Card # Thumbnail Card Type Code Card
1 Character AGATHA HARKNESS
E: 7 F: 1 S: 1 I: 6 (18.7)
2 Character BARON ZEMO
E: 1 F: 6 S: 2 I: 6 (15.4)
May play Thunderbolts' "Citizen V" Special card.
3 Character BLACKHEART
E: 7 F: 2 S: 7 I: 4 (21.3)
4 Character BUCKY BARNES: WINTER SOLDIER
E: 1 F: 8 S: 4 I: 2 (21.1)
5 Character DORMAMMU
E: 8 F: 3 S: 5 I: 8 (27.0)
Counts as 27-Points for Tournament Deckbuilding.
6 Character ELECTRO
E: 6 F: 3 S: 4 I: 2 (14.6)
Double Shot cards are +2 when used for defense.
7 Character KANG: THE CONQUEROR
E: 5 F: 5 S: 5 I: 7 (23.4)
8 Character LOKI
E: 7 F: 4 S: 4 I: 7 (23.5)
May place Thor Special cards before "Worthy" is played.
9 Character M.O.D.O.K.
E: 5 F: 2 S: 1 I: 8 (21.9)
May play Hydra's "M.O.D.O.K." Special card.
10 Character NEBULA
E: 5 F: 5 S: 6 I: 5 (19.9)
11 Character SANDMAN
E: 4 F: 5 S: 6 I: 2 (15.8)
May play Silver Sable's "Sandman" Special card.
12 Character SHUMA-GORATH
E: 7 F: 4 S: 8 I: 4 (27.0)
Counts as 27-Points for Tournament Deckbuilding.
13 Character SPIRAL
E: 6 F: 5 S: 3 I: 2 (15.4)
May play Mojo's "Bodyguard" Special card.
14 Character THANOS
E: 7 F: 7 S: 7 I: 7 (26.6)
15 Character ULTRON
E: 6 F: 5 S: 7 I: 5 (24.4)
May place Henry Pym Special cards even before "Pym Assimilation" is played.
16 Character VULTURE
E: 4 F: 6 S: 4 I: 6 (18.9)
May use Strength Power cards to avoid any Fighting attack.
17 Special FQ ABSORBING MAN - STRUCTURAL MASS
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]
18 Special PJ THE ACOLYTES - FRENZY
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]
19 Special KL AGATHA HARKNESS - BINDING SPELL
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.
20 Special MP AGATHA HARKNESS - MAGIC INTUITION
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.
21 Special AO AGATHA HARKNESS - MAGIC REFLECTION
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.
22 Special CD AGATHA HARKNESS - MYSTICAL SPELLS
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.
23 Special BG AGATHA HARKNESS - WHISPER HILL
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]
24 Special FQ APOCALYPSE - ANCIENT MUTANT
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]
25 Special NG BARON MORDO - MALEVOLENT MAGICIAN
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.
26 Special AS BARON ZEMO - MASTER OF EVIL PLANS
Acts as a Level 9 Intellect attack. [OPD]
27 Special MT BARON ZEMO - MOONSTONE SPACE WARP
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.
28 Special CI BARON ZEMO - OLYMPIC-LEVEL MARKSMAN
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.
29 Special MH BARON ZEMO - QUESTIONABLE HEROISM
Acts as a Level 8 Intellect defense. May be used to defend Baron Zemo or Teammate.
30 Special CM BARON ZEMO - TO DASTARDLY DEEDS
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.
31 Special JY BLACKHEART - CAST OUT OF HELL
Acts as a Level 5 Fighting attack. May not be affected by a card with the word "Teammate" on it.
32 Special IB BLACKHEART - PARALYZING FEAR
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.
33 Special FH BLACKHEART - SOUL PAYMENT
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.
34 Special DQ BLACKHEART - THE DEVIL'S DEN
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]
35 Special BV BLACKHEART - WITH A VENGEANCE
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]
36 Special NI BLOB - FORMAL FURY
Acts as a Level 5 Intellect attack. If successful, Opponent must discard all Any Character and Activator cards currently held in Hand.
