        Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the beginning of next battle, at which point Opponent's Team may not Place any cards that act as a Fighting or MultiPower attack or defense and this Special is discarded.
INTERPOL (JC) <MN>
        Acts as a Level 5 Intellect attack. Banshee may play 1 additional Special card. Opponent may defend between each action.
INTERPOL TRAINING (AA) <PS>
        Acts as a Level 4 Fighting attack. Banshee may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
LUCK O' THE IRISH (DS) <PS>
        Play as an offensive action targeting Banshee. Choose one Banshee Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
SHATTER SHRIEK (BY) <PS> 
        Play as an offensive action targeting Opponent's Team. Opponent must discard all cards that act as a Fighting or MultiPower attack or defense currently held in hand. [OPD]
SONIC GLIDE (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Banshee.
SUPER SCREAM (AS) <PS>  
        Acts as a Level 11 Energy attack. Banshee may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Banshee, so that Special effects are still active but without the Hit. [OPD]
VOCAL HYPNOSIS (AX) <PS>
        Acts as a non-numerical attack targeting a Character. If successful, Banshee and target Character may not attack for remainder of battle.
      ____________________________________________________________________

* BARON MORDO  <CL>  E: 7   F: 3   S: 2   I: 6   (19.9)
BARGAIN LIFEFORCE (JO) <CL>
        Play as an offensive action targeting Baron Mordo. Baron Mordo's Hit Points to Cumulative KO is reduced by 7 points. Baron Mordo's Energy and Intellect Power Grid Ratings increase to 8 for the remainder of game. May also play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. Decreased Hit Points may cause immediate KO.
DEMONIC SUMMONS (AQ) <CL>
        Acts as a Level 8 MultiPower attack. [OPD]
ILLUSION CASTING (AG) <CL>
        Avoid 1 non-numerical or numerical attack made against Baron Mordo.
JEALOUS DISCIPLE (LT) <CL>
        Acts as a Level 3 Intellect attack, +1 for each Mission card in Player's Defeated Missions Pile. Bonus not applied to damage or Venture Total.
MALEVOLENT MAGICIAN (NG) <AE>
        Acts as a non-numerical attack targeting a Character. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
MYSTICAL MENACE (DO) <CL>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit on Player's Characters or Team. Negates currently active effect and/or Hit of target Special card. May be used as a defensive action to negate an incoming Special and any combined cards played against Player's Characters or Team.
SPELL OF SILENCE (JY) <CL> 
        Acts as a Level 5 Energy attack. May not be affected by a card with the word "Teammate" on it.
      ____________________________________________________________________

* BARON ZEMO <AE>  E: 1   F: 6   S: 2   I: 6   (15.4)       ~ May play Thunderbolts' "Citizen V" Special card. ~
MASTER OF EVIL PLANS (AS) <AE>
        Acts as a Level 9 Intellect attack. [OPD]
MOONSTONE SPACE WARP (MT) <AE>
        Acts as a Level 4 Energy attack. May be played from Reserve. If successful, Baron Zemo may continue to attack from Reserve for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Baron Zemo for active effects without the Hit.
OLYMPIC-LEVEL MARKSMAN (CI) <AE> 
        Acts as a Level 2 Strength attack. Must be combined with a Power card played by Baron Zemo for a single attack. If successful, acts as a Level 6 Strength Hit.
QUESTIONABLE HEROISM (MH) <AE>
        Acts as a Level 8 Intellect defense. May be used to defend Baron Zemo or Teammate.
TO DASTARDLY DEEDS (CM) <AE>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters are -1 to all numerical attacks and defenses for remainder of battle. Attacks Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
      ____________________________________________________________________

* BASTION  <XM> E: 3   F: 2   S: 4   I: 7   (18.1)       ~ May play any "Sentinels" Special cards. Attacks made with Intellect
 Power cards may not be shifted from Target Character. ~
      ____________________________________________________________________

* BEAST  <IQ> E: 2   F: 5   S: 6   I: 7   (20.7)
* BEAST: THE BRUTE  <XM> E: 3   F: 6   S: 7   I: 1   (19.2)
ACROBATICS (CD) <PS> 
        Play as an offensive action targeting Beast. Only attacks made with Universe or Tactic cards may be played against Beast for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 attack not made with aforementioned cards against Beast.
AMBIDEXTERITY (HC) <IQ>
        Play as an offensive action targeting Beast. Beast may combine additional Basic Universe of any power type playable by Beast with each Basic Universe and Power card attack or defense for remainder of game. As an added effect, may also play as a defensive action together with combining aforementioned cards, if the effects of this Special will facilitate defense of incoming attack. [OPD]
ANALYZE (AO) <OP>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
ANIMAL DEXTERITY (AD) <OP>
        Avoid 1 Energy, Fighting or Any-Power attack made against Beast.
BEASTIAL BRAWN (AA) <OP> 
        Acts as a Level 4 Strength attack. Beast may make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
BIOCHEMIST (AL) <OP> 
        Play as an offensive action targeting Beast's Teammate. Remove 1 Hit from the Current Battle or Permanent Record of target Character. If removed Hit is a Special, active effects are also removed.
BRILLIANT DEDUCTION (HB) <IQ> 
        Play as an offensive action targeting Opponent's Team. Sort through Opponent's Power Pack and remove any 4 cards of Player's choice. Discard chosen cards into Dead Pile.  Reshuffle Power Pack.
DROP KICK (AS) <OP>  
        Acts as a Level 9 Fighting attack. [OPD]
STARS & GARTERS (EB) <TM>
        Play as an offensive action targeting Player's Team. For remainder of game, any attack against one of Player's Characters or Special card offensive action against Player's Team may be shifted to Stars & Garters, at which point Stars & Garters as well as incoming attack or offensive action card are both discarded. [OPD]
      ____________________________________________________________________

* BETA RAY BILL  <CL>       E: 5   F: 4   S: 7   I: 6   (22.9)       ~ May play any "Thor" Special cards. ~
      ____________________________________________________________________

* BEYONDER  <OPL>          E: i   F: i   S: i   I: i   (28.0)       ~ May play Non-One-Per-Deck Teammates' Special cards. In each respective Power Type, Beyonder's Power Grid Rating is equal to highest Power Grid Rating of active Teammates. ~ 
      ____________________________________________________________________

* BISHOP  <IQ>  E: 6   F: 7   S: 4   I: 3   (21.2)
ABSORB ENERGY (AY) <OP>
        Avoid 1 attack made with an Energy, Strength and/or MultiPower Power Type made against Bishop. Bishop's Energy Power Grid Rating is increased to 8 for remainder of battle.
BODY ARMOR (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Bishop.
CHANGE THE FUTURE (OG) <TM>
        Play as an offensive action targeting Opponent's Team. Player may draw 1 card from top of Draw Pile. This Special stays targeted to Opponent's Team, and effect is delayed until the next Event card played by Opponent. Effect of Event card is negated, and this Special is discarded. Opponent may still redraw for played Event. [OPD]
DRAW ENEMY FIRE (AC) <OP> 
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Bishop, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
PARAMILITARY SKILL (AR) <IQ>
        Acts as a Level 4 Intellect attack.
PLASMA GUN (AS) <OP>
        Acts as Level 9 Energy attack. [OPD]
SPECTRUM BLAST (AQ) <OP>
        Acts as a Level 8 MultiPower attack. [OPD]
TEMPORAL ANOMALY (HD) <IQ> 
        Play as an offensive action targeting Player's Team. Sort through Player's Defeated Heroes Pile and remove 1 Event card. Put Event card into Player's Draw Pile. Reshuffle Draw Pile. [OPD]
XSE TACTICS (AA) <OP>
        Acts as Level 4 Fighting attack. Bishop may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
      ____________________________________________________________________

* BLACKHEART <AE>          E: 7   F: 2   S: 7   I: 4   (21.3)
CAST OUT OF HELL (JY) <AE>
        Acts as a Level 5 Fighting attack. May not be affected by a card with the word "Teammate" on it.
PARALYZING FEAR (IB) <AE>
Play as an offensive action targeting Opponent's Team. Opponent's Characters must discard all Placed Double Shot cards, and Opponent's Team is -3 to Venture Total.
SOUL PAYMENT (FH) <AE>
        Acts as a Level 2 Intellect attack. If successful, remove all Intellect Power card Hits from Blackheart and all Teammates' Current Battle and Permanent Record.
THE DEVIL'S DEN (DQ) <AE>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target's Hit Points to Cumulative KO is reduced by 6 for remainder of game. Decreased Hit Points may cause immediate KO. [OPD]
WITH A VENGEANCE (BV) <AE>
        Play as an offensive action targeting Blackheart. Player may draw 1 card from Draw Pile. Discard duplicates. Blackheart may immediately make as many additional attacks as desired against any targets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
      ____________________________________________________________________

* BLACK CAT  <IQ> E: 3   F: 6   S: 3   I: 4   (15.5)       ~ Power cards are +1 when used for defense. ~
BAD LUCK (AI) <PS> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
CAT BURGLAR (CB) <PS> 
        Acts as a non-numerical attack targeting a Character that has a Basic or Training Universe card placed. If successful, Black Cat may immediately make an attack using that Universe card placed on target Character, even if it is not normally playable by Black Cat.
CAT FIGHT (AA) <PS>
        Acts as a Level 4 Fighting attack. Black Cat may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
FELINE FORTUNE (CM) <IQ>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters are –2 to all attacks against Black Cat for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
FELINE FURY (CD) <IQ> 
        Play as an offensive action targeting Black Cat. Only Fighting or Strength attacks may be played against Black Cat for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-Fighting non-Strength attack made against Black Cat.
FEMME FATALE (BY) <PS>
        Play as an offensive action targeting Opponent's Team. Opponent must discard all cards that act as a Strength or MultiPower attack or defense currently held in hand. [OPD]
KISS OF DEATH (BA) <PS> 
        Acts as a Level 3 Energy attack. Defensive action against this attack may only be made with a Negate Special card. [OPD]
LUCKY BREAK (FG) <TM>
        Acts as a Level 6 Intellect attack. If not successful, shift this card to target Opponent's Team for active effects without the Hit, and Opponent's Team is -3 to Venture Total for this battle. [OPD]
NINE LIVES (AD) <PS>
        Avoid 1 Strength, Fighting or Any-Power attack made against Black Cat.
      ____________________________________________________________________

* BLACK KING  <PB> E: 3   F: 3   S: 6   I: 7   (20.8)       ~ May play Non-One-Per-Deck Hellfire Club Special Cards. ~
ENERGY-ENHANCED STRIKE (CI) <PB>
        Acts as a Level 2 Any-Power attack. Must be combined with a Power card played by Black King for a single attack. If successful, acts as a Level 7 Any-Power Hit.
ESCAPE PLAN (ED) <PB>
        Play as an offensive action targeting any Special card that has currently active effects but not acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect of target Special card. Alternatively, may be used as a defensive action, to negate any Special and associated cards that does not contain a numerical attack played as an offensive action by Opponent's Character.
INNER CIRCLE (NF) <PB>
        Acts as a non-numerical attack against a Character or Battlesite. If successful, target must discard all placed cards and may only have 1 card placed for remainder of game. [OPD]
KINETIC CONVERSION (AD) <PB>
        Avoid 1 Energy, Strength or Any Power attack made against Black King.      ____________________________________________________________________

* BLACK PANTHER  <CL>       E: 2   F: 7   S: 5   I: 6   (20.7)
AFRICAN MONARCH (KM) <CL> 
        Play as an offensive action targeting Black Panther. Black Panther must immediately make a Special card attack that contains a numerical value. Numerical value of Special card is added as a bonus to Player's Team's Venture Total for this battle, regardless of whether the Special attack is defended or not.
AGILE WARRIOR (AG) <CL>
        Avoid 1 non-numerical or numerical attack made against Black Panther.
BLACK PANTHER POWER (LR) <CL>
        Acts as a Level 4 MultiPower attack. May be combined with 1 Intellect Power card played by Black Panther for a single attack. [OPD]
HEART SHAPED HERB (AL) <CL> 
        Play as an offensive action targeting Black Panther. Remove 1 Hit from the Current Battle or Permanent Record of Black Panther. If removed Hit is a Special, active effects are also removed. Black Panther's Fighting Power Grid Rating increases to 8 for remainder of Battle.
JUNGLE SAVVY (JZ) <CL>
        Acts as a Level 5 Fighting attack. Defensive action against this attack may not be made with a Special card.
VESSEL OF THE PANTHER GOD (AS) <TM>
        Acts as a Level 10 Intellect attack. [OPD]
WAKANDAN TECHNOLOGY (DQ) <CL>
        Play as an offensive action targeting Player's Battlesite. Player's Battlesite's Hit Points to Cumulative KO increases by 6 for remainder of game. May also play as a defensive action, if it will prevent Player's Battlesite from being Cumulative KO'd.
      ____________________________________________________________________

* BLACK WIDOW  <IQ> E: 4   F: 7   S: 3   I: 6   (21.2)
AVENGING AGENT (BA) <MC>
        Acts as a Level 2 MultiPower attack. Defensive action against this attack may only be made with a Special card. [OPD]
CHAMPION (CQ) <IQ> 
        Play as an offensive action targeting Black Widow. For the remainder of battle, all Black Widow numerical Special card Hits on Opponent's Characters or Battlesite are doubled when determining Venture Total.
COMBAT GYMNAST (EL) <MC>
        Acts as a Level 7 Fighting attack. If successful, target Character’s Fighting Power Grid Rating reduces to 0, and may not make any Fighting or MultiPower attacks or defenses for remainder of battle. [OPD]
DEFENSE TACTICS (AD) <MC>
        Avoid 1 Energy, Strength or Any-Power attack made against Teammate. May be played from Reserve.
DISINFORMATION (OK) <TM>
        Play as an offensive action targeting Opponent's Team. Discard 1 Power card usable by Black Widow. Opponent must discard any number of cards, as long as the combined numerical Levels of the discarded cards added together is equal to or greater than twice the Level of Black Widow's Power card. Cards may be Placed or in Opponent's Hand. [OPD]
ESPIONAGE (AF) <MC> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
KGB INTELLIGENCE (AN) <IQ> 
        Acts as a Level 6 Intellect attack. May be used against Character in Reserve, who may defend.
WIDOW'S BITE (AA) <MC>
        Acts as a Level 4 Energy attack. Black Widow may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
WIDOW'S LINE (AG) <MC>
        Avoid 1 non-numerical or numerical attack made against Black Widow.
      ____________________________________________________________________

* BLINK  <PB>   E: 7   F: 5   S: 2   I: 3   (18.9)
AGILE EXILES (CW) <PB>
        Avoid 1 non-numerical or numerical attack made against Blink. Blink may not be attacked for remainder of battle. [OPD]
BIO JAVELINS (DG) <PB>
        Acts as a Level 2 Fighting attack. Blink may make up to 2 additional attacks against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
EXPERT COMBATANT (PK) <PB>
        Acts as a Level 4 Any-Power attack or defense. Blink may simultaneously play a Double Shot card with normal Teammate Power card contribution to either combine all three cards as a single attack or defense; or have all three cards as separate attacks.
PORTAL TELEPORTATION (AD) <PB>
        Avoid 1 attack of 6 or less made against Blink or Teammate. May be played from Reserve. Bonuses and penalties affecting Blink's numerical defenses apply to this card.
REVERENCE (PE) <PB>
        Acts as a Level 4 Intellect defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 4 Intellect Counter-Hit against attacker and cannot be defended.
      ____________________________________________________________________

* BLOB  <IQ>    E: 4   F: 5   S: 6   I: 1   (15.1)       ~ May not be Spectrum KO'd with Strength Power cards. ~
ABSORB IMPACT (CW) <PS>
        Avoid 1 non-numerical or numerical attack made against Blob. Blob may not be attacked for remainder of battle. [OPD]
AVALANCHE (AE) <MN>
        Acts as a Level 4 Energy attack. May be combined with 1 Strength Power card played by Blob for a single attack.
BLUBBER BLOCK (AD) <PS>
        Avoid 1 non-numerical or numerical attack made against Teammate.
BOTTOMLESS BELLY (CE) <PS> 
        Play as an offensive action targeting Opponent's Team. Opponent must discard top 3 cards from Draw Pile into Dead Pile.
FLABBY FIGHTER (HE) <IQ>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters with a Fighting Power Grid Rating of 7 or 8 may not make Fighting or MultiPower attacks for remainder of battle. [OPD]
FORMAL FURY (NI) <AE>
        Acts as a Level 5 Intellect attack. If successful, Opponent must discard all Any Character and Activator cards currently held in Hand.
HEAVY HITTER (AR) <PS>
        Acts as a Level 6 Fighting attack.
IMMOVABLE OBJECT (AX) <PS> 
        Acts as a non-numerical attack targeting a Character. If successful, Blob and target Character may not attack for remainder of battle.
SUMO SLAM (CU) <PS>
        Acts as a Level 7 Strength attack. If successful, target Character or Battlesite must discard 1 placed card of Player's choice. [OPD]
      ____________________________________________________________________

* BROOD  <IQ>   E: 3   F: 6   S: 6   I: 4   (17.7)
       ~ May have duplicate "Brood Spawn" Specials. ~
ALIEN HUNGER (HB) <MC>
        Play as an offensive action targeting Opponent's Team. Sort through Opponent's Power Pack and remove any 5 cards of Player's choice. Discard chosen cards into Dead Pile. Reshuffle Power Pack. [OPD]
BONY EXOSKELETON (AD) <MC>
        Avoid 1 Strength, Fighting or Any-Power attack made against Brood.
BROOD SPAWN (EB) <MC>
        Play as an offensive action targeting Brood. For remainder of game, any non-numerical or numerical attack made against Brood may be shifted to Brood Spawn, at which point Brood Spawn as well as incoming attack are both discarded.
HIVE EVOLUTION (NQ) <AE>
        Play this as an offensive action targeting Brood. As many Hits from Current Battle or Permanent Record as desired by Player from Brood and Teammates may be moved into Brood's Permanent Record, until Brood is KO’d or all Hits are on Brood. Affects Venture Total. May be played from Reserve. [OPD]
INSECTOID INCURSION (AH) <MC> 
        Play as an offensive action targeting Brood. No Fighting, Intellect or Any-Power attacks may be made against Brood for remainder of battle. As an added effect, may play as a defensive action, to avoid a Fighting, Intellect or Any-Power attack made against Brood.
OVERWHELM (AR) <MC>
        Acts as a Level 6 Energy attack. If successful, Brood's Power Grid Ratings increase to match target Character's in the Power Types where target Character's Power Grid Ratings are higher than Brood's, for remainder of battle.
PESTILENT HORDE (BF) <MC>
        Play as an offensive action targeting Brood. Brood's Hit Points to Cumulative KO increases to 30. May play as a defensive action if it will prevent Brood from being Cumulative KO'd. [OPD]
PLAN OF CONQUEST (AA) <IQ>
        Acts as a Level 4 Intellect attack. Brood may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
POWER HUNGRY MONSTERS (BY) <IQ>
        Play as an offensive action targeting Opponent's Team. Opponent must discard all cards that act as an Energy or MultiPower attack or defense currently held in hand. [OPD]
      ____________________________________________________________________

* BUCKY BARNES: WINTER SOLDIER E: 1   F: 8   S: 4   I: 2   (21.1)
ESCAPE ARTIST (ED) <AE>
        Play as an offensive action targeting any Special card that has currently active effects but not acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect of target Special card. Alternatively, may be used as a defensive action, to negate any Special and associated cards that does not contain a numerical attack played as an offensive action by Opponent's Character.
PEAK PHYSICAL STAMINA (AG) <AE>
        Avoid 1 non-numerical or numerical attack made against Bucky Barnes.
SHARPSHOOTER (AN) <AE>
        Acts as a Level 9 Energy attack. May be made against Character in Reserve, who may defend. [OPD]
SHOOTOUT (MB) <AE>
        Acts as a Level 6 Any-Power attack. If successful, target Character is KO'd by next Level 2 Energy or MultiPower Power card Hit, regardless of Inherent Abilities and other cards' effects. [OPD]
TRAIN SURFING (LK) <AE>
        Acts as a Level 6 Strength attack. May be used against Character in Reserve, who may defend. If successful against Character in Reserve, Bucky Barnes may attack Character in Reserve for remainder of game. Reserve may defend.

      ____________________________________________________________________

* BULLSEYE  <CL> E: 4   F: 8   S: 4   I: 2   (22.4)
ASSASSIN FOR HIRE (DD) <CL> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, discard 1 Intellect Power card usable by Bullseye. Bullseye is +2 to all Power card attacks against target Character or Battlesite for remainder of game.
CARD UP THE SLEEVE (JA) <AE>
        Play as an offensive action targeting Bullseye. Discard one Intellect Power card usable by Bullseye. Player may draw 4 cards from top of the Draw Pile, do not discard duplicates. [OPD]
CAREFREE KILLER (JH) <CL>
        Acts as a Level 5 Intellect attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
EVERYTHING'S A WEAPON! (JR) <CL>  
        Play as an offensive action targeting Bullseye. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, Bullseye may attack with any Power cards regardless of Bulleye's Power Grid Rating, or attack with any non-numerical or numerical Special cards that do not belong to Bullseye that are held in Player's Hand. [OPD]
MURDERER (JX) <CL> 
        Acts as a Level 4 Fighting attack. If Target Character or Battlesite is KO'd by this Hit, Player may move 1 Mission card from the Defeated Pile to the Completed Pile.
PRECISION SHOT (AN) <CL> 
        Acts as a Level 4 MultiPower attack. May be used against Character in Reserve, who may defend.
RELENTLESS ASSAULT (KB) <CL>
        Acts as a Level 7 Fighting attack. If successful, acts as a Level 5 Strength Hit.
      ____________________________________________________________________

* CABLE  <IQ>  E: 7   F: 7   S: 4   I: 5   (24.0)
ASKANI'SON (AW) <IQ>
        Play as an offensive action targeting Player's Team. Player's Team is +10 to Venture Total for this battle. [OPD]
BATTLE TACTICS (AT) <OP>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
BIONIC EYE (AN) <OP> 
        Acts as a Level 6 Fighting attack. May be used against Character in Reserve, who may defend.
BLAQUESMITH (EL) <MN>
        Acts as a Level 7 Intellect attack. If successful, target Character’s Intellect Power Grid Rating reduces to 0, and may not make any Intellect or MultiPower attacks or defenses for remainder of battle. [OPD]
BODYSLIDE (AG) <OP> 
        Avoid 1 non-numerical or numerical attack made against Cable.
COVER FIRE (AD) <OP>
        Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Cable's numerical defenses apply to this card.
CUSTOM FIREARMS (AA) <OP> 
        Acts as a Level 4 Fighting attack. Cable may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
SURVEILLANCE (FK) <TM>
        Play as an offensive action targeting Opponent's Team. Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put chosen 4 cards on top of Opponent's Draw Pile. [OPD]
REALLY BIG GUN (AS) <PS>
        Acts as a Level 9 Strength attack. [OPD]
      ____________________________________________________________________

* CALLISTO  <XM>            E: 2   F: 6   S: 3   I: 5   (15.4)       ~ May play any "Morlocks" Special cards. May play "Caliban" from Reserve. ~
      ____________________________________________________________________

* CAPTAIN AMERICA  <IQ>     E: 2   F: 8   S: 4   I: 6   (24.2)
AVENGER (AC) <OP> 
        Play as a defensive action targeting Captain America's Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Captain America, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
ENERGY REPLICA (OF) <TM>
        Acts as a Level 6 Energy attack. If not successful, draw top card from Draw Pile. If drawn card is a non-numerical or numerical attack, Captain America may use it immediately, even if not normally playable by Captain America. If drawn card is not a non-numerical or numerical attack, discard it to the Dead Pile. [OPD]
INSPIRATION (CQ) <PS> 
        Play as an offensive action targeting Captain America. For the remainder of battle, all Captain America numerical Special card Hits on Opponent's Characters or Battlesite are doubled when determining Venture Total.
MIGHTY SHIELD (AD) <OP>
        Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Captain America's numerical defenses apply to this card.
RICOCHET SHIELD (AB) <OP>
        Acts as a Level 5 Fighting attack. Captain America may make 1 additional Fighting attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
SENTINEL OF LIBERTY (GB) <IQ>        
        Acts as a Level 7 Intellect attack. If successful, Player may move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile. [OPD]
SHARON CARTER (JC) <MN>
        Acts as Level 5 Energy attack. Captain America may play 1 additional Special card. Opponent may defend between each action.
STARS & STRIPES (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Captain America.
SUPER SOLDIER (BA) <OP> 
        Acts as a Level 3 Strength attack. Defensive action against this attack may only be made with a Special card. [OPD]
      ____________________________________________________________________

* CAPTAIN BRITAIN  <XM>     E: 4   F: 4   S: 7   I: 6   (22.4)
BATTLEWORTHY (KL) <XM> 
        Play as an offensive action targeting Opponent's Team. All Opponent's Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
BRITAIN'S CHAMPION (EB) <TM>
        Play as an offensive action targeting Player's Team. For remainder of game, any non-numerical or numerical Special attack against one of Player's Characters may be shifted to Britain's Champion, at which point Britain's Champion as well as incoming attack are both discarded.
PHYSICS GENIUS (NP) <XM> 
        Play as an offensive action targeting Captain Britain or Teammate. Target Character's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.
PRODIGIOUS STRENGTH (NG) <XM> 
        Acts as a Level 5 Fighting attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
SUPER ENDURANCE (FL) <XM>
        Play as an offensive action targeting Captain Britain. For remainder of game, Captain Britain's Energy, Fighting and MultiPower Hits to Current Battle do not count towards Opponent's Venture Total. [OPD]
SUPERSONIC (HR) <XM>
        Acts as a Level 9 MultiPower attack. [OPD]
      ____________________________________________________________________

* CAPTAIN MAR-VELL  <CL>    E: 6   F: 6   S: 6   I: 4   (19.9)       ~ Energy Power Grid Rating is 8 for defense. ~
COSMIC AVENGER (NX) <TM>
        Acts as a Level 7 MultiPower attack. If defended, shift this Special to target Captain Mar-Vell for active effects without the Hit, and Captain Mar-Vell is -2 to all numerical attacks for remainder of battle. Attacks of Level 0 or less after penalty are not permitted.
COSMIC PERCEPTION (HF) <CL>
        Acts as a Level 4 MultiPower attack.
KREE STRATAGEM (AF) <CL> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
NEGA-BANDS (JH) <CL>
        Acts as a Level 5 Fighting attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
PROTECTOR OF THE UNIVERSE (AD) <CL>
        Avoid 1 attack of 8 or less made against Captain Mar-Vell or Teammate. Bonuses and penalties affecting Captain Mar-Vell's numerical defenses apply to this card.
RICK JONES (JB) <CL>
        Play as an offensive action targeting Captain Mar-Vell. Remove all Hits from Captain Mar-Vell's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. Captain Mar-Vell must move into or switch places with Reserve. [OPD]
UNIVERSAL ALIGNMENT (KK) <CL>
        Play as an offensive action targeting Opponent's Team. Both players must move all Mission cards to Reserve Missions Pile. Mission cards Ventured this battle are now Ventured from Reserve Missions Pile. [OPD]
      ____________________________________________________________________

* CARNAGE  <IQ> E: 5   F: 7   S: 4   I: 2   (19.3)       ~ Team +5 to Venture Total when KO'd. ~
ABSOLUTE CARNAGE (BV) <AE>
        Play as an offensive action targeting Carnage. Player may draw 1 card from Draw Pile. Discard duplicates. Carnage may immediately make as many additional attacks as desired against any targets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
ALIEN HEALING (DJ) <PS> 
        Play as an offensive action targeting Carnage. Carnage may move all Hits from Current Battle to Permanent Record. Affects Venture Total.
ANARCHY (HE) <IQ>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters with an Intellect Power Grid Rating of 7 or 8 may not make Intellect or MultiPower attacks for remainder of battle. [OPD]
BLADE HAND (AE) <OP>
        Acts as a Level 4 Fighting attack. May be combined with 1 Energy Power card played by Carnage for a single attack.
CLIMB (AD) <OP>
        Avoid 1 Fighting, Strength or Any-Power attack made against Carnage.
COMBAT CHAOS (BT) <HF> 
        Play as an offensive action targeting Opponent's Team. Opponent's Energy, MultiPower and Any-Power Power cards do not contribute to the Venture Total for this battle.
DESTRUCTIVE MIND (CU) <IQ> 
        Acts as a Level 3 Intellect attack. If successful, target Character or Battlesite must discard 1 placed card of Player's choice.
INSANE RAGE (AA) <OP>
        Acts as a Level 4 Energy attack. Carnage may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
RUTHLESS (BE) <OP>
        Play as a defensive action targeting Player's Team when Opponent concedes. Player's Team may take 1 more turn before conceding takes place. Opponent may defend.
SYMBIOTIC WEB (AV) <OP>  
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
      ____________________________________________________________________

* CEREBRO <TM> E: 3   F: 1   S: 2   I: 6   (14.0)       ~ May only be Cumulative KO’d by 25 or more points; or Spectrum KO’d by four Power Types. ~
* CEREBRO: THE FOUNDER <XM> E: 6   F: 3   S: 3   I: 8   (24.8)
CATALOGUE (NI) <XM> 
        Acts as a Level 5 Fighting attack. If successful, Opponent must discard all Any Character and Activator cards currently held in Hand.
CEREBRO PRIME (DW) <AE>
        Play as an offensive action targeting Cerebro. Player may draw 1 card from Draw Pile. Discard duplicates. Cerebro may combine 1 Intellect Power card with 1 Fighting or Strength Power card for a single attack, for remainder of battle. Cerebro may simultaneously make a combined Power card attack on Opponent's Character or Battlesite. [OPD]
COMPUTER ORIGIN (BS) <XM>
        Play as an offensive action targeting Cerebro. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of Cerebro's Defense made with a Power card equals the Level of an incoming attack, Cerebro's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]
MUTANT SEEKER (NO) <XM> 
        Acts as a Level 2 Intellect attack. If successful, attacks made on target Character may not be shifted away from target Character for remainder of game.
SENTINEL EVOLUTION (FM) <XM> 
        Acts as a non-numerical attack targeting a Battlesite. If successful, Battlesite may not play Aspect cards for remainder of battle.
THE FOUNDER (HU) <XM> 
        Play as an offensive action targeting Cerebro. Cerebro may play Professor X's "Cerebro", "Psychic Shield", and "X-Men Founder" Special cards for remainder of game. May also play as a defensive action together with Professor X's "Psychic Shield", if useable as response to incoming attack or offensive action.

      ____________________________________________________________________

* COLOSSUS <IQ>            E: 1   F: 5   S: 7   I: 4   (18.7)       ~ May not be Cumulative KO'd with Strength Power cards. ~
* COLOSSUS: AGE OF APOCALYPSE  <XM>     E: 2   F: 5   S: 7   I: 3   (18.9)       ~ Attacks made with Strength Power cards may not be shifted from Target Character. ~
FASTBALL SPECIAL (BI) <OP>
        Acts as a Level 4 Any-Power attack. Must be combined with 1 attack from a Special card or Power card and optional Basic / Training Universe played by Teammate for a single attack. [OPD]
HAYMAKER (AR) <OP>
        Acts as a Level 7 Fighting attack.
IRON CURTAIN (AX) <PS> 
        Acts as a non-numerical attack targeting a Character. If successful, Colossus and target Character may not attack for remainder of battle.
METAL BARRIER (AC) <OP> 
        Play as a defensive action targeting Colossus' Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Colossus, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
MIGHTY METAL (AA) <IQ>
        Acts as a Level 4 Strength attack. Colossus may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
ORGANIC STEEL (ET) <IQ> 
        Play as an offensive action targeting Colossus. Remove up to 2 Hits that are Any-Power and/or MultiPower, which may be from Colossus' Current Battle and/or Permanent Record. If any removed Hit is a Special, active effects are also removed.
SIBERIAN STRENGTH (OC) <XM>
        Acts as a non-numerical attack targeting a Character. If successful, Opponent must discard 3 cards playable by target Character from Hand. Cards chosen by Opponent. [OPD]
SKIN OF STEEL (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Colossus.
SMASH OBJECT (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
STOIC DEFENDER (LO) <TM>
        Avoid 1 non-numerical or numerical attack with a Special card made against Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates.
      ____________________________________________________________________

* CRUX <XM> E: 6   F: 6   S: 2   I: 3   (16.4)       ~ Crux may avoid any attack with a Level 1 Intellect Power card. ~
COLDFORCE (AA) <XM> 
        Acts as a Level 4 Intellect attack. Crux may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
EXTREME TEMPERATURES (AQ) <AE>
        Acts as a Level 8 MultiPower attack. [OPD]
HEATFORCE (AA) <XM> 
        Acts as a Level 4 Fighting attack. Crux may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
PAYBACK (BL) <XM>
    Play as a defensive action targeting Opponent's Team, when Opponent concedes. An opportunity to negate this Special must be given to the Opponent. If not negated, Opponent may not concede battle and must continue with their turn. [OPD]
PRECISION AGILITY (NO) <XM> 
        Acts as a Level 2 Energy attack. If successful, attacks made on target Character may not be shifted away from target Character for remainder of game.
THERMODYNAMICS (NU) <XM> 
        Acts as a Level 0 Strength attack. Defense against this attack may only be Level 5 or greater, made with a Power card.
____________________________________________________________________

* CRYSTAL <PB> E: 7   F: 4   S: 3   I: 3   (19.1)       ~ May play any Non-One-Per-Deck Inhumans Special Cards. ~
ATMOSPHERIC CONTROL (ED) <PB>
        Play as an offensive action targeting any Special card that has currently active effects but not acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect of target Special card. Alternatively, may be used as a defensive action, to negate any Special and associated cards that does not contain a numerical attack played as an offensive action by Opponent's Character.
ELEMENTALIST (LX) <PB>
        Play as an offensive action targeting Opponent’s Team. For remainder of game until Crystal is KO'd, if Opponent draws cards during battle, Player may draw an equal number from Draw Pile, discarding duplicates. Drawn cards are kept open-handed. [OPD]
GEOKINESIS (KQ) <PB>
        Play as an offensive action targeting Player's Battlesite. Remove 1 Hit from Current Battle or Permanent Record of target Battlesite.
PYROGENESIS (CI) <PB>
        Acts as a Level 2 Fighting attack. Must be combined with a Power card played by Crystal for a single attack. If successful, acts as a Level 6 Fighting Hit.

