Card # |
Thumbnail |
Card Type |
Code |
Card |
1 |
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Character |
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BEYONDER
E: i F: i S: i I: i (27.0)
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. |
2 |
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Character |
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FORGE
E: 5 F: 5 S: 3 I: 7 (20.7)
Team Basic Universe card bonuses are an additional +1. |
3 |
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Character |
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GREEN GOBLIN
E: 4 F: 4 S: 6 I: 6 (18.9)
Intellect Power cards are +1 when used to attack. |
4 |
|
Character |
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HENRY PYM
E: 3 F: 4 S: 3 I: 7 (19.1)
MultiPower Power cards are +2 when used for defense. |
5 |
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Character |
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KINGPIN
E: 2 F: 4 S: 5 I: 6 (15.8)
May play Teamwork cards from Reserve. |
6 |
|
Character |
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NICK FURY
E: 3 F: 7 S: 4 I: 6 (21.2) |
7 |
|
Character |
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RED SKULL
E: 3 F: 5 S: 4 I: 7 (20.3)
May not be Cumulative KO'd with Intellect Power cards. |
8 |
|
Character |
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SHADOWCAT
E: 6 F: 3 S: 3 I: 6 (17.3)
May have duplicate "Ghostly Phase" Specials. |
9 |
|
Character |
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WHITE QUEEN
E: 7 F: 2 S: 2 I: 6 (19.6) |
10 |
|
Special |
BY |
ANY CHARACTER - POWER LEECH
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] |
11 |
|
Special |
AE |
APOCALYPSE - AGELESS EVIL
Acts as a Level 4 Energy attack. May be combined with 1 Intellect Power card played by Apocalypse for a single attack. |
12 |
|
Special |
HA |
APOCALYPSE - TECHNO-VIRUS
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] |
13 |
|
Special |
BR |
BANSHEE - CASSIDY KEEP
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. |
14 |
|
Special |
HC |
BEAST - AMBIDEXTERITY
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] |
15 |
|
Special |
HB |
BEAST - BRILLIANT DEDUCTION
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. |
16 |
|
Special |
AR |
BISHOP - PARAMILITARY SKILL
Acts as a Level 4 Intellect attack. |
17 |
|
Special |
HD |
BISHOP - TEMPORAL ANOMALY
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] |
18 |
|
Special |
CM |
BLACK CAT - FELINE FORTUNE
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. |
19 |
|
Special |
CD |
BLACK CAT - FELINE FURY
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. |
20 |
|
Special |
CQ |
BLACK WIDOW - CHAMPION
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. |
21 |
|
Special |
AN |
BLACK WIDOW - KGB INTELLIGENCE
Acts as a Level 6 Intellect attack. May be used against Character in Reserve, who may defend. |
22 |
|
Special |
HE |
BLOB - FLABBY FIGHTER
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] |
23 |
|
Special |
AA |
BROOD - PLAN OF CONQUEST
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. |
24 |
|
Special |
BY |
BROOD - POWER HUNGRY MONSTERS
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] |
25 |
|
Special |
AW |
CABLE - ASKANI'SON
Play as an offensive action targeting Player's Team. Player's Team is +10 to Venture Total for this battle. [OPD] |
26 |
|
Special |
GB |
CAPTAIN AMERICA - SENTINEL OF LIBERTY
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] |
27 |
|
Special |
HE |
CARNAGE - ANARCHY
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] |
28 |
|
Special |
CU |
CARNAGE - DESTRUCTIVE MIND
Acts as a Level 3 Intellect attack. If successful, target Character or Battlesite must discard 1 placed card of Player's choice. |
29 |
|
Special |
AA |
COLOSSUS - MIGHTY METAL
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. |
30 |
|
Special |
ET |
COLOSSUS - ORGANIC STEEL
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. |
31 |
|
Special |
AG |
CYCLOPS - BATTLE SAVVY
Avoid 1 non-numerical or numerical attack made against Cyclops. |
32 |
|
Special |
EJ |
CYCLOPS - X-MEN STRATEGY
Acts as a Level 4 Intellect attack. If successful, acts as a Level 6 Intellect Hit. |
33 |
|
Special |
ET |
DAREDEVIL - BLIND JUSTICE
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. |
34 |
|
Special |
HF |
DAREDEVIL - RADAR COMBAT
Acts as a Level 4 MultiPower attack. |
35 |
|
Special |
AG |
DEADPOOL - DISTRACTING CHATTER
Avoid 1 non-numerical or numerical attack made against Deadpool. |
36 |
|
Special |
AS |
DEADPOOL - DON'T LOSE YOUR HEAD!
