Card # Thumbnail Card Type Code Card
1 Character BLACK WIDOW
E: 4 F: 7 S: 3 I: 6 (21.2)
2 Character BROOD
E: 3 F: 6 S: 6 I: 4 (17.7)
May have duplicate "Brood Spawn" Specials.
3 Character DOC SAMSON
E: 2 F: 2 S: 7 I: 6 (19.6)
4 Character HAWKEYE
E: 4 F: 7 S: 4 I: 2 (18.5)
May play "Dynamite Delivery" from Reserve.
5 Character MORBIUS
E: 5 F: 3 S: 6 I: 5 (17.2)
May only be Cumulative KO'd by 30 or more points.
6 Character MORPH
E: 4 F: 5 S: 3 I: 6 (16.7)
May not be Spectrum KO'd with Intellect Power cards.
7 Character NIGHTCRAWLER
E: 6 F: 7 S: 3 I: 3 (20.8)
8 Character QUICKSILVER
E: 7 F: 6 S: 3 I: 2 (19.9)
9 Character SENTINELS
E: 7 F: 5 S: 7 I: 1 (21.2)
10 Character VISION
E: 5 F: 4 S: 6 I: 6 (19.4)
May play "Android Endurance" from Reserve.
11 Special FE ADAM WARLOCK - COSMIC ALLIANCE
Acts as a Level 3 Fighting attack. Each Front Line Teammate may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
12 Special AR ADAM WARLOCK - ENERGY BARRAGE
Acts as a Level 7 Energy attack.
13 Special FD ADAM WARLOCK - SOUL GEM
Acts as a non-numerical attack targeting a Character. If successful, only Adam Warlock and target Character may attack, be attacked, or defend this battle. [OPD]
14 Special BA BLACK WIDOW - AVENGING AGENT
Acts as a Level 2 MultiPower attack. Defensive action against this attack may only be made with a Special card. [OPD]
15 Special EL BLACK WIDOW - COMBAT GYMNAST
Acts as a Level 7 Fighting attack. If successful, target Character’s Fighting Power Grid Rating reduces to 0, and may not make any Fighting or MultiPower attacks or defenses for remainder of battle. [OPD]
16 Special AD BLACK WIDOW - DEFENSE TACTICS
Avoid 1 Energy, Strength or Any-Power attack made against Teammate. May be played from Reserve.
17 Special AF BLACK WIDOW - ESPIONAGE
Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
18 Special AA BLACK WIDOW - WIDOW'S BITE
Acts as a Level 4 Energy attack. Black Widow may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
19 Special AG BLACK WIDOW - WIDOW'S LINE
Avoid 1 non-numerical or numerical attack made against Black Widow.
20 Special HB BROOD - ALIEN HUNGER
Play as an offensive action targeting Opponent's Team. Sort through Opponent's Power Pack and remove any 5 cards of Player's choice. Discard chosen cards into Dead Pile. Reshuffle Power Pack. [OPD]
21 Special AD BROOD - BONY EXOSKELETON
Avoid 1 Strength, Fighting or Any-Power attack made against Brood.
22 Special EB BROOD - BROOD SPAWN
Play as an offensive action targeting Brood. For remainder of game, any non-numerical or numerical attack made against Brood may be shifted to Brood Spawn, at which point Brood Spawn as well as incoming attack are both discarded.
23 Special AH BROOD - INSECTOID INCURSION
Play as an offensive action targeting Brood. No Fighting, Intellect or Any-Power attacks may be made against Brood for remainder of battle. As an added effect, may play as a defensive action, to avoid a Fighting, Intellect or Any-Power attack made against Brood.
24 Special AR BROOD - OVERWHELM
Acts as a Level 6 Energy attack. If successful, Brood's Power Grid Ratings increase to match target Character's in the Power Types where target Character's Power Grid Ratings are higher than Brood's, for remainder of battle.