____________________________________________________________________

* CYCLOPS <IQ> E: 7   F: 4   S: 4   I: 5   (21.5)
       ~ May play "Fearless Leader" from Reserve. ~
BATTLE SAVVY (AG) <IQ>
        Avoid 1 non-numerical or numerical attack made against Cyclops.
FEARLESS LEADER (AF) <OP> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
FOCUSED FORCE (FT) <TM>
        Acts as a Level 9 Energy attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Cyclops for remainder of game, even after target is KO'd, at which point, this Special shifts to target Cyclops for active effects without the Hit.
GROUND BLAST (AU) <OP>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Universe cards. [OPD]
OPTIC OBLITERATION (AD) <OP>
        Avoid 1 attack made with a Universe or Tactic card against Cyclops.
REMOVE VISOR (BO) <PS> 
        Acts as a Level 6 Energy attack. May be combined with 1 Energy Power card played by Cyclops for a single attack. [OPD]
VISUAL SWEEP (AA) <OP>
        Acts as a Level 4 Energy attack. Cyclops may make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
WIDE BEAM (AR) <OP>
        Acts as Level 7 Fighting attack.
X-MEN STRATEGY (EJ) <IQ> 
        Acts as a Level 4 Intellect attack. If successful, acts as a Level 6 Intellect Hit.
      ____________________________________________________________________
   
* DAREDEVIL <IQ> E: 2   F: 7   S: 4   I: 6   (20.3)
AGILITY (AB) <PS>
        Acts as a Level 5 Fighting attack. Daredevil may make 1 additional Fighting attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
ALERTNESS (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Daredevil.
BILLY CLUB (AS) <PS>
        Acts as a Level 9 Strength attack. [OPD]
BLIND JUSTICE (ET) <IQ> 
        Play as an offensive action targeting Teammate. Remove up to 2 Hits that are Intellect and/or MultiPower, which may be from Teammate's Current Battle and/or Permanent Record. If any removed Hit is a Special, active effects are also removed.
BLIND MAN'S BLUFF (BK) <PS>
        Play as an offensive action targeting Daredevil. Daredevil plays numerical attacks face down for remainder of battle. Opponent must guess defense. If defensive action is fails, attack hits and Opponent keeps cards used. When this Special is played, Daredevil may simultaneously play a numerical attack face down against Opponent's Character or Battlesite. [OPD]
GUARDIAN DEVIL (AD) <TM>
        Avoid 1 attack of 8 or less made against Daredevil or Teammate. Bonuses and penalties affecting Daredevil's numerical defenses apply to this card.
HYPERSENSES (CN) <PS> 
        Play as an offensive action targeting Daredevil. No attacks with Universe or Tactic cards may be made against Daredevil for remainder of battle. As an added effect, may play as a defensive action, to avoid an attack with a Universe or Tactic card made against Daredevil.
MAN WITHOUT FEAR (DN) <PS> 
        Play as an offensive action targeting Player's Team. Player's Characters gain +2 to all numerical attacks and defenses for remainder of battle if Player has more KO'd Characters than Opponent. May play as a defensive action at the same time as Daredevil or Teammate making a numerical defense, if defense bonus will facilitate defense of incoming attack.
RADAR COMBAT (HF) <IQ>
        Acts as a Level 4 MultiPower attack.
      ____________________________________________________________________

* DARK BEAST  <OS>          E: 1   F: 6   S: 5   I: 7   (20.1)       ~ Dark Beast may play any Beast Specials. ~
      ____________________________________________________________________

* DAZZLER  <CL> E: 7   F: 3   S: 3   I: 3   (18.4)       ~ Reserve may defend Dazzler with Power Cards, without Universe. ~
ABSORB SOUND (BY) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent must discard all cards that act as an Energy or MultiPower attack or defense currently held in Hand and Placed on any of Opponent's Characters. Player must discard the same types of cards currently held in Hand only. [OPD]
DISCO DIVA (JH) <CL>
        Acts as a Level 5 Intellect attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
FOCUS ENERGY (FE) <CL>
        Acts as a Level 6 Energy attack. Each Front Line Teammate may make 1 additional Energy attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
LONGSHOT LOVE (HI) <CL> 
        Play as an offensive action targeting Dazzler. Dazzler may play any Longshot Special cards for remainder of game. May play as a defensive action together with a Longshot Special card, if useable as response to incoming attack or offensive action.
MOJOWORLD REBEL (LT) <CL> 
        Acts as a Level 3 Fighting attack, +1 for each Mission card in Opponent's Completed Missions Pile. Bonus not applied to damage or Venture Total.
PINPOINT LASER (NJ) <XM> 
        Acts as a Level 4 MultiPower attack. Attack is not affected by Special cards with currently active effects at the time of playing this Special card.
REBEL DEFENSE (IA) <TM>
        Play as an offensive action targeting Dazzler's Teammate. Target Teammate must move into or switch places with Reserve for remainder of battle, and moved or switched back at the beginning of the next battle.
ROLLER QUEEN (AD) <CL>
        Avoid 1 numerical attack made against Dazzler.
      ____________________________________________________________________

* DEADPOOL  <IQ>  E: 3   F: 7   S: 5   I: 3   (19.9)       ~ May not be Spectrum KO'd with MultiPower Power cards. ~
ASSASSIN (BA) <OP>
        Acts as a Level 3 Intellect attack. Defensive action against this attack may only be made with a Special card. [OPD]
BUSHWACK (AE) <PS>
        Acts as a Level 4 Energy attack. May be combined with 1 Fighting Power card played by Deadpool for a single attack.
DISTRACTING CHATTER (AG) <IQ>
        Avoid 1 non-numerical or numerical attack made against Deadpool.
DON'T LOSE YOUR HEAD! (AS) <IQ>
        Acts as a Level 10 Fighting attack. [OPD]
HIGH THRESHOLD OF PAIN (BF) <OP>
        Play as an offensive action targeting Deadpool. Deadpool's Hit Points to Cumulative KO increases to 30. May play as a defensive action if it will prevent Deadpool from being Cumulative KO'd. [OPD]
KILLING MACHINE (AA) <OP>
        Acts as a Level 4 Fighting attack. Deadpool may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
KNOCK 'EM SILLY (OM) <TM>
        Acts as a non-numerical attack targeting a Character. If successful, Opponent must discard 1 card playable by target Character for each Hit currently in target Character's Current Battle and Permanent Record. Cards may be Placed or in Hand.
REGENERATION (AL) <OP> 
        Play as an offensive action targeting Deadpool. Remove 1 Hit from the Current Battle or Permanent Record of Deadpool. If removed Hit is a Special, active effects are also removed.
SUPER SPY (AJ) <OP>
        Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
      ____________________________________________________________________

* DEATHBIRD  <XM>  E: 3   F: 7   S: 3   I: 3   (18.4)       ~ May play any "Shi'Ar" Special cards. May defend Front Line with Power cards from Reserve. ~
      ____________________________________________________________________

* DEATHLOK  <CL>  E: 4   F: 5   S: 5   I: 6   (18.4)       ~ May play "Luther Manning" from Reserve. ~
CALCULATE WEAKNESS (NG) <TM>
        Play as an offensive action against Opponent's Team. Opponent's Characters lose Inherent Abilities for remainder of battle. Loss of Inherent Ability may cause immediate KO. [OPD] 
CYBERCORPSE (JW) <CL>
        Acts as a Level 3 Strength attack. Deathlok may make 1 additional attack against the same target using a Power card and optional Basic / Training Universe. Opponent may defend between each attack, but defensive action against both attacks may not be made with a Special card.
INTERNAL 'PUTER (KH) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle. If Opponent has "Maximum Carnage" Mission, Opponent's Team is -8 to Venture Total for this battle.
JOHN "SIEGE" KELLY (AY) <CL> 
        Play as an offensive action targeting Deathlok. Deathlok's Strength Power Grid Rating increases to 7 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
LUTHER MANNING (AY) <CL>
        Play as an offensive action targeting Deathlok. Deathlok's Fighting Power Grid Rating increases to 7 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
MICHAEL COLLINS (AY) <CL>
        Play as an offensive action targeting Deathlok. Deathlok's Intellect Power Grid Rating increases to 7 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
REALLY STRONG LASER (KB) <CL>
        Acts as a Level 7 Energy attack. If successful, acts as a Level 5 Strength Hit.
      ____________________________________________________________________

* DOC SAMSON  <IQ>  E: 2   F: 2   S: 7   I: 6   (19.6)
ANALYTICAL ASSAULT (EC) <MC> 
        Play as an offensive action targeting Opponent's Team. Opponent must discard any 1 Special card currently held in hand, Opponent's choice.
CAUTIOUS ADVISOR (AM) <IQ> 
        Play as an offensive action targeting Doc Samson or Teammate. Target Character gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as target Character making a numerical defense, if defense bonus will facilitate defense of incoming attack.
GAMMA MUSCLE (AB) <MC>
        Acts as a Level 5 Strength attack. Doc Samson may make 1 additional Strength attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
GREEN HAIRED HERO (DV) <MC>
        Acts as a Level 4 Any-Power attack. Must be combined with 1 numerical attack from a Special card or Power card and optional Basic / Training Universe played by Doc Samson for a single attack. [OPD]
HEAD SHRINKER (AR) <IQ>
        Acts as a Level 7 Intellect attack.
OUT-THINK (KL) <TM>
        Play as an offensive action targeting Opponent's Team. All Opponent's Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
POWER PUNCH (AE) <MC>
        Acts as a Level 4 Strength attack. May be combined with 1 Fighting or Intellect Power card played by Doc Samson for a single attack.
PSYCHOANALYZE (BZ) <MC>
        Play as an offensive action targeting Opponent's Team. Opponent must discard 1 card from hand, reveal remaining hand and play open handed for remainder of battle. [OPD]
THEORETICAL TREATMENT (AL) <MC> 
        Play as an offensive action targeting Doc Samson's Teammate. Remove 1 Hit from the Current Battle or Permanent Record of target Character. If removed Hit is a Special, active effects are also removed.
      ____________________________________________________________________
   
* DOCTOR DOOM  <IQ>    E: 5   F: 3   S: 4   I: 8   (24.2)
* DOCTOR DOOM: 2099  <CL>    E: 5   F: 3   S: 6   I: 7   (21.7)
CONCUSSION BEAMS (AA) <OP>
        Acts as a Level 4 Energy attack. Doctor Doom may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
DIPLOMATIC IMMUNITY (HG) <IQ>
        Play as an offensive action targeting Doctor Doom. Doctor Doom may use Intellect Power cards Level 6 through 8 to avoid any non-numerical or numerical attack made against any of Player’s Characters for remainder of battle. May play as a defensive action together with an Intellect Power card Level 6 through 8 played by Doctor Doom with immediate effect. [OPD]
DOOMBOTS (DU) <IQ>
        Play as an offensive action targeting Doctor Doom. Doctor Doom may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3 against the same or different targets using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
ELECTRIC SHOCK (HN) <AE>
        Acts as a Level 8 Any-Power attack.
ENERGY DAMPENING FIELD (AH) <OP> 
        Play as an offensive action targeting Doctor Doom. No Energy, Intellect or MultiPower attacks may be made against Doctor Doom for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Intellect or MultiPower attack made against Doctor Doom.
EXPENDABLE ALLY (AC) <PS> 
        Play as a defensive action targeting Teammate when Doctor Doom is attacked. Non-numerical or numerical attack made on Doctor Doom is now shifted to target Teammate, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
SUPER GENIUS (AT) <OP>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
TIME MACHINE (AJ) <OP>
        Play as an offensive action targeting Opponent's Team. Player may look at top 7 cards in Opponent's Draw Pile. [OPD]
VILLAINOUS PLOT (AW) <OP>
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -10 to Venture Total for this battle. [OPD]
      ____________________________________________________________________
   
* DOCTOR OCTOPUS  <IQ>      E: 2   F: 5   S: 6   I: 7   (20.7)
BIG PLANS (EJ) <IQ>
        Acts as a Level 2 Energy attack. If successful, acts as a Level 8 Intellect Hit.
CRIMINAL MASTERMIND (AF) <OP> 
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle.
EVASIVE ACTION (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Dr. Octopus.
GRASPING TENTACLES (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
KILLER CRUSH (AP) <HF> 
        Acts as a Level 6 Strength attack. An Energy or MultiPower defense may not be played against this attack.
MASTER INVENTOR (AT) <PS>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
MULTI-ARMED MENACE (AB) <OP>
        Acts as a Level 5 Fighting attack. Doctor Octopus may make 1 additional Fighting attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
SURPRISE APPROACH (JY) <AE>
        Acts as a Level 5 Intellect attack. May not be affected by a card with the word "Teammate" on it.
VILLAINOUS SHIELD (AC) <OP> 
        Play as a defensive action targeting Teammate when Doctor Octopus is attacked. Non-numerical or numerical attack made on Dr. Octopus is now shifted to target Teammate, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
      ____________________________________________________________________
   
* DOMINO  <IQ>  E: 4   F: 7   S: 3   I: 5   (20.3)       ~ Energy Power cards are +2 when used for defense. ~
BATTLE MEDIC (ET) <IQ> 
        Play as an offensive action targeting Teammate. Remove up to 2 Hits that are Fighting and/or MultiPower, which may be from Teammate's Current Battle and/or Permanent Record. If any removed Hit is a Special, active effects are also removed.
DEMOLITIONS (OJ) <TM>
        Acts as a Level 6 Intellect attack. If used against Battlesite, damage fully counts toward Venture Total.
DOUBLE DOWN (AB) <PS>
        Acts as a Level 5 Fighting attack. Domino may make 1 additional Fighting attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
DUMB LUCK (AP) <IQ> 
        Acts as a Level 6 Energy attack. An Intellect or MultiPower defense may not be played against this attack.
FALL INTO PLACE (AM) <PS> 
        Play as an offensive action targeting Domino. Domino gains +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as Domino making a numerical defense, if defense bonus will facilitate defense of incoming attack.
LADY LUCK (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Domino.
SHRAPNEL BOMB (BV) <PS>  [OPD]
        Play as an offensive action targeting Domino. Player may draw 1 card from Draw Pile. Discard duplicates. Domino may immediately make as many additional attacks as desired against any targets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
SIX PACK ATTACK (CS) <PS> 
        Play as an offensive action targeting Domino. Choose 1 Basic or Training Universe card from Draw Pile and place in hand. Domino may immediately play this Universe card with the appropriate contribution. Reshuffle Draw Pile. May play as a defensive action together with chosen Universe and appropriate contribution.
TRIPWIRE (BS) <PS>
        Play as an offensive action targeting Domino. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of Domino's Defense made with a Power card equals the Level of an incoming attack, Domino's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]
      ____________________________________________________________________

* DONALD PIERCE  <XM>       E: 4   F: 2   S: 6   I: 7   (20.3)       ~ May play any "Reavers" Special cards. ~
      ____________________________________________________________________

* DOPPELGANGER  <MN>       E: 3   F: 6   S: 6   I: 1   (15.7)       ~ May play any Spider-Man Specials. ~
      ____________________________________________________________________

* DORMAMMU <AE>  E: 8   F: 3   S: 5   I: 8   (27.0)       ~ Counts as 27-Points for Tournament Deckbuilding. ~
CURSED CONFLAGRATION (LC) <AE>
        Acts as a Level 4 Intellect attack against a Character, or Level 8 Any-Power against a Battlesite. 
DARK DIMENSION REIGN (AO) <AE>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
FLAMES OF THE FALTINE (HN) <AE>
        Acts as a Level 11 Any-Power attack. [OPD]
FORCE BOLT (FP) <AE>
        Acts as a Level 6 Fighting attack. If successful, Opponent must discard 1 Tactic card. Card may placed or active on target Character or held in Opponent's hand. If active Tactic card is discarded, active effects are also removed.
POSSESSION (LN) <AE>
        Play as an offensive action targeting Dormammu or Teammate. Non-numerical or numerical attacks made on any of Player's Characters may be shifted to target Character for remainder of battle. As an added effect, may also play as a defensive action to shift a non-numerical or numerical attack on any of Player's Characters to target Character. Target Character may defend. [OPD]
      ____________________________________________________________________

* DR. STRANGE  <IQ>         E: 8   F: 3   S: 2   I: 6   (23.8)
CATASTROPHE MAGIC (CY) <IQ> 
        Acts as a Level 4 Energy attack. Dr. Strange may make 1 additional Fighting and/or 1 additional Intellect Power card attack and optional Basic / Training Universe against the same target. Opponent may defend between each attack.
CRIMSON BANDS OF CYTORAK (AV) <PS>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
DEFENDER (HG) <IQ>
        Play as an offensive action targeting Dr. Strange. Dr. Strange may use Energy Power cards Level 6 through 8 to avoid any non-numerical or numerical attack made against any of Player's Characters for remainder of battle. May play as a defensive action together with an Energy Power card Level 6 through 8 played by Dr. Strange with immediate effect. [OPD]
ELDRITCH BLASTS (DG) <PS>
        Acts as a Level 2 Energy attack. Dr. Strange may make 2 additional attacks against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
EYE OF AGAMOTTO (AJ) <PS>
        Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
MISTS OF MORPHEUS (DA) <PS> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not defend with Power Type of Player's choice for remainder of battle.
NECROMANCY (CK) <PS>  [OPD]
        Play as an offensive action targeting Player's Team. This Special stays targeted to Player's Team, and effect is delayed until the beginning of a battle where Player chooses to discard this card to move one KO'd Teammate from Defeated Characters Pile to Front Line. If there are already three Characters in Front Line, move Character into Reserve instead. Teammate is discarded at end of that battle. [OPD]
SORCERER SUPREME (AF) <PS> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
SPELL OF PROTECTION (AD) <TM>
        Avoid 1 attack of 6 or less made against Dr. Strange or Teammate. May be played from Reserve. Bonuses and penalties affecting Dr. Strange's numerical defenses apply to this card.
      ____________________________________________________________________

* DRACULA  <CL> E: 3   F: 5   S: 6   I: 8   (25.6)
CHILDREN OF THE NIGHT (KT) <CL> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle until target Character or any of Opponent's Team attacks this Special with a non-numerical or numerical attack, at which point this Special is discarded together with attack.
DENY VICTORY (LT) <CL> 
        Acts as a Level 3 Energy attack, +1 for each Mission card in Opponent's Completed Missions Pile. Bonus not applied to damage or Venture Total.
LIFEBLOOD (KO) <CL> 
        Play as an offensive action targeting Dracula. Dracula must simultaneously make a Fighting Power Card attack against Opponent's Character or Battlesite. If attack is successful, remove all Hits of equal or lesser numerical Level as Power card from Dracula's Hits to Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed.
LORD OF THE VAMPIRES (IC) <CL>
        Play as an offensive action targeting Player's Team. Dracula's "Mesmerize" and "Lifeblood" Special cards may be played by any Teammate for remainder of game. [OPD]
MESMERIZE (JH) <CL>
        Acts as a Level 5 Energy attack. If successful, target Character -2 to all numerical defenses for remainder of battle.
QUINCENTENNIAL RULER (ED) <AE>
        Play as an offensive action targeting any Special card that has currently active effects but not acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect of target Special card. Alternatively, may be used as a defensive action, to negate any Special and associated cards that does not contain a numerical attack played as an offensive action by Opponent's Character.
SUMMON THUNDER (KB) <CL> 
        Acts as a Level 7 Energy attack. If successful, acts as a Level 5 Fighting Hit.
      ____________________________________________________________________

* DRAX <TM> E: 4   F: 6   S: 6   I: 1   (16.1)       ~ Strength Power Grid Rating is 8 for defense. ~
COSMIC ENERGY BLAST (CC) <TM>
        Acts as a Level 9 Energy attack or defense. [OPD]
JEALOUS RAGE (PM) <TM>
        Play as an Offensive Action or Defensive Action, combined with a Power card attack or defense respectively. Power card gains +3 bonus. If used for attack, bonus not applied to damage or Venture Total. If used for defense, and Level of Power card and bonus equals numerical Level of incoming attack, this card acts as a Level 3 Strength Counter-Hit against attacker and cannot be defended.
STUPIDLY STRONG (EJ) <TM>
        Acts as a Level 2 Intellect attack. If successful, acts as a Level 8 Strength Hit.
SURVIVAL IN SPACE (CD) <TM>
        Play as an offensive action targeting Drax. Only Fighting or Strength attacks may be played against Drax for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-Fighting non-Strength attack made against Drax.
TITANIC OBSESSION (ID) <TM>
        Acts as a Level 1 Intellect attack. Drax may make 2 additional attacks at +1, or 1 additional attack at +2 against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. Bonus not applied to damage, or Venture Total.
      ____________________________________________________________________

* ELECTRO <AE>           E: 6   F: 3   S: 4   I: 2   (14.6)       ~ Double Shot cards are +2 when used for defense. ~
AIR CARBONIZATION (DZ) <AE>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack or be attacked for remainder of battle.
BREAKOUT PLAN (AO) <AE>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
DESTRUCTIVE ZAP (IB) <AE>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must discard all Placed Basic Universe cards, and Opponent's Team is -3 to Venture Total.
ELECTROMAGNETIC EXPLOSION (AS) <AE>
        Acts as a Level 10 Energy attack. [OPD]
RESURRECTION BY MACHINE (JB) <AE>
        Play as an offensive action targeting Electro. Remove all Hits from Electro's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. Electro must move into or switch places with Reserve. [OPD]
      ____________________________________________________________________

* ELEKTRA  <IQ> E: 2   F: 7   S: 4   I: 4   (18.5)       ~ May not be Spectrum KO'd with Fighting Power cards. ~
ANTICIPATE (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Elektra.
MARTIAL ARTIST (BP) <OP>  
        Acts as a Level 6 Fighting attack. May be played from Reserve. [OPD]
NINJA INFILTRATION (DB) <IQ> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character must discard 1 Placed Teamwork card. Alternatively, may play as a defensive action targeting Elektra or Teammate. Avoids all attacks from 1 Teamwork and/or associated Power cards made against target Character.
NINJA MASTER (AB) <OP>
        Acts as a Level 5 Fighting attack. Elektra may make 1 additional Fighting attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
NINJA TRAP (BS) <IQ>
        Play as an offensive action targeting Elektra. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of Elektra's Defense made with a Power card equals the Level of an incoming attack, Elektra's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]
RECLAIM HONOR (NX) <TM>
        Acts as a Level 7 MultiPower attack. If defended, shift this Special to target Elektra for active effects without the Hit, and Elektra is -2 to all numerical attacks for remainder of battle. Attacks of Level 0 or less after penalty are not permitted.
RESURRECTION (AL) <OP> 
        Play as an offensive action targeting Elektra. Remove 1 Hit from the Current Battle or Permanent Record of Elektra. If removed Hit is a Special, active effects are also removed.
SAI (AE) <OP>
        Acts as a Level 4 Fighting attack. May be combined with 1 Strength or Fighting Power card played by Elektra for single attack.
SHURIKEN (AP) <PS> 
        Acts as a Level 6 Energy attack. A Fighting or MultiPower defense may not be played against this attack.
      ____________________________________________________________________

* THE ENFORCERS  <MN>       E: 3   F: 6   S: 4   I: 3   (15.5)       ~ May have 2 Special cards Placed. May not be duplicates. ~
CRIME MASTER (DO) <AE>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit on Player's Characters or Team. Negates currently active effect and/or Hit of target Special card. May be used as a defensive action to negate an incoming Special and any combined cards played against Player's Characters or Team.
FANCY DAN (GD) <MN> 
        Acts a Level 7 Fighting attack. If successful, acts as a Level 5 MultiPower Power Hit.
HAMMER HARRISON (AB) <MN>
        Acts as a Level 5 Fighting attack. The Enforcers may make 1 additional Fighting attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
MONTANA (AX) <MN> 
        Acts as a non-numerical attack targeting a Character. If successful, The Enforcers and target Character may not attack for remainder of battle.
MR. BIG (AW) <MN>
        Play as an offensive action targeting Player's Team. Player's Team is +10 to Venture Total for this battle. [OPD]
OX (AP) <MN> 
        Acts as a Level 6 Strength attack. An Intellect or MultiPower defense may not be played against this attack.
SNAKE MARSTON (CD) <MN> 
        Play as an offensive action targeting The Enforcers. Only attacks made with Universe or Tactic cards may be played against The Enforcers for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 attack not made with aforementioned cards against The Enforcers.
THE EEL (KD) <CL>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all MultiPower Power card Hits on target are doubled when determining Cumulative KO for remainder of game. May cause immediate KO. Does not count toward Venture Total. [OPD]

       ____________________________________________________________________

* EXPEDITER <PB>           E: 2   F: 5   S: 2   I: 7   (18.6)       ~ May place and play "Warp Chamber" Aspect card. ~
DANGER AWARENESS (AG) <PB>
        Avoid 1 non-numerical or numerical attack made against Expediter.
NOAH DUBOIS (EC) <PB>
        Play as an offensive action targeting Opponent's Team. Opponent must discard any 1 Special card currently held in hand, Opponent's choice.
TECH WHIZ (OJ) <PB>
        Acts as a Level 10 Any-Power attack. If used against Battlesite, damage fully counts toward Venture Total. [OPD]        
QUICK DRAW (HQ)
        Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD]
REACTIVE MINDSET (PE) <PB>
        Acts as a Level 8 Intellect defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 8 Intellect Counter-Hit against attacker and cannot be defended. [OPD]
     ____________________________________________________________________

* FALCON  <CL>  E: 3   F: 6   S: 5   I: 4   (16.7)       ~ May Place and play any Fighting Basic Universe card. ~
AERIAL MANEUVERS (KL) <CL> 
        Play as an offensive action targeting Opponent's Team. All Opponent's Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
FLYBY (AN) <CL> 
        Acts as a Level 6 Energy attack. May be used against Character in Reserve, who may defend.
MECHANICAL WINGS (AD) <CL>
        Avoid 1 Strength, Fighting or Any-Power attack made against Falcon.
POWER DIVE (HT) <CL>
        Play as an offensive action targeting Player's Team. Discard any number of cards from Hand to appropriate Discard Piles. Player may sort through Power Pack and select the same number of cards plus 1 additional card and place in Hand. May not be duplicates. [OPD]
REDWING (LQ) <CL>
        Acts as a Level 4 Fighting attack. If successful, Falcon may make 1 additional Fighting attack using a Power card against the same target. Additional attack may not be defended. [OPD]
RESOURCEFUL FIGHTER (FY) <TM>
        Play as an offensive action targeting Falcon. May play as a defensive action together with a suitable defense using a Basic Universe card when Falcon is attacked. For remainder of game, Player may Draw 1 card from top of Draw Pile for each Basic Universe card played by Falcon. Discard duplicates.
SNAP WILSON (JS) <CL>
        Play as an offensive action targeting Falcon. Falcon may combine MultiPower or Fighting Power cards with Fighting Basic Universe cards usable by Falcon to avoid any attack for remainder of game. May play as a defensive action with simultaneous Power and Universe defense, if the effects of this Special will facilitate defense of incoming attack. 
      ____________________________________________________________________

* FORGE  <IQ>   E: 5   F: 5   S: 3   I: 7   (20.7)       ~ Team Basic Universe card bonuses are an additional +1. ~
BATTLE OF WITS (CD) <TM>
        Play as an offensive action targeting Forge. Only Energy or Intellect attacks may be played against Forge for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-Energy non-Intellect attack made against Forge.
CHEROKEE MAGIC (HE) <IQ>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters with a Strength Power Grid Rating of 7 or 8 may not make Strength or MultiPower attacks for remainder of battle. [OPD]
CYBERNETIC LIMBS (BR) <IQ>
        Play as an offensive action targeting Forge. Forge may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
FOOTSOLDIER TRAINING (HF) <IQ>
        Acts as a Level 4 MultiPower attack.
NAZE (JI) <MN> 
        Play as an offensive action targeting Opponent's Team. At end of battle, Opponent may not move any Mission cards from the Defeated Missions Pile.
SPIRITUAL PURGING (KA) <CL>  
        Acts as a Level 5 MultiPower attack, +1 for each of Player's and Opponent's Characters KO'd this game. Bonus not applied to damage or Venture Total. [OPD]
THE MAKER (IF) <IQ> 
        Play as a defensive action when Opponent concedes battle. Player may discard any number of cards held in hand to top of Draw Pile.
THE NEUTRALIZER (GA) <IQ> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not play Special cards for remainder of battle.
      ____________________________________________________________________
   
* GALACTUS  <PB>  E: 8   F: 8   S: 8   I: 8   (27.0)       ~ Counts as 27-Points for Tournament Deckbuilding. ~
SENTIENCE OF THE UNIVERSE (CC) <PB>
        Acts as a Level 12 MultiPower attack or defense. [OPD]
OMNIPOTENCE (PF)
        Play as an offensive action targeting Galactus. Galactus can only be KO'd if both cumulative and spectrum KO requirements are met. May play as a defensive action if it will prevent Galactus from being KO'd from a cumulative or spectrum requirement alone. [OPD]
      ____________________________________________________________________
   
* GAMBIT  <IQ>  E: 6   F: 6   S: 4   I: 4   (18.9)       ~ May have duplicate "Charge Object" Specials. ~
52 CARD PICKUP (AA) <OP>
        Acts as a Level 4 Energy attack. Gambit may make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
ACE IN THE HOLE (AT) <PS>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
CHARGE OBJECT (AK) <OP> 
        Play as an offensive action targeting Gambit. Universe card bonuses are doubled for remainder of battle. Gambit may simultaneously play any Universe card attack. Alternatively, may play as a defensive action, together with a suitable Basic or Training Universe card defense.
CHARM (BJ) <OP>
        Play as an offensive action targeting Gambit. Gambit may not be attacked for remainder of battle. As an added effect, may play as a defensive action to avoid 1 non-numerical or numerical attack made against Gambit. [OPD]
FULL HOUSE (HN) <MP>
        Acts as a Level 8 Any-Power attack.
INTERCEPT OBJECT (AD) <OP>
        Avoid 1 attack made with a Universe or Tactic card against Gambit.
KINETIC DETONATION (EJ) <IQ>
        Acts as a Level 2 Energy attack. If successful, acts as a Level 8 Fighting Hit.
SINISTER CONNECTION (CF) <IQ> 
        Play as an offensive action targeting Opponent's or Player's Team. Target Opponent or Player must immediately increase ventured Mission cards by 1 from any Mission Pile.
STAFF ATTACK (AE) <OP>
        Acts as a Level 4 Fighting attack. May be combined with 1 Energy or Strength Power card played by Gambit for a single attack.
THIEF OF HEARTS (FK) <TM>
        Play as an offensive action targeting Opponent's Team. Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put chosen 4 cards on top of Opponent's Draw Pile. [OPD]
      ____________________________________________________________________

* GAMORA  <TM>  E: 2   F: 7   S: 4   I: 4   (18.5)
INFINITY CLOAK (DO)
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit on Player's Characters or Team. Negates currently active effect and/or Hit of target Special card. May be used as a defensive action to negate an incoming Special and any combined cards played against Player's Characters or Team.
MOST DANGEROUS WOMAN (AS)
        Acts as a Level 11 Fighting attack. Gamora may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Gamora, so that Special effects are still active but without the Hit. [OPD]
BATTLE READINESS (AD) <TM>
        Avoid 1 numerical attack made against Gamora.
ELITE ASSASSIN (MB) <TM>
        Acts as a Level 6 Any-Power attack. If successful, target Character is KO'd by next Level 2 Intellect or MultiPower Power card Hit, regardless of Inherent Abilities and other cards' effects. [OPD]
TACTICAL ADVENTURER (EN) <TM>
        Play as an offensive action targeting Player's Team, to concede battle. All Player's Mission cards Ventured this battle return to piles Ventured from. Opponent's Mission cards advance as normal. [OPD]
      ____________________________________________________________________

* GHOST RIDER  <IQ>  E: 6   F: 6   S: 6   I: 2   (17.7)       ~ May only be Spectrum KO'd by four Power Types. ~
BAT OUT OF HELL (AI) <PS> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
DEMON CHAIN (AA) <PS>
        Acts as a Level 4 Fighting attack. Ghost Rider may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
FIRE AND BRIMSTONE (AD) <PS>
        Avoid 1 Fighting, Energy or Any-Power attack made against Ghost Rider.
HELL ON WHEELS (AQ) <PS>
        Acts as a Level 8 MultiPower attack. [OPD]
PENANCE STARE (CH) <PS>
        Acts as a non-numerical attack against a Character or Battlesite. If successful, target must discard all placed cards and may not attack for remainder of battle. [OPD]
PLAY WITH FIRE (HQ) <TM>
        Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD]
SKELETAL SUMMONING (DS) <IQ>
        Play as an offensive action targeting Ghost Rider. Choose one Ghost Rider Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
SPIRIT OF VENGEANCE (AR) <PS>
        Acts as a Level 6 Energy attack.
SPIRITUAL DUALITY (FC) <IQ>
        Play as an offensive action targeting Ghost Rider. Ghost Rider must simultaneously play an Energy, Fighting, or Strength Power card attack and optional Basic / Training Universe against Opponent's Character or Battlesite. Power card attack must be defended twice for a successful defense.
      ____________________________________________________________________

* GOBLYN QUEEN  <XM>        E: 7   F: 5   S: 2   I: 5   (19.8)       ~ Attacks made with Energy Power cards may not be shifted from Target Character. ~
CLONAL ORIGIN (HU) <XM> 
        Play as an offensive action targeting Goblyn Queen. Goblyn Queen may play Jean Grey's "Phoenix Effect", "Mental Deflection", and "Mind Over Matter" Special cards for remainder of game. May also play as a defensive action together with Jean Grey's "Mental Deflection", if useable as response to incoming attack or offensive action.
DARK MAGIC (NG) <XM> 
        Acts as a Level 5 Energy attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
GOBLYN ARMADA (NS) <XM> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play any Special cards that affect "remainder of battle" or "remainder of game" for the remainder of the battle. As an added effect, may also play as a defensive action to negate a Special card that affects "remainder of battle" or "remainder of game" played by Opponent's Character.
GOBLYN INFERNO (MB) <XM>
        Acts as a Level 6 Any-Power attack. If successful, target Character is KO'd by next Level 2 Energy Power or MultiPower card Hit, regardless of Inherent Abilities and other cards' effects. [OPD]
PHOENIX LIFEFORCE (NY) <XM>
        Play this as an offensive action targeting Goblyn Queen. This Special stays targeted to Goblyn Queen's Character card even after Goblyn Queen is KO'd and Character card is discarded into the Defeated Characters Pile. Effect is delayed until on Player's turn, Player may discard this Special to move Goblyn Queen's Character card from Defeated Characters Pile to Reserve. [OPD]
SUMMONING SORCERY (MT) <AE>
        Acts as a Level 4 Fighting attack. May be played from Reserve. If successful, Goblyn Queen may continue to attack from Reserve for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Goblyn Queen for active effects without the Hit.
      ____________________________________________________________________

* GREEN GOBLIN  <IQ>  E: 4   F: 4   S: 6   I: 6   (18.9)       ~ Intellect Power cards are +1 when used to attack. ~
EXPLOSIVE PUMPKINS (AR) <IQ>
        Acts as a Level 7 Strength attack.
FLYING PLATFORM (AG) <IQ>
        Avoid 1 non-numerical or numerical attack made against Green Goblin.
GAUNTLET BLASTERS (ID) <IQ>
        Acts as a Level 1 Energy attack. Green Goblin may make 2 additional attacks at +1, or 1 additional attack at +2 against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. Bonus not to damage or Venture Total.
GOBLIN LEGACY (IC) <IQ>
        Play as an offensive action targeting Player's Team. Green Goblin's "Explosive Pumpkins" and "Gauntlet Blasters" Special cards may be played by any Teammate for remainder of game. [OPD]
HARRY OSBORNE (LI) <MN>  
        Play as an offensive action targeting Green Goblin. Discard all cards placed to Green Goblin and remove all Hits in Green Goblin's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. [OPD]
MURDEROUS PLOY (IB) <IQ> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must discard all Placed Ally cards, and Opponent's Team is -3 to Venture Total.
REVELATIONS (BZ) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent must reveal hand and play open handed for remainder of battle. [OPD]
UNHINGED (GM) <AE>
        Acts as a Level 5 Fighting attack. If successful, Player may sort through Specials located under Opponent's Battlesite and discard any 2 cards. May be played from Reserve. [OPD]
      ____________________________________________________________________

* GREY KING  <XM>           E: 6   F: 3   S: 5   I: 7   (21.7)
ANALYTICAL GENIUS (NL) <XM> 
        Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the beginning of the next battle, at which point, Opponent may not Venture more than 2 Mission cards. This Special is then discarded.
CARRIER WAVE (AG) <XM>
        Avoid 1 non-numerical or numerical attack made against Grey King.
LEADER (CF) <XM> 
        Play as an offensive action targeting Opponent's or Player's Team. Target Opponent or Player must immediately increase ventured Mission cards by 1 from any Mission Pile.
PSYCHIC NEUTRALIZER (NG) <XM> 
        Acts as a Level 5 Intellect attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
SELF CRITICISM (JP) <AE>
        Play as an offensive action targeting Grey King. Grey King's Hit Points to Cumulative KO is decreased by 5, is +2 to all numerical attacks and defenses for remainder of game. May play as a defensive action with simultaneous numerical defense, if defense bonus will facilitate defense of incoming attack. Hit Point decrease may cause immediate KO.
TK BEAM (AS) <XM>
        Acts as a Level 8 Intellect attack, +1 for each Hit on Grey King's Current Battle or Permanent Record. Bonus not applied to damage or Venture Total. [OPD]
      ____________________________________________________________________

