Card # Thumbnail Card Type Code Card
1 Character 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 Character FORGE
E: 5 F: 5 S: 3 I: 7 (20.7)
Team Basic Universe card bonuses are an additional +1.
3 Character GREEN GOBLIN
E: 4 F: 4 S: 6 I: 6 (18.9)
Intellect Power cards are +1 when used to attack.
4 Character HENRY PYM
E: 3 F: 4 S: 3 I: 7 (19.1)
MultiPower Power cards are +2 when used for defense.
5 Character KINGPIN
E: 2 F: 4 S: 5 I: 6 (15.8)
May play Teamwork cards from Reserve.
6 Character NICK FURY
E: 3 F: 7 S: 4 I: 6 (21.2)
7 Character RED SKULL
E: 3 F: 5 S: 4 I: 7 (20.3)
May not be Cumulative KO'd with Intellect Power cards.
8 Character SHADOWCAT
E: 6 F: 3 S: 3 I: 6 (17.3)
May have duplicate "Ghostly Phase" Specials.
9 Character 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.