Acts as a Level 10 Fighting attack. [OPD] |
37 |
|
Special |
AM |
DOC SAMSON - CAUTIOUS ADVISOR
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. |
38 |
|
Special |
AR |
DOC SAMSON - HEAD SHRINKER
Acts as a Level 7 Intellect attack. |
39 |
|
Special |
HG |
DOCTOR DOOM - DIPLOMATIC IMMUNITY
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] |
40 |
|
Special |
DU |
DOCTOR DOOM - DOOMBOTS
Play as an offensive action targeting Doctor Doom. Player may draw 1 card from Draw Pile. Discard duplicates. 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] |
41 |
|
Special |
EJ |
DOCTOR OCTOPUS - BIG PLANS
Acts as a Level 2 Energy attack. If successful, acts as a Level 8 Intellect Hit. |
42 |
|
Special |
ET |
DOMINO - BATTLE MEDIC
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. |
43 |
|
Special |
AP |
DOMINO - DUMB LUCK
Acts as a Level 6 Energy attack. An Intellect or MultiPower defense may not be played against this attack. |
44 |
|
Special |
CY |
DR. STRANGE - CATASTROPHE MAGIC
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. |
45 |
|
Special |
HG |
DR. STRANGE - DEFENDER
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] |
46 |
|
Special |
DB |
ELEKTRA - NINJA INFILTRATION
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. |
47 |
|
Special |
BS |
ELEKTRA - NINJA TRAP
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] |
48 |
|
Special |
HE |
FORGE - CHEROKEE MAGIC
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] |
49 |
|
Special |
BR |
FORGE - CYBERNETIC LIMBS
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. |
50 |
|
Special |
HF |
FORGE - FOOTSOLDIER TRAINING
Acts as a Level 4 MultiPower attack. |
51 |
|
Special |
IF |
FORGE - THE MAKER
Play as a defensive action when Opponent concedes battle. Player may discard any number of cards held in hand to top of Draw Pile. |
52 |
|
Special |
GA |
FORGE - THE NEUTRALIZER
Acts as a non-numerical attack targeting a Character. If successful, target Character may not play Special cards for remainder of battle. |
53 |
|
Special |
EJ |
GAMBIT - KINETIC DETONATION
Acts as a Level 2 Energy attack. If successful, acts as a Level 8 Fighting Hit. |
54 |
|
Special |
CF |
GAMBIT - SINISTER CONNECTION
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. |
55 |
|
Special |
DS |
GHOST RIDER - SKELETAL SUMMONING
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. |
56 |
|
Special |
FC |
GHOST RIDER - SPIRITUAL DUALITY
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. |
57 |
|
Special |
AR |
GREEN GOBLIN - EXPLOSIVE PUMPKINS
Acts as a Level 7 Strength attack. |
58 |
|
Special |
AG |
GREEN GOBLIN - FLYING PLATFORM
Avoid 1 non-numerical or numerical attack made against Green Goblin. |
59 |
|
Special |
ID |
GREEN GOBLIN - GAUNTLET BLASTERS
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. |
60 |
|
Special |
IC |
GREEN GOBLIN - GOBLIN LEGACY
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] |
61 |
|
Special |
IB |
GREEN GOBLIN - MURDEROUS PLOY
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. |
62 |
|
Special |
AL |
HAWKEYE - FIELD DRESSING
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. |
63 |
|
Special |
HH |
HAWKEYE - QUIVER OF ARROWS
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. |
64 |
|
Special |
AD |
HENRY PYM - ANT-MAN
Avoid 1 numerical attack made against Henry Pym. |
65 |
|
Special |
AY |
HENRY PYM - GIANT-MAN
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] |
66 |
|
Special |
EQ |
HENRY PYM - GOLIATH
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. |
67 |
|
Special |
ET |
HENRY PYM - MEDICAL KNOWLEDGE
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. |
68 |
|
Special |
AA |
HENRY PYM - YELLOWJACKET
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. |
69 |
|
Special |
ET |
HOBGOBLIN - CYBERNETIC UPGRADE
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. |
70 |
|
Special |
HI |
HOBGOBLIN - GOBLIN CACHE
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. |
71 |
|
Special |
AR |
HOLOCAUST - HORRIFYING IMAGE
Acts as a Level 4 Intellect attack. |
72 |
|
Special |
HJ |
HULK - GAMMA TRANSFUSION
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] |
73 |
|
Special |
AX |
HUMAN TORCH - FIRE CAGE
Acts as a non-numerical attack targeting a Character. If successful, Human Torch and target Character may not attack for remainder of battle. |
74 |
|
Special |
EI |
