Card # Thumbnail Card Type Code Card
1 Character ABSORBING MAN
E: 5 F: 5 S: 7 I: 1 (19.1)
May play "Molecular Mimic" from Reserve.
2 Character ANGEL: HORSEMAN OF APOCALYPSE
E: 5 F: 7 S: 6 I: 2 (20.7)
3 Character BARON MORDO
E: 7 F: 3 S: 2 I: 6 (19.9)
4 Character BETA RAY BILL
E: 5 F: 4 S: 7 I: 6 (22.9)
May play any "Thor" Special cards.
5 Character BLACK PANTHER
E: 2 F: 7 S: 5 I: 6 (20.7)
6 Character BULLSEYE
E: 4 F: 8 S: 4 I: 2 (22.4)
7 Character CAPTAIN MAR-VELL
E: 6 F: 6 S: 6 I: 4 (19.9)
Energy Power Grid Rating is 8 for defense.
8 Character DAZZLER
E: 7 F: 3 S: 3 I: 3 (18.4)
Reserve may defend Dazzler with Power Cards, without Universe.
9 Character DEATHLOK
E: 4 F: 5 S: 5 I: 6 (18.4)
May play "Luther Manning" from Reserve.
10 Character DOCTOR DOOM: 2099
E: 5 F: 3 S: 6 I: 7 (21.7)
11 Character DRACULA
E: 3 F: 5 S: 6 I: 8 (25.6)
12 Character FALCON
E: 3 F: 6 S: 5 I: 4 (16.7)
May Place and play any Fighting Basic Universe card.
13 Character HAVOK
E: 7 F: 3 S: 4 I: 5 (20.3)
+1 to all attacks vs. Characters with Energy Power Grid 7 or 8.
14 Character HEROES FOR HIRE
E: 2 F: 7 S: 8 I:4 (25.3)
15 Character HULK: MR. FIX-IT
E: 2 F: 6 S: 6 I: 6 (17.7)
+1 to all attacks vs. Characters with Strength Power Grid 7 or 8.
16 Character HUMAN TORCH: INVADERS
E: 7 F: 6 S: 4 I: 3 (21.2)
17 Character INVISIBLE WOMAN: MALICE
E: 7 F: 6 S: 4 I: 2 (20.3)
18 Character IRON MAN: ORIGINAL ARMOR
E: 4 F: 3 S: 5 I: 7 (20.3)
May have duplicate "Radar Warning" Special cards.
19 Character KA-ZAR
E: 1 F: 7 S: 5 I: 5 (19.1)
+1 to all attacks vs. Characters with Fighting Power Grid 7 or 8.
20 Character LEADER
E: 3 F: 4 S: 2 I: 7 (18.1)
Power cards are +2 for defense if "Twisted Mentality" is in play.
21 Character MAGGOT
E: 4 F: 6 S: 4 I: 4 (17.1)
May play "Slugfest" from Reserve.
22 Character MARROW
E: 2 F: 6 S: 4 I: 4 (15.0)
May have 1 Duplicate "Bone Snap" Special card.
23 Character MOLE MAN
E: 4 F: 4 S: 2 I: 6 (15.0)
Power cards are +2 for defense if "Social Outcast" is in play.
24 Character PSYCHO-MAN
E: 5 F: 2 S: 5 I: 6 (16.2)
May play "Emotion Box" from Reserve.
25 Character PUPPET MASTER
E: 6 F: 3 S: 1 I: 6 (15.7)
May play "Alicia Masters" from Reserve.
26 Character REYES
E: 6 F: 2 S: 2 I: 6 (16.1)
Intellect Power Grid Rating is 8 for defense.
27 Character SCORPION
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.
28 Character SHADOWCAT: AGE OF APOCALYPSE
E: 6 F: 6 S: 3 I: 3 (17.3)
May attack the Reserve with Intellect or Strength Power cards.