25 Special BF BROOD - PESTILENT HORDE
Play as an offensive action targeting Brood. Brood's Hit Points to Cumulative KO increases to 30. May play as a defensive action if it will prevent Brood from being Cumulative KO'd. [OPD]
26 Special EC DOC SAMSON - ANALYTICAL ASSAULT
Play as an offensive action targeting Opponent's Team. Opponent must discard any 1 Special card currently held in hand, Opponent's choice.
27 Special AB DOC SAMSON - GAMMA MUSCLE
Acts as a Level 5 Strength attack. Doc Samson may make 1 additional Strength attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
28 Special DV DOC SAMSON - GREEN HAIRED HERO
Acts as a Level 4 Any-Power attack. Must be combined with 1 numerical attack from a Special card or Power card and optional Basic / Training Universe played by Doc Samson for a single attack. [OPD]
29 Special AE DOC SAMSON - POWER PUNCH
Acts as a Level 4 Strength attack. May be combined with 1 Fighting or Intellect Power card played by Doc Samson for a single attack.
30 Special BZ DOC SAMSON - PSYCHOANALYZE
Play as an offensive action targeting Opponent's Team. Opponent must discard 1 card from hand, reveal remaining hand and play open handed for remainder of battle. [OPD]
31 Special AL DOC SAMSON - THEORETICAL TREATMENT
Play as an offensive action targeting Doc Samson's Teammate. Remove 1 Hit from the Current Battle or Permanent Record of target Character. If removed Hit is a Special, active effects are also removed.
32 Special GJ HAWKEYE - ARROW ASSAULT
Acts as a Level 4 MultiPower attack. Hawkeye may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
33 Special BP HAWKEYE - AVENGING ARCHER
Acts as a Level 6 Energy attack. May be played from Reserve. [OPD]
34 Special EF HAWKEYE - COMBAT READY
Play as an offensive action targeting Hawkeye. Discard all cards not usable by Hawkeye from Player's hand. Draw same number of cards plus 2 additional cards from Draw Pile. Do not discard duplicates. [OPD]
35 Special EJ HAWKEYE - DYNAMITE DELIVERY
Acts as a Level 2 Fighting attack. If successful, acts as a Level 8 Strength Hit.
36 Special AD HAWKEYE - PINPOINT ACCURACY
Avoid 1 Fighting, Strength or MultiPower attack made against Hawkeye.
37 Special DH HAWKEYE - TRIPLE SHOT
Acts as a Level 3 Fighting attack. Hawkeye may make up to 2 additional Fighting attacks against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
38 Special EG MORBIUS - BLOOD HUNGER
Acts as a Level 5 Fighting attack. If successful, Opponent must discard all cards from hand that act as an Energy or MultiPower attack or defense. [OPD]
39 Special DU MORBIUS - DREAD CHAMPION
Play as an offensive action targeting Morbius. Player may draw 1 card from Draw Pile. Discard duplicates. Morbius may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3 against the same or different targets using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
40 Special AL MORBIUS - LIVING VAMPIRE
Acts as a Level 5 Energy attack. If successful, remove 1 Hit from the Permanent Record of Morbius. If removed Hit is a Special, active effects are also removed.
41 Special AR MORBIUS - SAVAGE COMBAT
Acts as a Level 7 Fighting attack.
42 Special AL MORBIUS - SUPERNATURAL STRENGTH
Play as an offensive action targeting Morbius. Remove 1 Hit from the Current Battle or Permanent Record of Morbius. If removed Hit is a Special, active effects are also removed.
43 Special ED MORBIUS - UNDEAD STAMINA
Play as an offensive action targeting any Special card that has currently active effects but not acting as a Hit, even on Opponent's Characters or Team. Negates the currently active effect of target Special card. Alternatively, may be used as a defensive action, to negate any Special and associated cards that does not contain a numerical attack played as an offensive action by Opponent's Character.