HUMAN TORCH - HOT HEAD
Acts as a Level 3 Intellect attack. May be made after Opponent has conceded the battle. Opponent may defend. |
75 |
|
Special |
AI |
ICEMAN - ICE TACTICS
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice. |
76 |
|
Special |
AD |
INVISIBLE WOMAN - PROTECTIVE WALL
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. |
77 |
|
Special |
FE |
INVISIBLE WOMAN - TEAM COORDINATOR
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. |
78 |
|
Special |
AI |
IRON MAN - STEALTH ARMOR
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice. |
79 |
|
Special |
AE |
IRON MAN - WEAPONS INVENTOR
Acts as a Level 4 Intellect attack. May be combined with 1 Energy Power card played by Iron Man for a single attack. |
80 |
|
Special |
AE |
JEAN GREY - PHOENIX EFFECT
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. |
81 |
|
Special |
ET |
JEAN GREY - PSYCHIC SOOTHING
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. |
82 |
|
Special |
DB |
JUBILEE - TROUBLEMAKER
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. |
83 |
|
Special |
HK |
JUBILEE - WISECRACK
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. |
84 |
|
Special |
CM |
JUGGERNAUT - MAGIC HELM
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. |
85 |
|
Special |
HQ |
KINGPIN - BUSINESS SAVVY
Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD] |
86 |
|
Special |
HX |
KINGPIN - CRIME MAGNATE
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] |
87 |
|
Special |
HR |
KINGPIN - SUMO KNOWLEDGE
Acts as a Level 9 MultiPower attack. [OPD] |
88 |
|
Special |
HL |
KINGPIN - UNDERWORLD HENCHMEN
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. |
89 |
|
Special |
HF |
KINGPIN - WALKING STICK
Acts as a Level 4 MultiPower attack. |
90 |
|
Special |
HL |
LONGSHOT - FORTUNATE ACCIDENT
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. |
91 |
|
Special |
HM |
LONGSHOT - PURITY OF THOUGHT
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] |
92 |
|
Special |
GJ |
MAGNETO - MAGNETIC DEVASTATION
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. |
93 |
|
Special |
HN |
MAGNETO - MASTER OF MAGNETISM
Acts as a Level 11 Any-Power attack. [OPD] |
94 |
|
Special |
HE |
MANDARIN - ENERGY VOID
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] |
95 |
|
Special |
AE |
MANDARIN - MASTER TACTICIAN
Acts as a Level 4 Fighting attack. May be combined with 1 Intellect or Energy Power card played by Mandarin for a single attack. |
96 |
|
Special |
HO |
MOJO - CAUGHT ON FILM
Acts as a Level 6 Intellect attack. If successful, Opponent's Team is -4 to Venture Total for this battle. |
97 |
|
Special |
AO |
MOJO - DIRECTOR'S CUT
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. |
98 |
|
Special |
HL |
MORBIUS - INDUCE PANIC
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. |
99 |
|
Special |
AD |
MORBIUS - SHADOWY ESCAPE
Avoid 1 numerical attack made against Morbius. |
100 |
|
Special |
AD |
MORPH - RIDICULOUS BEHAVIOR
Avoid 1 Energy, Intellect or MultiPower attack made against Morph. |
101 |
|
Special |
HP |
MORPH - SUBSTITUTE DEATH
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] |
102 |
|
Special |
AR |
MR. FANTASTIC - FANTASTIC MIND
Acts as a Level 7 Intellect attack. |
103 |
|
Special |
HQ |
MR. FANTASTIC - INVENTIVE GENIUS
Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD] |
104 |
|
Special |
HS |
MR. SINISTER - CLONING PROCESS
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] |
105 |
|
Special |
HR |
MR. SINISTER - MARAUDER
Acts as a Level 9 MultiPower attack. [OPD] |
106 |
|
Special |
AD |
MYSTERIO - HOLOGRAPHIC DECOY
Avoid 1 numerical attack made against Mysterio. |
107 |
|
Special |
AP |
MYSTERIO - MYSTERYVISION
Acts as a Level 6 Intellect attack. An Intellect or MultiPower defense may not be played against this attack. |
108 |
|
Special |
EI |
MYSTIQUE - FATAL MARKSMAN
Acts as a Level 3 Fighting attack. May be made after Opponent has conceded the battle. Opponent may defend. |
109 |
|
Special |
GD |
MYSTIQUE - GOVERNMENT AGENT
Acts as a Level 7 Intellect attack. If successful, acts as a Level 4 MultiPower Hit. |
110 |
|
Special |
CD |
NAMOR - NEPTUNE'S ARMOR
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. |
111 |
|
Special |
HG |
NAMOR - SUB-MARINER
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] |
112 |
|
Special |
CM |
NICK FURY - AGENT OF S.H.I.E.L.D.