37 Special NQ BROOD - HIVE EVOLUTION
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]
38 Special ED BUCKY BARNES - ESCAPE ARTIST
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.
39 Special AG BUCKY BARNES - PEAK PHYSICAL STAMINA
Avoid 1 non-numerical or numerical attack made against Bucky Barnes.
40 Special AN BUCKY BARNES - SHARPSHOOTER
Acts as a Level 9 Energy attack. May be made against Character in Reserve, who may defend. [OPD]
41 Special MB BUCKY BARNES - SHOOTOUT
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]
42 Special LK BUCKY BARNES - TRAIN SURFING
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.
43 Special JA BULLSEYE - CARD UP THE SLEEVE
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]
44 Special BV CARNAGE - ABSOLUTE CARNAGE
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]
45 Special DW CEREBRO - CEREBRO PRIME
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]
46 Special AQ CRUX - EXTREME TEMPERATURES
Acts as a Level 8 MultiPower attack. [OPD]
47 Special HN DOCTOR DOOM - ELECTRIC SHOCK
Acts as a Level 8 Any-Power attack.
48 Special JY DOCTOR OCTOPUS - SURPRISE APPROACH
Acts as a Level 5 Intellect attack. May not be affected by a card with the word "Teammate" on it.
49 Special LC DORMAMMU - CURSED CONFLAGRATION
Acts as a Level 4 Intellect attack against a Character, or Level 8 Any-Power against a Battlesite.
50 Special AO DORMAMMU - DARK DIMENSION REIGN
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.
51 Special HN DORMAMMU - FLAMES OF THE FALTINE
Acts as a Level 11 Any-Power attack. [OPD]
52 Special FP DORMAMMU - FORCE BOLT
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.
53 Special LN DORMAMMU - POSSESSION
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]
54 Special ED DRACULA - QUINCENTENNIAL RULER
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.
55 Special DZ ELECTRO - AIR CARBONIZATION
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack or be attacked for remainder of battle.
56 Special AO ELECTRO - BREAKOUT PLAN
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.
57 Special IB ELECTRO - DESTRUCTIVE ZAP
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.
58 Special AS ELECTRO - ELECTROMAGNETIC EXPLOSION
Acts as a Level 10 Energy attack. [OPD]
59 Special JB ELECTRO - RESURRECTION BY MACHINE
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]
60 Special DO THE ENFORCERS - CRIME MASTER
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.
61 Special MT GOBLYN QUEEN - SUMMONING SORCERY
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.
62 Special GM GREEN GOBLIN - UNHINGED
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]
63 Special JP GREY KING - SELF CRITICISM
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.
64 Special EX  - BLACK LOTUS
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.
65 Special OK THE HELLFIRE CLUB - VANISHER
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]
66 Special NR HOBGOBLIN - SURREPTITIOUS MASTERMIND
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]
67 Special PM HOLOCAUST - BIO-NUCLEAR BLASTS
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.
68 Special OM HYDRA - ARNIM ZOLA
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.
69 Special PD JUGGERNAUT - STREET BRAWLER
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.
70 Special BF KANG - BATTLE ARMOR
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]
71 Special JY KANG - CONCUSSIVE BOLT
Acts as a Level 5 Strength attack. May not be affected by a card with the word "Teammate" on it.
72 Special LM KANG - DAMOCLES
Acts as a Level 7 Any-Power attack against a Character, or a Level 10 Any-Power attack against a Battlesite.
73 Special LS KANG - MODERN AGE CONQUEROR
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]
74 Special AS KANG - NEUTRINO-RAY GUN
Acts as a Level 9 Fighting attack. [OPD]
75 Special LS KINGPIN - MAYOR OF MANHATTAN
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]
76 Special OA THE KREE - MORAG
Acts as a Level 7 Fighting attack. If successful, Opponent must sort through draw pile and discard first 3 Special cards. [OPD]
77 Special LQ LANDSLIDE - LARGE BUT NIMBLE
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]
78 Special GC LEADER - GREEN DOORS
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]
79 Special KG LOKI - DURABLE DEITY
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.
80 Special FT LOKI - EXILE OF SINGHSOON
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]
81 Special PI LOKI - TRICKSTER TRAP
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.