* GROOT <TM> E: 4   F: 4   S: 7   I: 4   (20.7)
I AM GROOT (OF) <TM>
        Acts as a Level 6 Intellect attack. If not successful, draw top card from Draw Pile. If drawn card is a non-numerical or numerical attack, Groot may use it immediately, even if not normally playable by Groot. If drawn card is not a non-numerical or numerical attack, discard it to the Dead Pile. [OPD]
GIANT BOUGH SWING (PL) <TM> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Tactic cards. [OPD]
GROW IN SIZE (JP) <TM>
        Play as an offensive action targeting Groot. Groot's Hit Points to Cumulative KO is increased by 6 and Groot is -1 to all numerical attacks and defenses for remainder of game. May also play as a defensive action if it will prevent Groot from being Cumulative KO'd from incoming attack. Attacks with Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
LOYAL FRIEND (AD) <TM>
        Avoid 1 attack of 8 or less made against Teammate. May be played from Reserve. Bonuses and penalties affecting Groot's numerical defenses apply to this card.
REBIRTH (NY) <TM>
        Play this as an offensive action targeting Groot. This Special stays targeted to Groot's Character card even after Groot's is KO'd and Character card is discarded into the Defeated Characters Pile. Effect is delayed until on Player's turn, Player may discard this Special to move Groot's Character card from Defeated Characters Pile to Reserve. [OPD]
      ____________________________________________________________________

* THE HAND  <MN>  E: 2   F: 8   S: 3   I: 6   (23.8)
DISSOLVING CORPSES (JJ) <MN>
        Play as an offensive action targeting The Hand. Discard 1 Power card usable by The Hand to remove all Hits of equal or lesser Level from The Hand's Hits to Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. [OPD]
BLACK LOTUS (EX) <AE>
        Acts as a non-numerical attack against a Character. If successful, target Character's Intellect Power Grid Rating reduces to 0, and may not make any Intellect or MultiPower attacks or defenses for remainder of battle.
ERYNYS (LT) <CL> 
        Acts as a Level 3 Energy attack, +1 for each Mission card in Player's Defeated Missions Pile. Bonus not applied to damage or Venture Total.
KIRIGI (LG) <MN> 
        Play as an offensive action targeting The Hand. This Special stays targeted to The Hand, and effect is delayed until The Hand is KO'd. May also play as a defensive action when The Hand is being KO'd. The Hand may continue to fight and is only discarded at the end of the battle together with this Special.
LORD DAITO (DM) <MN> 
        Play as an offensive action targeting The Hand. The Hand gains +2 to all Power card attacks and defenses for remainder of battle. As an added effect, may play as a defensive action at the same time as The Hand making a Power card defense, if defense bonus will facilitate defense of incoming attack.
NINJA (CC) <MN> 
        Acts as a Level 6 Any-Power attack or defense.
SHINOBI SHAW (JF) <MN>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Any-Power Hits on target's Current Battle and Permanent Record become Intellect Hits for remainder of game. Special effect may cause immediate KO. [OPD]
SNAKEROOT (HN) <MN> 
        Acts as a Level 8 Any-Power attack.
      ____________________________________________________________________

* HAVOK  <CL>   E: 7   F: 3   S: 4   I: 5   (20.3)       ~ +1 to all attacks vs. Characters with Energy Power Grid 7 or 8. ~
* HAVOK: MUTANT X  <XM>     E: 7   F: 4   S: 3   I: 5   (20.3)       ~ Team +3 to Venture Total when a Teammate is KO'd. ~
ANNIHILATE (HR) <CL>
        Acts as a Level 9 MultiPower attack. [OPD]
COLLATERAL DAMAGE (OA) <TM>
        Acts as a Level 7 Intellect attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile. [OPD]
COSMIC BATTERY (JS) <CL>
        Play as an offensive action targeting Havok. Havok may combine MultiPower or Energy Power cards with Energy Basic Universe cards usable by Havok to avoid any attack for remainder of game. May play as a defensive action with simultaneous Power and Universe defense, if effects of this Special will facilitate defense of incoming attack.
GEO-KNOWLEDGE (KQ) <CL> 
        Play as an offensive action targeting Player's Battlesite. Remove 1 Hit from Current Battle or Permanent Record of target Battlesite.
MUTANT X (FI) <XM>
        Acts as a Level 3 Intellect attack. If successful, Player may immediately draw 2 cards from top of Draw Pile. Discard duplicates.
PLASMA FLARE (AA) <CL>
        Acts as a Level 4 Fighting attack. Havok may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
SIBLING RIVALRY (LT) <CL> 
        Acts as a Level 3 Intellect attack, +1 for each Mission card in Opponent's Completed Missions Pile. Bonus not applied to damage or Venture Total.
THE BROTHERHOOD (HE) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters with a Power Grid Rating of 7 or 8 in Power Type of Player's choice may not make Power card attacks with chosen Power Type for remainder of battle. [OPD]

      ____________________________________________________________________

* HAWKEYE  <IQ> E: 4   F: 7   S: 4   I: 2   (18.5)       ~ May play "Dynamite Delivery" from Reserve. ~
ARROW ASSAULT (GJ) <MC>
        Acts as a Level 4 MultiPower attack. Hawkeye may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
ACTION LEADER (OR) <TM>
        Play as an offensive action targeting Teammate. Remove all Hits from target Teammate's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. Target Teammate must move into or switch places with Reserve. May be played from Reserve. [OPD]
AVENGING ARCHER (BP) <MC>  
        Acts as a Level 6 Energy attack. May be played from Reserve. [OPD]
COMBAT READY (EF) <MC>
        Play as an offensive action targeting Hawkeye. Discard all cards not usable by Hawkeye from Player's hand. Draw same number of cards plus 2 additional cards from Draw Pile. Do not discard duplicates. [OPD]
DYNAMITE DELIVERY (EJ) <MC> 
        Acts as a Level 2 Fighting attack. If successful, acts as a Level 8 Strength Hit.
FIELD DRESSING (AL) <IQ> 
        Play as an offensive action targeting Hawkeye. Remove 1 Hit from the Current Battle or Permanent Record of Hawkeye. If removed Hit is a Special, active effects are also removed.
PINPOINT ACCURACY (AD) <MC>
        Avoid 1 Fighting, Strength or MultiPower attack made against Hawkeye.
QUIVER OF ARROWS (HH) <IQ> 
        Play as an offensive action targeting Hawkeye. Hawkeye may have an unlimited number of Special cards Placed on him for remainder of game until Hawkeye is KO'd. Specials may not be duplicates.
TRIPLE SHOT (DH) <MC> 
        Acts as a Level 3 Fighting attack. Hawkeye may make up to 2 additional Fighting attacks against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.

      ____________________________________________________________________

* THE HELLFIRE CLUB  <MN>   E: 6   F: 4   S: 4   I: 7   (22.4)
EMMA FROST (KH) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle. If Opponent has "The Dark Phoenix Saga" Mission, Opponent's Team is -8 to Venture Total for this battle.
HELLFIRE SOLDIERS (AA) <MN>
        Acts as a Level 4 Fighting attack. The Hellfire Club may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
MADELYNE PRYOR (HI) <MN>
        Play as an offensive action targeting The Hellfire Club. The Hellfire Club may play any Jean Grey Special cards for remainder of game. May play as a defensive action together with a Jean Grey Special card, if useable as response to incoming attack or offensive action.
SEBASTIAN SHAW (LO) <MN> 
        Avoid 1 Strength or MultiPower attack made against The Hellfire Club. Player may draw 1 card from top of Draw Pile. Discard duplicates.
SELENE (EL) <MN>
        Acts as a Level 7 Energy attack. If successful, target Character’s Energy Power Grid Rating reduces to 0, and may not make any Energy or MultiPower attacks or defenses for remainder of battle. [OPD]
TESSA (JA) <MN>  [OPD]
        Play as an offensive action targeting The Hellfire Club. Discard one MultiPower Power card usable by The Hellfire Club. Player may draw 4 cards from top of the Draw Pile, do not discard duplicates. [OPD]
TREVOR FITZROY (IB) <MN> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must discard all Placed Double Shot cards, and Opponent's Team is -3 to Venture Total.
VANISHER (OK) <AE>
        Play as an offensive action targeting Opponent's Team. Discard 1 Power card usable by The Hellfire Club. Opponent must discard any number of cards, as long as the combined numerical Levels of the discarded cards added together is equal to or greater than twice the Level of The Hellfire Club's Power card. Cards may be Placed or in Opponent's Hand. [OPD]
VON ROEHM (MB) <XM>
        Acts as a Level 6 Any-Power attack. If successful, Target Character is KO'd by next Level 2 Strength or MultiPower Power card Hit, regardless of Inherent Abilities and other cards' effects. [OPD]
      ____________________________________________________________________

* HENRY PYM  <IQ>           E: 3   F: 4   S: 3   I: 7   (19.1)       ~ MultiPower Power cards are +2 when used for defense. ~
ANT-MAN (AD) <IQ>
        Avoid 1 numerical attack made against Henry Pym.
FOUNDING AVENGER (JZ) <CL>
        Acts as a Level 5 Intellect attack. Defensive action against this attack may not be made with a Special card.
GIANT-MAN (AY) <IQ>
        Play as an offensive action targeting Henry Pym. Henry Pym's Strength Power Grid Rating increases to 7 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
GOLIATH (EQ) <IQ> 
        Play as an offensive action targeting Henry Pym. Henry Pym is +3 to all Strength and Fighting attacks and defenses and -1 to all Intellect attacks and defenses for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. May also be played as a defensive action together with a Strength and Fighting defense, if bonus will facilitate successful defense of incoming attack.
MASS REDUCTION (FR) <TM>
        Play as an offensive action targeting Opponent's Team. Opponent must discard a number of cards equal to the number of Mission cards Opponent Ventured this battle. Cards may be Placed or in Hand. [OPD]
MEDICAL KNOWLEDGE (ET) <IQ> 
        Play as an offensive action targeting Teammate. Remove up to 2 Hits that are Strength and/or MultiPower, which may be from Teammate's Current Battle and/or Permanent Record. If any removed Hit is a Special, active effects are also removed.
ULTRON 1 (JC) <MN>
        Acts as a Level 4 MultiPower attack. Henry Pym may play 1 additional Special card. Opponent may defend between each action.
YELLOWJACKET (AA) <IQ>
        Acts as a Level 4 Fighting attack. Henry Pym may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
      ____________________________________________________________________
   
* HEROES FOR HIRE  <CL>      E: 2   F: 7   S: 8   I:4   (25.3)
CALL ON THE HIRE POWER! (BI) <TM>
        Acts as a Level 4 Any-Power attack. Must be combined with 1 attack from a Special card or Power card and optional Basic / Training Universe played by Teammate for a single attack. [OPD]
HERCULES (JP) <CL>
        Play as an offensive action targeting Heroes for Hire. Heroes for Hire's Hit Points to Cumulative KO is increased by 6 and Heroes for Hire is -1 to all numerical attacks and defenses for remainder of game. May also play as a defensive action if it will prevent Heroes for Hire from being Cumulative KO'd from incoming attack. Attacks of Level 0 or less after penalty are not permitted.
IRON FIST (AS) <CL>
        Acts as a Level 11 Fighting attack. Heroes For Hire may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Heroes for Hire, so that Special effects are still active but without the Hit. [OPD]
POWER MAN (AD) <CL>
        Avoid 1 Strength, Energy or Any-Power attack made against Heroes for Hire.
THE BLACK KNIGHT (JW) <CL>
        Acts as a Level 3 Fighting attack. Heroes for Hire may make 1 additional attack against the same target using a Power card and optional Basic / Training Universe. Opponent may defend between each attack, but defensive action against both attacks may not be made with a Special card.
THE HULK (JC) <CL>
        Acts as a Level 5 Strength attack. Heroes For Hire may play 1 additional Special card. Opponent may defend between each action.
WHITE TIGER (HY) <CL> 
        Acts as a Level 6 Fighting attack. If successful, Opponent must discard 2 cards playable by target Character. Cards may be Placed or in Hand.      ____________________________________________________________________

* HOBGOBLIN  <IQ>  E: 4   F: 6   S: 6   I: 3   (17.7)       ~ Strength Power cards are +1 when used to attack. ~
CONCUSSION GRENADE (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
CYBERNETIC UPGRADE (ET) <IQ> 
        Play as an offensive action targeting Hobgoblin. Remove up to 2 Hits that are Fighting and/or MultiPower, which may be from Hobgoblin's Current Battle and/or Permanent Record. If any removed Hit is a Special, active effects are also removed.
FRIGHTENING VISAGE (OC) <HF> 
        Acts as a non-numerical attack targeting a Character. If successful, Opponent must discard 3 cards playable by target Character from Hand. Cards chosen by Opponent. [OPD]
GOBLIN CACHE (HI) <IQ> 
        Play as an offensive action targeting Hobgoblin. Hobgoblin may play any Green Goblin Special cards for remainder of game. May play as a defensive action together with a Green Goblin Special card, if useable as response to incoming attack or offensive action.
GOBLIN GLIDER (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Hobgoblin.
PUMPKIN BOMB (AR) <OP>
        Acts as a Level 7 Energy attack.
RAZOR BATS (AA) <OP>
        Acts as a Level 4 Fighting attack. Hobgoblin may make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
SECRET POUCHES (AT) <PS>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
STUN GAS (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
SURREPTITIOUS MASTERMIND (NR) <AE>
        Play as an offensive action targeting Hobgoblin. Discard 1 Intellect Power card usable by Hobgoblin. Show Opponent up to 5 cards usable by Hobgoblin from Player's Hand, keeping them open handed. Draw equal number of cards from Draw Pile. Discard duplicates. [OPD]
      ____________________________________________________________________

* HOLOCAUST  <MN> E: 7   F: 2   S: 6   I: 2   (19.6)
APOCALYPTIC MINION (GF) <OS> 
        Play as an offensive action targeting Holocaust. Holocaust may move all Hits from Current Battle to Permanent Record. Affects Venture Total.
BIO-NUCLEAR BLASTS (PM) <AE>
        Play as an Offensive Action or Defensive Action, combined with a Power card attack or defense respectively. Power card gains +3 bonus. If used for attack, bonus not applied to damage or Venture Total. If used for defense, and Level of Power card and bonus equals numerical Level of incoming attack, this card acts as a Level 3 Fighting Counter-Hit against attacker and cannot be defended.
CONSUME LIFEFORCE (AL) <OS> 
        Acts as a Level 5 Energy attack. If successful, remove 1 Hit from the Permanent Record of Holocaust. If removed Hit is a Special, active effects are also removed.
DEATH CANNON (AQ) <OS>
        Acts as a Level 8 MultiPower attack. [OPD]
DEVASTATE (GG) <OS>
        Play as an offensive action targeting Opponent's Team. All cards currently in Opponent's Dead Pile are removed from game. [OPD]
HORRIFYING IMAGE (AR) <IQ>
        Acts as a Level 4 Intellect attack.
IMPERVIOUS CRYSTAL (AG) <OS>
        Avoid 1 non-numerical or numerical attack made against Holocaust.
NEMESIS (KH) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle. If Opponent has "The Age of Apocalypse" Mission, Opponent's Team is -8 to Venture Total for this battle.
OTHERWORLDLY EVIL (AO) <OS>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
 ____________________________________________________________________
   
* HULK  <IQ>    E: 1   F: 3   S: 8   I: 6   (23.2)
* HULK: MR. FIX-IT  <CL>    E: 2   F: 6   S: 6   I: 6   (17.7)
       ~ +1 to all attacks vs. Characters with Strength Power Grid 7 or 8. ~
BETTY BANNER (AH) <MN> 
        Play as an offensive action targeting Hulk. No Energy, Intellect or Any-Power attacks may be made against Hulk for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Intellect or Any-Power attack made against Hulk.
ENRAGED (AS) <OP>
        Acts as a Level 8 Strength attack, +1 for each Hit on Hulk's Current Battle or Permanent Record. Bonus not applied to damage or Venture Total. [OPD]
GAMMA TRANSFUSION (HJ) <IQ>
        Play as an offensive action targeting Player's Team. Player may choose two of Player's Front Line Characters, and exchange any 1 Hit from either Character. Hits may be from Current Battle and/or Permanent Record. May cause immediate KO. May affect Venture Total. [OPD]
GREEN GOLIATH (AE) <OP>
        Acts as a Level 4 Strength attack. May be combined with 1 Fighting or Intellect Power card played by Hulk for a single attack.
HULK SMASH (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
INTIMIDATE (BC) <OP>
        Acts as a non-numerical attack against a Character in Reserve. If successful, this Special stays targeted on the Character in Reserve, and effect is delayed until required to move to the Front Line. At this time, discard this Special to prevent Reserve from moving into the Front Line until the beginning of next battle. [OPD]
POWER LEAP (AS) <PS>  
        Acts as a Level 9 Fighting attack. [OPD]
SAVAGE (NN) <TM>
        Play as an offensive action targeting Opponent's Team. For remainder of battle, any Special card played by Opponent's Characters must be a Special card that acts as an attack. Other Special cards may not be played.
SHRUG OFF (AD) <OP>
        Avoid 1 Energy, Fighting or Any-Power attack made against Hulk.
      ____________________________________________________________________
   
* HUMAN TORCH  <IQ> E: 7   F: 4   S: 4   I: 4   (20.7)       ~ May not be Cumulative KO'd with Energy Power cards. ~
* HUMAN TORCH: INVADERS  <CL> E: 7   F: 6   S: 4   I: 3   (21.2)
FIRE CAGE (AX) <IQ> 
        Acts as a non-numerical attack targeting a Character. If successful, Human Torch and target Character may not attack for remainder of battle.
FIRE SHIELD (AM) <OP> 
        Play as an offensive action targeting Human Torch. Human Torch gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as Human Torch making a numerical defense, if defense bonus will facilitate defense of incoming attack.
FIRE STORM (AB) <OP>
        Acts as a Level 5 Energy attack. Human Torch may make 1 additional Energy attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
FLAME ON (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Human Torch.
HOT HEAD (EI) <IQ>
        Acts as a Level 3 Intellect attack. May be made after Opponent has conceded the battle. Opponent may defend.
INFERNO (AE) <OP>
        Acts as a Level 4 Energy attack. May be combined with 1 Fighting Power card played by Human Torch for a single attack.
NOVA BURST (AS) <OP>
        Acts as a Level 11 Energy attack, Human Torch may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Human Torch, so that Special effects are still active but without the Hit. [OPD]
SEARING HEAT (AI) <OP> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character must discard 1 placed card of Player's choice.
STRATEGIC BURN (FN) <TM>
        Acts as a non-numerical attack targeting a Character. If successful, target Character cannot attack or play Specials for remainder of battle. [OPD]
      ____________________________________________________________________

* HYDRA  <MN>   E: 5   F: 6   S: 5   I: 5   (17.0)       ~ Counts as 17-Points for Tournament Deckbuilding. ~
A.I.M. (AT) <MN>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
ARNIM ZOLA (OM) <AE>
        Acts as a non-numerical attack targeting a Character. If successful, Opponent must discard 1 card playable by target Character for each Hit currently in target Character's Current Battle and Permanent Record. Cards may be Placed or in Hand.
BARON VON STRUCKER (EZ) <MN>
        Play as an offensive action targeting Hydra, and effect is delayed until the beginning of the next battle at which point Hydra's Fighting and Intellect Power Grid Ratings increase to 7 for remainder of game. [OPD]
FENRIS (LC) <MN>
        Acts as a Level 4 Energy attack against a Character, or Level 8 Any-Power against a Battlesite.
FORTUNATO (DQ) <CL>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target's Hit Points to Cumulative KO is reduced by 6 for remainder of game. Decreased Hit Points may cause immediate KO. [OPD]
HYDRA AGENTS (AI) <MN> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
MADAME HYDRA (IE) <MN>
        Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the end of battle that Opponent has won, at which point this Special is discarded and Opponent may only advance 1 Mission card. Other Mission cards return to pile Ventured from. [OPD]
M.O.D.O.K. (AA) <MN>
        Acts as a Level 4 Intellect attack. Hydra may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may mdefend between each attack.
      ____________________________________________________________________

* ICEMAN  <IQ>  E: 7   F: 4   S: 4   I: 3   (19.4)       ~ May have duplicate "Snow Blind" Specials. ~
* ICEMAN: THE ICE-MAN  <XM> E: 7   F: 5   S: 3   I: 3   (19.9)       ~ +1 to Venture Total for each Hit in Iceman: The Ice-Man's Hits to Current Battle. ~
BLOOD CHILL (AS) <PS>
        Acts as a Level 10 Energy attack. [OPD]
FROSTBITE (AE) <PS>
        Acts as a Level 4 Energy attack. May be combined with 1 Fighting or Strength Power card played by Iceman for a single attack.
FROZEN PRISON (FU) <TM>
        Acts as a Level 6 Fighting attack. If successful, target Character may not play Special cards for remainder of battle.    
HAIL STORM (AD) <PS>
        Avoid 1 numerical attack made against Teammate.
ICE ARMOR (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Iceman.
ICE TACTICS (AI) <IQ> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
OPAL TANAKA (AF) <MN> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
SNOW BLIND (CM) <PS>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters are -1 to all numerical attacks and defenses for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
SUB-ZERO (AR) <PS>
        Acts as a Level 6 Strength attack.
      ____________________________________________________________________

* THE INHUMANS  <MN>  E: 8   F: 4   S: 5   I: 4   (25.4)
BLACK BOLT (AQ) <MN>
        Acts as a Level 8 MultiPower attack. [OPD]
GORGON (CZ) <MN>
        Acts as a Level 4 Strength attack. If successful, target Character or Battlesite must discard all Placed cards into Dead Pile. [OPD]
KARNAK (LC) <MN>
        Acts as a Level 4 Fighting attack against a Character, or Level 8 Any-Power against a Battlesite.
LOCKJAW (DS) <MN> 
        Play as an offensive action targeting Inhumans. Choose one Inhumans Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
MAXIMUS THE MAD (AS) <CL>
        Acts as a Level 9 Intellect attack. [OPD]
MEDUSA (AV) <MN>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
ROYAL FAMILY (EE) <TM>
        Play as an offensive action targeting The Inhumans or Teammate. Remove 1 Special card Hit from Current Battle or Permanent Record of target Character. Any active effects from Special are also removed. Alternatively, play as a defensive action targeting The Inhumans or Teammate. Target Character may avoid attack made with a Special card.
TRITON (LE) <MN>
        Acts as a non-numerical attack targeting a Character. Target Character may not use Tactic cards for the remainder of battle.
      ____________________________________________________________________
   
* INVISIBLE WOMAN  <IQ> E: 6   F: 4   S: 3   I: 6   (17.7)       ~ Team is +2 to Venture Total per battle. ~
* INVISIBLE WOMAN: MALICE  <CL> E: 7   F: 6   S: 4   I: 2   (20.3)
BUBBLE SHIELD (BH) <OP>
        Play as an offensive action targeting Player's Team. Player's Characters gain +3 to all numerical defenses for remainder of battle. As an added effect, may play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]
CONCEAL (FS) <TM>
        Play as an offensive action targeting Player's Team. All Player's Character's Placed cards may not be played, moved or discarded by Opponent's Special cards for remainder of game. As an added effect, may also play as a defensive action when Opponent's Character plays a Special card to play, move or discard any of Player's Characters' Placed cards, to negate the effect of the Special card. [OPD]
FORCE FIELD (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Invisible Woman.
INVISIBILITY (AM) <OP> 
        Play as an offensive action targeting Invisible Woman. Invisible Woman gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as Invisible Woman making a numerical defense, if defense bonus will facilitate defense of incoming attack.
INVISIBLE RAM (AS) <OP>
        Acts as a Level 9 Strength attack. [OPD]
INVISIBLE SABOTEUR (CO) <PS> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play any Universe cards from Opponent's hand this battle. Placed Universe cards may still be played.
PROTECTIVE WALL (AD) <IQ>
        Avoid 1 attack of 8 or less made against Invisible Woman or Teammate. Bonuses and penalties affecting Invisible Woman's numerical defenses apply to this card.
TEAM COORDINATOR (FE) <IQ>
        Acts as a Level 3 Intellect attack. Each Front Line Teammate may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
UNSEEN ASSAILANT (AB) <OP>
        Acts as a Level 5 Fighting attack. Invisible Woman may make 1 additional Fighting attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
      ____________________________________________________________________

* IRON FIST <TM> E: 4   F: 7   S: 4   I: 4   (20.7)       ~ May play Heroes For Hire's "Iron Fist" Special Card. ~
CHI COMPREHENSION (CI) <TM>
        Acts as a Level 2 Intellect attack. Must be combined with a Power card played by Iron Fist for a single attack. If successful, acts as a Level 6 Intellect Hit.
CHI-ENHANCED SPEED (JX) <TM>
        Acts as a Level 4 Energy attack. If Target Character or Battlesite is KO'd by this Hit, Player may move 1 Mission card from the Defeated Pile to the Completed Pile.
IRON FIST PUNCH (AQ) <TM>
        Acts as a Level 9 MultiPower attack. [OPD]
HEART OF THE DRAGON (MH) <TM>
        Acts as a Level 8 Fighting defense. May be  defend Iron Fist or Teammate.
SPIRITUAL BALANCE (AM) <TM>
        Play as an offensive action targeting Iron Fist. Iron Fist gains +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as Iron Fist making a numerical defense, if defense bonus will facilitate defense of incoming attack.
      ____________________________________________________________________
   
* IRON MAN  <IQ> E: 5   F: 3   S: 7   I: 7   (22.8)
* IRON MAN: ORIGINAL ARMOR  <CL> E: 4   F: 3   S: 5   I: 7   (20.3)       ~ May have duplicate "Radar Warning" Special cards. ~
ARMORED AVENGER (LO) <TM>
        Avoid 1 attack with a Power card made against Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates.
CONCEALED ARSENAL (AA) <OP>
        Acts as a Level 4 Energy attack. Iron Man may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
HEAT SEEKING MISSILE (AQ) <OP>
        Acts as a Level 8 MultiPower attack. [OPD]
INDUSTRIAL WASTE (BW) <PS>
        Play as an offensive action targeting Opponent's Team. Opponent must discard top 5 cards from Draw Pile into Dead Pile. [OPD]
IN THE LINE OF FIRE (AC) <OP> 
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Iron Man, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
RADAR WARNING (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Iron man.
STEALTH ARMOR (AI) <IQ> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
TACTICAL COMPUTER (AT) <OP>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
WEAPONS INVENTOR (AE) <IQ>
        Acts as a Level 4 Intellect attack. May be combined with 1 Energy Power card played by Iron Man for a single attack.
      ____________________________________________________________________
   
* JEAN GREY  <IQ>  E: 7   F: 3   S: 2   I: 4   (18.1)       ~ May play "Telepathic Unity" from Reserve. ~
* JEAN GREY: DARK PHOENIX  <XM>  E: 8   F: 4   S: 6   I: 3   (25.1)
MENTAL DEFLECTION (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Jean Grey.
MIND OVER MATTER (AX) <OP> 
        Acts as a non-numerical attack targeting a Character. If successful, Jean Grey and target Character may not attack for remainder of battle.
MIND SCAN (AJ) <OP>
        Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
MUTANT MOTIVATION (CF) <PS> 
        Play as an offensive action targeting Opponent's or Player's Team. Target Opponent or Player must immediately increase ventured Mission cards by 1 from any Mission Pile.
PHOENIX EFFECT (AE) <IQ>
        Acts as a Level 4 Any-Power attack. May be combined with 1 Energy, Fighting, Strength or Intellect Power card played by Jean Grey for a single attack.
PSYCHIC SOOTHING (ET) <IQ> 
        Play as an offensive action targeting Teammate. Remove up to 2 Hits that are Energy and/or MultiPower, which may be from Teammate's Current Battle and/or Permanent Record. If any removed Hit is a Special, active effects are also removed.
TELEKINESIS (AS) <OP>
        Acts as a Level 9 Strength attack. [OPD]
TELEPATHIC UNITY (BH) <OP>
        Play as an offensive action targeting Player's Team. Player's Characters gain +3 to all numerical defenses for remainder of battle. As an added effect, may play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]
TK SHIELD (EB) <TM>
        Play as an offensive action targeting Player's Team. For remainder of game, any attack against one of Player's Characters or Special card offensive action against Player's Team may be shifted to TK Shield, at which point TK Shield as well as incoming attack or offensive action card are both discarded. [OPD]
      ____________________________________________________________________

* JESSICA JONES <TM>  E: 2   F: 2   S: 5   I: 7   (18.6)
ALIAS INVESTIGATIONS (AJ) <TM>
        Play as an offensive action targeting Opponent's Team. Player may look at top 7 cards in Opponent's Draw Pile. [OPD]
COLD HARDENED EXTERIOR (FQ) <TM>
        Play as an offensive action targeting Jessica Jones. Strength and MultiPower Hits do not count toward Jessica Jones' Spectrum or Cumulative KO for remainder of game. May play as a defensive action if it will prevent Jessica Jones from being Spectrum or Cumulative KO'd from incoming attack. [OPD]
FREEDOM OF FLIGHT (KL) <TM>
        Play as an offensive action targeting Opponent's Team. All Opponent's Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
HEAVY ARTILLERY (PK) <TM>
        Acts as a Level 4 Any-Power attack or defense. Jessica Jones may simultaneously play a Double Shot card with normal Teammate Power card contribution to either combine all three cards as a single attack or defense; or have all three cards as separate attacks.
RELUCTANT SUPERHERO (AD) <TM>
        Avoid 1 attack of 6 or less made against Jessica Jones or Teammate. May be played from Reserve. Bonuses and penalties affecting Jessica Jones' numerical defenses apply to this card.
      ____________________________________________________________________

* JUBILEE  <IQ> E: 6   F: 4   S: 2   I: 4   (15.0)       ~ May have duplicate "Blinding Flare" Specials. ~
BLINDING FLARE (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Jubilee.
DISTRACTING BURST (AD) <OP>
        Avoid 1 non-numerical or numerical attack made against Teammate.
FIREWORKS (AB) <OP>
        Acts as a Level 5 Energy attack. Jubilee may make 1 additional Energy attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
PLASMOID FLASH (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
PRISMATIC FLARE (AQ) <PS>
        Acts as a Level 7 MultiPower attack. [OPD]
SPECTRUM TEASE (AC) <OP> 
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Jubilee, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
TROUBLEMAKER (DB) <IQ> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character must discard 1 Placed Teamwork card. Alternatively, may play as a defensive action targeting Jubilee or Teammate. Avoids all attacks from 1 Teamwork and/or associated Power cards made against target Character.
WISECRACK (HK) <IQ>
        Acts as a non-numerical attack targeting a Character. If successful, target Character must make as many additional attacks as possible against Player's Characters or Battlesite using either a Special card, or Power Card and optional Basic / Training Universe. Player must be given an opportunity to defend between each attack.
WOLVIE STYLE (NG) <TM>
        Acts as a Level 7 Any-Power attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
      ____________________________________________________________________
   
* JUGGERNAUT  <IQ>  E: 4   F: 5   S: 8   I: 2   (23.2)
BATTERING RAM (CU) <PS>
        Acts as a Level 8 Strength attack. If successful, target Character or Battlesite must discard 1 placed card of Player's choice. [OPD]
FOXFIRE (JC) <MN> 
        Acts as a Level 5 Energy attack. Juggernaut may play 1 additional Special card. Opponent may defend between each action.
HEAD BUTT (AR) <PS>
        Acts as a Level 7 Fighting attack.
IGNORE BLOW (AD) <PS>
        Avoid 1 Strength, Energy or Any-Power attack made against Juggernaut.
MAGIC HELM (CM) <IQ>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters are –2 to all attacks against Juggernaut for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
RAZE (AU) <PS>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Universe cards, or all Universe cards held in hand, whichever is a greater number. [OPD]
SMASH INCOMING OBJECT (AD) <PS>
        Avoid 1 attack made with a Universe or Tactic card against Juggernaut.
STREET BRAWLER (PD) <AE>
        Acts as a non-numerical attack targeting a Character. If successful, Juggernaut is +1 to all numerical attacks against target Character for remainder of game.
UNSTOPPABLE FORCE (DQ) <PS>
        Play as an offensive action targeting Juggernaut. Juggernaut's Hit Points to Cumulative KO increases by 4 for remainder of game. May also play as a defensive action, if it will prevent Juggernaut from being Cumulative KO'd.
      ____________________________________________________________________

* KANG: THE CONQUEROR <AE>  E: 5   F: 5   S: 5   I: 7   (23.4)
BATTLE ARMOR (BF) <AE>
        Play as an offensive action targeting Kang. Kang's Hit Points to Cumulative KO increases to 30. May play as a defensive action if it will prevent Kang from being Cumulative KO'd. [OPD]
CONCUSSIVE BOLT (JY) <AE>
        Acts as a Level 5 Strength attack. May not be affected by a card with the word "Teammate" on it.
DAMOCLES (LM) <AE>
        Acts as a Level 7 Any-Power attack against a Character, or a Level 10 Any-Power attack against a Battlesite.
MODERN AGE CONQUEROR (LS) <AE>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play Activator or Any Character cards for remainder of Battle. [OPD]
NEUTRINO-RAY GUN (AS) <AE>
        Acts as a Level 9 Fighting attack. [OPD]
      ____________________________________________________________________

* KA-ZAR  <CL>  E: 1   F: 7   S: 5   I: 5   (19.1)       ~ +1 to all attacks vs. Characters with Fighting Power Grid 7 or 8. ~
KING OF THE SAVAGE LAND (EN) <CL> 
        Play as an offensive action targeting Player's Team, to concede battle. All Player's Mission cards Ventured this battle return to piles Ventured from. Opponent's Mission cards advance as normal.
LAW OF THE JUNGLE (EY) <TM>
        Play as an offensive action targeting Opponent's Team. All of Opponent's Characters' Energy Power Grid Ratings reduce to 0, and may not make any Energy or MultiPower attacks or defenses for remainder of battle. [OPD]
LORD KEVIN PLUNDER (KG) <CL> 
        Play as an offensive action targeting Ka-Zar. Ka-Zar may not be attacked by a Level 7 or greater attack for remainder of battle. As an added effect, may play as a defensive action to avoid 1 Level 7 of greater attack made against Ka-Zar.
PRIMITIVE ARSENAL (AQ) <CL>
        Acts as a Level 7 MultiPower attack. [OPD]
SHANNA THE SHE-DEVIL (KS) <CL> 
        Play as an offensive action targeting Ka-Zar or Teammate. Remove a Power card Hit on target Character's Current Battle or Permanent Record.
WILDERNESS SAVVY (JH) <CL>
        Acts as a Level 5 Intellect attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
ZABU (JC) <CL>
        Acts as a Level 5 Fighting attack. Ka-Zar may play 1 additional Special card. Opponent may defend between each action.
      ____________________________________________________________________

* KINGPIN  <IQ> E: 2   F: 4   S: 5   I: 6   (15.8)       ~ May play Teamwork cards from Reserve. ~
ASIAN CONNECTIONS (HE) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters with a Power Grid Rating of 7 or 8 in Power Type of Player's choice may not make Power card attacks with chosen Power Type for remainder of battle. [OPD]
BUSINESS SAVVY (HQ) <IQ>
        Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD]
CRIME MAGNATE (HX) <IQ>
        Play as an offensive action targeting Player's Team. Player's Team is +3 to all numeric Special card attacks and defenses for remainder of battle. Bonus not applied to damage or Venture Total. May be played from Reserve. May play as a defensive action together with Player’s Character’s numerical Special card defense, if effects of this Special will facilitate defense of incoming attack. [OPD]
MAYOR OF MANHATTAN (LS) <AE>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play Activator or Any Character cards for remainder of Battle. [OPD]
THE ROSE (JC) <MN>
        Acts as a Level 5 Fighting attack. Kingpin may play 1 additional Special card. Opponent may defend between each action.
SUMO KNOWLEDGE (HR) <IQ>
        Acts as a Level 9 MultiPower attack. [OPD]
UNDERWORLD HENCHMEN (HL) <IQ> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not use Fighting Power cards Level 6 through 8 to attack for remainder of battle.
WALKING STICK (HF) <IQ>
        Acts as a Level 4 MultiPower attack.
      ____________________________________________________________________

* KLAW  <PB>  E: 7   F: 2   S: 4   I: 5   (19.3)
CLEVER AND CALLOUS (LO) <PB>
        Avoid 1 attack with a Power card made against Klaw. Player may draw 1 card from top of Draw Pile. Discard duplicates.
ENERGY BLAST (CH) <PB>
        Acts as a non-numerical attack against a Character or Battlesite. If successful, target must discard all placed cards and may not attack for remainder of battle. [OPD]
PURE SOUND (GA) <PB> 
        Acts as a non-numerical attack targeting a Character. Target Character may not play Special cards for remainder of battle.
SEARCH FOR VIBRANIUM (LM) <PB>
        Acts as a Level 7 Any-Power attack against a Character, or a Level 10 Any-Power attack against a Battlesite.
SONIC REFLECTION (PE) <PB>
        Acts as a Level 8 Fighting defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 8 Fighting Counter-Hit against attacker and cannot be defended. [OPD]
      ____________________________________________________________________

* THE KREE  <MN>  E: 6   F: 5   S: 4   I: 7   (22.9)
COLONEL YON-ROGG (GF) <MN>  
        Play as an offensive action targeting Player's Team. All Player's Characters may move all Hits from Current Battle to Permanent Record. Affects Venture Total. [OPD]
DR. MINERVA (JV) <CL> 
        Acts as a Level 3 Energy attack. If successful, Opponent must reveal Hand and play open handed for remainder of battle.
INTERSTELLAR EMPIRE (AR) <MN>
        Acts as a Level 7 Fighting attack.
MORAG (OA) <AE>
        Acts as a Level 7 Fighting attack. If successful, Opponent must sort through draw pile and discard first 3 Special cards. [OPD]
PRIME MINISTER ZAREK (LP) <MN>
        Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the next battle an Event card is played by either Player. Effect of any Event cards played are negated, and this Special is discarded. Players may still redraw for played Event.
RONAN THE ACCUSER (EL) <MN>
        Acts as a Level 7 Strength attack. If successful, target Character’s Strength Power Grid Rating reduces to 0, and may not make any Strength or MultiPower attacks or defenses for remainder of battle. [OPD]
SENTRY (DT) <MN>
        Play as an offensive action targeting Kree. Kree may not be attacked by a Power card with the same Level as any Power cards on Kree's Permanent Record for remainder of game. As an added effect, may also play as a defensive action to avoid 1 Power card attack when Kree is attacked by a Power card with the same Level as any Power cards on Kree's Permanent Record. [OPD]
SUPREME INTELLIGENCE (IF) <MN> 
        Play as a defensive action when Opponent concedes battle. Player may discard any number of cards held in hand to top of Draw Pile.
      ____________________________________________________________________

* LANDSLIDE  <XM>           E: 6   F: 4   S: 6   I: 2   (16.7)       ~ Opponent is -3 to Venture Total when Landslide's Teammate is KO'd. ~
APPETITE FOR DESTRUCTION (NN) <XM> 
        Play as an offensive action targeting Opponent's Team. For remainder of battle, any Special card played by Opponent's Characters must be a Special card that acts as an attack. Other Special cards may not be played.
BIG BULLY (NV) <XM> 
        Acts as a Level 5 Fighting attack. If successful, target Character may not play Any Character or Activator cards for remainder of battle.
LARGE BUT NIMBLE (LQ) <AE>
        Acts as a Level 4 Intellect attack. If successful, Landslide may make 1 additional Intellect attack using a Power card against the same target. Additional attack may not be defended. [OPD]
MASSIVE SPEED (MA) <XM> 
          Acts as a Level 5 MultiPower attack. Defensive action against this attack may not be made with an Aspect card, Activator retrieved Special card or Any Character Special card.
SHORT FUSE (BV) <XM>
        Play as an offensive action targeting Landslide. Player may draw 1 card from Draw Pile. Discard duplicates. Landslide may immediately make as many additional attacks as desired against any tagets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
WALLOP (NU) <XM> 
        Acts as a Level 0 Intellect attack. Defense against this attack may only be Level 5 or greater, made with a Power card.
      ____________________________________________________________________

* LEADER  <CL>  E: 3   F: 4   S: 2   I: 7   (18.1)       ~ Power cards are +2 for defense if "Twisted Mentality" is in play. ~
FREEHOLD (BR) <CL> 
        Play as an offensive action targeting Leader. Leader may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
GREEN DOORS (GC) <AE>
        Play as an offensive action targeting Leader or Teammate. Remove 1 Hit from the Current Battle or Permanent Record of target Character for every card in Player's Defeated Missions Pile. [OPD]
GREEN 'N MEAN (KH) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle. If Opponent has "Annihilation Affair" Mission, Opponent's Team is -8 to Venture Total for this battle.
OMNIBUS (BY) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent must discard all cards that act as an Intellect or MultiPower attack or defense currently held in Hand and Placed on any of Opponent's Characters. Player must discard the same types of cards currently held in Hand only. [OPD]
TECHNO-ARSENAL (JH) <CL>
        Acts as a Level 5 Energy attack. If successful, target Character -2 to all numerical defenses for remainder of battle.
THE REGENERATION CRYSTAL (KF) <CL>  
        Play as an offensive action targeting Leader. For every Hit in Leader's Permanent Record, move 1 Mission card from the Defeated Missions Pile to the Reserve Missions Pile. [OPD]
TWISTED MENTALITY (KC) <CL> 
        Play as an offensive action targeting Player's Team. All attacks made against Teammates are shifted to Leader, until Leader is KO'd or cannot be attacked. As an added effect, may play as a defensive action to shift an attack against Teammate to Leader.