44 Special DG MORPH - AMAZING X-MAN
Acts as a Level 2 Fighting attack. Morph may make 2 additional attacks against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
45 Special DX MORPH - CHANGELING
Acts as a Level 1 Energy attack, or play as an offensive action without the attack targeting a Teammate. If successful, Morph's Power Grid Ratings increase to match target Character or Teammate's in the Power Types where target Character's or Teammate's Power Grid Ratings are higher than Morph's, for remainder of battle.
46 Special CL MORPH - COPY TEAMMATE
Play as an offensive action targeting Morph. Morph may play any and all of KO'd Teammates' Specials for remainder of battle. May play as a defensive action together with KO'd Teammate's Special, if useable as response to incoming attack or offensive action.
47 Special DW MORPH - MAXIMUM MORPH
Play as an offensive action targeting Morph. Player may draw 1 card from Draw Pile. Discard duplicates. Morph may combine 1 Fighting Power card with 1 Energy, Strength or Intellect Power card for a single attack, for remainder of battle. Morph may simultaneously make a combined Power card attack on Opponent's Character or Battlesite. [OPD]
48 Special AR MORPH - ONE BIG FIST
Acts as a Level 6 Strength attack.
49 Special DY MORPH - POWER MIMIC
This Special acts identical to any Special currently active, Placed, or acting as a Hit on any Character. [OPD]
50 Special AD NIGHTCRAWLER - BAMF!
Avoid 1 attack of 6 or less made against Nightcrawler or Teammate. May be played from Reserve. Bonuses and penalties affecting Nightcrawler's numerical defenses apply to this card.
51 Special CC NIGHTCRAWLER - DISAPPEARING ACT
Acts as a Level 5 MultiPower attack or defense. [OPD]
52 Special BR NIGHTCRAWLER - PREHENSILE TAIL
Play as an offensive action targeting Nightcrawler. Nightcrawler may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
53 Special AA NIGHTCRAWLER - SWASHBUCKLER
Acts as a Level 4 Fighting attack. Nightcrawler may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
54 Special DZ NIGHTCRAWLER - TRICK TRANSPORT
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack or be attacked for remainder of battle.
55 Special AS NIGHTCRAWLER - VICIOUS TELEPORT
Acts as a Level 9 Energy attack. [OPD]
56 Special AH QUICKSILVER - AGILE AVENGER
Play as an offensive action targeting Quicksilver. No Energy, Strength or Any-Power attacks may be made against Quicksilver for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Strength or Any-Power attack made against Quicksilver.
57 Special BX QUICKSILVER - FAST AND FURIOUS
Acts as a Level 5 MultiPower attack. May be used with a Universe card. Universe bonus for this attack added to Venture Total, but not damage. [OPD]
58 Special EH QUICKSILVER - HIT AND RUN
Acts as a Level 4 Fighting attack. If successful, Quicksilver may not attack or be attacked for remainder of battle.
59 Special AG QUICKSILVER - MUTANT MOMENTUM
Avoid 1 non-numerical or numerical attack made against Quicksilver.
60 Special AU QUICKSILVER - RAPID RIP OFF
Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Universe cards. [OPD]
61 Special EI QUICKSILVER - SUPERSPEED
Acts as a Level 3 Strength attack. May be made after Opponent has conceded the battle. Opponent may defend.
62 Special AB SENTINELS - HUNTER/KILLER
Acts as a Level 5 Energy attack. Sentinels may make 1 additional Energy attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
63 Special DT SENTINELS - LEARNING CIRCUITS
Play as an offensive action targeting Sentinels. Sentinels may not be attacked by a Power card with the same Level as any Power cards on Sentinels' Permanent Record for remainder of game. As an added effect, may also play as a defensive action to avoid 1 Power card attack when Sentinels is attacked by a Power card with the same Level as any Power cards on Sentinels' Permanent Record. [OPD]
64 Special EE SENTINELS - MASTER MOLD
Play as an offensive action targeting Sentinels or Teammate. Remove 1 Power card Hit from Current Battle or Permanent Record of target Character. Alternatively, play as a defensive action targeting Sentinels or Teammate. Target Character may avoid attack made with a Power card.