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. |
113 |
|
Special |
IE |
NICK FURY - BATTLE STRATEGY
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] |
114 |
|
Special |
HN |
NICK FURY - HOWLING COMMANDO
Acts as a Level 8 Any-Power attack. |
115 |
|
Special |
ET |
NICK FURY - INFINITY FORMULA
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. |
116 |
|
Special |
AA |
NICK FURY - WAR HERO
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. |
117 |
|
Special |
HF |
NIGHTCRAWLER - ACROBATIC PRECISION
Acts as a Level 4 MultiPower attack. |
118 |
|
Special |
HT |
NIGHTCRAWLER - POWER 'PORT
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] |
119 |
|
Special |
EZ |
OMEGA RED - CARBONADIUM SYNTHESIZER
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] |
120 |
|
Special |
FC |
OMEGA RED - TWIN TENTACLES
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. |
121 |
|
Special |
CT |
ONSLAUGHT - CANNON FODDER
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] |
122 |
|
Special |
AF |
POST - COVERT MANIPULATIONS
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. |
123 |
|
Special |
AQ |
PROFESSOR X - MINDWIPE
Acts as a Level 8 MultiPower attack. [OPD] |
124 |
|
Special |
CN |
PROFESSOR X - PSYCHIC SHIELD
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. |
125 |
|
Special |
EV |
PSYLOCKE - CRIMSON DAWN
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] |
126 |
|
Special |
HF |
PSYLOCKE - LADY MANDARIN
Acts as a Level 4 MultiPower attack. |
127 |
|
Special |
AD |
PUNISHER - DODGE
Avoid 1 attack made with a Power card against Punisher. |
128 |
|
Special |
ET |
PUNISHER - OUTWIT
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. |
129 |
|
Special |
AS |
QUICKSILVER - HIGH SPEED IMPACT
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] |
130 |
|
Special |
ID |
QUICKSILVER - RAPID-FIRE PUNCHES
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. |
131 |
|
Special |
FD |
RED SKULL - COSMIC CUBE
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] |
132 |
|
Special |
HW |
RED SKULL - DEPRAVED EVIL
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. |
133 |
|
Special |
HY |
RED SKULL - DUST OF DEATH
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. |
134 |
|
Special |
BA |
RED SKULL - EVIL SUPER SOLDIER
Acts as a Level 3 Strength attack. Defensive action against this attack may only be made with a Special card. [OPD] |
135 |
|
Special |
AG |
RED SKULL - MASTER RACIST
Avoid 1 non-numerical or numerical attack made against Red Skull. |
136 |
|
Special |
DQ |
RHINO - ANIMAL STAMINA
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. |
137 |
|
Special |
AE |
ROGUE - COMBINATION PUNCH
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. |
138 |
|
Special |
AZ |
ROGUE - SOUTHERN BELLE
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. |
139 |
|
Special |
EJ |
SABRETOOTH - DANGEROUS MIND
Acts as a Level 2 Fighting attack. If successful, acts as a Level 8 Intellect Hit. |
140 |
|
Special |
AD |
SABRETOOTH - GOVERNMENT OPERATIVE
Avoid 1 Fighting, Intellect or Any-Power attack made against Teammate. May be played from Reserve. |
141 |
|
Special |
HU |
SCARLET SPIDER - CLONAL CONFUSION
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. |
142 |
|
Special |
HL |
SCARLET WITCH - IMPROBABILITY HEX
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. |
143 |
|
Special |
AD |
SCARLET WITCH - WITCHCRAFT
Avoid 1 numerical attack made against Scarlet Witch. |
144 |
|
Special |
GA |
SENTINELS - MUTANT COUNTERMEASURES
Acts as a non-numerical attack targeting a Character. Target Character may not play Special cards for remainder of battle. |
145 |
|
Special |
AR |
SENTINELS - ROBOT MENTALITY
Acts as a Level 7 Intellect attack. |
146 |
|
Special |
HQ |
SHADOWCAT - COMPUTER GENIUS
Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD] |
147 |
|
Special |
AD |
SHADOWCAT - ELECTRONIC SCRAMBLE