       ____________________________________________________________________

* LIZARD  <PB> E: 2   F: 4   S: 6   I: 6   (16.7)       ~ Double Shot cards are +1 when used to attack. ~
DR. CURTIS CONNORS (AS) <PB>
        Acts as a Level 11 Intellect attack. Lizard may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Lizard, so that Special effects are still active but without the Hit. [OPD]
I. G. A. (EB) <PB>
        Play as an offensive action targeting Player's Team. For remainder of game, any non-numerical or numerical Special attack against one of Player's Characters may be shifted to I.G.A., at which point I.G.A. as well as incoming attack are both discarded.
REPTILIAN INSTINCT (AO) <PB>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
TAIL WHIP (CC) <PB>
        Acts as a Level 6 Fighting attack or defense.
VICIOUS TRANSFORMATION (EZ) <PB>
        Play as an offensive action targeting Lizard, and effect is delayed until the beginning of the next battle at which point Lizard's Fighting and Strength Power Grid Ratings increase to 7 for remainder of game. [OPD]

       ____________________________________________________________________

* LOKI  <AE> E: 7   F: 4   S: 4   I: 7   (23.5)       ~ May place Thor Special cards before "Worthy" is played. ~
DURABLE DEITY (KG) <AE>
        Play as an offensive action targeting Loki. Loki may not be attacked by a Level 7 or greater attack for remainder of battle. As an added effect, may play as a defensive action to avoid 1 Level 7 of greater attack made against Loki.
EXILE OF SINGHSOON (FT) <AE>
        Acts as a Level 12 Energy attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Loki for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Loki for active effects without the Hit. [OPD]
TRICKSTER TRAP (PI) <AE>
        Play as a defensive action when Loki is attacked, targeting Opponent's Character or Battlesite that made the attack against Loki. Target that made attack must immediately discard 2 placed cards of Player's choice. Loki may also simultaneously make a suitable defense to incoming attack.
VENGEFUL SORCERER (PM) <AE>
        Play as an Offensive Action or Defensive Action, combined with a Power card attack or defense respectively. Power card gains +3 bonus. If used for attack, bonus not applied to damage or Venture Total. If used for defense, and Level of Power card and bonus equals numerical Level of incoming attack, this card acts as a Level 3 Intellect Counter-Hit against attacker and cannot be defended.
WORTHY (HI) <AE>
        Play as an offensive action targeting Loki. Loki may play Thor Special cards for remainder of game. May play as a defensive action together with a Thor Special card, if useable as response to incoming attack or offensive action.
     ____________________________________________________________________

* LONGSHOT  <IQ>            E: 3   F: 7   S: 4   I: 3   (19.1)       ~ Opponent's Team is -2 to Venture Total per battle. ~
FORTUNATE ACCIDENT (HL) <IQ> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not use Energy Power cards Level 6 through 8 to attack for remainder of battle.
FOUR-FINGERED FURY (BU) <PS>
        Play as an offensive action targeting Longshot. Longshot may combine Fighting Power cards Level 1 through 5 for a single attack for remainder of game. Longshot may simultaneously make a combined Fighting Power card attack on any one of Opponent's Characters or Battlesite.
FREEDOM FIGHTER (AC) <PS> 
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Longshot, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
HOLLOW BONES (AG) <PS> 
        Avoid 1 non-numerical or numerical attack made against Longshot.
LUCKY BOUNCE (CJ) <PS>  
        Play as an offensive action targeting Longshot. Longshot must simultaneously play a Power card attack against Opponent's Character or Battlesite. If defended, Longshot's Power card is returned to Player's Hand. [OPD]
ONE IN A MILLION (CV) <PS>  
        Acts as a Level 3 Fighting attack. Defense can only be made with a Level 3 Power card regardless of bonuses or penalties. If defended, Opponent's Character's Power card Counter-Hits Longshot. [OPD]
PURITY OF THOUGHT (HM) <IQ>  
        Play as an offensive action targeting Longshot. Draw 1 card for each card Player has discarded this battle, including duplicate and unusable cards. Do not discard if duplicate. [OPD]
ROLL WITH THE PUNCHES (DO) <PS>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit on Player's Characters or Team. Negates currently active effect and/or Hit of target Special card. May be used as a defensive action to negate an incoming Special and any combined cards played against Player's Characters or Team.
STROKE OF LUCK (OB) <TM>
        Acts as a Level 5 Energy attack. If successful, Player may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
     ____________________________________________________________________

* LUKE CAGE <TM> E: 2   F: 5   S: 6   I: 2   (15.1)       ~ May play Heroes For Hire's "Power Man" Special Card. ~
BULLETPROOF (MH) <TM>
        Acts as a Level 8 Strength defense. May be used to defend Luke Cage or Teammate.
BURSTEIN PROJECT (AO) <TM>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
HARLEM HOODLUM (NK) <TM>
        Acts as a Level 3 Intellect attack. If attack is defended, Player may draw 1 card from top of Draw Pile. Discard duplicates.
RETRIBUTION (AS) <TM>
        Acts as a Level 8 Intellect attack, +1 for each Hit on Luke Cage's Permanent Record. Bonus not applied to damage or Venture Total. [OPD]
UNBREAKABLE (EK) <TM>
        Play as an offensive action targeting Luke Cage. Luke Cage cannot be Cumulative KO'd for remainder of game. May also play as a defensive action, if it will prevent Luke Cage from being Cumulative KO'd by incoming attack. [OPD]
      ____________________________________________________________________
   
* MAGGOT  <CL>  E: 4   F: 6   S: 4   I: 4   (17.1)       ~ May play "Slugfest" from Reserve. ~
AWESOME AUSSIE (DO) <CL> 
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit on Player's Characters or Team. Negates currently active effect and/or Hit of target Special card. May be used as a defensive action to negate an incoming Special and any combined cards played against Player's Characters or Team.
CHOW TIME (GM) <TM>
        Acts as a Level 5 Energy attack. If successful, Player may sort through Specials located under Opponent's Battlesite and discard any 2 cards. May be played from Reserve. [OPD]
INTESTINAL FORTITUDE (OA) <XM> 
        Acts as a Level 7 Strength attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile. [OPD]
SLUGFEST (AY) <CL>
        Play as an offensive action targeting Maggot. Maggot's Strength Power Grid Rating increases to 7 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
TUNNEL WORMS (HY) <CL> 
        Acts as a Level 6 Energy attack. If successful, Opponent must discard 2 cards playable by target Character. Cards may be Placed or in Hand.
      ____________________________________________________________________

* MAGNETO  <IQ>  E: 8   F: 5   S: 3   I: 6   (25.6)
EVIL GENIUS (AF) <OP> 
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle.
GRAVITY ALTERATION (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
MAGNETIC DEVASTATION (GJ) <IQ>
        Acts as a Level 4 MultiPower attack. Magneto may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
MAGNETIC SHIELD (AM) <OP> 
        Play as an offensive action targeting Magneto. Magneto gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as Magneto making a numerical defense, if defense bonus will facilitate defense of incoming attack.
MASTER OF MAGNETISM (HN) <IQ>
        Acts as a Level 11 Any-Power attack. [OPD]
METALLIC ENTRAPMENT (EX) <AE>
        Acts as a non-numerical attack against a Character. If successful, target Character’s Fighting Power Grid Rating reduces to 0, and may not make any Fighting or MultiPower attacks or defenses for remainder of battle.
PARALYZE OPPONENT (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
POWER FLUX (AR) <PS>
        Acts as a Level 6 Energy attack.
REPEL OBJECT (AD) <OP>
        Avoid 1 attack made with a Universe or Tactic card against Magneto.
      ____________________________________________________________________
   
* MANDARIN  <IQ>  E: 7   F: 4   S: 3   I: 5   (20.3)       ~ Fighting Power cards are +2 when used for defense. ~
ARCH VILLAIN (AF) <PS> 
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle.
DISINTEGRATE (AI) <PS> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character must discard 1 placed card of Player's choice.
ELECTROMAGNETIC SHIELD (AD) <PS>
        Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Mandarin's numerical defenses apply to this card.
ENERGY VOID (HE) <IQ>  [OPD]
        Play as an offensive action targeting Opponent's Team. Opponent's Characters with an Energy Power Grid Rating of 7 or 8 may not make Energy or MultiPower attacks for remainder of battle. [OPD]
MAKLUAN TECHNOLOGY (PE) <AE>
        Acts as a Level 4 Strength defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 4 Strength Counter-Hit against attacker and cannot be defended.
MASTERMIND (AT) <PS>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
MASTER TACTICIAN (AE) <IQ>
        Acts as a Level 4 Fighting attack. May be combined with 1 Intellect or Energy Power card played by Mandarin for a single attack.
MIND CONTROL (CT) <PS>
        Play as an offensive action targeting Teammate. All attacks made against Mandarin are shifted to target Teammate, until Teammate is KO'd. As an added effect, may play as a defensive action to shift an attack against Mandarin to target Teammate. [OPD]
VORTEX BEAM (AR) <PS>
        Acts as a Level 6 Strength attack.
      ____________________________________________________________________

* THE MARAUDERS  <MN>  E: 7   F: 7   S: 3   I: 2   (21.0)
ARC LIGHT (LM) <MN> 
        Acts as a Level 7 Any-Power attack against a Character, or a Level 10 Any-Power attack against a Battlesite.
BLOCKBUSTER (AR) <MN>
        Acts as a Level 7 Strength attack.
CHIMERA (FH) <AE>
        Acts as a Level 2 Fighting attack. If successful, remove all Fighting Power card Hits from Marauders and all Teammates' Current Battle and Permanent Record.
HARPOON (EG) <MN>
        Acts as a Level 5 Energy attack. If successful, Opponent must discard all Special cards from hand. [OPD]
MALICE (BQ) <MN>
        Play as an offensive or defensive action targeting The Marauders. Player may immediately exchange this card for any Special card in Dead Pile with an attack/offensive action or defense/defensive action respectively even if it is not normally playable by The Marauders and play it immediately. [OPD]
PRISM (KB) <XM> 
        Acts as a Level 7 Strength attack. If successful, acts as a Level 5 Energy Hit.
RIPTIDE (DQ) <CL> [OPD]
        Play as an offensive action targeting Opponent's Team. All of Opponent's Characters' Hit Points to Cumulative KO is reduced by 3 for remainder of battle. Decreased Hit Points may cause immediate KO. [OPD]
SCALPHUNTER (LK) <MN> 
        Acts as a non-numerical attack targeting a Character in Reserve. If successful, Marauders may attack Character in Reserve for remainder of game. Reserve may defend.
VERTIGO (LN) <MN>
        Play as an offensive action targeting The Mauraders or Teammate. Non-numerical or numerical attacks made on any of Player's Characters may be shifted to target Character for remainder of battle. As an added effect, may also play as a defensive action to shift a non-numerical or numerical attack on any of Player's Characters to target Character. Target Character may defend. [OPD]
      ____________________________________________________________________

* MARROW  <CL>  E: 2   F: 6   S: 4   I: 4   (15.0)       ~ May have 1 Duplicate "Bone Snap" Special card. ~
BATTLEBONES (NK) <XM> 
        Acts as a Level 3 Strength attack. If attack is defended, Player may draw 1 card from top of Draw Pile. Discard duplicates.
BONE SNAP (CC) <CL>
        Acts as a Level 5 Energy attack or defense.
BONE SHARD (AI) <TM>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
DOUBLEHEART (CG) <CL>
        Play as an offensive action targeting Marrow. Marrow cannot be Spectrum KO'd for remainder of game. May also play as a defensive action, if it will prevent Marrow from being Spectrum KO'd by incoming attack. [OPD]
MORLOCK HISTORY (KD) <CL>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Intellect Power Card Hits on target are doubled when determining Cumulative KO for remainder of game. May cause immediate KO. Does not count toward Venture Total. [OPD]
SKELETAL PLATES (LO) <MP>
        Avoid 1 attack of 4 or less made against Marrow or Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates. Bonuses and penalties affecting Marrow's numerical defenses apply to this card.
      ____________________________________________________________________

* MAVERICK  <XM>            E: 5   F: 8   S: 3   I: 3   (23.8)
COMBAT ARMOR (MA) <XM>
          Acts as a Level 5 MultiPower attack. Defensive action against this attack may not be made with an Aspect card, Activator retrieved Special card or Any Character Special card.
KINETIC ABSORPTION (LO) <XM> 
        Avoid 1 attack with a Power card made against Maverick. Player may draw 1 card from top of Draw Pile. Discard duplicates.
FREELANCE SPY (BG) <XM>
        Play as an offensive action targeting Player's Team. Player's Characters gain +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]
LEGACY REGRESSION (GI) <XM> 
        Play as an offensive action targeting Maverick or Teammate. Target Character is not affected by effects of Event cards for remainder of game.
POWER CHANNEL (NZ) <XM> 
        Play as an offensive action targeting Maverick. Remove 1 Hit from Maverick's Hits to Current Battle. If any removed Hit is a Special, active effects are also removed. Maverick may make 1 attack with any 1 card, usable by Maverick and in Hand, of equal or lesser Level than removed Hit.
REACTION TIME (AR) <TM>
        Acts as a Level 6 Energy attack.
      ____________________________________________________________________

* MEPHISTO  <PB>  E: 7   F: 2   S: 7   I: 7   (22.9)
DEMONIC STRATEGIST (AY) <PB>
        Play as an offensive action targeting Mephisto. Mephisto's Intellect Power Grid Rating increases to 8 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
DEVILISHLY HANDSOME (DA) <PB> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not play Special cards for remainder of battle.
DIMENSIONAL ENTRAPMENT (IA) <PB>
         Acts as a non-numerical attack targeting a Character or Teammate. If successful, target Character or Teammate must discard all Placed cards and move into or switch places with Reserve for remainder of battle, and moved or switched back at the beginning of the next battle. [OPD]
HUMAN DISGUISE (EY) <PB>
        Play as an offensive action targeting Opponent's Team. All of Opponent's Characters' Fighting Power Grid Ratings reduce to 0, and may not make any Fighting or MultiPower attacks or defenses for remainder of battle. [OPD]
PACT (BQ) <PB>
        Play as an offensive or defensive action targeting Mephisto. Player may immediately exchange this card for any Special card in Dead Pile with an attack / offensive action or defense / defensive action respectively even if it is not normally playable by Mephisto and play it immediately. [OPD]
TRAPPED IN HELL (KT) <PB>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle until target Character or any of Opponent's Team attacks this Special with a non-numerical or numerical attack, at which point this Special is discarded together with attack.
      ____________________________________________________________________

* MERCURY  <XM> E: 6   F: 7   S: 5   I: 4   (22.9)
COMBAT EXPERIENCE (KL) <XM> 
        Play as an offensive action targeting Opponent's Team. All Opponent's Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
MERCENARY CODE (NT) <XM> 
        Acts as a Level 6 Intellect attack. If successful and Opponent has a greater number of cards in Hand than Player, Opponent must discard from Hand until both players have an equal number of cards in Hand. Opponent's choice.
MERCURIC BLADES (AB) <XM>
        Acts as a Level 5 Fighting attack. Mercury may make 1 additional Fighting attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
METALLIC CONTROL (AD) <XM>
        Avoid 1 attack made with an Aspect card against Mercury or Teammate.
PINCER GRIP (GF) <AE>
        Acts as a Level 4 Strength attack. If successful, move all Hits from Mercury's Current Battle into Permanent Record. Affects Venture Total.
SOLDIER-OF-FORTUNE (NM) <XM> 
        Play as an offensive action targeting Player's Team. Player may sort through Draw Pile card by card and remove first card with an attack value and discard to the Dead Pile. Add twice the value of discarded card to Player's Team's Venture Total for Current Battle. Reshuffle Draw Pile. [OPD]
      ____________________________________________________________________

* M.O.D.O.K.  <AE>  E: 5   F: 2   S: 1   I: 8   (21.9)       ~ May play Hydra's "M.O.D.O.K." Special card. ~
DOOMSDAY CHAIR WEAPONRY (ID) <AE>
        Acts as a Level 1 Strength attack. M.O.D.O.K. may make 2 additional attacks at +1, or 1 additional attack at +2 against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. Bonus not applied to damage, or Venture Total.
HEAD TRIPS (EX) <AE>
        Acts as a non-numerical attack against a Character. If successful, target Character's Energy Power Grid Rating reduces to 0, and may not make any Energy or MultiPower attacks or defenses for remainder of battle.
M.O.D.O.K. SUPERIOR (HE) <AE>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters with a Power Grid Rating of 7 or 8 in Power Type of Player's choice may not make Power card attacks with chosen Power Type for remainder of battle. [OPD]
PSIONIC BLAST (PE) <AE>
        Acts as a Level 4 MultiPower defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 4 MultiPower Counter-Hit against attacker and cannot be defended.
TELEKINETIC FORCE FIELD (AD) <AE>
        Avoid 1 attack of 8 or less made against M.O.D.O.K. or Teammate. Bonuses and penalties affecting M.O.D.O.K.'s numerical defenses apply to this card.
        ____________________________________________________________________
 
* MOJO  <IQ>    E: 6   F: 3   S: 1   I: 6   (15.7)       ~ MultiPower Power cards are +1 when used to attack. ~
AND ACTION! (BL) <AE>
    Play as a defensive action targeting Opponent's Team, when Opponent concedes. An opportunity to negate this Special must be given to the Opponent. If not negated, Opponent may not concede battle and must continue with their turn. [OPD]
BODYGUARD (CC) <PS>
        Acts as a Level 5 Strength attack or defense.
CAUGHT ON FILM (HO) <IQ> 
        Acts as a Level 6 Intellect attack. If successful, Opponent's Team is -4 to Venture Total for this battle.
DIRECTOR'S CUT (AO) <IQ>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
IT'S A RAP (CI) <PS> 
        Acts as a Level 2 Energy attack. Must be combined with a Power card played by Mojo for a single attack. If successful, acts as a Level 6 Energy Hit.
PRIME TIME (CX) <PS>
        Acts as a Level 5 Fighting attack. May be combined with any 1 Power card played by Mojo for a single attack. [OPD]
REWRITE SCRIPT (CP) <PS>
        Play as an offensive action targeting Player's Team. Player may exchange remaining cards in hand with equal number of cards from top of Draw Pile and then may draw 2 additional cards. Do not discard duplicates. [OPD]
SPINELESS PLOT (AJ) <PS>
        Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
SUPREME EDITS (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Mojo.
      ____________________________________________________________________

* MOLE MAN  <CL>  E: 4   F: 4   S: 2   I: 6   (15.0)       ~ Power cards are +2 for defense if "Social Outcast" is in play. ~
ENERGY STAFF (JZ) <CL>
        Acts as a Level 5 Energy attack. Defensive action against this attack may not be made with a Special card.
MONSTER ISLAND (FD) <CL>
        Acts as a non-numerical attack targeting a Character. If successful, only Mole Man and target Character may attack, be attacked, or defend this battle. [OPD]
SOCIAL OUTCAST (KC) <CL> 
        Play as an offensive action targeting Player's Team. All attacks made against Teammates are shifted to Mole Man, until Mole Man is KO'd or cannot be attacked. As an added effect, may play as a defensive action to shift an attack against Teammate to Mole Man.
STRATEGIC TUNNELING (AO) <CL>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
SUBTERRANEA MONARCH (FT) <AE>
        Acts as a Level 12 Intellect attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Mole Man for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Mole Man for active effects without the Hit. [OPD]
THE MOLE MEN (JU) <CL>
        Play as an offensive action targeting Mole Man. For remainder of game, Mole Man may make another follow-up attack without bonuses when Mole Man plays a Teamwork Universe card.
UPROOT EARTH (LC) <CL>  [OPD]
        Acts as a Level 1 MultiPower attack against a Character, or a Level 11 Any-Power against a Battlesite.
      ____________________________________________________________________

* MOON KNIGHT <TM>  E: 1   F: 6   S: 4   I: 6   (16.1)       ~ Fighting Power Grid Rating is 8 for defense. ~
GLIDER CLOAK (AG) <TM>
        Avoid 1 non-numerical or numerical attack made against Moon Knight.
HIGH PAIN TOLERANCE (DQ) <TM>
        Play as an offensive action targeting Moon Knight. Moon Knight's Hit Points to Cumulative KO increases by 4 for remainder of game. May also play as a defensive action, if it will prevent Moon Knight from being Cumulative KO'd.
KNIGHT WATCH (EE) <TM>
        Play as an offensive action targeting Moon Knight or Teammate. Remove 1 Special card Hit from Current Battle or Permanent Record of target Character. Any active effects from Special are also removed. Alternatively, play as a defensive action targeting Moon Knight or Teammate. Target Character may avoid 1 attack made with a Special card.
ONE-MAN AVENGER (PE) <TM>
        Acts as a Level 4 Fighting defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 4 Fighting Counter-Hit against attacker and cannot be defended.
VIGILANTE ROAD RIDE (OA) <TM>
        Acts as a Level 7 Energy attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile. [OPD]
      ____________________________________________________________________

* MORBIUS  <IQ> E: 5   F: 3   S: 6   I: 5   (17.2)       ~ May only be Cumulative KO'd by 30 or more points. ~
BLOOD HUNGER (EG) <MC>
        Acts as a Level 5 Fighting attack. If successful, Opponent must discard all cards from hand that act as an Energy or MultiPower attack or defense. [OPD]
CREATURE OF THE NIGHT (PK) <AE> 
        Acts as a Level 4 Any-Power attack or defense. Morbius may simultaneously play a Double Shot card with normal Teammate Power card contribution to either combine all three cards as a single attack or defense; or have all three cards as separate attacks.
DREAD CHAMPION (DU) <MC>
        Play as an offensive action targeting Morbius. Player may draw 1 card from Draw Pile. Discard duplicates. Morbius may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3 against the same or different targets using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
INDUCE PANIC (HL) <IQ> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not use Intellect Power cards Level 6 through 8 to attack for remainder of battle.
LIVING VAMPIRE (AL) <MC> 
        Acts as a Level 5 Energy attack. If successful, remove 1 Hit from the Permanent Record of Morbius. If removed Hit is a Special, active effects are also removed.
SAVAGE COMBAT (AR) <MC>
        Acts as a Level 7 Fighting attack.
SHADOWY ESCAPE (AD) <IQ>
        Avoid 1 numerical attack made against Morbius.
SUPERNATURAL STRENGTH (AL) <MC> 
        Play as an offensive action targeting Morbius. Remove 1 Hit from the Current Battle or Permanent Record of Morbius. If removed Hit is a Special, active effects are also removed.
UNDEAD STAMINA (ED) <MC>
        Play as an offensive action targeting any Special card that has currently active effects but not acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect of target Special card. Alternatively, may be used as a defensive action, to negate any Special and associated cards that does not contain a numerical attack played as an offensive action by Opponent's Character.
      ____________________________________________________________________

* THE MORLOCKS  <MN>  E: 6   F: 3   S: 8   I: 2   (23.8)
BLISS (BJ) <AE>
        Play as an offensive action targeting Teammate. Teammate may not be attacked for remainder of battle. As an added effect, may play as a defensive action to avoid 1 non-numerical or numerical attack made against Teammate. [OPD]
CALIBAN (LJ) <MN> 
        Play as an offensive action targeting Player's Team. Player may choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
CALLISTO (BA) <MN>
        Acts as a Level 3 Strength attack. Only an Energy or MultiPower defense may be played against this attack.
ERG (AN) <MN> 
        Acts as a Level 6 Energy attack. May be used against Character in Reserve, who may defend.
LEECH (JT) <CL>
        Play as an offensive action targeting Opponent's Team. Morlocks may discard up to 4 cards from Hand. Opponent must discard an equal number of cards from Hand, and 2 Placed cards of Player's choice. [OPD]
MASQUE (DQ) <MN> [OPD]
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target's Hit Points to Cumulative KO is reduced by 6 for remainder of game. Decreased Hit Points may cause immediate KO. [OPD]
RUN FROM SLAUGHTER (AL) <XM> 
        Play as an offensive action targeting Morlocks or Morlock's Teammate. Remove 1 Hit from the Current Battle or Permanent Record of target Character. If removed Hit is a Special, active effects are also removed.
SUNDER (AA) <MN>
        Acts as a Level 5 Any-Power attack. The Morlocks may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
TAR BABY (EX) <MN> 
        Acts as a non-numerical attack against a Character. If successful, target Character's Strength Power Grid Rating reduces to 0, and may not make any Strength or MultiPower attacks or defenses for remainder of battle.
      ____________________________________________________________________

* MORPH  <IQ>   E: 4   F: 5   S: 3   I: 6   (16.7)       ~ May not be Spectrum KO'd with Intellect Power cards. ~
AMAZING X-MAN (DG) <MC>
        Acts as a Level 2 Fighting attack. Morph may make 2 additional attacks against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
CHANGELING (DX) <MC> 
        Acts as a Level 1 Energy attack, or play as an offensive action without the attack targeting a Teammate. If successful, Morph's Power Grid Ratings increase to match target Character or Teammate's in the Power Types where target Character's or Teammate's Power Grid Ratings are higher than Morph's, for remainder of battle.
COPY TEAMMATE (CL) <MC>
        Play as an offensive action targeting Morph. Morph may play any and all of KO'd Teammates' Specials for remainder of battle. May play as a defensive action together with KO'd Teammate's Special, if useable as response to incoming attack or offensive action.
MAXIMUM MORPH (DW) <MC>
        Play as an offensive action targeting Morph. Player may draw 1 card from Draw Pile. Discard duplicates. Morph may combine 1 Fighting Power card with 1 Energy, Strength or Intellect Power card for a single attack, for remainder of battle. Morph may simultaneously make a combined Power card attack on Opponent's Character or Battlesite. [OPD]
ONE BIG FIST (AR) <MC>
        Acts as a Level 6 Strength attack.
POWER MIMIC (DY) <MC> 
        This Special acts identical to any Special currently active, Placed, or acting as a Hit on any Character. [OPD]
RIDICULOUS BEHAVIOR (AD) <IQ>
        Avoid 1 Energy, Intellect or MultiPower attack made against Morph.
SUBSTITUTE DEATH (HP) <IQ>
        Play as an offensive action targeting Teammate that has been KO'd and discarded into Defeated Characters Pile. Immediately exchange KO'd Teammate's Character Card with Morph's Character Card. Discard all Placed cards. All Hits remain. [OPD]
THWART PLAN (FX) <TM>
        Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the beginning of next battle, at which point the Opponent's Team may not Place any cards and this Special is discarded. [OPD]
      ____________________________________________________________________

* MR. FANTASTIC  <IQ>      E: 2   F: 5   S: 2   I: 8   (22.5)
ELASTICITY (FV) <TM>
        Play as a defensive action targeting Mr. Fantastic. Mr. Fantastic must simultaneously play a suitable Power card defense and optional Basic / Training Universe. Power card is returned to Player's Hand. [OPD]
FANTASTIC MIND (AR) <IQ>
        Acts as a Level 7 Intellect attack.
INGENUITY (AK) <OP> 
        Play as an offensive action targeting Mr. Fantastic. Universe card bonuses are doubled for remainder of battle. Mr. Fantastic may simultaneously play any Universe card attack. Alternatively, may play as a defensive action, together with a suitable Basic or Training Universe card defense.
INVENTIVE GENIUS (HQ) <IQ>
        Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD]
OBJECT BOUNCE (DI) <PS> 
        Play as an offensive action targeting Opponent's Team. For remainder of game, Opponent's Characters may not defend with Universe cards against an attack made by Mr. Fantastic, or attack with Universe cards against Mr. Fantastic.
DEFEND TEAMMATE (AD) <OP>
        Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Mr. Fantastic's numerical defenses apply to this card.
PYTHON HOLD (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
STRETCH ATTACK (AB) <OP>
        Acts as a Level 5 Fighting attack. Mr. Fantastic may make 1 additional Fighting attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
TEAM LEADER (AF) <OP> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
      ____________________________________________________________________

* MR. SINISTER  <IQ>  E: 4   F: 5   S: 4   I: 8   (25.4)
BACKSTAB (AR) <PS>
        Acts as a Level 6 Strength attack.
CLONING PROCESS (HS) <IQ>  
        Play as an offensive action targeting Player's Team. This Special stays targeted to Player's Team and effect is delayed until the beginning of the next battle, at which point this Special is discarded. Player does not need to discard duplicates. [OPD]
HIDDEN AGENDA (DL) <PS> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character is -3 to all numerical attacks and +1 to all numerical defenses for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
INSIDE INFORMATION (BZ) <PS>
        Play as an offensive action targeting Opponent's Team. Opponent must discard 1 card from hand, reveal remaining hand and play open handed for remainder of battle. [OPD]
MALEABLE MANEUVER (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Mr. Sinister.
MARAUDER (HR) <IQ>
        Acts as a Level 9 MultiPower attack. [OPD]
MERCILESS MUTANT (DG) <PS> 
        Acts as a Level 3 Fighting attack. Mr. Sinister may make 2 additional attacks against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
POWER SCHEME (BT) <PS> 
        Play as an offensive action targeting Opponent's Team. Opponent's Energy, MultiPower and Any-Power Power cards do not contribute to the Venture Total for this battle.
SINISTER SECRETS (FT) <AE>
        Acts as a Level 9 Intellect attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Mr. Sinister for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Mr. Sinister for active effects without the Hit.
      ____________________________________________________________________

* MS. MARVEL <TM>     E: 6   F: 5   S: 6   I: 5   (20.9)       ~ May use MultiPower Power cards to avoid any Energy attack. ~
AIRFORCE TRAINING (FI) <TM>
        Acts as a Level 3 Fighting attack. If successful, Player may immediately draw 2 cards from top of Draw Pile. Discard duplicates.
CAREFREE FLIGHT (FA) <TM>
        Play as an offensive action targeting Ms. Marvel. Ms. Marvel cannot attack or be attacked for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-numerical or numerical attack made against Ms. Marvel.
ENERGY SOUL (MH) <TM>
        Acts as a Level 8 Energy defense. May be used to defend Ms. Marvel or Teammate.
MARVELLOUS STRENGTH (AS) <TM>
        Acts as a Level 11 Strength attack. Ms. Marvel may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Ms. Marvel, so that Special effects are still active but without the Hit. [OPD]
PREMONITIONS (LP) <TM>
        Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the next battle an Event card is played by either Player. Effect of any Event cards played are negated, and this Special is discarded. Players may still redraw for played Event.