29 Character SHANG CHI: MASTER OF KUNG FU
E: 2 F: 7 S: 5 I: 5 (19.8)
May play "Elixir Vitae" from Reserve.
30 Character SPIDER-MAN: SYMBIOTIC COSTUME
E: 6 F: 5 S: 7 I: 2 (20.7)
31 Character SUPERPATRIOT
E: 3 F: 6 S: 7 I: 2 (19.9)
May play any "Captain America" Special cards.
32 Character THUNDERBOLTS
E: 7 F: 5 S: 4 I: 6 (22.9)
33 Special EN ANY CHARACTER - NEW UNIVERSE
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]
34 Special DY ABSORBING MAN - ABSORB PROPERTIES
This Special acts identical to any Hit in Absorbing Man's Hits from the Current Battle or Permanent Record. [OPD]
35 Special JH ABSORBING MAN - CRUSHER CREEL
Acts as a Level 5 Fighting attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
36 Special KN ABSORBING MAN - MOLECULAR MIMIC
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.
37 Special JJ ABSORBING MAN - REBUILD FORM
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]
38 Special KH ABSORBING MAN - TITANIA
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.
39 Special JZ ABSORBING MAN - WRECKING BALL
Acts as a Level 5 Strength attack. Defensive action against this attack may not be made with a Special card.
40 Special KH THE ACOLYTES - AMELIA VOGHT
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.
41 Special AD ADAM WARLOCK - THE INFINITY WATCH
Avoid 1 Energy, Intellect or Any-Power attack made against Adam Warlock.
42 Special KD ALPHA FLIGHT - MURMUR
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]
43 Special JO BARON MORDO - BARGAIN LIFEFORCE
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.
44 Special AQ BARON MORDO - DEMONIC SUMMONS
Acts as a Level 8 MultiPower attack. [OPD]
45 Special AG BARON MORDO - ILLUSION CASTING
Avoid 1 non-numerical or numerical attack made against Baron Mordo.
46 Special LT BARON MORDO - JEALOUS DISCIPLE
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.
47 Special DO BARON MORDO - MYSTICAL MENACE
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.
48 Special JY BARON MORDO - SPELL OF SILENCE
Acts as a Level 5 Energy attack. May not be affected by a card with the word "Teammate" on it.
49 Special KM BLACK PANTHER - AFRICAN MONARCH
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.
50 Special AG BLACK PANTHER - AGILE WARRIOR
Avoid 1 non-numerical or numerical attack made against Black Panther.
51 Special LR BLACK PANTHER - BLACK PANTHER POWER
Acts as a Level 4 MultiPower attack. May be combined with 1 Intellect Power card played by Black Panther for a single attack. [OPD]
52 Special AL BLACK PANTHER - HEART SHAPED HERB
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.
53 Special JZ BLACK PANTHER - JUNGLE SAVVY
Acts as a Level 5 Fighting attack. Defensive action against this attack may not be made with a Special card.
54 Special DQ BLACK PANTHER - WAKANDAN TECHNOLOGY
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.
55 Special DD BULLSEYE - ASSASSIN FOR HIRE
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.
56 Special JH BULLSEYE - CAREFREE KILLER
Acts as a Level 5 Intellect attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
57 Special JR BULLSEYE - EVERYTHING'S A WEAPON!
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]
58 Special JX BULLSEYE - MURDERER
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.
59 Special AN BULLSEYE - PRECISION SHOT
Acts as a Level 4 MultiPower attack. May be used against Character in Reserve, who may defend.
60 Special KB BULLSEYE - RELENTLESS ASSAULT
Acts as a Level 7 Fighting attack. If successful, acts as a Level 5 Strength Hit.
61 Special HF CAPTAIN MAR-VELL - COSMIC PERCEPTION
Acts as a Level 4 MultiPower attack.