65 Special CZ SENTINELS - NIMROD
Acts as a Level 4 Fighting attack. If successful, target Character or Battlesite must discard all Placed cards into Dead Pile. [OPD]
66 Special EA SENTINELS - OVERHAUL
Play as an offensive action targeting Sentinels. Remove all Strength and MultiPower Hits from Sentinel's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed.
67 Special CN SENTINELS - REACTION PROGRAM
Play as an offensive action targeting Sentinels. No attacks with Power Cards may be made against Sentinels for remainder of battle. As an added effect, may play as a defensive action, to avoid an attack with a Power card made against Sentinels. [OPD]
68 Special AK VISION - ANALYTICAL EXPERT
Play as an offensive action targeting Vision. Universe card bonuses are doubled for remainder of battle. Vision may simultaneously play any Universe card attack. Alternatively, may play as a defensive action, together with a suitable Basic or Training Universe card defense.
69 Special EK VISION - ANDROID ENDURANCE
Play as an offensive action targeting Vision. Vision cannot be Cumulative KO'd for remainder of game. May also play as a defensive action, if it will prevent Vision from being Cumulative KO'd by incoming attack. [OPD]
70 Special AH VISION - DOUBLE DENSITY
Play as an offensive action targeting Vision. No Energy, Strength or MultiPower attacks may be made against Vision for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Strength or MultiPower attack made with against Vision.
71 Special BM VISION - INTANGIBLE STRIKE
Acts as a Level 7 Fighting attack. If successful, target Character may not attack for remainder of battle. [OPD]
72 Special CN VISION - OPTIC ENERGY
Play as an offensive action targeting Vision. No attacks with Universe or Tactic cards may be made against Vision for remainder of battle. As an added effect, may play as a defensive action, to avoid an attack with a Universe or Tactic card made against Vision.
73 Special AG VISION - PHASE FORM
Avoid 1 non-numerical or numerical attack made against Vision.
74 Event ANY MISSION - HIDEOUT DISCOVERED!
Players must discard all placed Teamwork cards, and may not play Teamwork cards this battle.
75 Event ANY MISSION - TO SAVE THE WORLD!
For remainder of Battle, after Venturing, if one player either draws or discards cards, Placed or in Hand, then other player must draw or discard an equal number of cards, either Placed or in Hand.
76 Event AGE OF APOCALYPSE - INFINITE ARMY SCATTERS!
Players may not play Basic Universe cards this battle.
77 Event AGE OF APOCALYPSE - MARTYR FOR THE CAUSE
Players must shift all hits in the Permanent Record of all Front Line Characters to the Permanent Record of one Front Line Character. May cause immediate KO.
78 Event AGE OF APOCALYPSE - MUTANT REBELS HELD CAPTIVE!
Players may not play Strength Power cards this battle. Affected Power cards are not discarded.
79 Event AGE OF APOCALYPSE - REBEL FORCES REGROUP!
Players must move all Mission cards currently in the Lost Missions Pile into the Reserve Missions Pile.
80 Event AGE OF APOCALYPSE - STRATEGY DESTROYED!
Players must discard all placed cards.
81 Event AGE OF APOCALYPSE - TIMEWARPER!
For remainder of battle, each Player may either take turn or Place 1 card.
82 Event ANNIHILATION AFFAIR - CHAOS AT GAMMA BASE!
Players may not make Strength or MultiPower attacks this battle.
83 Event ANNIHILATION AFFAIR - DEEP COVER OPERATIVE
After Placing, players must reveal any 1 card in hand that contains an Intellect icon to opponent.
84 Event ANNIHILATION AFFAIR - HEROIC STANDOFF!
Players must sort through the Power Pack and choose any two cards and put in hand. May not be duplicates. Reshuffle Power Pack.