      ____________________________________________________________________
   
* MULTIPLE MAN  <XM>        E: 6   F: 6   S: 3   I: 3   (17.3)       ~ May make one or both follow-up attacks to any Universe: Teamwork card. ~
DUPLICATE SELF (EB) <XM> 
        Play as an offensive action targeting Multiple Man. For remainder of game, any non-numerical or numerical attack made against Multiple Man may be shifted to Duplicate Self, at which point Duplicate Self as well as incoming attack are both discarded.
LEGACY SURVIVOR (JB) <XM>
        Play as an offensive action targeting Multiple Man. Remove all Hits from Multiple Man's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. Multiple Man must move into or switch places with Reserve. [OPD]
MULTIPLY AND CONQUER (NR) <XM>
        Play as an offensive action targeting Multiple Man. Discard 1 Strength Power card usable by Multiple Man. Show Opponent up to 5 cards usable by Multiple Man from Player's Hand, keeping them open handed. Draw equal number of cards from Draw Pile. Discard duplicates. [OPD]
OUTNUMBER (NH) <XM> 
        Acts as a Level 3 Fighting attack. If successful, target Character may not make any follow-up attacks from Teamwork and Ally cards or additional attacks from Special cards for remainder of battle.
TAKE THE HIT (EB) <TM>
        Play as an offensive action targeting Player's Team. For remainder of game, any attack with a Power card made against one of Player's Characters may be shifted to Take The Hit, at which point Take The Hit as well as Power card attack are both discarded.
TEAM MADROX (BV) <XM>
        Play as an offensive action targeting Multiple Man. Player may draw 1 card from Draw Pile. Discard duplicates. Multiple Man may immediately make as many additional attacks as desired against any targets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
      ____________________________________________________________________

* MYSTERIO  <IQ>  E: 6   F: 3   S: 4   I: 6   (17.7)       ~ May not be Spectrum KO'd with Energy Power cards. ~
ALTER PERCEPTION (BK) <PS>
        Play as an offensive action targeting Mysterio. Mysterio plays numerical attacks face down for remainder of battle. Opponent must guess defense. If defensive action is fails, attack hits and Opponent keeps cards used. When this Special is played, Mysterio may simultaneously play a numerical attack face down against Opponent's Character or Battlesite.
CALL THE SHOTS (LN) <AE>
        Play as an offensive action targeting Mysterio or Teammate. Non-numerical or numerical attacks made on any of Player's Characters may be shifted to target Character for remainder of battle. As an added effect, may also play as a defensive action to shift a non-numerical or numerical attack on any of Player's Characters to target Character. Target Character may defend. [OPD]
HOLLYWOOD HORROR (AV) <PS>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
HOLOGRAPHIC DECOY (AD) <IQ>
        Avoid 1 numerical attack made against Mysterio.
MISDIRECTION (AD) <HF>
        Avoid 1 Energy, Strength or Any-Power attack made against Mysterio.
MIST AND MIRRORS (AM) <PS> 
        Play as an offensive action targeting Mysterio. Mysterio gains +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as Mysterio making a numerical defense, if defense bonus will facilitate defense of incoming attack.
MYSTERYVISION (AP) <IQ> 
        Acts as a Level 6 Intellect attack. An Intellect or MultiPower defense may not be played against this attack.
NOW YOU SEE IT... (AU) <PS>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must immediately discard all placed cards. [OPD]
POISON PROPS (AE) <PS> 
        Acts as a Level 4 Energy attack. May be combined with 1 Strength or Intellect Power card played by Mysterio for a single attack.
STUNTMAN (CC) <PS>
        Acts as a Level 5 Fighting attack or defense.
      ____________________________________________________________________
   
* MYSTIQUE  <IQ>  E: 5   F: 6   S: 3   I: 6   (18.2)       ~ Fighting Power cards are +1 when used to attack. ~
COMMANDO RAID (AN) <OP> 
        Acts as a Level 6 Energy attack. May be used against Character in Reserve, who may defend.
COOL UNDER FIRE (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Mystique.
FATAL MARKSMAN (EI) <IQ> 
        Acts as a Level 3 Fighting attack. May be made after Opponent has conceded the battle. Opponent may defend.
GOVERNMENT AGENT (GD) <IQ> 
        Acts as a Level 7 Intellect attack. If successful, acts as a Level 4 MultiPower Hit.
ILLUSION OF ALLY (AZ) <OP>
        Acts as a non-numerical attack against a Character. Target Character may not attack Mystique for remainder of battle, unless Mystique attacks target Character first.
INFILTRATION (AJ) <OP>
        Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
MISTAKEN IDENTITY (CA) <PS> 
        Play as an offensive action targeting Front Line Teammate. Mystique may switch all Hits from Current Battle and Permanent Record with target Teammate.
SURPRISE ATTACK (AT) <OP>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
WARNING SHOT (MH) <AE>
        Acts as a Level 8 Intellect defense. May be used to defend Mystique or Teammate.
      ____________________________________________________________________
   
* NAMOR  <IQ>  E: 2   F: 7   S: 7   I: 4   (21.3)
* NAMOR: SUB-MARINER  <XM>  E: 3   F: 5   S: 8   I: 4   (24.2)
ATLANTIS ATTACKS (AA) <PS>
        Acts as a Level 4 Fighting attack. Namor may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
THE AVENGING SON (HO) <TM>
        Acts as a Level 6 Fighting attack. If successful, Opponent's Team is -4 to Venture Total for this battle.
BOUNTY OF THE SEA (BR) <PS>
        Play as an offensive action targeting Namor. Namor may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
IMPERIOUS REX (AQ) <PS>
        Acts as a Level 7 MultiPower attack. [OPD]
LAND, SEA, AND AIR (CY) <PS> 
        Acts as a Level 4 Energy attack. Namor may make 1 additional Fighting and/or 1 additional Strength Power card attack and optional Basic / Training Universe against the same target. Opponent may defend between each attack.
NEPTUNE'S ARMOR (CD) <IQ>
        Play as an offensive action targeting Namor. Only Energy or Intellect attacks may be played against Namor for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-Energy non-Intellect attack made against Namor.
SUB-MARINER (HG) <IQ>
        Play as an offensive action targeting Namor. Namor may use Strength Power cards Level 6 through 8 to avoid any non-numerical or numerical attack made against any of Player’s Characters for remainder of battle. May play as a defensive action together with a Strength Power card Level 6 through 8 played by Namor with immediate effect.
 [OPD]
WATERY GRAVE (CR) <PS>
        Play as an offensive action targeting Opponent's Team. Player may choose two of Opponent's Front Line Characters, and exchange any 1 Hit from either Character. Hits may be from Current Battle and/or Permanent Record. May cause immediate KO. May affect Venture Total. [OPD]
WINGED FEET (AD) <PS>
        Avoid 1 Energy, Intellect or Any-Power attack made against Namor.
      ____________________________________________________________________

* NEBULA <AE>  E: 5   F: 5   S: 6   I: 5   (19.9)
ABDUCTION (LE) <AE>
        Acts as a non-numerical attack targeting a Character. Target Character may not use Tactic cards for the remainder of battle.
BACKFLIP (AG) <AE>
        Avoid 1 non-numerical or numerical attack made against Nebula.
CYBERNETIC ENHANCEMENTS (AS) <AE>
        Acts as a Level 10 Strength attack. [OPD]
UNKNOWN HISTORY (AH) <AE>
        Play as an offensive action targeting Nebula. No Fighting, Intellect and/or MultiPower attacks may be made against Nebula for remainder of battle. As an added effect, may play as a defensive action, to avoid a Fighting, Intellect and/or MultiPower attack made with against Nebula.
WEAPON PROFICIENCY (NP) <AE>
        Play as an offensive action targeting Nebula or Teammate. Target Character's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.
      ____________________________________________________________________

* NEW WARRIORS  <MN>  E: 6   F: 6   S: 5   I: 5   (20.9)       ~ Draw 2 Cards from Draw Pile when KO'd. Keep Duplicates. ~
FIRESTAR (LQ) <MN>
        Acts as a Level 4 Energy attack. If successful, New Warriors may make 1 additional Energy attack using a Power card against the same target. Additional attack may not be defended. [OPD]
JUSTICE (AG) <MN>
        Avoid 1 non-numerical or numerical attack made against New Warriors.
KYMAERA (AA) <MN> 
        Acts as a Level 4 Fighting attack. New Warriors may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
NIGHT THRASHER (HF) <MN>
        Acts as a Level 4 MultiPower attack.
NOVA (LA) <MN>
        Play as a non-numerical attack targeting a Battlesite. If successful, target Battlesite must discard 2 cards located below, chosen at random. [OPD]
RAGE (EY) <TM>
        Play as an offensive action targeting Opponent's Team. All of Opponent's Characters Strength Power Grid Ratings reduce to 0, and may not make any Strength or MultiPower attacks or defenses for remainder of battle. [OPD]
SPEEDBALL (LC) <MN>
        Acts as a Level 4 Strength attack against a Character, or Level 8 Any-Power against a Battlesite.
TURBO (JW) <CL>
        Acts as a Level 3 Energy attack. New Warriors may make 1 additional attack against the same target using a Power card and optional Basic / Training Universe. Opponent may defend between each attack, but defensive action against both attacks may not be made with a Special card.
      ____________________________________________________________________

* NICK FURY  <IQ>  E: 3   F: 7   S: 4   I: 6   (21.2)
AGENT OF S.H.I.E.L.D. (CM) <IQ>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters are -2 to all attacks against Nick Fury for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
BATTLE STRATEGY (IE) <IQ>
        Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the end of battle that Opponent has won, at which point this Special is discarded and Opponent may only advance 1 Mission card. Other Mission cards return to pile Ventured from. [OPD]
DUM DUM DUGAN (LO) <MN>
        Avoid 1 Energy or MultiPower attack made against Nick Fury. Player may draw 1 card from the top of Draw Pile. Discard duplicates.
HOWLING COMMANDO (HN) <IQ> 
        Acts as a Level 8 Any-Power attack.
INFINITY FORMULA (ET) <IQ> 
        Play as an offensive action targeting Nick Fury. Remove up to 2 Hits that are Energy and/or MultiPower, which may be from Nick Fury's Current Battle and/or Permanent Record. If any removed Hit is a Special, active effects are also removed.
LMD (EB) <CL>
        Play as an offensive action targeting Player's Team. For remainder of game, any attack against one of Player's Characters or Special card offensive action against Player's Team may be shifted to LMD, at which point LMD as well as incoming attack or offensive action card are both discarded. [OPD]
SECURE PERIMETER (LS) <TM>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play Activator or Any Character cards for remainder of Battle. [OPD]
WAR HERO (AA) <IQ>
        Acts as a Level 4 Fighting attack. Nick Fury may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
      ____________________________________________________________________

* NIGHTCRAWLER  <IQ>        E: 6   F: 7   S: 3   I: 3   (20.8)
ACROBATIC PRECISION (HF) <IQ>
        Acts as a Level 4 MultiPower attack.
BAMF! (AD) <MC> 
        Avoid 1 attack of 6 or less made against Nightcrawler or Teammate. May be played from Reserve. Bonuses and penalties affecting Nightcrawler's numerical defenses apply to this card.
BLINDSIDE (DG) <MP> 
        Acts as a Level 3 Strength attack. Nightcrawler may make 2 additional attacks at +2 against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. Bonus not applied to damage, or Venture Total. [OPD]
DISAPPEARING ACT (CC) <MC>
        Acts as a Level 5 MultiPower attack or defense. [OPD]
POWER 'PORT (HT) <IQ>
        Play as an offensive action targeting Player's Team. Discard any number of cards from Hand to appropriate Discard Piles. Player may sort through Power Pack and select the same number of cards plus 1 additional card and put in Hand. May not be duplicates. [OPD]
PREHENSILE TAIL (BR) <MC>
        Play as an offensive action targeting Nightcrawler. Nightcrawler may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
SWASHBUCKLER (AA) <MC>
        Acts as a Level 4 Fighting attack. Nightcrawler may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
TACTICAL TELEPORT (FP) <TM>
        Acts as a Level 6 Intellect attack. If successful, Opponent must discard 1 Tactic card. Card may placed or active on target Character or held in Opponent's hand. If active Tactic card is discarded, active effects are also removed.
TRICK TRANSPORT (DZ) <MC> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack or be attacked for remainder of battle.
VICIOUS TELEPORT (AS) <MC>
        Acts as a Level 9 Energy attack. [OPD]
      ____________________________________________________________________

* NOVA <TM>  E: 6   F: 4   S: 7   I: 2   (20.3)       ~ May place and play New Warriors' "Nova" Special card. ~
BUCKET-HEAD (AH) <TM>
        Play as an offensive action targeting Nova. No Energy, Fighting and/or MultiPower attacks may be made against Nova for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Fighting and/or MultiPower attack made against Nova.
HUMAN ROCKET (NK) <TM>
        Acts as a Level 3 Energy attack. If attack is defended, Player may draw 1 card from top of Draw Pile. Discard duplicates.
NOVA FORCE (HN) <TM>
        Acts as a Level 11 Any-Power attack. [OPD]
POWER OVERLOAD (JX) <TM>
        Acts as a Level 4 Intellect attack. If Target Character or Battlesite is KO'd by this Hit, Player may move 1 Mission card from the Defeated Pile to the Completed Pile.
RETURN TO EARTH (AW) <TM>
        Play as an offensive action targeting Player's Team. Player's Team is +10 to Venture Total for this battle. [OPD]
      ____________________________________________________________________

* OMEGA RED  <IQ>  E: 6   F: 7   S: 5   I: 2   (20.7)
CARBONADIUM COILS (AR) <OP>
        Acts as a Level 7 Strength attack.
CARBONADIUM SYNTHESIZER (EZ) <IQ>
        Play as an offensive action targeting Omega Red, and effect is delayed until the beginning of the next battle at which point  Omega Red's Energy and Strength Power Grid Ratings increase to 7 for remainder of game. [OPD]
COIL CONTROL (PC) <AE>
        Play as an offensive action targeting Opponent's Team. Defensive Actions made with Special cards may not be played by Opponent's Characters against attacks made with a Power card by Omega Red for the remainder of battle. Omega Red may simultaneously make an attack with a Power card and optional Basic / Training Universe targeting any of Opponent's Characters. [OPD]
DRAIN LIFEFORCE (AL) <OP> 
        Acts as a Level 5 Energy attack, if successful remove 1 Hit from Omega Red's Permanent Record. If removed Hit is a Special, active effects are also removed.
KGB TRAINING (AB) <OP>
        Acts as a Level 5 Fighting attack. Omega Red may make 1 additional Fighting attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
SACRIFICIAL LAMB (AC) <OP> 
        Play as a defensive action targeting Teammate when Omega Red is attacked. Non-numerical or numerical attack made on Omega Red is now shifted to target Teammate, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
SECRETE PHEROMONES (DP) <PS>
        Acts as a non-numerical attack targeting a Character. If successful, for the Power Type of Player's choice, target Character's Power Grid Rating reduces to 0, and target Character may not use cards that act as an attack or defense with chosen Power Type for remainder of battle. [OPD]
TENDRIL TACTICS (AU) <OP>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Universe cards. [OPD]
TWIN TENTACLES (FC) <IQ> 
        Play as an offensive action targeting Omega Red. Omega Red must simultaneously play an Energy, Fighting, or Strength Power card attack and optional Basic / Training Universe against Opponent's Character or Battlesite. Power card attack must be defended twice for a successful defense.

      ____________________________________________________________________

* ONSLAUGHT  <MN>  E: 8   F: 2   S: 6   I: 7   (26.3)
BAPTISM BY FIRE (GC) <OS>
        Play as an offensive action targeting Onslaught or Teammate. Remove 1 Hit from the Current Battle or Permanent Record of target Character for every card in Player's Defeated Missions Pile. [OPD]
CANNON FODDER (CT) <IQ>
        Play as an offensive action targeting Teammate. All attacks made against Onslaught are shifted to target Teammate, until Teammate is KO'd. As an added effect, may play as a defensive action to shift an attack against Onslaught to target Teammate. [OPD]
DARK ENIGMA (GB) <OS>
        Acts as a Level 7 Intellect attack. If successful, Opponent must move 1 Mission card from the Completed Missions Pile to the Reserve Missions Pile. [OPD]
DARK THOUGHTS (EI) <CL> 
        Acts as a Level 3 Intellect attack. May be made after Opponent has conceded the battle. Opponent may defend.
MERCILESS CONQUEROR (GE) <OS> 
        Play as an offensive action targeting Teammate. Target Teammate is immediately KO'd, and all of Teammate's Hits from Current Battle are discarded and do not get added to Venture Total for this battle.
MUTANT GESTALT (GD) <OS> 
        Acts as a Level 7 Fighting attack. If successful, acts as a Level 4 MultiPower Hit.
PSYCHIC ABSORPTION (GA) <OS> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not play Special cards for remainder of battle.
PSYCHIC ENTITY (CD) <AE>
        Play as an offensive action targeting Onslaught. Only attacks made with Special cards may be played against Onslaught for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 attack not made with a Special card against Onslaught.
RAW POWER (AR) <OS>
        Acts as a Level 7 Fighting attack.
      ____________________________________________________________________

* PHOENIX  <XM> E: 7   F: 5   S: 4   I: 3   (20.3)       ~ When KO'd, Phoenix may continue to fight and is not discarded until end of battle. ~
ASKANI FOUNDER (CW) <XM>
        Avoid 1 non-numerical or numerical attack made against Phoenix. Phoenix may not be attacked for remainder of battle. [OPD]
CHILD OF THE FUTURE (BZ) <XM>
        Play as an offensive action targeting Opponent's Team. Opponent must discard 1 card from hand, reveal remaining hand and play open handed for remainder of battle. [OPD]
MANIFEST PHOENIX (MC) <XM>
        Acts as a Level 11 MultiPower attack. Player's Team may not attack for remainder of battle, even if defended. If defended, shift this card to target Player's Team, so that Special effects are still active but without the Hit. [OPD]
MUTANT HOUND (MI) <XM> 
        Acts as a non-numerical attack on a Character, which may not be shifted away from target Character. If successful, all attacks made on target Character may not be shifted away from target Character for remainder of game.
TELEPATHIC POWER (AR) <XM>
        Acts as a Level 7 Fighting attack.
WARN & CHANGE (LO) <TM>
        Avoid 1 attack with a Universe card made against Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates.
      ____________________________________________________________________

* POLARIS  <XM> E: 7   F: 3   S: 3   I: 4   (19.1)       ~ May attack with Energy Power cards while in Reserve. ~
DIRECT ENERGY FLOW (EB) <TM>
        Play as an offensive action targeting Player's Team. For remainder of game, any attack with a Power card made against one of Player's Characters may be shifted to Direct Energy Flow, at which point Direct Energy Flow as well as Power card attack are both discarded.
ENERGY WARP (GF) <XM> 
        Acts as a Level 4 Energy attack. If successful, move all Hits from Polaris' Current Battle into Permanent Record. Affects Venture Total.
ENSNARE (FN) <XM>
        Acts as a non-numerical attack targeting a Character. If successful, target Character cannot attack or play Specials for remainder of battle. [OPD]
MAGNETIC FIELD (JZ) <XM>
        Acts as a Level 5 Fighting attack. Defensive action against this attack may not be made with a Special card.
MANIPULATE MAGNETISM (DB) <XM> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character must discard 1 Placed Teamwork card. Alternatively, may play as a defensive action targeting Polaris or Teammate. Avoids all attacks from 1 Teamwork and/or associated Power cards made against target Character.
REVERSE POLARITY (EJ) <XM> 
        Acts as a Level 2 Energy attack. If successful, acts as a Level 8 Fighting Hit.
      ____________________________________________________________________

* POST  <MN>  E: 1   F: 6   S: 4   I: 6   (16.1)       ~ May not be attacked by any card from a Location. ~
COVERT MANIPULATIONS (AF) <IQ> 
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -5 to Venture Total for this battle. May be played from Reserve.
GATHER INFO (GK) <OS> 
        AActs as a non-numerical attack on a Character or Battlesite. If successful, move all of target Character or Battlesite's Hits from Permanent Record into Current Battle. Affects Venture Total.
HERALD OF ONSLAUGHT (GJ) <OS>
        Acts as a Level 4 MultiPower attack. Post may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
LETHAL TESTER (GH) <OS> 
        Acts as a non-numerical attack against a Character. If successful, Player may force Opponent to use any 1 card placed to target Character to attack Player's Character of Player's choice or make an offensive action targeting Player's Team. Player may defend.
MYSTERIOUS PAST (KB) <CL> 
        Acts as a Level 7 Intellect attack. If successful, acts as a Level 5 Strength Hit.
OBFUSCATE (GI) <OS> 
        Play as an offensive action targeting Post or Teammate. Target Character is not affected by effects of Event cards for remainder of game.
PROTECTIVE PLATES (CW) <OS>
        Avoid 1 non-numerical or numerical attack made against Post. Post may not be attacked for remainder of battle. [OPD]
STRATEGIC ASSAULT (GL) <OS>
        Play as an offensive action targeting Opponent's Team. Player may sort through Opponent's Draw Pile. Choose any 1 card and remove it from game. Reshuffle Draw Pile. [OPD]
WEAPON FABRICATION (BR) <AE>
        Play as an offensive action targeting Post. Post may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
      ____________________________________________________________________
   
* PROFESSOR X  <IQ>  E: 8   F: 2   S: 1   I: 7   (23.9)
CEREBRO (AB) <OP>
        Acts as a Level 5 Energy attack. Professor X may make 1 additional Energy attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
MENTAL BOLT (OF) <TM>
        Acts as a Level 6 Intellect attack. If not successful, draw top card from Draw Pile. If drawn card is a non-numerical or numerical attack, Professor X may use it immediately, even if not normally playable by Professor X. If drawn card is not a non-numerical or numerical attack, discard it to the Dead Pile. [OPD]
MINDWIPE (AQ) <IQ>
        Acts as a Level 8 MultiPower attack. [OPD]
PSIONIC HOLD (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
PSYCHIC SCAN (AJ) <OP>
        Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
PSYCHIC SHIELD (CN) <IQ> 
        Play as an offensive action targeting Professor X. No attacks made with Special cards may be played against Professor X for remainder of battle. As an added effect, may play as a defensive action, to avoid an attack made with a Special card against Professor X.
READ MIND (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Professor X.
SHI'AR BATTLE ARMOR (EQ) <MP>
        Play as an offensive action targeting Professor X. Professor X is +3 to all Strength and Fighting attacks and defenses and -1 to all Energy attacks and defenses for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. May also be played as a defensive action together with a Strength and Fighting defense, if bonus will facilitate successful defense of incoming attack.
TELEPATHIC COORDINATION (BG) <OP>
        Play as an offensive action targeting Player's Team. Player's Characters gain +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]
X-MEN FOUNDER (AF) <OP> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
      ____________________________________________________________________
   
* PSYCHO-MAN  <CL>          E: 5   F: 2   S: 5   I: 6   (16.2)       ~ May play "Emotion Box" from Reserve. ~
DOUBT (BD) <CL>
        Acts as a non-numerical attack targeting a Character. If successful, for the Power Type of Player's choice, target Character's Power Grid Rating reduces to 0, and target Character may not use cards that act as an attack or defense with chosen Power Type for remainder of battle. [OPD]
EMOTIONAL OVERLOAD (PB) <AE>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target Character or Battlesite's Hit Power Types to Spectrum KO is reduced by 1 for remainder of game. Special effect may cause immediate KO. [OPD]
EMOTION BOX (HH) <CL> 
        Play as an offensive action targeting Psycho-Man. Psycho-Man may have an unlimited number of Special cards Placed on him for remainder of game until Psycho-Man is KO'd. Specials may not be duplicates.
FEAR (CM) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters are -2 to all attacks against Psycho-Man for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
HATE (KI) <CL> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play any cards with the word "Teammate" for remainder of battle. Affected cards do not have to be discarded.
MICROVERSE MENACE (JS) <CL>
        Play as an offensive action targeting Psycho-Man. Psycho-Man may combine MultiPower or Intellect Power cards with Intellect Basic Universe cards usable by Psycho-Man to avoid any attack for remainder of game. May play as a defensive action with simultaneous Power and Universe defense, if the effects of this Special will facilitate defense of incoming attack. 
SUSAN STORM: MALICE (HI) <CL> 
        Play as an offensive action targeting Psycho-Man. Psycho-Man may play any Invisible Woman Special cards for remainder of game. May play as a defensive action together with an Invisible Woman Special card, if useable as response to incoming attack or offensive action.

      ____________________________________________________________________

* PSYLOCKE  <IQ>  E: 7   F: 6   S: 3   I: 4   (21.2)
* PSYLOCKE: BETSY BRADDOCK  <XM>  E: 6   F: 3   S: 2   I: 5   (15.4)       ~ Psylocke's Basic Universe cards count toward Damage and Venture Total. ~
ASTRAL ASSAULT (MP) <TM>
        Play as an offensive action targeting Player's Team. Any Special played by Player's Characters can not be negated for remainder of game until "Astral Assault" is negated. As an added effect, may play as a defensive action to stop any Player's Character's Special card with active effects from being negated; or to stop any of Opponent's Characters from negating a Hit by Player's Character's Special card.
COMBAT PROWESS (AB) <OP>
        Acts as a Level 5 Fighting attack. Psylocke may make 1 additional Fighting attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
CRIMSON DAWN (EV) <IQ>
        Play as an offensive action targeting Psylocke. Remove all Hits with Power Type of Player's choice from Psylocke's Hits to Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. [OPD]
ILLUSION (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Psylocke.
LADY MANDARIN (HF) <IQ>
        Acts as a Level 4 MultiPower attack.
MENTAL HOLD (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
PSI-FIGHTING (AE) <OP>
        Acts as a Level 4 Energy attack. May be combined with 1 Fighting or Strength Power card played by Psylocke for a single attack.
PSYCHIC KNIFE (BM) <OP>
        Acts as a Level 7 Energy attack. If successful, target Character may not attack for remainder of battle. [OPD]
THOUGHT PROBE (AJ) <OP>
        Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
      ____________________________________________________________________

* PUNISHER  <IQ>  E: 3   F: 7   S: 4   I: 4   (19.4)       ~ May not be Cumulative KO'd with Fighting Power cards. ~
DODGE (AD) <IQ>
        Avoid 1 attack made with a Power card against Punisher.
FLAME THROWER (AE) <PS>
        Acts as a Level 4 Energy attack. May be combined with 1 Fighting Power card played by Punisher for a single attack.
FULL AUTO (AB) <OP>
        Acts as a Level 5 Fighting attack. Punisher may make 1 additional Fighting attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
OUTWIT (ET) <IQ> 
        Play as an offensive action targeting Punisher. Remove up to 2 Hits that are Intellect and/or MultiPower, which may be from Punisher's Current Battle and/or Permanent Record. If any removed Hit is a Special, active effects are also removed.
SECRET WEAPON (AT) <OP>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
SMOKE SCREEN (AD) <OP>
        Avoid 1 Energy, Fighting or Any- Power attack made against Teammate.
SNIPER (AN) <OP>
        Acts as a Level 6 Fighting attack. May be used against Character in Reserve, who may defend.
SUPPRESS ENEMY (AQ) <TM>
        Acts as a Level 9 MultiPower attack. [OPD]
VENDETTA (BB) <OP>
        Play as a defensive action targeting Punisher, when Punisher takes a Hit. For the remainder of battle, Punisher is +4 to all numerical attacks and defenses made against Character who hit Punisher.
      ____________________________________________________________________

PUPPET MASTER  <CL>  E: 6   F: 3   S: 1   I: 6   (15.7)       ~ May play "Alicia Masters" from Reserve. ~
ALICIA MASTERS (JQ) <CL> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle. If Opponent has "The Coming of Galactus" Mission, Player's Team is +8 to Venture Total for this battle.
AUTOMATONS (AR) <CL>
        Acts as a Level 7 Strength attack.
BODY CONTROL (CD) <AE>
        Play as an offensive action targeting Puppet Master. Only Energy or Intellect attacks may be played against Puppet Master for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-Energy non-Intellect attack made against Puppet Master.
LIDDLEVILLE (LS) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play Activator or Any Character cards for remainder of Battle. [OPD]
MENTAL DOMINATION (BQ) <CL>
        Play as an offensive or defensive action targeting Puppet Master. Player may immediately exchange this card for any Special card in Dead Pile with an attack / offensive action or defense / defensive action respectively even if it is not normally playable by Puppet Master and play it immediately. [OPD]
MYSTIC CLAY (KL) <CL> 
        Play as an offensive action targeting Opponents' Team. All Opponent’s Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
PUPPET MASTERMIND (HB) <CL> 
        Play as an offensive action targeting Opponent's Team. Sort through Opponent's Power Pack and remove any 4 cards of Player's choice. Discard chosen cards into Dead Pile. Reshuffle Power Pack.
      ____________________________________________________________________

* QUICKSILVER  <IQ>  E: 7   F: 6   S: 3   I: 2   (19.9)
AGILE AVENGER (AH) <MC> 
        Play as an offensive action targeting Quicksilver. No Energy, Strength or Any-Power attacks may be made against Quicksilver for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Strength or Any-Power attack made against Quicksilver.
FAST AND FURIOUS (BX) <MC>
        Acts as a Level 5 MultiPower attack. May be used with a Universe card. Universe bonus for this attack added to Venture Total, but not damage. [OPD]
HIGH SPEED IMPACT (AS) <IQ>
        Acts as a Level 11 Strength attack. Quicksilver may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Quicksilver, so that Special effects are still active but without the Hit. [OPD]
HIT AND RUN (EH) <MC>
        Acts as a Level 4 Fighting attack. If successful, Quicksilver may not attack or be attacked for remainder of battle.
MUTANT MOMENTUM (AG) <MC>
        Avoid 1 non-numerical or numerical attack made against Quicksilver.
QUICK MIX (CA) <TM>
        Play as an offensive action targeting Opponent's Team. Player may switch all Hits from Current Battle and Permanent Record of any two of Opponent's Front Line Characters. [OPD]
RAPID-FIRE PUNCHES (ID) <IQ>
        Acts as a Level 1 Fighting attack. Quicksilver may make 2 additional attacks at +1, or 1 additional attack at +2 against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. Bonus not applied to damage, or Venture Total.
RAPID RIP OFF (AU) <MC>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Universe cards. [OPD]
SUPERSPEED (EI) <MC> 
        Acts as a Level 3 Strength attack. May be made after Opponent has conceded the battle. Opponent may defend.

      ____________________________________________________________________

* RAPTURE  <XM> E: 5   F: 7   S: 2   I: 3   (18.9)       ~ +1 to all attacks vs. Characters with Intellect Power Grid 7 or 8. ~
ASCENSION (OA) <AE>
        Acts as a Level 6 MultiPower attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile. [OPD]
AVIAN MUTATION (BR) <XM>
        Play as an offensive action targeting Rapture. Rapture may have 1 additional Power, Universe, Tactic or Special card Placed on her for remainder of game. May be played from Reserve.
FLIGHTPATH (LO) <XM> 
        Avoid 1 attack with a Power card made against Rapture. Player may draw 1 card from top of Draw Pile. Discard duplicates.
MERCY KILLING (NW) <XM>
        Acts as a Level 5 Strength attack. If successful, for remainder of game, if target Character has Hits totaling 15 or more, then target Character is KO'd regardless of Inherent Abilities and other cards' effects. Special effect may cause immediate KO. [OPD]
PSYCHIC SWORD (BA) <XM> 
        Acts as a Level 0 MultiPower attack. Defensive action against this attack may only be made with a Special card.
RELEASE SOUL (EJ) <XM> 
        Acts as a Level 2 Fighting attack. If successful, acts as a Level 8 Intellect Hit.
      ____________________________________________________________________

* THE REAVERS  <MN>  E: 5   F: 7   S: 6   I: 3   (21.7)
BONE BREAKER (AR) <MN>
        Acts as a Level 7 Energy attack.
CYBERNETIC REBIRTH (LG) <XM> 
        Play as an offensive action targeting The Reavers. This Special stays targeted to The Reavers, and effect is delayed until The Reavers is KO'd. May also play as a defensive action when The Reavers is being KO'd. The Reavers may continue to fight and is only discarded at the end of the battle together with this Special.
CYBORGS (AA) <MN>
        Acts as a Level 4 Fighting attack. The Reavers may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
DEATHSTRIKE (GL) <MN>
        Play as an offensive action targeting Opponent's Team. Player may sort through Opponent's Draw Pile. Choose any 1 card and remove it from game. Reshuffle Draw Pile. [OPD]
DONALD PIERCE (AO) <MN>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
GATEWAY (LI) <CL>
        Play as an offensive action targeting Teammate. Discard all cards placed to Teammate and remove all Hits in Teammate's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. [OPD]
MERCENARY MENTALITY (PK) <AE>
        Acts as a Level 4 Any-Power attack or defense. The Reavers may simultaneously play a Double Shot card with normal Teammate Power card contribution to either combine all three cards as a single attack or defense; or have all three cards as separate attacks.
PRETTY BOY (BJ) <MN>
        Play as an offensive action targeting Reavers. Reavers may not be attacked for remainder of battle. As an added effect, may play as a defensive action to avoid 1 non-numerical or numerical attack made against Reavers. [OPD]
SKULL BUSTER (BA) <MN>
        Acts as a Level 2 MultiPower attack. Defensive action against this attack may only be made with a Special card. [OPD]
      ____________________________________________________________________

* RED SKULL  <IQ>  E: 3   F: 5   S: 4   I: 7   (20.3)       ~ May not be Cumulative KO'd with Intellect Power cards. ~
ADVANCED WEAPONRY (JV) <AE>
        Acts as a Level 3 Fighting attack. If successful, Opponent must reveal Hand and play open-handed for remainder of battle.
COSMIC CUBE (FD) <IQ>
        Acts as a non-numerical attack targeting a Character. If successful, only Red Skull and target Character may attack, be attacked, or defend this battle. [OPD]
CROSSBONES (JC) <MN>
        Acts as a Level 5 Strength attack. Red Skull may play 1 additional Special card. Opponent may defend between each action.
DEPRAVED EVIL (HW) <IQ> 
        Play as an offensive action targeting Opponent's Team. Player may sort through Opponent's Dead Pile. Choose any 2 cards and put them into Opponent's Draw Pile. Reshuffle Draw Pile.
DUST OF DEATH (HY) <IQ> 
        Acts as a Level 6 Energy attack. If successful, Opponent must discard 2 cards playable by target Character. Cards may be Placed or in Hand.
EVIL SUPER SOLDIER (BA) <IQ> 
        Acts as a Level 3 Strength attack. Defensive action against this attack may only be made with a Special card. [OPD]
MASTER RACIST (AG) <IQ>
        Avoid 1 non-numerical or numerical attack made against Red Skull.
THE SCOURGE (KD) <CL>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Strength Power Card Hits on target are doubled when determining Cumulative KO for remainder of game. May cause immediate KO. Does not count toward Venture Total. [OPD]
      ____________________________________________________________________
   
* REYES  <CL>   E: 6   F: 2   S: 2   I: 6   (16.1)       ~ Intellect Power Grid Rating is 8 for defense. ~
FORCE PROJECTION (BJ) <CL>
        Play as an offensive action targeting Reyes. Reyes may not be attacked for remainder of battle. As an added effect, may play as a defensive action to avoid 1 non-numerical or numerical attack made against Reyes. [OPD]
FORM FORCE (CC) <TM>
        Acts as a Level 7 Any-Power attack or defense.
MEDICAL BACKGROUND (KR) <CL> 
        Play as an offensive action targeting Reyes or Teammate. Remove 1 Hit of 6 or less from the Hits from Current Battle or Permanent Record of target Character. If any removed Hit is a Special, active effects are also removed. May be played from Reserve.
RELUCTANT HERO (AI) <CL> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
TRIAGE (EE) <XM> 
        Play as an offensive action targeting Reyes or Teammate. Remove 1 Power card Hit from Current Battle or Permanent Record of target Character. Alternatively, play as a defensive action targeting Reyes or Teammate. Target Character may avoid 1 attack made with a Power card.
      ____________________________________________________________________

* RHINO  <IQ>  E: 2   F: 6   S: 7   I: 1   (18.9)
ANIMAL STAMINA (DQ) <IQ>
        Play as an offensive action targeting Rhino. Rhino's Hit Points to Cumulative KO increases by 4 for remainder of game. May also play as a defensive action, if it will prevent Rhino from being Cumulative KO'd.
BOWL OVER (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
PINBALL BLOW (AB) <OP>
        Acts as a Level 5 Strength attack. Rhino may make 1 additional Strength attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
PIN DOWN (NT) <AE>
        Acts as a Level 6 Intellect attack. If successful and Opponent has a greater number of cards in Hand than Player, Opponent must discard from Hand until both players have an equal number of cards in Hand. Opponent's choice.
RHINO CHARGE (AP) <OP> 
        Acts as a Level 6 Strength attack. An Energy or MultiPower defense may not be played against this attack.
RHINO HIDE (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Rhino.
ROMP N' STOMP (AE) <OP>
        Acts as a Level 4 Strength attack. May be combined with 1 Fighting Power card played by Rhino for a single attack.
SCARE TACTICS (BC) <PS>
        Acts as a non-numerical attack against a Character in Reserve. If successful, this Special stays targeted on the Character in Reserve, and effect is delayed until required to move to the Front Line. At this time, discard this Special to prevent Reserve from moving into the Front Line until the beginning of next battle. [OPD]
STAMPEDE (BU) <HF>
        Play as an offensive action targeting Rhino. Rhino may combine Strength Power cards Level 1 through 5 for a single attack for remainder of battle. Rhino may simultaneously make a combined Strength Power card attack on any one of Opponent's Characters or Battlesite.
      ____________________________________________________________________