62 Special AF CAPTAIN MAR-VELL - KREE STRATAGEM
Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
63 Special JH CAPTAIN MAR-VELL - NEGA-BANDS
Acts as a Level 5 Fighting attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
64 Special AD CAPTAIN MAR-VELL - PROTECTOR OF THE UNIVERSE
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.
65 Special JB CAPTAIN MAR-VELL - RICK JONES
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]
66 Special KK CAPTAIN MAR-VELL - UNIVERSAL ALIGNMENT
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]
67 Special BY DAZZLER - ABSORB SOUND
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]
68 Special JH DAZZLER - DISCO DIVA
Acts as a Level 5 Intellect attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
69 Special FE DAZZLER - FOCUS ENERGY
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]
70 Special HI DAZZLER - LONGSHOT LOVE
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.
71 Special LT DAZZLER - MOJOWORLD REBEL
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.
72 Special AD DAZZLER - ROLLER QUEEN
Avoid 1 numerical attack made against Dazzler.
73 Special JW DEATHLOK - CYBERCORPSE
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.
74 Special KH DEATHLOK - INTERNAL 'PUTER
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.
75 Special AY DEATHLOK - JOHN "SIEGE" KELLY
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]
76 Special AY DEATHLOK - LUTHER MANNING
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]
77 Special AY DEATHLOK - MICHAEL COLLINS
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]
78 Special KB DEATHLOK - REALLY STRONG LASER
Acts as a Level 7 Energy attack. If successful, acts as a Level 5 Strength Hit.
79 Special KT DRACULA - CHILDREN OF THE NIGHT
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.
80 Special LT DRACULA - DENY VICTORY
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.
81 Special KO DRACULA - LIFEBLOOD
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.
82 Special IC DRACULA - LORD OF THE VAMPIRES
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]
83 Special JH DRACULA - MESMERIZE
Acts as a Level 5 Energy attack. If successful, target Character -2 to all numerical defenses for remainder of battle.
84 Special KB DRACULA - SUMMON THUNDER
Acts as a Level 7 Energy attack. If successful, acts as a Level 5 Fighting Hit.
85 Special KD THE ENFORCERS - THE EEL
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]
86 Special KL FALCON - AERIAL MANEUVERS
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.
87 Special AN FALCON - FLYBY
Acts as a Level 6 Energy attack. May be used against Character in Reserve, who may defend.
88 Special AD FALCON - MECHANICAL WINGS
Avoid 1 Strength, Fighting or Any-Power attack made against Falcon.
89 Special HT FALCON - POWER DIVE
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]
90 Special LQ FALCON - REDWING
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]
91 Special JS FALCON - SNAP WILSON
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.
92 Special KA FORGE - SPIRITUAL PURGING
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]
93 Special BZ GREEN GOBLIN - REVELATIONS
Play as an offensive action targeting Opponent's Team. Opponent must reveal hand and play open handed for remainder of battle. [OPD]
94 Special LT THE HAND - ERYNYS
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.
95 Special HR HAVOK - ANNIHILATE
Acts as a Level 9 MultiPower attack. [OPD]
96 Special JS HAVOK - COSMIC BATTERY
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.
97 Special KQ HAVOK - GEO-KNOWLEDGE
Play as an offensive action targeting Player's Battlesite. Remove 1 Hit from Current Battle or Permanent Record of target Battlesite.
98 Special AA HAVOK - PLASMA FLARE
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.
99 Special LT HAVOK - SIBLING RIVALRY
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.
100 Special HE HAVOK - THE BROTHERHOOD
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]
101 Special KH THE HELLFIRE CLUB - EMMA FROST
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.
102 Special JZ HENRY PYM - FOUNDING AVENGER
Acts as a Level 5 Intellect attack. Defensive action against this attack may not be made with a Special card.
103 Special JP HEROES FOR HIRE - HERCULES
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.
104 Special AS HEROES FOR HIRE - IRON FIST
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]
105 Special AD HEROES FOR HIRE - POWER MAN
Avoid 1 Strength, Energy or Any-Power attack made against Heroes for Hire.