85 Event ANNIHILATION AFFAIR - HOSTAGE CRISIS!
Players must choose 1 Front Line Character that cannot play any cards or be attacked this battle.
86 Event ANNIHILATION AFFAIR - SABOTAGE
Players must discard all MultiPower and Any-Power cards.
87 Event ANNIHILATION AFFAIR - SPECIAL DELIVERY
Both Players' Reserve Character can play Specials from Reserve this battle.
88 Event THE CROSSING - AVENGERS ASSEMBLE!
For each Mission card in the Defeated Missions Pile, Players may remove 1 hit from the Permanent Record of any Character.
89 Event THE CROSSING - AVENGERS ATTACK HEADQUARTERS
Players may not play Energy Power cards this battle. Affected Power cards are not discarded.
90 Event THE CROSSING - HEROES AVENGE MURDER
For both players, One Front Line Character of their choice is immediately KO'd. Reserve Character immediately moves into play. Event is ignored if it will end game.
91 Event THE CROSSING - OTHERWORLDLY PLOT
For both players, all Basic and Training Universe card bonuses receive an additional +1 this battle.
92 Event THE CROSSING - REBIRTH!
For each Character KO'd this battle, that Player's Team is +3 to Venture Total.
93 Event THE CROSSING - TIME TRAVELLERS VANQUISHED
Players may not play cards that have the word "teammate" this battle.
94 Event DARK PHOENIX SAGA - BATTLE ON THE MOON!
Players may not play Artifact cards and effect of Artifact cards are not active this battle.
95 Event DARK PHOENIX SAGA - HELLFIRE CLUB ATTACKED!
For both players, any attack made on a Front Line Character may be moved to Reserve Character, who may defend.
96 Event DARK PHOENIX SAGA - MARSHALING FORCES
Players must make all attacks from Teamwork cards against the same Front Line character this battle, until Character is KO'd.
97 Event DARK PHOENIX SAGA - NEW LEASE ON LIFE
Players must reshuffle the Power Pack and Dead Pile into the Draw Pile.
98 Event DARK PHOENIX SAGA - PHOENIX RISES FROM ASHES!
Players may remove all Energy and MultiPower hits from the Permanent Record of their Characters.
99 Event DARK PHOENIX SAGA - SHI'AR POWER PLAY
Players must discard all placed Power cards.
100 Event FATAL ATTRACTIONS - A CALL TO ARMS
Players must move the Reserve Character to the Front Line this battle. Return that Character to Reserve at the end of the battle.
101 Event FATAL ATTRACTIONS - DOWN BUT NOT OUT!
Players may not play Special cards this battle. Affected Specials are not discarded.
102 Event FATAL ATTRACTIONS - HOSPITAL BECOMES WAR ZONE!
Players must discard all placed Universe cards.
103 Event FATAL ATTRACTIONS - MISGUIDED EFFORTS
Players may not play DoubleShot cards this battle.
104 Event FATAL ATTRACTIONS - SHOCKWAVE ROCKS THE WORLD!
Players may not make Energy or MultiPower attacks this battle.
105 Event FATAL ATTRACTIONS - THE BEST LAID PLANS...
Players must sort through Draw Pile and choose any four cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.
106 Event INFESTATION INCIDENT - ALIEN CREATURE RAMPAGES!
For both players, Characters KO'd this battle may continue to fight and are not discarded until the end of the battle.
107 Event INFESTATION INCIDENT - CAUGHT OFF GUARD!
Players may not play Training cards this battle.
108 Event INFESTATION INCIDENT - HERE COMES THE CAVALRY!
Players must draw 3 additional cards. All duplicates must still be discarded.
109 Event INFESTATION INCIDENT - MONSTERS ATTACK!
Players must randomly choose two cards from Opponent's hand. Chosen cards are discarded to Dead Pile.
110 Event INFESTATION INCIDENT - PROTECT THE QUEEN!
For both players, all Power Cards are +1 when used for defense this battle.