ROCKET RACCOON <TM>  E: 1   F: 5   S: 2   I: 6   (14.5)       ~ May use Fighting Power cards to avoid any Intellect attack. ~
ARMED MERCENARY (FI) <TM>
        Acts as a Level 3 Energy attack. If successful, Player may immediately draw 2 cards from top of Draw Pile. Discard duplicates.
FLAMBOYANT FIREARMS (LE) <TM>
        Acts as a non-numerical attack targeting a Character. Target Character may not use Tactic cards for the remainder of battle.
LIFE SAVING SURGERY (LI) <TM>
        Play as an offensive action targeting Rocket Raccoon. Discard all cards placed to Rocket Raccoon and remove all Hits in Rocket Raccoon's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. [OPD]
REACTIONARY RACCOON (OQ) <TM>
        Avoid 1 non-numerical or numerical attack made against Rocket Raccoon. Opponent must discard 1 card in hand playable by Character who made the attack. Opponent's choice.
ROCKET JET BOOTS (PK) <TM>
        Acts as a Level 4 Any-Power attack or defense. Rocket Raccoon may simultaneously play a Double Shot card with normal Teammate Power card contribution to either combine all three cards as a single attack or defense; or have all three cards as separate attacks.
      ____________________________________________________________________

* ROGUE  <IQ>  E: 4   F: 4   S: 7   I: 2   (18.5)       ~ May not be Spectrum KO'd with Special cards. ~
* ROGUE: BROTHERHOOD OF EVIL MUTANTS <XM>  E: 6   F: 5   S: 3   I: 2   (15.4)       ~ May not be Cumulative KO'd with Special cards. ~
COMBINATION PUNCH (AE) <IQ>
        Acts as a Level 4 Any-Power attack. May be combined with 1 Energy, Fighting, Strength or Intellect Power card played by Rogue for a single attack.
INTERCEPT ATTACK (AC) <OP> 
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Rogue, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
MUTAGENIC DRAIN (BD) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, for the Power Type of Player's choice, target Character's Power Grid Rating reduces to 0, and target Character may not use cards that act as an attack or defense with chosen Power Type for remainder of battle. [OPD]
MUTANT MISSILE (AS) <PS>
        Acts as a Level 9 Fighting attack. [OPD]
NIGH INVULNERABLE (FL) <MP>
        Play as an offensive action targeting Rogue. For remainder of game, Rogue's Fighting, Strength and MultiPower Hits to Current Battle do not count towards Opponent's Venture Total. [OPD]
POWER TRANSFER (AR) <OP>
        Acts as a Level 6 Strength attack. If successful, Rogue's Power Grid Ratings increase to match target Character's in the Power Types where target Character's Power Grid Ratings are higher than Rogue's, for remainder of battle.
POWER WIPE (NT) <TM>
        Acts as a Level 6 Energy attack. If successful and Opponent has a greater number of cards in Hand than Player, Opponent must discard from Hand until both players have an equal number of cards in Hand. Opponent's choice.
SKY SOAR (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Rogue.
SOUTHERN BELLE (AZ) <IQ> 
        Acts as a non-numerical attack against a Character. If successful, target Character may not attack Rogue for remainder of battle, unless Rogue attacks target Character first.
SUPER STRENGTH (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
      ____________________________________________________________________

* SABRA  <XM>   E: 3   F: 7   S: 6   I: 3   (20.8)
BLADEFIRE (HR) <XM>
        Acts as a Level 9 MultiPower attack. [OPD]
HIGH DURABILITY (EK) <XM>
        Play as an offensive action targeting Sabra. Sabra cannot be Cumulative KO'd for remainder of game. May also play as a defensive action, if it will prevent Sabra from being Cumulative KO'd by incoming attack. [OPD]
LETHAL AGENT (NW) <XM>
        Acts as a Level 5 Energy attack. If successful, for remainder of game, if target Character has Hits totaling 15 or more, then target Character is KO'd regardless of Inherent Abilities and other Special cards. Special effect may cause immediate KO. [OPD]
LOYAL SOLDIER (MH) <TM>
        Acts as a Level 8 Fighting defense. May be used to defend Sabra or Teammate.
MOSSAD (NV) <XM> 
        Acts as a Level 5 Intellect attack. If successful, target Character may not play Any Character or Activator cards for remainder of battle.
MUTANT MUSCULATURE (AB) <XM>
        Acts as a Level 5 Strength attack. Sabra may make 1 additional Strength attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
      ____________________________________________________________________

* SABRETOOTH  <IQ>  E: 2   F: 8   S: 6   I: 3   (23.8)
BLOOD HUNT (BE) <OP>
        Play as a defensive action targeting Player's Team when Opponent concedes. Player's Team may take 1 more turn before conceding takes place. Opponent may defend.
BLOODLUST (AA) <OP>
        Acts as a Level 4 Fighting attack. Sabretooth may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
DANGER SCENT (AD) <OP>
        Avoid 1 Fighting, Strength or Any-Power attack made against Sabretooth.
DANGEROUS MIND (EJ) <IQ> 
        Acts as a Level 2 Fighting attack. If successful, acts as a Level 8 Intellect Hit.
GOVERNMENT OPERATIVE (AD) <IQ>
        Avoid 1 Fighting, Intellect or Any-Power attack made against Teammate. May be played from Reserve.
HEALING FACTOR (AL) <OP> 
        Play as an offensive action targeting Sabretooth. Remove 1 Hit from the Current Battle or Permanent Record of Sabretooth. If removed Hit is a Special, active effects are also removed.
MURDEROUS RAGE (FR) <AE>
        Play as an offensive action targeting Opponent's Team. Opponent must discard a number of cards equal to the number of Mission cards Opponent Ventured this battle. Cards may be Placed or in Hand. [OPD]
RABID BEAST (DK) <PS> 
        Play as a defensive action targeting Sabretooth, when Sabretooth takes a Hit. Sabretooth is +4 to all numerical attacks for remainder of battle.
WILDCAT ATTACK (AR) <OP>
        Acts as a Level 7 Strength attack.
      ____________________________________________________________________

* SANDMAN  <AE>  E: 4   F: 5   S: 6   I: 2   (15.8)       ~ May play Silver Sable's "Sandman" Special card. ~
DUNESTORM (IB) <AE>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must discard all Placed Teamwork cards, and Opponent's Team is -3 to Venture Total.
FUSED INTO GLASS (JP) <AE>
        Avoid 1 attack. Sandman's Hit Points to Cumulative KO is decreased by 5 and Sandman is +2 to all numerical attacks and defenses for remainder of game. Decreased Hit Points may cause immediate KO.
PERSONALITY CRISIS (PH) <AE>
        Acts as a Level 11 Fighting attack. If successful, remove 1 Hit of Opponent's choice from Current Battle or Permanent Record of target Character. Hit removal occurs before this Special Hit registers. [OPD]
SAND GRASP (FU) <AE>
        Acts as a Level 6 Energy attack. If successful, target Character may not play Special cards for remainder of battle.
WET SAND (PA) <AE>
        Avoid 1 non-numerical or numerical attack made against Sandman. Sandman must move into or switch places with Reserve for remainder of battle, and moved or switched back at the beginning of the next battle.
      ____________________________________________________________________

* SAURON  <PB>  E: 6   F: 5   S: 5   I: 5   (19.9)       ~ MultiPower Power cards are +2 when used for defense. ~
LIFE DRAIN (FH) <PB>
        Acts as a Level 2 Energy attack. If successful, remove all Energy Power card Hits from Sauron and all Teammates' Current Battle and Permanent Record.
POWER ABSORPTION (NZ) <PB>
        Play as an offensive action targeting Sauron. Remove 1 Hit from Sauron's Hits to Current Battle. If any removed Hit is a Special, active effects are also removed. Sauron may make 1 attack with any card, usable by Sauron and in Hand, of equal or less Level than removed Hit.
PTERANODON PREDATOR (FT) <PB>
        Acts as a Level 9 Strength attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Sauron for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Sauron for active effects without the Hit.
RETALIATORY SWOOP (PE) <PB>
        Acts as a Level 8 Energy defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 8 Energy Counter-Hit against attacker and cannot be defended. [OPD]
WEAPON X SUBJECT (CG) <PB>
        Play as an offensive action targeting Sauron. Sauron cannot be Spectrum KO'd for remainder of game. May also play as a defensive action, if it will prevent Sauron from being Spectrum KO'd by incoming attack. [OPD]
      ____________________________________________________________________
   
* SCARLET SPIDER  <IQ>  E: 3   F: 7   S: 6   I: 5   (21.7)
ARACHNID GIZMOS (BQ) <PS>
        Play as an offensive or defensive action targeting Scarlet Spider. Player may immediately exchange this card for any Special card in Dead Pile with an attack / offensive action or defense / defensive action respectively even if it is not normally playable by Scarlet Spider and play it immediately. [OPD]
CLONAL CONFUSION (HU) <IQ> 
        Play as an offensive action targeting Scarlet Spider. Scarlet Spider may play Spider-Man's "Wall Crawl" and "Spider-Sense" Special cards for remainder of game. May also play as a defensive action together with Spider-Man's "Wall Crawl", if useable as response to incoming attack or offensive action.
HIDDEN POUCHES (BR) <PS>
        Play as an offensive action targeting Scarlet Spider. Scarlet Spider may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
IMPACT WEBBING (BV) <PS>
        Play as an offensive action targeting Scarlet Spider. Player may draw 1 card from Draw Pile. Discard duplicates. Scarlet Spider may immediately make as many additional attacks as desired against any targets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
NEIGHBORHOOD WATCH (LO) <TM>
        Avoid 1 non-numerical or numerical attack with a Special card made against Scarlet Spider. Player may draw 1 card from the top of Draw Pile. Discard duplicates.
NEW WARRIOR (AB) <PS>
        Acts as a Level 5 Fighting attack. Scarlet Spider may make 1 additional Fighting attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
SCARLET SAVIOR (AD) <HF>
        Avoid 1 non-numerical or numerical attack made against Teammate.
SPIDER WEB (AV) <PS>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
STICKY FINGERS (CB) <PS> 
        Acts as a non-numerical attack targeting a Character that has a Basic or Training Universe card placed. If successful, Scarlet Spider may immediately make an attack using that Universe card placed on target Character, even if it is not normally playable by Scarlet Spider.
      ____________________________________________________________________
   
* SCARLET WITCH  <IQ>       E: 7   F: 3   S: 2   I: 5   (18.9)       ~ Opponent's Team -5 to Venture Total when KO'd. ~
CHANGE OUTCOME (AO) <PS>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
HEX POWER (AQ) <PS>
        Acts as a Level 8 MultiPower attack. [OPD]
IMPROBABILITY HEX (HL) <IQ> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not use Strength Power cards Level 6 through 8 to attack for remainder of battle.
MUTANT MAGIC (BT) <PS> 
        Play as an offensive action targeting Opponent's Team. Opponent's Strength, MultiPower and Any-Power Power cards do not contribute to the Venture Total for this battle.
SORCERESS SLAM (AR) <PS>
        Acts as a Level 6 Strength attack.
SPELL OF DESTRUCTION (DR) <PS> 
        Play as an offensive action targeting Opponent's Team. Opponent must draw 2 cards from Draw Pile. Drawn cards and any duplicates of them, placed or in hand, must be discarded.
SPONTANEOUS COMBUSTION (AI) <PS> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
WARP PROBABILITY FIELD (FX) <TM>
        Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the beginning of next battle, at which point Opponent's Team may not Place any cards that act as a Strength or MultiPower attack or defense and this Special is discarded.
WITCHCRAFT (AD) <IQ>
        Avoid 1 numerical attack made against Scarlet Witch.
      ____________________________________________________________________

* SCORPION  <CL>            E: 5   F: 5   S: 7   I: 2   (19.8)       ~ +1 to attack if Opponent has 4, 5, or 6 Mission cards in Completed Pile. ~
ACID SPRAY (JH) <CL> 
        Acts as a Level 5 Energy attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
ARACHNID STRENGTH (JS) <CL>
        Play as an offensive action targeting Scorpion. Scorpion may combine MultiPower or Strength Power cards with Strength Basic Universe cards usable by Scorpion to avoid any attack for remainder of game. May play as a defensive action and simultaneous Power and Universe defense, if the effects of this Special will facilitate defense of incoming attack. 
MAC GARGAN: PRIVATE EYE (BY) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent must discard all cards that act as a Strength or MultiPower attack or defense currently held in Hand and Placed on any of Opponent's Characters. Player must discard the same types of cards currently held in Hand only. [OPD]
SAVAGE INSANITY (LT) <CL> 
        Acts as a Level 3 Intellect attack, +1 for each Mission card in Player's Defeated Missions Pile. Bonus not applied to damage or Venture Total.
SCORPION STING (AR) <CL>
        Acts as a Level 7 Fighting attack.
THE JAMESON CONNECTION (HE) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters with a Power Grid Rating of 7 or 8 in Power Type of Player's choice may not make Power card attacks with chosen Power Type for remainder of battle. [OPD]
VENOMOUS STRIKE (NW) <AE>
        Acts as a Level 5 Fighting attack. If successful, for remainder of game, if target Character has Hits totaling 15 or more, then target Character is KO'd regardless of Inherent Abilities and other cards' effects. Special effect may cause immediate KO. [OPD]
      ____________________________________________________________________

* SENTINELS  <IQ>  E: 7   F: 5   S: 7   I: 1   (21.2)
CARBON COPY (EB) <AE>
        Play as an offensive action targeting Sentinels. For remainder of game, any non-numerical or numerical attack made against Sentinels may be shifted to Carbon Copy, at which point Carbon Copy as well as incoming attack are both discarded.
HUNTER/KILLER (AB) <MC>
        Acts as a Level 5 Energy attack. Sentinels may make 1 additional Energy attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
LEARNING CIRCUITS (DT) <MC>
        Play as an offensive action targeting Sentinels. Sentinels may not be attacked by a Power card with the same Level as any Power cards on Sentinels' Permanent Record for remainder of game. As an added effect, may also play as a defensive action to avoid 1 Power card attack when Sentinels is attacked by a Power card with the same Level as any Power cards on Sentinels' Permanent Record. [OPD]
MASTER MOLD (EE) <MC> 
        Play as an offensive action targeting Sentinels or Teammate. Remove 1 Power card Hit from Current Battle or Permanent Record of target Character. Alternatively, play as a defensive action targeting Sentinels or Teammate. Target Character may avoid attack made with a Power card.
MUTANT COUNTERMEASURES (GA) <IQ>
        Acts as a non-numerical attack targeting a Character. Target Character may not play Special cards for remainder of battle.
NIMROD (CZ) <MC>
        Acts as a Level 4 Fighting attack. If successful, target Character or Battlesite must discard all Placed cards into Dead Pile. [OPD]
OVERHAUL (EA) <MC>
        Play as an offensive action targeting Sentinels. Remove all Strength and MultiPower Hits from Sentinel's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed.
REACTION PROGRAM (CN) <MC> 
        Play as an offensive action targeting Sentinels. No attacks with Power Cards may be made against Sentinels for remainder of battle. As an added effect, may play as a defensive action, to avoid an attack with a Power card made against Sentinels. [OPD]
ROBOT MENTALITY (AR) <IQ>
        Acts as a Level 7 Intellect attack.
      ____________________________________________________________________

* THE SERPENT SOCIETY  <MN> E: 3   F: 6   S: 6   I: 3   (17.3)       ~ May play or contribute to Tactic cards from Reserve. ~
ANACONDA (JF) <MN>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Any-Power Hits on target's Current Battle and Permanent Record become Strength Hits for remainder of game. Special effect may cause immediate KO. [OPD]
ASP (BM) <MN>  [OPD]
        Acts as a Level 7 Strength attack. If successful, target Character may not attack for remainder of battle. [OPD]
BLACK MAMBA (FK) <AE>
        Play as an offensive action targeting Opponent's Team. Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put four chosen cards on top of Opponent's Draw Pile. [OPD]
COBRA (AO) <MN>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
DEATH ADDER (EJ) <MN> 
        Acts as a Level 2 Strength attack. If successful, acts as a Level 8 Energy Hit.
DIAMOND BACK (AA) <MN>
        Acts as a Level 5 Any-Power attack. The Serpent Society may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
FER-DE-LANCE (EI) <CL> 
        Acts as a Level 3 Energy attack. May be made after Opponent has conceded the battle. Opponent may defend.
SIDEWINDER (AD) <MN>
        Avoid 1 non-numerical or numerical attack made against Teammate.
      ____________________________________________________________________

* SHADOW KING  <XM>  E: 7   F: 1   S: 1   I: 7   (19.8)
ASTRAL LIFEFORM (HY) <XM> 
        Acts as a Level 6 Intellect attack. If successful, Opponent must discard 2 cards playable by target Character. Cards may be Placed or in Hand.
MUTANT VESSEL (AY) <AE>
        Play as an offensive action targeting Shadow King. Shadow King's Power Grid Ratings that are less than 3 or less increase to 4 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
POSSESS OTHERS (MF) <XM>  
        Play as an offensive action targeting Teammate. Teammate can play Shadow King's Specials for remainder of game. May play as a defensive action together with a Shadow King Special card, providing the Special card is useable as a response to incoming attack or offensive action. [OPD]
PSI-SCREEN (LO) <XM>
        Avoid 1 non-numerical or numerical attack with a Special card made against Shadow King. Player may draw 1 card from the top of Draw Pile. Discard duplicates.
TELEPATHIC MANIPULATOR (NU) <XM> 
        Acts as a Level 0 Fighting attack. Defense against this attack may only be Level 5 or greater, made with a Power card.
TWIST DESIRE (KK) <XM>
        Play as an offensive action targeting Opponent's Team. Both players must move all Mission cards to Reserve Missions Pile. Mission cards Ventured this battle are now Ventured from Reserve Missions Pile. [OPD]
      ____________________________________________________________________

* SHADOWCAT  <IQ>           E: 6   F: 3   S: 3   I: 6   (17.3)       ~ May have duplicate "Ghostly Phase" Specials. ~
* SHADOWCAT: AGE OF APOCALYPSE  <CL>   E: 6   F: 6   S: 3   I: 3   (17.3)       ~  May attack the Reserve with Intellect or Strength Power cards. ~
CAT CLAWS (HO) <CL> 
        Acts as a Level 5 Fighting attack. If successful, and Opponent has "The Age of Apocalypse" Mission, Opponent's Team is  -3 to Venture Total for this battle.
COMPUTER GENIUS (HQ) <IQ>
        Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD]
DOUG RAMSEY (BZ) <MN>
        Play as an offensive action targeting Opponent's Team. Opponent must discard 1 card from hand, reveal remaining hand and play open handed for remainder of battle. [OPD]
ELECTRONIC SCRAMBLE (AD) <IQ>
        Avoid 1 Energy, Intellect or Any-Power attack made against Teammate. May be played from Reserve.
GHOSTLY PHASE (AG) <IQ>
        Avoid 1 non-numerical or numerical attack made against Shadowcat.
NINJA ADEPT (CC) <MP>
        Acts as a Level 6 Any-Power attack or defense.
PHASED DISRUPTION (OJ) <TM>
        Acts as a Level 6 Fighting attack. If used against Battlesite, damage fully counts toward Venture Total.
PRYDE AND WISDOM (AE) <IQ>
        Acts as a Level 4 Energy attack. May be combined with 1 Intellect Power card played by Shadowcat for a single attack.
SOULSWORD (EJ) <IQ> 
        Acts as a Level 2 Energy attack. If successful acts as a Level 10 Any-Power Hit.
      ____________________________________________________________________
   
* SHANG CHI: MASTER OF KUNG FU  <CL>    E: 2   F: 7   S: 5   I: 5   (19.8)       ~ May play "Elixir Vitae" from Reserve. ~
FU MANCHU (HE) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters with a Power Grid Rating of 7 or 8 in Power Type of Player's choice may not make Power card attacks with chosen Power Type for remainder of battle. [OPD]
KUNG FU SECRETS (DG) <CL>
        Acts as a Level 2 Intellect attack. Shang Chi may make 2 additional attacks against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
MEDITATIVE FOCUS (BY) <CL>
        Play as an offensive action targeting Opponent's Team. Opponent must discard all cards that act as a Fighting or MultiPower attack or defense currently held in Hand and Placed on any of Opponent's Characters. Player must discard the same types of cards currently held in Hand only. [OPD]
MI-6 (LT) <CL> 
        Acts as a Level 3 Energy attack, +1 for each Mission card in Opponent's Completed Missions Pile. Bonus not applied to damage or Venture Total.
SUDDEN STRIKE (AR) <CL>
        Acts as a Level 6 Strength attack.
SWIFT COUNTERACT (OQ) <TM>
        Avoid 1 non-numerical or numerical attack made against Shang Chi. Opponent must discard 1 card in hand playable by Character who made the attack. Opponent's choice.
THE ELIXIR VITAE (KJ) <CL>
        Play as an offensive action targeting Shang Chi. May also play as a defensive action when Shang Chi is being KO'd. This Special stays targeted to Shang Chi, and effect is delayed until the beginning of the next battle after Shang Chi is KO'd, at which point, Shang Chi is returned from Defeated Characters Pile and is only discarded at the end of that battle together with this Special. [OPD]

      ____________________________________________________________________

* SHATTERSTAR  <PB>  E: 3   F: 7   S: 5   I: 3   (19.9)       ~ May not be Cumulative KO'd with MultiPower cards. ~
MOJOWORLD WARRIOR (BV) <PB>
        Play as an offensive action targeting Shatterstar. Player may draw 1 card from Draw Pile. Discard duplicates. Shatterstar may immediately make as many additional attacks as desired against any targets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
M-DAY WAR VETERAN (FR) <PB>
        Play as an offensive action targeting Opponent's Team. Opponent must discard a number of cards equal to the number of Mission cards Opponent Ventured this battle. Cards may be Placed or in Hand. [OPD]
PARTY BOY (FA) <PB>
        Play as an offensive action targeting Shatterstar. Shatterstar cannot attack or be attacked for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-numerical or numerical attack made against Shatterstar.
REFLEX COUNTER (PE) <PB>
        Acts as a Level 8 Strength defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 8 Strength Counter-Hit against attacker and cannot be defended. [OPD]
VIBRATORY SHOCKWAVE (NI) <PB>
        Acts as a Level 5 Energy attack. If successful, Opponent must discard all Any Character and Activator cards currently held in Hand.
      ____________________________________________________________________

* SHE HULK  <IQ>  E: 1   F: 4   S: 7   I: 5   (18.7)       ~ May have duplicate "Public Defender" Specials. ~
BRAINS & BRAWN (CC) <IQ>
        Acts as a Level 5 Intellect attack or defense.
ELBOW GREASE (CD) <PS>
        Play as an offensive action targeting She Hulk. Only attacks made with Universe or Tactic cards may be played against She Hulk for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 attack not made with aforementioned cards against She Hulk.
EMERALD ALLURE (AC) <PS> 
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to She Hulk, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
GAMMA GIRL (AQ) <PS>
        Acts as a Level 8 MultiPower attack. [OPD]
LEGAL DEFENSE (LO) <TM>
        Avoid 1 attack with a Universe card made against Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates.
POWER PROXY (AI) <PS> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
PUBLIC DEFENDER (AD) <IQ>
        Avoid 1 Strength, Intellect or Any-Power attack made against Teammate. May be played from Reserve.
SHE-HULK SMASH (BX) <PS> 
        Acts as a Level 5 Energy attack. May be used with a Universe card. Universe bonus for this attack added to Venture Total, but not damage.
VITAMIN "G" (AL) <PS> 
        Play as an offensive action targeting She Hulk. Remove 1 Hit from the Current Battle or Permanent Record of She Hulk. If removed Hit is a Special, active effects are also removed.
      ____________________________________________________________________

* THE SHI'AR  <MN>  E: 5   F: 4   S: 3   I: 8   (24.2)
DEATHBIRD (AA) <MN>
        Acts as a Level 5 Any-Power attack. The Shi'ar may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
D'KEN (AF) <MN> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
FANG (JZ) <XM>
        Acts as a Level 5 Strength attack. Defensive action against this attack may not be made with a Special card.
GLADIATOR (CC) <MN> [OPD]
        Acts as a Level 8 Strength attack or defense.
LILLANDRA (AH) <MN>
        Play as an offensive action targeting The Shi'ar. No Strength, Intellect or MultiPower attacks may be made against The Shi'ar for remainder of battle. As an added effect, may play as a defensive action, to avoid a Strength, Intellect or MultiPower attack made against The Shi'ar.
M'KRANN CRYSTAL (AJ)
        Play as an offensive action targeting Opponent's Team. Player may look at top 7 cards in Opponent's Draw Pile. [OPD]
NIGHTSIDE (LT) <CL> 
        Acts as a Level 3 Fighting attack, +1 for each Mission card in Player's Defeated Missions Pile. Bonus not applied to damage or Venture Total.
STAND TOGETHER (JU) <TM>
        Play as an offensive action targeting The Shi'ar. For remainder of game, The Shi'ar may make another follow-up attack without bonuses when The Shi'ar plays a Teamwork Universe card.
WARSTAR (JF) <MN>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Any-Power Hits on target's Current Battle and Permanent Record become Fighting Hits for remainder of game. Special effect may cause immediate KO. [OPD]
      ____________________________________________________________________

* SHUMA-GORATH <AE>  E: 7   F: 4   S: 8   I: 4   (27.0)       ~ Counts as 27-Points for Tournament Deckbuilding. ~
CHAOS DIMENSION (FT) <AE>
        Acts as a Level 8 MultiPower attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Shuma-Gorath for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Shuma-Gorath for active effects without the Hit.
INVULNERABLE HIDE (AG) <AE>
        Avoid 1 non-numerical or numerical attack made against Shuma-Gorath.
MYSTIC STARE (KT) <AE>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle until target Character or any of Opponent's Team attacks this Special with a non-numerical or numerical attack, at which point this Special is discarded together with attack.
SOUL FEEDING (DQ) <AE>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target's Hit Points to Cumulative KO is reduced by 6 for remainder of game. Decreased Hit Points may cause immediate KO. [OPD]
SUMMONED TO EARTH (OJ) <AE>
        Acts as a Level 6 Fighting attack. If used against Battlesite, damage fully counts toward Venture Total.
      ____________________________________________________________________
   
* SILVER SABLE  <IQ>        E: 4   F: 6   S: 2   I: 6   (16.7)       ~ May play Fighting Teamwork cards from Reserve. ~
BATTLE PLANS (HV) <IQ> 
        Play as an offensive action targeting Silver Sable. Silver Sable may have an unlimited number of Teamwork cards placed on her until Silver Sable is KO'd. Teamwork cards may not be duplicates.
CHIA (AP) <PS> 
        Acts as a Level 6 Fighting attack. A Strength or MultiPower defense may not be played against this attack.
CONCEALED WEAPON (AT) <PS>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
KATANA (AA) <PS>
        Acts as a Level 4 Fighting attack. Silver Sable may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
KEVLAR (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Silver Sable.
LEADERSHIP (CQ) <PS> 
        Play as an offensive action targeting Silver Sable. For the remainder of battle, all Silver Sable numerical Special card Hits are doubled when determining Venture Total.
ONE WITH THE SWORD (AA) <PS>
        Acts as a Level 4 Energy attack. Silver Sable may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
SANDMAN (EB) <IQ>
        Play as an offensive action targeting Silver Sable. For remainder of game, any non-numerical or numerical attack made against Silver Sable may be shifted to Sandman, at which point Sandman as well as incoming attack are both discarded.
RESCUE MISSION (AD) <TM>
        Avoid 1 attack of 8 or less made against Teammate. May be played from Reserve. Bonuses and penalties affecting Silver Sable's numerical defenses apply to this card.
       ____________________________________________________________________
   
* SILVER SAMURAI  <PB>  E: 5   F: 7   S: 4   I: 3   (20.3)       ~ When KO'd, Silver Samurai may continue to fight and is not discarded until end of battle. ~
KENJUTSU PARRY (PE) <PB>
        Acts as a Level 8 MultiPower defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 8 MultiPower Counter-Hit against attacker and cannot be defended. [OPD]
MURAMASA MADNESS (JP) <PB>
        Play as an offensive action targeting Silver Samurai. Silver Samurai's Hit Points to Cumulative KO is decreased by 5 and Silver Samurai is +2 to all numerical attacks and defenses for remainder of game. May play as a defensive action with simultaneous numerical defense, if defense bonus will facilitate defense of incoming attack. Hit Point decrease may cause immediate KO.
TACHYON FIELD (JW) <PB>
        Acts as a Level 3 Energy attack. Silver Samurai may make 1 additional attack against the same target using a Power card and optional Basic / Training Universe. Opponent may defend between each attack, but defensive action against both attacks may not be made with a Special card.
THE BUSHIDO WAY (BX) <PB>
        Acts as a Level 5 Intellect attack. May be used with a Universe card. Universe bonus for this attack added to Venture Total, but not damage.
WARRIOR FOR HIRE (FT) <PB>
        Acts as a Level 12 Strength attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Sauron for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Silver Samurai for active effects without the Hit. [OPD]
     ____________________________________________________________________
   
* SILVER SURFER  <IQ>  E: 7   F: 3   S: 6   I: 5   (21.7)
COSMIC AWARENESS (HF) <IQ>
        Acts as a Level 4 MultiPower attack.
COSMIC HEALING (AL) <OP> 
        Play as an offensive action targeting Silver Surfer's Teammate. Remove 1 Hit from the Current Battle or Permanent Record of target Character. If removed Hit is a Special, active effects are also removed.
DOUBLE POWER BLAST (AE) <PS>
        Acts as a Level 4 Energy attack. May be combined with 1 Energy Power card played by Silver Surfer for a single attack.
ENERGY PROTECTION (AD) <OP>
        Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Silver Surfer's numerical defenses apply to this card.
FORCE SHIELD (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Silver Surfer.
POWER COSMIC (AQ) <OP>
        Acts as a Level 8 MultiPower attack. [OPD]
REARRANGE MATTER (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
SHALLA BAL (AL) <MN> 
        Play as an offensive action targeting Silver Surfer. Remove 1 Hit from the Current Battle or Permanent Record of Silver Surfer. If removed Hit is a Special, active effects are also removed.
STELLAR BOLT (AP) <TM>
        Acts as a Level 6 Energy attack. An Energy or MultiPower defense may not be played against this attack.
      ____________________________________________________________________
   
* SPIDER-GIRL  <XM>         E: 4   F: 6   S: 5   I: 3   (16.7)       ~ Attacks made with Power cards may not be defended using Activator cards. ~
CLEVER FIGHTER (LY) <XM> 
        Play as an offensive or defensive action targeting Spider-Girl. Spider-Girl must simultaneously make an offensive or defensive action with a Power card and optional Basic / Training Universe. For remainder of game, Player does not have to discard duplicates of chosen Power card's Power Type and Level.
GIRL POWER (AQ) <TM>
        Acts as a Level 8 MultiPower attack. [OPD]
MAYDAY (FL) <XM>
        Play as an offensive action targeting Spider-Girl. For remainder of game, Spider-Girl's Energy, Fighting or MultiPower Hits to Current Battle do not count towards Opponent's Venture Total. [OPD]
SPIDER MOBILITY (AD) <XM>
        Avoid 1 attack of 8 or less made against Spider-Girl or Teammate. Bonuses and penalties affecting Spider-Girl's numerical defenses apply to this card.
WALL WALKER (BJ) <XM>
        Play as an offensive action targeting Teammate. Teammate may not be attacked for remainder of battle. As an added effect, may play as a defensive action to avoid 1 non-numerical or numerical attack made against Teammate. [OPD]
WEB ACTION (NG) <XM> 
        Acts as a Level 5 Strength attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
      ____________________________________________________________________

* SPIDER-MAN  <OP>  E: 3   F: 7   S: 6   I: 5  (21.7)
* SPIDER-MAN: SYMBIOTIC COSTUME  <CL>   E: 6   F: 5   S: 7   I: 2   (20.7)
ARACHNID AGILITY (AA) <OP>
        Acts as a Level 4 Fighting attack. Spider-Man may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
CLONE CONFUSION (HU) <IQ> 
        Play as an offensive action targeting Spider-Man. Spider-Man may play Scarlet Spider's "Sticky Fingers" and "Scarlet Savior" Special cards for remainder of game. May also play as a defensive action together with Scarlet Spider's "Scarlet Savior", if useable as response to incoming attack or offensive action.
OVER THE EDGE (AE) <HF>
        Acts as a Level 4 Fighting attack. May be combined with 1 Strength Power card played by Spider-Man for a single attack.
SCIENCE WHIZ (DM) <IQ> 
        Play as an offensive action targeting Spider-Man. Spider-Man gains +4 to all Intellect Power card attacks and defenses for remainder of battle. As an added effect, may play as a defensive action at the same time as Spider-Man making an Intellect Power card defense, if defense bonus will facilitate defense of incoming attack.
SPIDER SENSE (AJ) <OP>
        Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
TAUNT (BL) <PS>
    Play as a defensive action targeting Opponent's Team, when Opponent concedes. An opportunity to negate this Special must be given to the Opponent. If not negated, Opponent may not concede battle and must continue with their turn. [OPD]
WALL CRAWL (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Spider-Man.
WEB (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
WEB SHIELD (AD) <OP>
        Avoid 1 attack made with a Universe or Tactic card against Spider-Man.
WITH GREAT POWER... (OP) <TM>
        Play as an offensive action targeting Player's Team. Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "With Great Power…" on top of Draw Pile. Reshuffle Draw Pile.
      ____________________________________________________________________
   
* SPIDER-WOMAN  <IQ>        E: 6   F: 3   S: 6   I: 4   (17.7)       ~ Energy Power cards are +1 when used to attack. ~
ARACHNOPHOBIA (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
COORDINATED EFFORT (FW) <TM>
        Play as an offensive action targeting Player's Team. Player's Characters' Fighting or MultiPower attacks made against Opponent's Battlesite fully count towards Venture Total for remainder of game. May be played from Reserve. [OPD]
FORCE WORKS (AF) <IQ> 
        Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
PSIONIC ATTACK (AQ) <PS>
        Acts as a Level 7 MultiPower attack. [OPD]
PSI-WEB (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
RESCUE OPERATION (AD) <IQ>
        Avoid 1 attack of 8 or less made against Teammate. May be played from Reserve. Bonuses and penalties affecting Spider-Woman's numerical defenses apply to this card.
SPIDER ATTACK (AE) <OP>
        Acts as a Level 4 Strength attack. May be combined with 1 Strength Power card played by Spider-Woman for a single attack.
SPIDER STRENGTH (AA) <OP>
        Acts as a Level 4 Strength attack. Spider-Woman may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
WEB LINES (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Spider-Woman.
      ____________________________________________________________________

* SPIRAL  <AE>  E: 6   F: 5   S: 3   I: 2   (15.4)       ~ May play Mojo's "Bodyguard" Special card. ~
HOSTAGE (JX) <AE>
        Acts as a Level 4 Strength attack. If Target Character or Battlesite is KO'd by this Hit, Player may move 1 Mission card from the Defeated Pile to the Completed Pile.
SIX ARM COORDINATION (DW) <AE>
        Play as an offensive action targeting Spiral. Spiral may combine 1 Fighting Power card with 1 Energy or Strength Power card for a single attack, for remainder of battle. Spiral may simultaneously make a combined Power card attack on Opponent's Character or Battlesite. [OPD]
STEALTHY (JV) <AE>
        Acts as a Level 3 Intellect attack. If successful, Opponent must reveal Hand and play open-handed for remainder of battle.
SWORDPLAY (FI) <AE>
        Acts as a Level 3 Strength attack. If successful, Player may immediately draw 2 cards from top of Draw Pile. Discard duplicates.
X-FORCE ALLY (GF) <AE>
        Acts as a Level 4 Intellect attack. If successful, move all Hits from Spiral's Current Battle into Permanent Record. Affects Venture Total.
      ____________________________________________________________________