82 Special PM LOKI - VENGEFUL SORCERER
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.
83 Special HI LOKI - WORTHY
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.
84 Special EX MAGNETO - METALLIC ENTRAPMENT
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.
85 Special PE MANDARIN - MAKLUAN TECHNOLOGY
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.
86 Special FH THE MARAUDERS - CHIMERA
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.
87 Special GF MERCURY - PINCER GRIP
Acts as a Level 4 Strength attack. If successful, move all Hits from Mercury's Current Battle into Permanent Record. Affects Venture Total.
88 Special ID M.O.D.O.K. - DOOMSDAY CHAIR WEAPONRY
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.
89 Special EX M.O.D.O.K. - HEAD TRIPS
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.
90 Special HE M.O.D.O.K. - M.O.D.O.K. SUPERIOR
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]
91 Special PE M.O.D.O.K. - PSIONIC BLAST
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.
92 Special AD M.O.D.O.K. - TELEKINETIC FORCE FIELD
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.
93 Special BL MOJO - AND ACTION!
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]
94 Special FT MOLE MAN - SUBTERRANEA MONARCH
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]
95 Special PK MORBIUS - CREATURE OF THE NIGHT
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.
96 Special BJ THE MORLOCKS - BLISS
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]
97 Special FT MR. SINISTER - SINISTER SECRETS
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.
98 Special LN MYSTERIO - CALL THE SHOTS
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]
99 Special MH MYSTIQUE - WARNING SHOT
Acts as a Level 8 Intellect defense. May be used to defend Mystique or Teammate.
100 Special LE NEBULA - ABDUCTION
Acts as a non-numerical attack targeting a Character. Target Character may not use Tactic cards for the remainder of battle.
101 Special AG NEBULA - BACKFLIP
Avoid 1 non-numerical or numerical attack made against Nebula.
102 Special AS NEBULA - CYBERNETIC ENHANCEMENTS
Acts as a Level 10 Strength attack. [OPD]
103 Special AH NEBULA - UNKNOWN HISTORY
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.
104 Special NP NEBULA - WEAPON PROFICIENCY
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.
105 Special PC OMEGA RED - COIL CONTROL
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]
106 Special CD ONSLAUGHT - PSYCHIC ENTITY
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.
107 Special BR POST - WEAPON FABRICATION
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.
108 Special PB PSYCHO-MAN - EMOTIONAL OVERLOAD
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]
109 Special CD PUPPET MASTER - BODY CONTROL
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.
110 Special OA RAPTURE - ASCENSION
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]
111 Special PK THE REAVERS - MERCENARY MENTALITY
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.
112 Special JV RED SKULL - ADVANCED WEAPONRY
Acts as a Level 3 Fighting attack. If successful, Opponent must reveal Hand and play open-handed for remainder of battle.
113 Special NT RHINO - PIN DOWN
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.
114 Special FR SABRETOOTH - MURDEROUS RAGE
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]
115 Special IB SANDMAN - DUNESTORM
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.
116 Special JP SANDMAN - FUSED INTO GLASS
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.
117 Special PH SANDMAN - PERSONALITY CRISIS
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]
118 Special FU SANDMAN - SAND GRASP
Acts as a Level 6 Energy attack. If successful, target Character may not play Special cards for remainder of battle.
119 Special PA SANDMAN - WET SAND
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.
120 Special NW SCORPION - VENOMOUS STRIKE
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]
121 Special EB SENTINELS - CARBON COPY
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.
122 Special FK THE SERPENT SOCIETY - BLACK MAMBA
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]
123 Special AY SHADOW KING - MUTANT VESSEL
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]
124 Special FT SHUMA-GORATH - CHAOS DIMENSION
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.
125 Special AG SHUMA-GORATH - INVULNERABLE HIDE
Avoid 1 non-numerical or numerical attack made against Shuma-Gorath.
126 Special KT SHUMA-GORATH - MYSTIC STARE
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.
127 Special DQ SHUMA-GORATH - SOUL FEEDING
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]
128 Special OJ SHUMA-GORATH - SUMMONED TO EARTH
Acts as a Level 6 Fighting attack. If used against Battlesite, damage fully counts toward Venture Total.