111 Event INFESTATION INCIDENT - SECOND WIND
Players may remove all Strength and MultiPower hits from the Permanent Record of their Characters.
112 Event INFINITY GAUNTLET - COSMIC SNEAK ATTACK!
For both players, all level 1 Power Card attacks cannot be blocked this battle.
113 Event INFINITY GAUNTLET - GODS OF STONE!
Players may not play "Any Character" Special or Activator cards this battle.
114 Event INFINITY GAUNTLET - HEROES RESURRECTED!
For both players, all Hits from the Current Battle are discarded at the end of the battle, and do not get added to the Permanent Record.
115 Event INFINITY GAUNTLET - MAD GOD RAISES DEAD!
Players may resurrect 1 KO'd Character. If 3 Characters are still in play, resurrected Character is placed in Reserve.
116 Event INFINITY GAUNTLET - SILVER TONGUED DEVIL
Players may not play Fighting Power cards this battle. Affected Power cards are not discarded.
117 Event INFINITY GAUNTLET - WITNESS TO THE HORRORS!
Each player may not concede until they have taken 1 Turn.
118 Event MAXIMUM CARNAGE - FRIENDS AND ALLIES
Players must move the Reserve Character to the Front Line this battle. Return that Character to Reserve at the end of the battle.
119 Event MAXIMUM CARNAGE - LAMBS TO THE SLAUGHTER
Players must continue this battle with no venture, and no conceding.
120 Event MAXIMUM CARNAGE - LET THE SILENCE SPEAK!
Players must discard 3 cards from the top of the Draw Pile into the Dead Pile.
121 Event MAXIMUM CARNAGE - MIRACLE WORKER ALIVE!
Players may remove 1 hit from the Permanent Record of each of their Characters.
122 Event MAXIMUM CARNAGE - SHORT-CIRCUITED!
For both players, all DoubleShot cards are +1 for attack and defense this battle.
123 Event MAXIMUM CARNAGE - SYMBIOTIC HERO CAPTURED!
Players may not play One Per Deck cards this battle.
124 Event SEPARATION ANXIETY - BREAKOUT
For both players, Reserve Character may use Power Cards to defend any Front Line Character this battle.
125 Event SEPARATION ANXIETY - CAUGHT BY SURPRISE
Players may not play placed cards this battle.
126 Event SEPARATION ANXIETY - IMPRISONED FOR SCIENCE
Players may not make Fighting or MultiPower attacks this battle.
127 Event SEPARATION ANXIETY - PARTING SUCH SWEET SORROW
Players must choose 1 of their Front Line Characters. Chosen Character must discard all Placed cards and cannot Place any cards this battle.
128 Event SEPARATION ANXIETY - SYMBIOTIC ACHILLES HEEL
Players must sort through Draw Pile card by card. Put the first card with an Energy icon in hand. May be a duplicate. Reshuffle Draw Pile.
129 Event SEPARATION ANXIETY - SYMBIOTIC SAMPLES TAKEN
Players do not need to discard duplicate cards for this battle.
130 Event SINS OF THE FUTURE - ASSASSINATION ATTEMPT!
Players may not play cards that affect Hits in the Permanent Record or from the Current Battle this battle.
131 Event SINS OF THE FUTURE - MUTANTS IN HIDING!
Players must switch one of their Front Line Characters with the Reserve Character.
132 Event SINS OF THE FUTURE - MUTANTS NEUTRALIZED
Players must discard all placed Special cards.
133 Event SINS OF THE FUTURE - ONE STEP CLOSER
Players must sort through Draw Pile card by card. Put the first card with a Strength icon in hand. May be a duplicate. Reshuffle Draw Pile.
134 Event SINS OF THE FUTURE - PATH OF DESTRUCTION!
After Placing, Players must reveal any 1 card in hand that contains a Strength icon to Opponent.
135 Event SINS OF THE FUTURE - RUDE AWAKENING!
Players may remove all Fighting and MultiPower hits from the Permanent Record of their Characters.