* STAR-LORD <TM>  E: 5   F: 5   S: 5   I: 6   (19.9)       ~ Training cards are +2 when used for defense. ~
BAD BOY & MILANO (AD) <TM>
        Avoid 1 non-numerical or numerical attack made on Teammate.
CELESTIAL POWERS (AQ) <TM>
        Acts as a Level 8 MultiPower attack. [OPD]
EARTH & ALIEN ORIGINS (EE) <TM>
        Play as an offensive action targeting Star-Lord or Teammate. Remove 1 Special card Hit from Current Battle or Permanent Record of target Character. Any active effects from Special are also removed. Alternatively, play as a defensive action targeting Star-Lord or Teammate. Target Character may avoid attack made with a Special card.
ELEMENT GUN (FC) <TM>
        Play as an offensive action targeting Star-Lord. Star-Lord must simultaneously play an Energy, Fighting, or Strength Power card attack and optional Basic / Training Universe against Opponent's Character or Battlesite. Power card attack must be defended twice for a successful defense.
GUARDIANS OF THE GALAXY LEADER (DO) <TM>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit on Player's Characters or Team. Negates currently active effect and/or Hit of target Special card. May be used as a defensive action to negate an incoming Special and any combined cards played against Player's Characters or Team.
      ____________________________________________________________________

* THE STARJAMMERS  <MN>     E: 3   F: 7   S: 4   I: 5   (20.3)       ~ May have 2 Power cards placed. May not be duplicates. ~
BINARY (HN) <MN>
        Acts as a Level 11 Any-Power attack. [OPD]
CH'OD (AE) <MN>
        Acts as a Level 4 Strength attack. May be combined with 1 Energy Power card played by Teammate for a single attack.
CORSAIR (AE) <MN>
        Acts as a Level 4 Energy attack. May be combined with 1 Intellect Power card played by Starjammers for a single attack.
HEPZIBAH (AD) <MN>
        Avoid 1 numerical attack made against Starjammers.
KEEYAH (HQ) <MN>
        Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD]
MAJESTRIX LILANDRA (EJ) <XM> 
        Acts as a Level 2 Intellect attack. If successful, acts as a Level 8 Intellect Hit.
PROFESSOR X (HN) <CL> 
        Acts as a Level 8 Any-Power attack.
RAZA (CH) <MN>
        Acts as a non-numerical attack against a Character or Battlesite. If successful, target must discard all placed cards and may not attack for remainder of battle. [OPD]
STICK TOGETHER (LS) <TM>
        Play as an offensive action targeting Opponent's Team. Opponent Characters may not play Activator or Any Character cards for remainder of Battle. [OPD]
      ____________________________________________________________________

* STORM  <IQ>  E: 7   F: 5   S: 3   I: 4   (20.3)       ~ Intellect Power cards are +2 when used for defense. ~
* STORM: BLOODSTORM  <XM>  E: 7   F: 6   S: 5   I: 3   (21.7)
* STORM: NEUTRALIZED  <XM>  E: 1   F: 6   S: 4   I: 5   (15.1)       ~ May play any "Morlocks" non-One-Per-Deck Special cards. ~
CHAIN LIGHTNING (AA) <OP>
        Acts as a Level 4 Energy attack. May make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
DECISIVE PLAN (ON) <TM>
        Play as an offensive action targeting Opponent. This Special stays targeted to Opponent's Team and effect is delayed until the end of battle that Opponent has won, at which point this Special is discarded and Opponent may only advance 1 Mission card and Player only retreats 1 Mission card. Other Mission cards return to pile Ventured from. [OPD]
EMOTIONAL OUTBURST (AQ) <OP>
        Acts as a Level 8 MultiPower attack. [OPD]
FLIGHT (AD) <OP>
        Avoid 1 Fighting, Strength or Any-Power attack made against Storm.
GATHERING WINDS (OE) <MP>
        Play as an offensive action targeting Player's Team. Player may sort through Power Pack card by card. Put the first 3 Energy or MultiPower Power cards in Hand, do not discard duplicates. Reshuffle Power Pack. [OPD]
HURRICANE WINDS (CN) <OP> 
        Play as an offensive action targeting Storm. No attacks made with Universe or Tactic cards may be played against Storm for remainder of battle. As an added effect, may play as a defensive action, to avoid an attack made with a Universe or Tactic card against Storm.
MORLOCK COMBAT (CD) <IQ>
        Play as an offensive action targeting Storm. Only Fighting or Strength attacks may be played against Storm for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-Fighting non-Strength attack made against Storm.
SUMMON ELEMENTAL POWER (AT) <OP>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
WEATHER MANIPULATION (CF) <PS> 
        Play as an offensive action targeting Opponent's or Player's Team. Target Opponent or Player must immediately increase ventured Mission cards by 1 from any Mission Pile.
X-MEN LEADER (HF) <IQ>
        Acts as a Level 4 MultiPower attack.
      ____________________________________________________________________
   
* STRONG GUY  <IQ>  E: 3   F: 4   S: 7   I: 3   (19.1)       ~ May play "Pile It On" from Reserve. ~
BACKSTAGE BOUNCER (HN) <TM>
        Acts as a Level 8 Any-Power attack.
BIG BODYGUARD (AD) <IQ>
        Avoid 1 Energy, Strength or Any-Power attack made against Teammate. May be played from Reserve.
FIT OF LAUGHTER (AV) <PS>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
ENERGY ABSORPTION (AH) <PS> 
        Play as an offensive action targeting Strong Guy. No Energy, Strength or Any-Power attacks may be made against Strong Guy for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Strength or Any-Power attack made against Strong Guy.
KNUCKLE SANDWICH (AA) <PS>
        Acts as a Level 4 Fighting attack. Strong Guy may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
MIGHTY MUTANT (DM) <PS> 
        Play as an offensive action targeting Strong Guy. Strong Guy gains +4 to all Energy Power card attacks and defenses for remainder of battle. As an added effect, may play as a defensive action at the same time as Strong Guy making an Energy Power card defense, if defense bonus will facilitate defense of incoming attack.
PILE IT ON (CG) <PS>
        Play as an offensive action targeting Strong Guy. Strong Guy cannot be Spectrum KO'd for remainder of game. May also play as a defensive action, if it will prevent Strong Guy from being Spectrum KO'd by incoming attack. [OPD]
ROCK & ROLL (BS) <PS>
        Play as an offensive action targeting Strong Guy. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of Strong Guy's Defense made with a Power card equals the Level of an incoming attack, Strong Guy's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]
SIMPLE STRATEGY (AE) <IQ>
        Acts as a Level 4 Strength attack. May be combined with 1 Fighting or Intellect Power card played by Strong Guy for a single attack.
      ____________________________________________________________________

* SUNFIRE  <XM> E: 7   F: 5   S: 4   I: 4   (21.5)       ~ May play "Solar Flare" from Reserve. ~
ATOMIC FLAME (FJ) <XM>  [OPD]
        Acts as a Level 9 MultiPower attack. Sunfire may not attack for remainder of battle. If defended, shift this card to target Sunfire, so that Special effects are still active but without the Hit. [OPD]
CONTROLLED BURN (MT) <TM>
        Acts as a Level 4 Strength attack. May be played from Reserve. If successful, Sunfire may continue to attack from Reserve for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Sunfire for active effects without the Hit.
IONIZE MATTER (NJ) <XM> 
        Acts as a Level 4 MultiPower attack. Attack is not affected by Special cards with currently active effects at the time of playing this Special card.
NATIONALIST ZEAL (AM) <XM> 
        Play as an offensive action targeting Sunfire. Sunfire gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as Sunfire making a numerical defense, if defense bonus will facilitate defense of incoming attack.
RADIATE HEAT (FO) <XM> 
        Acts a non-numerical attack targeting a Character or Battlesite. If successful, target Character must discard 1 placed card, and Opponent must discard 1 card from Hand for each Hit on Sunfire's Permanent Record. [OPD]
SOLAR FLARE (FG) <XM> 
        Acts as a Level 3 Fighting attack. If not successful, shift this card to target Opponent's Team for active effects without the Hit, and Opponent's Team is -1 to Venture Total for this battle.
      ____________________________________________________________________

* SUPER SKRULL  <IQ>  E: 6   F: 4   S: 7   I: 4   (22.4)
ALIEN FIRE (BW) <PS>
        Play as an offensive action targeting Opponent's Team. Opponent must discard top 5 cards from Draw Pile into Dead Pile. [OPD]
ALIEN METHODS (HW) <IQ> 
        Play as an offensive action targeting Opponent's Team. Player may sort through Opponent's Dead Pile. Choose any two cards and put them into Opponent's Draw Pile. Reshuffle Draw Pile.
FANTASTIC ENEMY (HN) <IQ> 
        Acts as a Level 8 Any-Power attack.
FISTS OF STONE (BU) <PS>
        Play as an offensive action targeting Super Skrull. Super Skrull may combine Strength Power cards Level 1 through 5 for a single attack for remainder of battle. Super Skrull may simultaneously make a combined Strength Power card attack on any one of Opponent's Front Line Team Characters or Battlesite.
FLEXIBLE FORM (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Super Skrull.
FOUR POWER MIMICRY (DU) <AE>
        Play as an offensive action targeting Super Skrull. Player may draw 1 card from Draw Pile. Discard duplicates. Super Skrull may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3 against the same or different targets using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
IMITATION (CA) <PS> 
        Play as an offensive action targeting Front Line Teammate. Super Skrull may switch all Hits from Current Battle and Permanent Record with target Teammate.
INVISIBLE INVASION (CZ) <PS>
        Acts as a Level 4 Fighting attack. If successful, target Character or Battlesite must discard all placed cards into Dead Pile. [OPD]
SKRULL AND CROSSBONES (AT) <PS>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
      ____________________________________________________________________

* SUPERPATRIOT  <CL>        E: 3   F: 6   S: 7   I: 2   (19.9)       ~ May play any "Captain America" Special cards. ~
      ____________________________________________________________________

* TASKMASTER  <XM>          E: 3   F: 7   S: 4   I: 5   (20.3)       ~ May use Intellect Power cards to avoid any Fighting attack. ~
ACADEMY (IC) <AE>
        Play as an offensive action targeting Player's Team. Taskmaster's "Photographic Reflexes" and "Weapons Master" Special cards may be played by any Teammate for remainder of game. May play as a defensive action together with Teammate playing "Photographic Reflexes" if useable as a response to incoming attack or offensive action. [OPD]
PHOTOGAPHIC REFLEXES (BQ) <XM>
        Play as an offensive or defensive action targeting Taskmaster. Player may immediately exchange this card for any Special card in Dead Pile with an attack / offensive action or defense / defensive action respectively in Dead Pile even if it is not normally playable by Taskmaster and play it immediately. [OPD]
REPLICA SHIELD (HU) <XM> 
        Play as an offensive action targeting Taskmaster. Taskmaster may play Captain America's "Ricochet Shield", "Stars & Stripes", and "Mighty Shield" Special cards for remainder of game. May also play as a defensive action together with Captain America's "Stars & Stripes" or "Mighty Shield", if useable as response to incoming attack or offensive action.
SPY CAMERA (FK) <XM> [OPD]
        Play as an offensive action targeting Opponent's Team. Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put chosen 4 cards on top of Opponent's Draw Pile. [OPD]
TRAINED LACKEYS (EB) <XM>
        Play as an offensive action targeting Taskmaster. For remainder of battle, any non-numerical or numerical attack made against Taskmaster may be shifted to Trained Lackeys, at which point Trained Lackeys as well as incoming attack are both discarded.
WEAPONS MASTER (NJ) <XM> 
        Acts as a Level 4 MultiPower attack. Attack is not affected by Special cards with currently active effects at the time of playing this Special card.
      ____________________________________________________________________

* TEAM X  <PB> E: 5   F: 7   S: 6   I: 5   (24.4)       ~ May play any Non-One-Per-Deck Wolverine, Sabretooth, or Maverick Special Cards. ~
      ____________________________________________________________________

* THANOS <AE>         E: 7   F: 7   S: 7   I: 7   (26.6)
ART OF WAR (AY) <AE>
        Play as an offensive action targeting Thanos. Thanos' Fighting Power Grid Rating increases to 8 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
BLACK ORDER (EY) <AE>
        Play as an offensive action targeting Opponent's Team. All of Opponent's Characters' Intellect Power Grid Ratings reduce to 0, and may not make any Intellect or MultiPower attacks or defenses for remainder of battle. [OPD]
INFINITY GAUNTLET (MC) <AE>
        Acts as a Level 11 MultiPower attack. Player's Team may not attack for remainder of battle, even if defended. If defended, shift this card to target Player's Team, so that Special effects are still active but without the Hit. [OPD]
MERCILESS CONQUEST (OD) <AE>
        Acts as a non-numerical attack targeting a Character. If successful, for remainder of battle, target Character may not attack or use Special cards unless Opponent also discards 2 cards per action. Cards may be Placed or in Hand. [OPD]
MYSTICAL KNOWLEDGE (OJ) <AE>
        Acts as a Level 10 Any-Power attack. If used against Battlesite, damage fully counts toward Venture Total. [OPD]
PLANETARY COLLISION (FT) <AE>
        Acts as a Level 9 Fighting attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Thanos for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Thanos for active effects without the Hit.
      ____________________________________________________________________

* THING  <IQ>  E: 1   F: 5   S: 8   I: 3   (22.2)
AUNT PETUNIA (FA) <MN> 
        Play as an offensive action targeting Thing. Thing cannot attack or be attacked for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-numerical or numerical attack made against Thing.
BEAR HUG (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
BRUTE FORCE (BX) <PS> 
        Acts as a Level 5 Fighting attack. May be used with a Universe card. Universe bonus for this attack added to Venture Total, but not damage.
BUCKET O' SHAME (DL) <IQ> 
        Play as an offensive action targeting Thing. Thing is -1 to all numerical attacks and +4 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as Thing making a numerical defense, if defense bonus will facilitate defense of incoming attack. Attacks of Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
CLOBBERIN' TIME (AS) <OP>
        Acts as a Level 10 Strength attack. [OPD]
REVOLTIN' DEVELOPMENT (BB) <OP>
        Play as a defensive action targeting Thing, when Thing takes a Hit. For the remainder of battle, Thing is +4 to all numerical attacks and defenses made against Character who hit Thing.
ROCK SKIN (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Thing.
STONEWALL (OD) <TM>
        Acts as a non-numerical attack targeting a Character. If successful, for remainder of battle, target Character may not attack or use Special cards unless Opponent also discards 2 cards per action. Cards may be Placed or in Hand. [OPD]
TEMPER TANTRUM (AA) <OP> 
        Acts as a Level 4 Intellect attack. Thing may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
      ____________________________________________________________________
   
* THOR  <IQ>   E: 7   F: 5   S: 7   I: 4   (24.0)
AIRBORNE AVENGER (AG) <PS>
        Avoid 1 non-numerical or numerical attack made against Thor.
GIFT OF THE GODS (DS) <IQ> 
        Play as an offensive action targeting Thor. Choose one Thor Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
GOD OF THUNDER (AY) <OP>
        Play as an offensive action targeting Thor. Thor's Energy Power Grid Rating increases to 8 for remainder of game. May play as a defensive action together with a suitable defense if the Power Grid Rating increase will facilitate defense of incoming attack. [OPD]
MJOLNIR SPEAKS (AE) <OP>
        Acts as a Level 4 Strength attack. May be combined with 1 Energy Power card played by Thor for a single attack.
MYSTIC URU METAL (AA) <OP>
        Acts as a Level 4 Strength attack. Thor may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
POWER OF ASGARD (AQ) <OP>
        Acts as a Level 8 MultiPower attack. [OPD]
PROTECT TEAMMATE (AC) <OP> 
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Thor, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
UNFETTERED MIGHT (FT) <TM>
        Acts as a Level 12 Fighting attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Thor for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Thor for active effects without the Hit. [OPD]
VIKING PYRE (IG) <IQ>  
        Play as an offensive action targeting Player's Team. Remove any cards from Player's Draw Pile and discard into Dead Pile. Reshuffle Draw Pile. [OPD]
      ____________________________________________________________________

* THUNDERBIRD  <XM>         E: 2   F: 6   S: 7   I: 3   (19.9)
APACHE WARRIOR (NK) <XM> 
        Acts as a Level 3 Fighting attack. If attack is defended, Player may draw 1 card from top of Draw Pile. Discard duplicates.
CELLULAR DENSITY (FH) <XM> 
        Acts as a Level 2 Strength attack. If successful, remove all Strength Power card Hits from Thunderbird and all Teammates' Current Battle and Permanent Record.
KEEN SENSES (LO) <XM>
        Avoid 1 Fighting or MultiPower attack made against Thunderbird. Player may draw 1 card from the top of Draw Pile. Discard duplicates.
NO FUTURE PLANS (FX) <TM>
        Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the beginning of next battle, at which point Opponent's Team may not Place any Special cards and this Special is discarded.
POWERHOUSE (JZ) <XM>
        Acts as a Level 5 Energy attack. Defensive action against this attack may not be made with a Special card.
ULTIMATE SACRIFICE (NQ) <XM>
        Play this as an offensive action targeting Thunderbird. As many Hits from Current Battle or Permanent Record as desired by Player from Thunderbird and Teammates may be moved into Thunderbird's Permanent Record, until Thunderbird is KO’d or all Hits are on Thunderbird. Affects Venture Total. May be played from Reserve. [OPD]
      ____________________________________________________________________

* THUNDERBOLTS  <CL>  E: 7   F: 5   S: 4   I: 6   (22.9)
ATLAS (KT) <CL> 
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle until target Character or any of Opponent's Team attacks this Special with a non-numerical or numerical attack, at which point this Special is discarded together with attack.
CITIZEN V (KD) <CL>
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Fighting Power card Hits on target are doubled when determining Cumulative KO for remainder of game. May cause immediate KO. Does not count toward Venture Total. [OPD]
HAWKEYE (AW) <TM>
        Play as an offensive action targeting Opponent's Team. Opponent's Team is -10 to Venture Total for this battle. [OPD]
M.A.C.H.1 (JH) <CL>
        Acts as a Level 5 Fighting attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
METEORITE (KE) <CL>
        Play as an offensive action targeting Player's Team. Player may draw 3 cards from top of Draw Pile. Put 1 card on bottom of Draw Pile and put 2 cards in Hand. May keep duplicates. [OPD]
SONGBIRD (KP) <CL>
        Play as an offensive or defensive action targeting Thunderbolts. Thunderbolts must simultaneously make an offensive or defensive action with a Power card and optional Basic / Training Universe. For remainder of battle, Thunderbolts may not be attacked by a Power card of equal or lesser Level.
TECHNO (AE) <CL> 
        Acts as a Level 4 Intellect attack. May be combined with 1 Fighting Power card played by Thunderbolts for a single attack.
      ____________________________________________________________________

* TYPHOID MARY  <XM>        E: 5   F: 7   S: 3   I: 2   (18.9)       ~ Attacks made with Fighting Power cards may not be shifted from Target Character. ~
ASSASSINATE (NO) <XM> 
        Acts as a Level 2 Fighting attack. If successful, attacks made on target Character may not be shifted away from target Character for remainder of game.
BLOODY MARY (BL) <XM>
    Play as a defensive action targeting Opponent's Team, when Opponent concedes. An opportunity to negate this Special must be given to the Opponent. If not negated, Opponent may not concede battle and must continue with their turn. [OPD]
DRESSED TO KILL (HR) <XM>
        Acts as a Level 9 MultiPower attack. [OPD]
DUAL MAKE-UP (PH) <AE>
        Acts as a Level 11 Energy attack. If successful, remove 1 Hit of Opponent's choice from Current Battle or Permanent Record of target Character. Hit removal occurs before this Special Hit registers. [OPD]
FRACTURED PERSONALITY (JZ) <XM>
        Acts as a Level 5 Intellect attack. Defensive action against this attack may not be made with a Special card.
SOCIOPATH (NU) <XM> 
        Acts as a Level 0 Intellect attack. Defense against this attack may only be Level 5 or greater, made with a Power card.
      ____________________________________________________________________

* ULTRON <AE>  E: 6   F: 5   S: 7   I: 5   (24.4)       ~ May place Henry Pym Special cards even before "Pym Assimilation" is played. ~
LOYAL SERVANTS (DG) <AE>
        Acts as a Level 2 Intellect attack. Ultron may make up to 2 additional attacks against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
PURE RAGE (ED) <AE>
        Play as an offensive action targeting any Special card that has currently active effects but not acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect of target Special card. Alternatively, may be used as a defensive action, to negate any Special and associated cards that does not contain a numerical attack played as an offensive action by Opponent's Character.
PYM ASSIMILATION (HI) <AE>
        Play as an offensive action targeting Ultron. Ultron may play Henry Pym Special cards for remainder of game. May play as a defensive action together with a Henry Pym Special card, if useable as response to incoming attack or offensive action.
SUBATOMIC SHRINK (FA) <AE>
        Play as an offensive action targeting Ultron. Ultron cannot attack or be attacked for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-numerical or numerical attack made against Ultron.
ULTRON ARMY (CG) <AE>
        Play as an offensive action targeting Ultron. Ultron cannot be Spectrum KO'd for remainder of game. May also play as a defensive action, if it will prevent Ultron from being Spectrum KO'd by incoming attack. [OPD]
      ____________________________________________________________________

* VENOM  <IQ>   E: 5   F: 6   S: 7   I: 2   (20.7)
ALIEN SYMBIOTE (AE) <PS>
        Acts as a Level 4 Strength attack. May be combined with 1 Energy Power card played by Venom for a single attack.
ALIEN WEBBING (AI) <OP> 
        Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
CREEPY CRAWLER (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Venom.
EDDIE BROCK: REPORTER (EM) <IQ> 
        Acts as a Level 4 Intellect attack. If successful, Opponent must discard 1 card playable by target Character or Battlesite currently held in hand. Opponent's choice.
HEALING BOND (ET) <IQ> 
        Play as an offensive action targeting Venom. Remove up to 2 Hits that are Strength and/or MultiPower, which may be from Venom's Current Battle and/or Permanent Record. If any removed Hit is a Special, active effects are also removed.
LETHAL PROTECTOR (AC) <HF> 
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Venom, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
PANIC ATTACK (BC) <OP>
        Acts as a non-numerical attack against a Character in Reserve. If successful, this Special stays targeted on the Character in Reserve, and effect is delayed until required to move to the Front Line. At this time, discard this Special to prevent Reserve from moving into the Front Line until the beginning of next battle. [OPD]
RAMPAGE (AA) <OP>
        Acts as Level 4 Strength attack. Venom may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
SYMBIOTIC SNARE (AV) <OP>
        Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
TEAR DOWN (LA) <AE>
        Play as a non-numerical attack targeting a Battlesite. If successful, target Battlesite must discard 2 cards located below, chosen at random. [OPD]
      ____________________________________________________________________

* VIPER  <PB>  E: 4   F: 6   S: 3   I: 6   (17.7)       ~ May play any One-Per-Deck Hydra Special Cards. ~
CRIMINAL EMPIRE (KI) <PB> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play any cards with the word "Teammate" for remainder of battle. Affected cards do not have to be discarded.
GLOVE CLAWS (NO) <PB> 
        Acts as a Level 2 Strength attack. If successful, attacks made on target Character may not be shifted away from target Character for remainder of game.
NEFARIOUS PLAN (PL) <PB> 
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Tactic cards, or all Tactic cards held in hand, whichever is a greater number. [OPD]
HYDRA LOYALTY (NT) <PB> 
        Acts as a Level 6 Energy attack. If successful and Opponent has a greater number of cards in Hand than Player, Opponent must discard from Hand until both players have an equal number of cards in Hand. Opponent's choice.
SUBJUGATION (ED) <PB>
        Play as an offensive action targeting any Special card that has currently active effects but not acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect of target Special card. Alternatively, may be used as a defensive action, to negate any Special and associated cards that does not contain a numerical attack played as an offensive action by Opponent's Character.
      ____________________________________________________________________

* VISION  <IQ>  E: 5   F: 4   S: 6   I: 6   (19.4)       ~ May play "Android Endurance" from Reserve. ~
ANALYTICAL EXPERT (AK) <MC> 
        Play as an offensive action targeting Vision. Universe card bonuses are doubled for remainder of battle. Vision may simultaneously play any Universe card attack. Alternatively, may play as a defensive action, together with a suitable Basic or Training Universe card defense.
ANDROID AVENGER (AE) <IQ>
        Acts as a Level 4 Any-Power attack. May be combined with 1 Energy, Fighting, Strength or Intellect Power card played by Vision for a single attack.
ANDROID ENDURANCE (EK) <MC>
        Play as an offensive action targeting Vision. Vision cannot be Cumulative KO'd for remainder of game. May also play as a defensive action, if it will prevent Vision from being Cumulative KO'd by incoming attack. [OPD]
CALCULATED ATTACK (AA) <IQ>
        Acts as a Level 4 Intellect attack. Vision may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
COMPUTE VICTORY (NR) <TM>
        Play as an offensive action targeting Vision. Discard 1 Fighting Power card usable by Vision. Show Opponent up to 5 cards usable by Vision from Player's Hand, keeping them open-handed. Draw equal number of cards from Draw Pile. Discard duplicates. [OPD]
DOUBLE DENSITY (AH) <MC> 
        Play as an offensive action targeting Vision. No Energy, Strength or MultiPower attacks may be made against Vision for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Strength or MultiPower attack made with against Vision.
INTANGIBLE STRIKE (BM) <MC>
        Acts as a Level 7 Fighting attack. If successful, target Character may not attack for remainder of battle. [OPD]
OPTIC ENERGY (CN) <MC> 
        Play as an offensive action targeting Vision. No attacks with Universe or Tactic cards may be made against Vision for remainder of battle. As an added effect, may play as a defensive action, to avoid an attack with a Universe or Tactic card made against Vision.
PHASE FORM (AG) <MC>
        Avoid 1 non-numerical or numerical attack made against Vision.
      ____________________________________________________________________

* VULTURE <AE>        E: 4   F: 6   S: 4   I: 6   (18.9)       ~ May use Strength Power cards to avoid any Fighting attack. ~
BIRD OF PREY (MT) <AE>
        Acts as a Level 4 Energy attack. May be played from Reserve. If successful, Vulture may continue to attack while in Reserve for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Vulture for active effects without the Hit.
CRIME SPREE (NX) <AE>
        Acts as a Level 7 MultiPower attack. If defended, shift this Special to target Vulture for active effects without the Hit, and Vulture is -2 to all numerical attacks for remainder of battle. Attacks of Level 0 or less after penalty are not permitted.
DROP FROM HIGH (JV) <AE>
        Acts as a Level 3 Strength attack. If successful, Opponent must reveal Hand and play open-handed for remainder of battle.
FEATHER EDGED BLADES (GF) <AE>
        Acts as a Level 4 Fighting attack. If successful, move all Hits from Vulture's Current Battle into Permanent Record. Affects Venture Total.
NOCTURNAL HUNT (NW) <AE>
        Acts as a Level 5 Strength attack. If successful, for remainder of game, if target Character has Hits totaling 15 or more, then target Character is KO'd regardless of Inherent Abilities and other cards' effects. Special effect may cause immediate KO. [OPD]
      ____________________________________________________________________

* WAR MACHINE  <IQ>         E: 5   F: 4   S: 7   I: 3   (20.3)
BATTLE COMPUTER (AT) <OP>
        Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
ENERGY SHIELD (AM) <OP> 
        Play as an offensive action targeting War Machine. War Machine gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as War Machine making a numerical defense, if defense bonus will facilitate defense of incoming attack.
FIGHT IT OUT (ON) <TM>
        Play as an offensive action targeting Opponent. This Special stays targeted to Opponent's Team and effect is delayed until the end of battle that Opponent has won, at which point this Special is discarded and Opponent may only advance 1 Mission card and Player only retreats 1 Mission card. Other Mission cards return to pile Ventured from. [OPD]
GUIDED MISSILE (AE) <OP> 
        Acts as a Level 4 Energy attack. May be combined with 1 Strength or Fighting card played by War Machine for a single attack.
HIDDEN WEAPON (AA) <OP>
        Acts as a Level 4 Strength attack. War Machine may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
PEPPER POTTS (JM) <MN>
        Play as an offensive action targeting Player's Team. Player may immediately move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile. [OPD]
SHIELD TEAMMATE (AD) <PS>
        Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting War Machine's numerical defenses apply to this card.
UNLEASH ARSENAL (AQ) <OP>
        Acts as a Level 8 MultiPower attack. [OPD]
WAR DRONE (BR) <IQ>
        Play as an offensive action targeting War Machine. War Machine may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
      ____________________________________________________________________

* WARLOCK  <PB> E: 7   F: 6   S: 4   I: 6   (23.4)
ASSIMILATION (DY) <PB>
        This Special acts identical to any Hit in Warlock's Hits from the Current Battle or Permanent Record. [OPD]
HEIR OF PHALANX (BO) <PB>
        Acts as a Level 6 Intellect attack. May be combined with 1 Intellect Power card played by Warlock for a single attack. [OPD]
NANITE ENHANCEMENT (KG) <PB>
        Play as an offensive action targeting Warlock. Warlock may not be attacked by a Level 7 or greater attack for remainder of battle. As an added effect, may play as a defensive action to avoid 1 Level 7 of greater attack made against Warlock.
TECHNARCH TRANSPORTATION (BG) <PB>
        Play as an offensive action targeting Player's Team. Player's Characters gain +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]
TECHNO-ORGANIC AMPLIFICATION (MH) <PB>
        Acts as a Level 8 Any-Power defense. May be used to defend Warlock or Teammate.
      ____________________________________________________________________

* WASP <TM> E: 6   F: 5   S: 1   I: 4   (15.1)       ~ May use Energy Power cards to avoid any Strength attack. ~
AIR STING GAUNTLETS (PM) <TM>
        Play as an Offensive Action or Defensive Action, combined with a Power card attack or defense respectively. Power card gains +3 bonus. If used for attack, bonus not applied to damage or Venture Total. If used for defense, and Level of Power card and bonus equals numerical Level of incoming attack, this card acts as a Level 3 Energy Counter-Hit against attacker and cannot be defended.

ADEPT SOCIALITE (JM) <TM>
        Play as an offensive action targeting Player's Team. Player may immediately move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile. [OPD]
EFFECTIVE LEADER (BS) <TM>
        Play as an offensive action targeting Wasp. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of Wasp's Defense made with a Power card equals the Level of an incoming attack, Wasp's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]
SHRINK FROM HARM (MH) <TM>
        Acts as a Level 8 Energy defense. May be used to defend Wasp or Teammate.
WASP STING (GJ) <TM>
        Acts as a Level 4 MultiPower attack. Wasp may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
      ____________________________________________________________________

* WHITE QUEEN  <IQ>         E: 7   F: 2   S: 2   I: 6   (19.6)
BUSINESS PARTNER (MF) <TM>
        Play as an offensive action targeting a Teammate. White Queen may play any Power cards playable by target Teammate for remainder of game. May also play as a defensive action together with a suitable defense if the effects of this Special will facilitate defense of incoming attack. [OPD]
COLD-HEARTED ENEMY (GG) <IQ>
        Play as an offensive action targeting Opponent's Team. All cards currently in Opponent's Dead Pile are removed from game. [OPD]
CORPORATE CUTTHROAT (JW) <CL>
        Acts as a Level 3 Intellect attack. White Queen may make 1 additional attack against the same target using a Power card and optional Basic / Training Universe. Opponent may defend between each attack, but neither attack may be defended with a Special card.
HELLFIRE LEADER (AN) <IQ> 
        Acts as a Level 6 Intellect attack. May be used against Character in Reserve, who may defend.
MENTAL OVERRIDE (AA) <IQ>
        Acts as a Level 4 Energy attack. White Queen may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
MUTANT HEADMISTRESS (FA) <IQ> 
        Play as an offensive action targeting White Queen. White Queen cannot attack or be attacked for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-numerical or numerical attack made against White Queen.
TELEPATHY MANIPULATION (IA) <IQ>
        Acts as a non-numerical attack targeting a Character or Teammate. If successful, target Character or Teammate must discard all Placed cards and move into or switch places with Reserve for remainder of battle, and moved or switched back at the beginning of the next battle. [OPD]
THE HELLIONS (LA) <MN>
        Play as a non-numerical attack targeting a Battlesite. If successful, target Battlesite must discard 2 cards located below, chosen at random. [OPD]
      ____________________________________________________________________
   
* WOLVERINE  <IQ>           E: 2   F: 8   S: 5   I: 4   (23.2)
* WOLVERINE: AGE OF APOCALYPSE  <XM>    E: 2   F: 8   S: 4   I: 5   (23.2)
* WOLVERINE: GOLDEN AGE  <PB>          E: 3   F: 7   S: 4   I: 5   (20.3)
BERSERK ATTACK (AA) <OP>
        Acts as a Level 4 Fighting attack. Wolverine may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
CANUCKLEHEAD (HG) <IQ>
        Play as an offensive action targeting Wolverine. Wolverine may use Fighting Power cards Level 6 through 8 to avoid any non-numerical or numerical attack made against any of Player's Characters for remainder of battle. May play as a defensive action together with a Fighting Power card Level 6 through 8 played by Wolverine with immediate effect. [OPD]
FIGHTING INSTINCT (AG) <OP>
        Avoid 1 non-numerical or numerical attack made against Wolverine.
HEAL (AL) <OP> 
        Play as an offensive action targeting Wolverine. Remove 1 Hit from the Current Battle or Permanent Record of Wolverine. If removed Hit is a Special, active effects are also removed.
ANIMAL RAGE (BE) <PS> 
        Play as a defensive action targeting Player's Team when Opponent concedes. Player's Team may take 1 more turn before conceding takes place. Opponent may defend.
SAVAGE REGRESSION (EQ) <IQ> 
        Play as an offensive action targeting Wolverine. Wolverine is +3 to all Strength and Energy attacks and defenses and -1 to all Intellect attacks and defenses for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. May also be played as a defensive action together with a Strength and Energy defense, if bonus will facilitate successful defense of incoming attack.
SNIKT (AC) <OP> 
        Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Wolverine, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
STANDOFF (FD) <TM>
        Acts as a non-numerical attack targeting a Character. If successful, only Wolverine and target Character may attack, be attacked, or defend this battle. Neither player may concede this battle. [OPD]
TRACKING SENSES (OB) <MP>
        Acts as a Level 5 Intellect attack. If successful, Player may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
WOUNDED ANIMAL (AS) <OP>
        Acts as a Level 8 Fighting attack, +1 for each Hit on Wolverine's Permanent Record. Bonus not applied to damage or Venture Total. [OPD]
      ____________________________________________________________________

* X-23  <TM>  E: 1   F: 8   S: 3   I: 2   (20.4)
ARTIFICIAL ENGINEERING (EV) <TM>
        Play as an offensive action targeting X-23. Remove all Hits with Power Type of Player's choice from X-23's Hits to Current Battle and Permanent Record. Affects Venture Total. If any removed Hit is a Special, active effects are also removed. [OPD] 
BULLET TIME (MH) <TM>
        Acts as a Level 8 Fighting defense. May be used to defend X-23 or Teammate.
FACILITY TRAINING (NG) <TM>
        Acts as a Level 5 Intellect attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
MASTERFUL MISAPPROPRIATION (IB) <TM>
        Play as an offensive action targeting Opponent's Team. Opponent's Characters must discard all Placed Artifact cards, and Opponent's Team is -3 to Venture Total.
NO PATIENCE (PG) <TM>
        Play as an offensive action targeting Player's Team. This Special stays targeted to Player's Team and effect is delayed until the beginning of a battle where Opponent has the first turn, at which point, Player may discard this Special to allow Player to have the first turn.
      ____________________________________________________________________

* X-BABIES  <MN>  E: 5   F: 5   S: 4   I: 1   (14.0)       ~ May not be Spectrum KO'd with Power cards ~
LI'L COLOSSUS (HO) <MN> 
        Acts as a Level 6 Strength attack. If successful, Opponent's Team is -4 to Venture Total for this battle.
LI'L CYCLOPS (LH) <MN>
        Play as an offensive action targeting Player's Team. This Special stays targeted to Player’s Team and effect is delayed until the beginning of the next battle, at which point, this Special is discarded and Player may venture up to 4 Mission cards with no penalty. Player may not Venture more than 4 Mission cards. [OPD]
LI'L DAZZLER (AG) <MN>
        Avoid 1 non-numerical or numerical attack made against X-Babies.
LI'L ICEMAN (KL) <CL> 
        Play as an offensive action targeting Opponent's Team. All Opponent's Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
LI'L LONGSHOT (AO) <MN>
        Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect and/or Hit of target Special card. May play as a defensive action, to negate any Special and associated cards played as an attack or offensive action by Opponent's Character.
LI'L PHOENIX (CC) <XM>
        Acts as a Level 7 Any-Power attack or defense.
LI'L ROGUE (LD) <MN> 
        Play as an offensive action targeting Opponent's Team. For remainder of battle, Opponent's Characters may not attack or defend with Aspect cards, Activator retrieved Special cards or Any Character Special cards. [OPD]
LI'L WOLVIE (LC) <MN>
        Acts as a Level 4 Fighting attack against a Character, or Level 8 Any-Power against a Battlesite.
      ____________________________________________________________________

* X-MAN  <XM>   E: 8   F: 3   S: 3   I: 3   (22.3)
APOCALYPTIC SURVIVAL (GJ) <XM> 
        Acts as a Level 4 MultiPower attack. X-Man may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
ILLUSORY REALITY (CW) <XM>
        Avoid 1 non-numerical or numerical attack made against X-Man. X-Man may not be attacked for remainder of battle. [OPD]
MIND SLAM (AR) <TM>
        Acts as a Level 7 Fighting attack.
SINISTER CREATION (FF) <XM> 
        Play as an offensive action targeting X-Man. X-Man's Hit Points to Cumulative KO is decreased by 5 and is +3 to all Energy Power card attacks and defenses for remainder of game. May play as a defensive action at the same time as making a numerical defense, if defense bonus will facilitate defense of incoming attack. Decreased Hit Points may cause immediate KO.
STREET PROPHET (EE) <XM> 
        Play as an offensive action targeting X-Man or Teammate. Remove 1 Power card Hit from Current Battle or Permanent Record of target Character. Alternatively, play as a defensive action targeting X-Man or Teammate. Target Character may avoid attack made with a Power card.
ULTIMATE POTENTIAL (MC) <XM>
        Acts as a Level 11 MultiPower attack. Player's Team may not attack for remainder of battle, even if defended. If defended, shift this card to target Player's Team, so that Special effects are still active but without the Hit. [OPD]
      ____________________________________________________________________

* X-MEN: ORIGINAL TEAM  <XM>            E: 7   F: 2   S: 4   I: 5   (19.3)       ~ May play any "Professor X" One-Per-Deck Special cards. ~
ANGEL (AD) <XM>
        Avoid 1 non-numerical or numerical attack made against Teammate.
BEAST (NV) <XM> 
        Acts as a Level 5 Strength attack. If successful, target Character may not play Any Character or Activator cards for remainder of battle.
CYCLOPS (MA) <XM> 
          Acts as a Level 5 MultiPower attack. Defensive action against this attack may not be made with an Aspect card, Activator retrieved Special card or Any Character Special card.
ICEMAN (FG) <XM>
        Acts as a Level 3 Strength attack. If not successful, shift this card to target Opponent's Team for active effects without the Hit, and Opponent's Team is -1 to Venture Total for this battle.
MARVEL GIRL (EN) <XM>
        Play as an offensive action targeting Player's Team, to concede battle. All Player's Mission cards Ventured this battle return to piles Ventured from. Opponent's Mission cards advance as normal.
TEAM COORDINATION (OH) <TM>
        Play as an offensive action targeting Opponent's Team. For remainder of game, Opponent may not Venture more than 2 Mission Cards per Battle. If any 1 of Opponent's Characters has been KO'd from when this Special was played, this Special is discarded and effect is removed.
      ____________________________________________________________________

* XAOS  <XM>    E: 7   F: 4   S: 4   I: 1   (17.8)       ~ Draw 1 card when Xaos' Teammate is KO'd. ~
AUTISTIC WITHDRAWAL (HK) <XM>
        Acts as a non-numerical attack targeting a Character. If successful, target Character must make as many additional attacks as possible against Player's Characters or Battlesite using either a Special card, or Power Card and optional Basic / Training Universe. Player must be given an opportunity to defend between each attack.
CHAOS BURST (NI) <XM> 
        Acts as a Level 5 Strength attack. If successful, Opponent must discard all Any Character and Activator cards currently held in Hand.
FRACTAL PLASMA (AB) <XM>
        Acts as a Level 5 Energy attack. Xaos may make 1 additional Energy attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
PROTECTIVE INSTINCT (AD) <XM>
        Avoid 1 attack of 8 or less made against Xaos or Teammate. Bonuses and penalties affecting Xaos's numerical defenses apply to this card.
STARE DOWN (FN) <AE>
        Acts as a non-numerical attack targeting a Character. If successful, target Character cannot attack or play Specials for remaidner of battle. [OPD]
THE EVIL EYE (AN) <XM> 
        Acts as a Level 4 MultiPower attack. May be used against Character in Reserve, who may defend.