129 Special JX SPIRAL - HOSTAGE
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.
130 Special DW SPIRAL - SIX ARM COORDINATION
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]
131 Special JV SPIRAL - STEALTHY
Acts as a Level 3 Intellect attack. If successful, Opponent must reveal Hand and play open-handed for remainder of battle.
132 Special FI SPIRAL - SWORDPLAY
Acts as a Level 3 Strength attack. If successful, Player may immediately draw 2 cards from top of Draw Pile. Discard duplicates.
133 Special GF SPIRAL - X-FORCE ALLY
Acts as a Level 4 Intellect attack. If successful, move all Hits from Spiral's Current Battle into Permanent Record. Affects Venture Total.
134 Special DU SUPER SKRULL - FOUR POWER MIMICRY
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]
135 Special IC TASKMASTER - ACADEMY
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]
136 Special AY THANOS - ART OF WAR
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]
137 Special EY THANOS - BLACK ORDER
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]
138 Special MC THANOS - INFINITY GAUNTLET
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]
139 Special OD THANOS - MERCILESS CONQUEST
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]
140 Special OJ THANOS - MYSTICAL KNOWLEDGE
Acts as a Level 10 Any-Power attack. If used against Battlesite, damage fully counts toward Venture Total. [OPD]
141 Special FT THANOS - PLANETARY COLLISION
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.
142 Special PH TYPHOID MARY - DUAL MAKE-UP
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]
143 Special DG ULTRON - LOYAL SERVANTS
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.
144 Special ED ULTRON - PURE RAGE
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.
145 Special HI ULTRON - PYM ASSIMILATION
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.
146 Special FA ULTRON - SUBATOMIC SHRINK
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.
147 Special CG ULTRON - ULTRON ARMY
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]
148 Special LA VENOM - TEAR DOWN
Play as a non-numerical attack targeting a Battlesite. If successful, target Battlesite must discard 2 cards located below, chosen at random. [OPD]
149 Special MT VULTURE - BIRD OF PREY
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.
150 Special NX VULTURE - CRIME SPREE
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.
151 Special JV VULTURE - DROP FROM HIGH
Acts as a Level 3 Strength attack. If successful, Opponent must reveal Hand and play open-handed for remainder of battle.
152 Special GF VULTURE - FEATHER EDGED BLADES
Acts as a Level 4 Fighting attack. If successful, move all Hits from Vulture's Current Battle into Permanent Record. Affects Venture Total.
153 Special NW VULTURE - NOCTURNAL HUNT
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]
154 Special FN XAOS - STARE DOWN
Acts as a non-numerical attack targeting a Character. If successful, target Character cannot attack or play Specials for remaidner of battle. [OPD]
155 Battlesite THE CUBE
THUNDERBOLTS, BARON ZEMO, BUCKY BARNES, TASKMASTER, BULLSEYE, ELECTRO
156 Battlesite EXTRADIMENSION
SHUMA-GORATH, DORMAMMU, SHADOW KING, MEPHISTO, PSYCHO-MAN, KANG
157 Battlesite HELLFIRE CLUB BUILDING
HELLFIRE CLUB, BLACK KING, WHITE QUEEN, BLACKHEART, PHOENIX, GOBLYN QUEEN
158 Battlesite THE RAFT
TYPHOID MARY, LOKI, SANDMAN, PUPPET MASTER, VULTURE, ABSORBING MAN
159 Battlesite SANCTUARY
THANOS, NEBULA, GAMORA, CAPTAIN MAR-VELL, DRAX, ADAM WARLOCK
160 Aspect E8 THE CUBE - UNDISCLOSED LOCATION
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.
161 Aspect E9 EXTRADIMENSION - THE GREAT PORTAL
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]
162 Aspect F1 HELLFIRE CLUB BUILDING - HELLFIRE ACADEMY
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]
163 Aspect F2 THE RAFT - ARACHNAUGHTS
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.
164 Aspect F3 SANCTUARY - TELEPORTATION SYSTEM
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]