106 Special JW HEROES FOR HIRE - THE BLACK KNIGHT
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.
107 Special JC HEROES FOR HIRE - THE HULK
Acts as a Level 5 Strength attack. Heroes For Hire may play 1 additional Special card. Opponent may defend between each action.
108 Special HY HEROES FOR HIRE - WHITE TIGER
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.
109 Special KH HOLOCAUST - NEMESIS
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.
110 Special DQ HYDRA - FORTUNATO
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]
111 Special AS THE INHUMANS - MAXIMUS THE MAD
Acts as a Level 9 Intellect attack. [OPD]
112 Special EN KA-ZAR - KING OF THE SAVAGE LAND
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.
113 Special KG KA-ZAR - LORD KEVIN PLUNDER
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.
114 Special AQ KA-ZAR - PRIMITIVE ARSENAL
Acts as a Level 7 MultiPower attack. [OPD]
115 Special KS KA-ZAR - SHANNA THE SHE-DEVIL
Play as an offensive action targeting Ka-Zar or Teammate. Remove a Power card Hit on target Character's Current Battle or Permanent Record.
116 Special JH KA-ZAR - WILDERNESS SAVVY
Acts as a Level 5 Intellect attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
117 Special JC KA-ZAR - ZABU
Acts as a Level 5 Fighting attack. Ka-Zar may play 1 additional Special card. Opponent may defend between each action.
118 Special HE KINGPIN - ASIAN CONNECTIONS
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]
119 Special JV THE KREE - DR. MINERVA
Acts as a Level 3 Energy attack. If successful, Opponent must reveal Hand and play open handed for remainder of battle.
120 Special BR LEADER - FREEHOLD
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.
121 Special KH LEADER - GREEN 'N MEAN
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.
122 Special BY LEADER - OMNIBUS
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]
123 Special JH LEADER - TECHNO-ARSENAL
Acts as a Level 5 Energy attack. If successful, target Character -2 to all numerical defenses for remainder of battle.
124 Special KF LEADER - THE REGENERATION CRYSTAL
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]
125 Special KC LEADER - TWISTED MENTALITY
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.
126 Special DO MAGGOT - AWESOME AUSSIE
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.
127 Special AY MAGGOT - SLUGFEST
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]
128 Special HY MAGGOT - TUNNEL WORMS
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.
129 Special DQ THE MARAUDERS - RIPTIDE
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]
130 Special CC MARROW - BONE SNAP
Acts as a Level 5 Energy attack or defense.
131 Special CG MARROW - DOUBLEHEART
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]
132 Special KD MARROW - MORLOCK HISTORY
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]
133 Special JZ MOLE MAN - ENERGY STAFF
Acts as a Level 5 Energy attack. Defensive action against this attack may not be made with a Special card.
134 Special FD MOLE MAN - MONSTER ISLAND
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]
135 Special KC MOLE MAN - SOCIAL OUTCAST
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.
136 Special AO MOLE MAN - STRATEGIC TUNNELING
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.
137 Special JU MOLE MAN - THE MOLE MEN
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.
138 Special LC MOLE MAN - UPROOT EARTH
Acts as a Level 1 MultiPower attack against a Character, or a Level 11 Any-Power against a Battlesite.
139 Special JT THE MORLOCKS - LEECH
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]
140 Special JW NEW WARRIORS - TURBO
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.
141 Special EB NICK FURY - LMD
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]
142 Special EI ONSLAUGHT - DARK THOUGHTS
Acts as a Level 3 Intellect attack. May be made after Opponent has conceded the battle. Opponent may defend.
143 Special KB POST - MYSTERIOUS PAST
Acts as a Level 7 Intellect attack. If successful, acts as a Level 5 Strength Hit.
144 Special BD PSYCHO-MAN - DOUBT
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]
145 Special HH PSYCHO-MAN - EMOTION BOX
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.