____________________________________________________________________________________

M I S S I O N   C A R D S   A N D   E V E N T   C A R D S

* ANY MISSION
HIDEOUT DISCOVERED!  <CL>
        Players must discard all placed Teamwork cards, and may not play Teamwork cards this battle.
TO SAVE THE WORLD!  <CL>
        For remainder of Battle, after Venturing, if one player either draws or discards cards, Placed or in Hand, then other player must draw or discard an equal number of cards, either Placed or in Hand.
      ____________________________________________________________________

* AGE OF APOCALYPSE  <OP>
INFINITE ARMY SCATTERS!  <MC>
        Players may not play Basic Universe cards this battle.
MARTYR FOR THE CAUSE  <MC>
        Players must shift all hits in the Permanent Record of all Front Line Characters to the Permanent Record of one Front Line Character. May cause immediate KO.
MUTANT REBELS HELD CAPTIVE!  <MC>
        Players may not play Strength Power cards this battle. Affected Power cards are not discarded.
REBEL FORCES REGROUP!  <MC>
        Players must move all Mission cards currently in the Lost Missions Pile into the Reserve Missions Pile.
STRATEGY DESTROYED!  <MC>
        Players must discard all placed cards.
TIMEWARPER!  <MN>
        For remainder of battle, each Player may either take turn or Place 1 card.
      ____________________________________________________________________

* ANNIHILATION AFFAIR  <OP>
CHAOS AT GAMMA BASE!  <MC>
        Players may not make Strength or MultiPower attacks this battle.
DEEP COVER OPERATIVE  <MN>
        After Placing, players must reveal any 1 card in hand that contains an Intellect icon to opponent.
HEROIC STANDOFF!  <MC>
        Players must sort through the Power Pack and choose any two cards and put in hand. May not be duplicates. Reshuffle Power Pack.
HOSTAGE CRISIS!  <MC>
        Players must choose 1 Front Line Character that cannot play any cards or be attacked this battle.
SABOTAGE  <MC>
        Players must discard all MultiPower and Any-Power cards.
SPECIAL DELIVERY  <MC>
        Both Players' Reserve Character can play Specials from Reserve this battle.
      ____________________________________________________________________

* ASSAULT ON ONSLAUGHT  <MC>
DO OR DIE!  <OS>
        Before discarding, Players must take one card from hand and put it on the bottom of Draw Pile.
FIGHTING SPIRIT LIVES!  <OS>
        Players may have any Special cards in hand played by any of their Characters, for remainder of battle.
FUEL FOR THE MACHINE  <MN>
        Players must sort through Draw Pile card by card. Put the first card with more than one icon in hand. May be a duplicate. Reshuffle Draw Pile.
HELPING HANDS  <OS>
        Players must draw two cards after the Discard Phase. Do not discard duplicates.
ON THE MOVE  <OS>
        Players may not play Intellect Power cards this battle. Affected Power cards are not discarded.
SPY DISCOVERED!  <OS>
        After placing, Players must reveal any 4 cards in hand to opponent.
      ____________________________________________________________________

* THE COMING OF GALACTUS  <MN>
COORDINATED EFFORT  <MN>
        Players may not play Divert cards this battle.
DESPERATE GAMBLE  <MN>
        Players must Venture two Mission cards this battle. Event is ignored if both players cannot Venture two Mission cards.
EVERYONE HAS A PART TO PLAY  <MN>
        Players may exchange Activator cards for any Special card beneath their Battlesite for remainder of battle.
GALACTIC BUSY WORK  <MN>
        Players must make any Strength or MultiPower attacks against the Same Front Line character this battle, until Character is KO'd.
HERALD BETRAYS GALACTUS <MN>
        Players may not play Ally cards this battle.
HEROIC EFFORT <MN>
        Player with more Hits in the Permanent Record of Front Line Characters goes first this battle.
      ____________________________________________________________________

* THE CROSSING  <MC>
AVENGERS ASSEMBLE!  <MC>
        For each Mission card in the Defeated Missions Pile, Players may remove 1 hit from the Permanent Record of any Character.
AVENGERS ATTACK HEADQUARTERS  <MC>
        Players may not play Energy Power cards this battle. Affected Power cards are not discarded.
HEROES AVENGE MURDER  <MC>
        For both players, One Front Line Character of their choice is immediately KO'd. Reserve Character immediately moves into play. Event is ignored if it will end game.
OTHERWORLDLY PLOT  <MC>
        For both players, all Basic and Training Universe card bonuses receive an additional +1 this battle.
REBIRTH!  <MN>
        For each Character KO'd this battle, that Player's Team is +3 to Venture Total.
TIME TRAVELLERS VANQUISHED  <MC>
        Players may not play cards that have the word "teammate" this battle.
      ____________________________________________________________________

* DARK PHOENIX SAGA  <MC>
BATTLE ON THE MOON!  <MC>
        Players may not play Artifact cards and effect of Artifact cards are not active this battle
HELLFIRE CLUB ATTACKED!  <MC>
        For both players, any attack made on a Front Line Character may be moved to Reserve Character, who may defend.
MARSHALING FORCES  <MN>
        Players must make all attacks from Teamwork cards against the same Front Line character this battle, until Character is KO'd.
NEW LEASE ON LIFE  <MC>
        Players must reshuffle the Power Pack and Dead Pile into the Draw Pile.
PHOENIX RISES FROM ASHES!  <MC>
        Players may remove all Energy and MultiPower hits from the Permanent Record of their Characters.
SHI'AR POWER PLAY  <MC>
        Players must discard all placed Power cards.
      ____________________________________________________________________

* FATAL ATTRACTIONS  <OP>
A CALL TO ARMS  <MC>
        Players must move the Reserve Character to the Front Line this battle. Return that Character to Reserve at the end of the battle.
DOWN BUT NOT OUT!  <MC>
        Players may not play Special cards this battle. Affected Specials are not discarded.
HOSPITAL BECOMES WAR ZONE!  <MC>
        Players must discard all placed Universe cards.
MISGUIDED EFFORTS  <MN>
        Players may not play DoubleShot cards this battle.
SHOCKWAVE ROCKS THE WORLD!  <MC>
        Players may not make Energy or MultiPower attacks this battle.
THE BEST LAID PLANS...  <MC>
        Players must sort through Draw Pile and choose any four cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.
      ____________________________________________________________________

* INFESTATION INCIDENT  <OP>
ALIEN CREATURE RAMPAGES!  <MC>
        For both players, Characters KO'd this battle may continue to fight and are not discarded until the end of the battle.
CAUGHT OFF GUARD!  <MC>
        Players may not play Training cards this battle.
HERE COMES THE CAVALRY!  <MC>
        Players must draw 3 additional cards. All duplicates must still be discarded.
MONSTERS ATTACK!  <MC>
        Players must randomly choose two cards from Opponent's hand. Chosen cards are discarded to Dead Pile.
PROTECT THE QUEEN!  <MN>
        For both players, all Power Cards are +1 when used for defense this battle.
SECOND WIND  <MC>
        Players may remove all Strength and MultiPower hits from the Permanent Record of their Characters.
      ____________________________________________________________________

* INFINITY GAUNTLET  <OP>
COSMIC SNEAK ATTACK!  <MC>
        For both players, all level 1 Power Card attacks cannot be blocked this battle.
GODS OF STONE!  <MC>
        Players may not play "Any Character" Special or Activator cards this battle.
HEROES RESURRECTED!  <MC>
        For both players, all Hits from the Current Battle are discarded at the end of the battle, and do not get added to the Permanent Record.
MAD GOD RAISES DEAD!  <MC>
    Players may resurrect 1 KO'd Character. If 3 Characters are still in play, resurrected Character is placed in Reserve.
SILVER TONGUED DEVIL  <MC>
        Players may not play Fighting Power cards this battle. Affected Power cards are not discarded.
WITNESS TO THE HORRORS!  <MN>
        Each player may not concede until they have taken 1 Turn.
      ____________________________________________________________________

* MAXIMUM CARNAGE  <OP>
FRIENDS AND ALLIES  <MC>
        Players must move the Reserve Character to the Front Line this battle. Return that Character to Reserve at the end of the battle.
LAMBS TO THE SLAUGHTER  <MC>
        Players must continue this battle with no venture, and no conceding.
LET THE SILENCE SPEAK!  <MC>
        Players must discard 3 cards from the top of the Draw Pile into the Dead Pile.
MIRACLE WORKER ALIVE!  <MC>
        Players may remove 1 hit from the Permanent Record of each of their Characters.
SHORT-CIRCUITED!  <MN>
        For both players, all DoubleShot cards are +1 for attack and defense this battle.
SYMBIOTIC HERO CAPTURED!  <MC>
        Players may not play One Per Deck cards this battle.
      ____________________________________________________________________

* SECRET WARS  <MN>
AMBUSHED!  <MN>
        Players must choose one of Opponent's Front Line Characters. All attacks on chosen character are at +1 for remainder of battle.
AT LAST, CONTROL!  <MN>
        Players do not need to discard duplicate Special cards this battle.
CAUGHT UNAWARE!  <MN>
        Players may not Place cards this battle.
CHARMED  <MN>
        Choose one Front Line Character. Chosen Character may not attack Opponent's chosen Character. Event is ignored if either player has only 1 Front Line Character.
EMPATHIC HEALING  <MN>
        Players must exchange all Hits in the Permanent Record of one Front Line Character with all Hits in the Permanent Record of any Front Line teammate.
KEEPS GOING & GOING  <MN>
        For both players, MultiPower and Any-Power cards do not count in the Venture total for this battle.

      ____________________________________________________________________

* SEPARATION ANXIETY  <PS>
BREAKOUT  <MC>
        For both players, Reserve Character may use Power Cards to defend any Front Line Character this battle.
CAUGHT BY SURPRISE  <MC>
        Players may not play placed cards this battle.
IMPRISONED FOR SCIENCE  <MC>
        Players may not make Fighting or MultiPower attacks this battle.
PARTING SUCH SWEET SORROW  <MN>
        Players must choose 1 of their Front Line Characters. Chosen Character must discard all Placed cards and cannot Place any cards this battle.
SYMBIOTIC ACHILLES HEEL  <MC>
        Players must sort through Draw Pile card by card. Put the first card with an Energy icon in hand. May be a duplicate. Reshuffle Draw Pile.
SYMBIOTIC SAMPLES TAKEN  <MC>
        Players do not need to discard duplicate cards for this battle.
      ____________________________________________________________________

* SINS OF THE FUTURE  <PS>
ASSASSINATION ATTEMPT!  <MC>
        Players may not play cards that affect Hits in the Permanent Record or from the Current Battle this battle.
MUTANTS IN HIDING!  <MC>
        Players must switch one of their Front Line Characters with the Reserve Character.
MUTANTS NEUTRALIZED  <MC>
        Players must discard all placed Special cards.
ONE STEP CLOSER  <MC>
        Players must sort through Draw Pile card by card. Put the first card with a Strength icon in hand. May be a duplicate. Reshuffle Draw Pile.
PATH OF DESTRUCTION!  <MN>
        After Placing, Players must reveal any 1 card in hand that contains a Strength icon to Opponent.
RUDE AWAKENING!  <MC>
        Players may remove all Fighting and MultiPower hits from the Permanent Record of their Characters.
____________________________________________________________________

L O C A T I O N   C A R D S   A N D   A S P E C T   C A R D S

* ANY BATTLESITE
A-NEXT (C2) <XM>
        Acts as a Level 4 Strength attack. Teammate may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
MULTIVERSAL VARIANTS (Z9) <PB>
        Play as an offensive action targeting any Aspect card that has currently active effects and/or is acting as a Hit, even on Opponent's Characters, Team or Battlesite. Negates the currently active effect and/or Hit of target Aspect card. May play as a defensive action, to negate any Aspect and associated cards played as an offensive action by Opponent's Battlesite.
UNI-POWER (Z8) <PB>
        Avoid 1 non-numerical or numerical attack made against Battlesite playing this card. [OPD]

* AGE OF APOCALYPSE  <CL>
     MORPH, SHADOWCAT, HOLOCAUST, DARK BEAST, BLINK, X-MAN
HISTORICAL TWIST (B4) <XM>
        Play as an offensive action targeting Player’s Team. Player may rearrange all Hits in the Permanent Records of all Front Line Characters. [OPD]

* ANGEL'S AERIE  <TM>
     ANGEL, CYCLOPS, MARROW, DEATHLOK, SPIRAL, X-23
BALCONY DEBRIEF (E2) <TM>
        Play as an offensive action targeting Player’s Team. For remainder of game, Player may discard 2 cards from top of Draw Pile to Dead Pile after Placing phase, before Venture Phase, each battle to Venture 3 Mission cards with no penalty that battle. [OPD]

* ASTEROID "M"  <MN>
     MAGNETO, QUICKSILVER, SCARLET WITCH, MYSTIQUE, BLOB, ROGUE
ORBITAL HIDEOUT (C1) <XM>
        Play as an offensive action targeting Player's Team. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after any of Player’s Characters block an equal Level numerical attack using a Fighting Power card with optional Basic / Training Universe. Discard if duplicate. May play as a defensive action with a Fighting Power card defense, with immediate effect.  [OPD]

* AVALON  <MN>
     MAGNETO, BISHOP, COLOSSUS, PROFESSOR X, CABLE, ACOLYTES
MUTANT REFUGE (B6) <XM>
        Play as an offensive action targeting Teammate. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after target Teammate defends an equal Level numerical attack using a Fighting Power card with optional Basic / Training Universe. Discard if duplicate. May play as a defensive action with a Fighting Power card defense, with immediate effect. [OPD]

* AVENGERS MANSION  <MN>
     CAPTAIN AMERICA, HENRY PYM, HULK, BLACK WIDOW, THOR, VISION
BLITZKREIG USA (C3) <PB>
        Acts as a non-numerical attack against a Battlesite. Target Battlesite's Hit Points to Cumulative KO is reduced by 10 for remainder of game. Decreased Hit Points may cause immediate KO. [OPD]

* AVENGERS TOWER  <TM>
     IRON MAN, MS. MARVEL, JESSICA JONES, LUKE CAGE, IRON FIST, DAREDEVIL
THE WATCHTOWER (E3) <TM>
        Play as an offensive action targeting Player’s Character. For remainder of game, target Character may use Double Shot cards to avoid any attack. Double Shot cards still require Teammate’s Power card contribution. May play as a defensive action at the same time as target Character making a Double Shot defense if the effect of this Aspect will facilitate defense of incoming attack. [OPD]

* THE BIG APPLE  <CL>
     HEROES FOR HIRE, FALCON, THUNDERBOLTS, DAREDEVIL, SPIDER-MAN, MORBIUS
SHIELD OF BROOKLYN (C4) <PB>
        Play as an offensive action targeting The Big Apple. This Aspect stays targeted to The Big Apple and effect is delayed until the end of battle, at which point no Hits are added to The Big Apple's Permanent Record and this Aspect is discarded. Does not affect Venture Total. [OPD]

* BLUE AREA OF THE MOON  <MN>
     INHUMANS, KREE, SHI'AR, JEAN GREY, QUICKSILVER, CRYSTAL
THE WATCHER’S CITADEL (C5) <PB>
        Play as an offensive action targeting Opponent’s Team. Both Players must choose one Front Line Character and move into or switch places with Reserve. [OPD]

* CAPE CITADEL  <XM>
     CRUX, GREY KING, LANDSLIDE, MERCURY, RAPTURE, XAOS
THE BENASSI ROCKET (A6) <XM>
        Acts as a level 7 Any-Power attack. If successful, Opponent must discard all Special cards and Activator cards in Hand. [OPD]

* THE CONCRETE JUNGLE  <MN>
     DAREDEVIL, NEW WARRIORS, PUNISHER, KINGPIN, SERPENT SOCIETY, SILVER SABLE
COMPREHENSIVE DATABASE (C6) <PB>
        Play as an offensive action targeting Opponent's Team. Opponent must discard 1 card from hand, reveal remaining hand and play open handed for remainder of battle. [OPD]

* THE CUBE  <AE>
     THUNDERBOLTS, BARON ZEMO, BUCKY BARNES, TASKMASTER, BULLSEYE, ELECTRO
UNDISCLOSED LOCATION (E8) <AE>
        Play as an offensive action targeting The Cube. The Cube gains +4 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as The Cube making a numerical defense, if defense bonus will facilitate defense of incoming attack.

* THE DAILY BUGLE  <MN>
     BLACK CAT, SCARLET SPIDER, SPIDER-MAN, VENOM, GREEN GOBLIN, SCORPION
THE PULSE (C7) <PB>
        Play as an offensive action targeting Teammate. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of target Teammate's Defense made with a Power card equals the Level of an incoming attack, Teammate's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]

* THE DANGER ROOM  <MN>
     BISHOP, GAMBIT, ROGUE, BEAST, ICEMAN, ANGEL
HOLOGRAPHIC ATTACKERS (A3) <XM>
        Play as an offensive action targeting Opponent's Team. For the remainder of game, all of Player's Characters' attacks made with Power cards are not affected by Opponent's Characters' Special cards with already active effects. [OPD]

* DEPARTMENT H  <MN>
     WOLVERINE, SABRETOOTH, DEADPOOL, ALPHA FLIGHT, OMEGA RED, MAVERICK
SECRET DIRECTIVE (A2) <XM>
        Play as an offensive action targeting Player's Team. All of Player's Characters' successful Hits made with Power cards are +2 to Venture Total for remainder of game. [OPD]

* EXTRADIMENSION  <AE>
     SHUMA-GORATH, DORMAMMU, SHADOW KING, MEPHISTO, PSYCHO-MAN, KANG
THE GREAT PORTAL (E9)
        Play as an offensive action targeting Player’s Team. For remainder of game, Player may discard 5 cards from top of Draw Pile to Dead Pile after Draw phase, before Events are played, each battle to resurrect any 1 KO’d Teammate for that battle. Discard Teammate at end of battle. [OPD]

* FALL'S EDGE COMPOUND  <MN>
     FORGE, MYSTIQUE, SABRETOOTH, STRONG GUY, HAVOK, POLARIS
QUARANTINE (A9) <XM>
        Acts as a Level 6 Energy attack. If successful, target Character must discard all Placed cards and move into or switch places with Reserve for remainder of battle, and moved or switched back at the beginning of the next battle. [OPD]

* FOUR FREEDOMS PLAZA  <MN>
     HUMAN TORCH, INVISIBLE WOMAN, MR. FANTASTIC, NAMOR, SHE-HULK, THING
THE BRIDGE (C8) <PB>
        Play as an offensive action targeting Opponent’s Team. Player  may look at top 7 cards in Opponent's Draw Pile. [OPD]

* GAMMA BASE  <CL>
     HULK, SHE-HULK, DOC SAMSON, LEADER, ABOMINATION, M.O.D.O.K
ZERO TOLERANCE (C9) <PB>
        Play as an offensive action targeting Opponent’s Team. All Opponent’s Characters’ Hit Points to Cumulative KO is reduced by 3 for remainder of battle. Decreased Hit Points may cause immediate KO. [OPD]

* THE HELLICARRIER  <MN>
     BLACK WIDOW, DOC SAMSON, NICK FURY, RED SKULL, CAPTAIN AMERICA, HYDRA
ONBOARD FLEET (D1) <PB>
        Acts as a Level 3 MultiPower attack.

* HELLFIRE CLUB BUILDING  <AE>
     HELLFIRE CLUB, BLACK KING, WHITE QUEEN, BLACKHEART, PHOENIX, GOBLYN QUEEN
HELLFIRE ACADEMY (F1) <AE>
        Play as an offensive action targeting Teammate. For remainder of game, Player may discard 3 cards from top of Draw Pile to Dead Pile after Draw phase, before Events are played, each battle to remove any Hit from Permanent Record of target Character. [OPD]

* HELL'S KITCHEN  <MN>
     DAREDEVIL, ENFORCERS, KINGPIN, THE HAND, ELEKTRA, GHOST RIDER
IF YOU CAN’T STAND THE HEAT... (D2) <PB>
        Play as an offensive action targeting Player's Team. All of Player's Characters' Training card bonuses are +2 for remainder of game. May play as a defensive action at the same time as any of Player's Characters making a defense with a Training card, if bonus will facilitate defense of incoming attack. [OPD]

* KNOWHERE  <TM>
     STAR-LORD, GAMORA, GROOT, ROCKET RACCOON, DRAX, NOVA
CELESTIAL FORGE (E4) <TM>
        Play as an offensive action targeting Player’s Team. For remainder of game, Player may move 1 Mission card from Completed or Reserve Missions Pile to Defeated Missions Pile after Draw phase before Discard phase of each battle to discard up to 5 cards from hand. Redraw same number of cards from top of Draw Pile. Normal discard rules apply. [OPD]

* KRAKOA  <XM>
     SUNFIRE, THUNDERBIRD, POLARIS, MAGGOT, REYES, WARLOCK
THE LIVING ISLAND (B9) <XM>
        Play as a defensive action targeting Teammate when target Teammate is attacked. Numerical attack made on Teammate is now shifted to Krakoa, which may be defended.

* LANDAU, LUCKMAN, & LAKE  <XM>
     WOLVERINE, DEADPOOL, VENOM, EXPEDITER, PSYLOCKE, CAPTAIN AMERICA 
WARP CHAMBER (B1) <XM>
        Play as an offensive action targeting Teammate. Remove all Hits from Teammate’s Current Battle and Permanent Record, and Teammate must move into or switch places with Reserve. [OPD]

* LATVERIA  <MN>
     DOCTOR DOOM, SILVER SURFER, MR. FANTASTIC, INVISIBLE WOMAN, HUMAN TORCH, THING
LATVERIAN PASSPORT (D3) <PB>
        Play as an offensive action targeting Player’s Team. Player’s Team is +10 to Venture Total for this battle. [OPD]

* MADRIPOOR  <MN>
     WOLVERINE, PSYLOCKE, ELEKTRA, OMEGA RED, MANDARIN, THE HAND
UNDERWORLD CENTER (B3) <XM>
        Play as an offensive action targeting Teammate. This Aspect stays targeted to Teammate and effect is delayed until the end of battle, at which point no Hits are added to target Teammate's Permanent Record and this Aspect is discarded. Does not affect Venture Total. [OPD]

* MARVEL MANHATTAN  <MN>
     MOON KNIGHT, SHANG CHI, NOVA, CAPTAIN BRITAIN, MS. MARVEL, SPIDER-GIRL
BLACK OPS QUINCARRIER (E5) <PB>
        Play as an offensive action targeting Player's Team, to concede battle. All Player's Mission cards Ventured this battle return to piles Ventured from. Opponent's Mission cards advance as normal. [OPD]

* MARVEL UNIVERSE  <MN>
     Player's Characters may play Any Character Specials, until Marvel Universe is KO'd. Any Character Specials may not be placed.
EXCELSIOR! (A1) <XM>
        Each player is -3 to Venture Total for each Special card in play at the end of battle.

* MOJOWORLD  <MN>
     LONGSHOT, MOJO, SPIRAL, X-BABIES, DAZZLER, SHATTERSTAR
TV DIMENSION (B2) <XM>
        Play as an offensive action targeting Teammate. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after target Teammate plays a Basic Universe card. Discard if duplicate. May play as a defensive action with a Basic Universe card defense played by target Teammate, with immediate effect. [OPD]

* MORLOCK TUNNELS  <MN>
     MR. SINISTER, STORM, SABRETOOTH, THE MARAUDERS, MORLOCKS, DARK BEAST
       ~ Morlock Tunnels Team may not use Universe: Training cards. ~
HIDDEN WORLD (B5) <XM>
        Play as an offensive action targeting Teammate. Target Teammate may play numerical attacks face down for remainder of battle. Opponent must guess defense. If defensive action is fails, attack hits and Opponent keeps cards used. [OPD]

* MUIR ISLAND  <MN>
     COLOSSUS, NIGHTCRAWLER, SHADOWCAT, PROFESSOR X, BANSHEE, CAPTAIN BRITAIN
GENETIC RESEARCH (C1) <XM>
        Play as an offensive action targeting Teammate. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after target Teammate defends an equal Level numerical attack using an Intellect Power card with optional Basic / Training Universe. Discard if duplicate. May play as a defensive action with an Intellect Power card defense, with immediate effect.  [OPD]

* ONSLAUGHT'S CITADEL  <MN>
     SENTINELS, POST, HOLOCAUST, ONSLAUGHT, DARK BEAST, X-MAN
ELECTROMAGNETIC PULSE (A7) <XM>
        Play as an offensive action targeting Player’s Team. Player’s Team is +6 to Venture Total for this battle.

* THE OUTBACK  <MN>
     REAVERS, WOLVERINE, JUBILEE, SENTINELS, LONGSHOT, DAZZLER
PIRATE TECHNOLOGY (A5) <XM>
        Play as an offensive action targeting Teammate. Target Teammate's Basic Universe cards used to attack count toward damage and Venture Total for remainder of game. [OPD]

* OUTER SPACE  <MN>
     BROOD, SILVER SURFER, SUPER SKRULL, ADAM WARLOCK, SHI'AR, STARJAMMERS
SENTIENT PLANETS (D4) <PB>
        Acts as a non-numerical attack against a Character or Battlesite. If successful, Special or Aspect cards that contain the word "avoid" may not be used by any of Opponent's Team as a defensive action against attacks made on target for remainder of battle. This Aspect cannot be avoided.

* PRINCESS BAR  <XM>
     WOLVERINE, SHADOWCAT, SABRETOOTH, THE HAND, SILVER SAMURAI, VIPER
IDENTITY SWAP (B7) <XM>
        Play as an offensive action targeting Player’s Team. Switch entire Permanent Record of any two of Player’s Characters.

* PYM LABORATORIES  <TM>
     HENRY PYM, WASP, ULTRON, VISION, SPIDER-MAN, CAPTAIN AMERICA
GENUISES IN ACTION (E6) <TM>
        Play as an offensive action targeting Opponent’s Team. For remainder of game, during each Draw phase, Player may choose to have Player and Opponent draw either 6, 8 or 10 cards. Player may change the number of cards drawn each battle. [OPD]

* THE RAFT  <AE>
     TYPHOID MARY, LOKI, SANDMAN, PUPPET MASTER, VULTURE, ABSORBING MAN
ARACHNAUGHTS (F2) <AE>
        Play as an offensive action targeting Player's Team. For remainder of game, any non-numerical or numerical Special attack against any of Player's Characters may be shifted to Arachnaughts, at which point Arachnaughts as well as incoming attack are both discarded.

* RAVENCROFT  <MN>
     DRACULA, DR. OCTOPUS, HOBGOBLIN, CARNAGE, MYSTERIO, GREEN GOBLIN
HERITAGE (D5) <PB>
        Play as an offensive action targeting Ravencroft. Ravencroft may not be attacked for remainder of battle. As an added effect, may play as a defensive action to avoid 1 non-numerical or numerical attack made against Ravencroft. [OPD]

* SANCTUARY  <AE>
     THANOS, NEBULA, GAMORA, CAPTAIN MAR-VELL, DRAX, ADAM WARLOCK
TELEPORTATION SYSTEM (F3) <AE>
        Play as an offensive action targeting Teammate. For remainder of game, Player may discard 2 cards from top of Draw Pile to Dead Pile to shift any attack made on any of Player’s Characters to target Teammate. Target Teammate may defend. May play as a defensive action together with discarding 2 cards, for immediate effect. [OPD]

* SANCTUM SANCTORUM  <MN>
     DR. STRANGE, ADAM WARLOCK, SILVER SURFER, GHOST RIDER, MEPHISTO, BARON MORDO     
MEDIATION ROOM (B2) <PB>    
        Play as an offensive action targeting Player's Team. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after any of Player’s Characters plays any Training cards. Discard if duplicate. [OPD]

* THE SAVAGE LAND  <MN>
     NICK FURY, MAGNETO, ROGUE, WOLVERINE, SAURON, KA-ZAR
PREHISTORIC RESIDENTS (D6) <PB>
        Acts as a Level 6 Any-Power defense. May be used to defend any of Player’s Characters or Battlesite.

* THE SEWER  <CL>
     ABOMINATION, MORLOCKS, VENOM, MOLE MAN, LIZARD, ANGEL
UNFRIENDLY UNKNOWNS (D7) <PB>
        Play as an offensive action targeting Opponent’s Team. Opponent’s Team is –3 to Venture Total for each Special played this battle.

* "SHIP"  <MN>
     APOCALYPSE, CYCLOPS, JEAN GREY, ANGEL, BEAST, ICEMAN
CELESTIAL ORIGIN (A4) <XM>
        Play as an offensive action targeting Player's Team. For remainder of game, Player may discard 1 Intellect Power card to remove 1 Hit from the Permanent Record of any Front Line Character. [OPD]

* STARK ENTERPRISES  <MN>
     HAWKEYE, IRON MAN, SCARLET WITCH, SPIDER-WOMAN, WAR MACHINE, CAPTAIN AMERICA
TECH LAB (D8) <PB>
        Play as an offensive action targeting Player’s Team. All Activator retrieved numerical Special cards are +1 to attack for remainder of game. [OPD]

* THE VAULT  <MN>
     JUGGERNAUT, SERPENT SOCIETY, RHINO, VENOM, THE MARAUDERS, HOBGOBLIN
INMATES BREAKOUT (D9) <PB>
        Acts as a Level 9 Any-Power attack against a Battlesite.

* WAKANDA  <CL>
     BLACK PANTHER, DOCTOR DOOM, VISION, HAWKEYE, STORM, KLAW
A NATION UNCONQUERED (E1) <PB>
        Play as an offensive action targeting Wakanda. Wakanda's Hit Points to Cumulative KO increases to 40. May play as a defensive action if it will prevent Wakanda from being Cumulative KO'd. [OPD]

* WUNDAGORE MOUNTAIN  <MN>
     DOCTOR DOOM, AGATHA HARKNESS, QUICKSILVER, SCARLET WITCH, NIGHTCRAWLER, PUPPET MASTER
THE KNIGHTS OF WUNDAGORE (A8) <XM>
        Acts as a Level 6 Any-Power attack.

* X-CORPORATION  <TM>
     CEREBRO, SABRA, MULTIPLE MAN, DOMINO, SUNFIRE, THUNDERBIRD
FLYING ISLAND (E7) <TM>
        Play as an offensive action targeting Player's Team. Player's Characters gain +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]

* X-MANSION  <MN>
     WHITE QUEEN, CYCLOPS, PROFESSOR X, JEAN GREY, CABLE, X-MEN
MUTANT SCHOOLING (B2) <XM>
        Play as an offensive action targeting Player's Team. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after any of Player's Characters play a Double Shot defense. Discard if duplicate. May play as a defensive action with a Double Shot card defense, with immediate effect. [OPD]

* X-WORLD  <XM>
     HAVOK, GOBLYN QUEEN, ICEMAN, BEAST, ANGEL, STORM
PARALLEL DIMENSION (B8) <XM>
        Play as an offensive action targeting Player’s KO’d Character from Dead Pile. Exchange one of Player’s Front Line Characters with KO’d Character. Discard all Hits to Permanent Record and Placed cards. [OPD]


____________________________________________________________________