Avoid 1 Energy, Intellect or Any-Power attack made against Teammate. May be played from Reserve. |
148 |
|
Special |
AG |
SHADOWCAT - GHOSTLY PHASE
Avoid 1 non-numerical or numerical attack made against Shadowcat. |
149 |
|
Special |
AE |
SHADOWCAT - PRYDE AND WISDOM
Acts as a Level 4 Energy attack. May be combined with 1 Intellect Power card played by Shadowcat for a single attack. |
150 |
|
Special |
EJ |
SHADOWCAT - SOULSWORD
Acts as a Level 2 Energy attack. If successful acts as a Level 10 Any-Power Hit. |
151 |
|
Special |
CC |
SHE HULK - BRAINS & BRAWN
Acts as a Level 5 Intellect attack or defense. |
152 |
|
Special |
AD |
SHE HULK - PUBLIC DEFENDER
Avoid 1 Strength, Intellect or Any-Power attack made against Teammate. May be played from Reserve. |
153 |
|
Special |
HV |
SILVER SABLE - BATTLE PLANS
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. |
154 |
|
Special |
EB |
SILVER SABLE - SANDMAN
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. |
155 |
|
Special |
HF |
SILVER SURFER - COSMIC AWARENESS
Acts as a Level 4 MultiPower attack. |
156 |
|
Special |
HU |
SPIDER-MAN - CLONE CONFUSION
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. |
157 |
|
Special |
DM |
SPIDER-MAN - SCIENCE WHIZ
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. |
158 |
|
Special |
AF |
SPIDER-WOMAN - FORCE WORKS
Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle. |
159 |
|
Special |
AD |
SPIDER-WOMAN - RESCUE OPERATION
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. |
160 |
|
Special |
CD |
STORM - MORLOCK COMBAT
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. |
161 |
|
Special |
HF |
STORM - X-MEN LEADER
Acts as a Level 4 MultiPower attack. |
162 |
|
Special |
AD |
STRONG GUY - BIG BODYGUARD
Avoid 1 Energy, Strength or Any-Power attack made against Teammate. May be played from Reserve. |
163 |
|
Special |
AE |
STRONG GUY - SIMPLE STRATEGY
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. |
164 |
|
Special |
HW |
SUPER SKRULL - ALIEN METHODS
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. |
165 |
|
Special |
HN |
SUPER SKRULL - FANTASTIC ENEMY
Acts as a Level 8 Any-Power attack. |
166 |
|
Special |
DL |
THING - BUCKET O' SHAME
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. |
167 |
|
Special |
DS |
THOR - GIFT OF THE GODS
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. |
168 |
|
Special |
IG |
THOR - VIKING PYRE
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] |
169 |
|
Special |
EM |
VENOM - EDDIE BROCK: REPORTER
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. |
170 |
|
Special |
ET |
VENOM - HEALING BOND
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. |
171 |
|
Special |
AE |
VISION - ANDROID AVENGER
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. |
172 |
|
Special |
AA |
VISION - CALCULATED ATTACK
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. |
173 |
|
Special |
BR |
WAR MACHINE - WAR DRONE
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. |
174 |
|
Special |
GG |
WHITE QUEEN - COLD-HEARTED ENEMY
Play as an offensive action targeting Opponent's Team. All cards currently in Opponent's Dead Pile are removed from game. [OPD] |
175 |
|
Special |
AN |
WHITE QUEEN - HELLFIRE LEADER
Acts as a Level 6 Intellect attack. May be used against Character in Reserve, who may defend. |
176 |
|
Special |
AA |
WHITE QUEEN - MENTAL OVERRIDE
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. |
177 |
|
Special |
FA |
WHITE QUEEN - MUTANT HEADMISTRESS
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. |
178 |
|
Special |
IA |
WHITE QUEEN - TELEPATHY MANIPULATION
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] |
179 |
|
Special |
HG |
WOLVERINE - CANUCKLEHEAD
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] |
180 |
|
Special |
EQ |
WOLVERINE - SAVAGE REGRESSION
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. |