146 Special CM PSYCHO-MAN - FEAR
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.
147 Special KI PSYCHO-MAN - HATE
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.
148 Special JS PSYCHO-MAN - MICROVERSE MENACE
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.
149 Special HI PSYCHO-MAN - SUSAN STORM: MALICE
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.
150 Special JQ PUPPET MASTER - ALICIA MASTERS
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.
151 Special AR PUPPET MASTER - AUTOMATONS
Acts as a Level 7 Strength attack.
152 Special LS PUPPET MASTER - LIDDLEVILLE
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]
153 Special BQ PUPPET MASTER - MENTAL DOMINATION
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]
154 Special KL PUPPET MASTER - MYSTIC CLAY
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.
155 Special HB PUPPET MASTER - PUPPET MASTERMIND
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.
156 Special LI THE REAVERS - GATEWAY
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]
157 Special KD RED SKULL - THE SCOURGE
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]
158 Special BJ REYES - FORCE PROJECTION
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]
159 Special KR REYES - MEDICAL BACKGROUND
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.
160 Special AI REYES - RELUCTANT HERO
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
161 Special JH SCORPION - ACID SPRAY
Acts as a Level 5 Energy attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
162 Special JS SCORPION - ARACHNID STRENGTH
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.
163 Special BY SCORPION - MAC GARGAN: PRIVATE EYE
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]
164 Special LT SCORPION - SAVAGE INSANITY
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.
165 Special AR SCORPION - SCORPION STING
Acts as a Level 7 Fighting attack.
166 Special HE SCORPION - THE JAMESON CONNECTION
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]
167 Special EI THE SERPENT SOCIETY - FER-DE-LANCE
Acts as a Level 3 Energy attack. May be made after Opponent has conceded the battle. Opponent may defend.
168 Special HO SHADOWCAT - CAT CLAWS
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.
169 Special HE SHANG CHI - FU MANCHU
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]
170 Special DG SHANG CHI - KUNG FU SECRETS
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.
171 Special BY SHANG CHI - MEDITATIVE FOCUS
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]
172 Special LT SHANG CHI - MI-6
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.
173 Special AR SHANG CHI - SUDDEN STRIKE
Acts as a Level 6 Strength attack.
174 Special KJ SHANG CHI - THE ELIXIR VITAE
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]
175 Special LT THE SHI'AR - NIGHTSIDE
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.
176 Special HN THE STARJAMMERS - PROFESSOR X
Acts as a Level 8 Any-Power attack.
177 Special KT THUNDERBOLTS - ATLAS
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.
178 Special KD THUNDERBOLTS - CITIZEN V
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]
179 Special JH THUNDERBOLTS - M.A.C.H.1
Acts as a Level 5 Fighting attack. If successful, target Character is -2 to all numerical defenses for remainder of battle.
180 Special KE THUNDERBOLTS - METEORITE
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]
181 Special KP THUNDERBOLTS - SONGBIRD
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.
182 Special AE THUNDERBOLTS - TECHNO
Acts as a Level 4 Intellect attack. May be combined with 1 Fighting Power card played by Thunderbolts for a single attack.
183 Special JW WHITE QUEEN - CORPORATE CUTTHROAT
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.
184 Special KL X-BABIES - LI'L ICEMAN
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.
185 Battlesite AGE OF APOCALYPSE
MORPH, SHADOWCAT, HOLOCAUST, DARK BEAST, BLINK, X-MAN
186 Battlesite THE BIG APPLE
HEROES FOR HIRE, FALCON, THUNDERBOLTS, DAREDEVIL, SPIDER-MAN, MORBIUS
187 Battlesite GAMMA BASE
HULK, SHE-HULK, DOC SAMSON, LEADER, ABOMINATION, M.O.D.O.K
188 Battlesite THE SEWER
ABOMINATION, MORLOCKS, VENOM, MOLE MAN, LIZARD, ANGEL