Card # Thumbnail Card Type Code Card
1 Character THE ACOLYTES
E: 7 F: 6 S: 3 I: 3 (20.8)
2 Character ADAM WARLOCK
E: 7 F: 2 S: 5 I: 6 (20.7)
3 Character ALPHA FLIGHT
E: 4 F: 7 S: 4 I: 6 (22.4)
4 Character DOPPELGANGER
E: 3 F: 6 S: 6 I: 1 (15.7)
May play any Spider-Man Specials.
5 Character THE ENFORCERS
E: 3 F: 6 S: 4 I: 3 (15.5)
May have 2 Special cards Placed. May not be duplicates.
6 Character THE HAND
E: 2 F: 8 S: 3 I: 6 (23.8)
7 Character THE HELLFIRE CLUB
E: 6 F: 4 S: 4 I: 7 (22.4)
8 Character HYDRA
E: 5 F: 6 S: 5 I: 5 (17.0)
Counts as 17-Points for Tournament Deckbuilding.
9 Character THE INHUMANS
E: 8 F: 4 S: 5 I: 4 (25.4)
10 Character THE KREE
E: 6 F: 5 S: 4 I: 7 (22.9)
11 Character THE MARAUDERS
E: 7 F: 7 S: 3 I: 2 (21.0)
12 Character THE MORLOCKS
E: 6 F: 3 S: 8 I: 2 (23.8)
13 Character NEW WARRIORS
E: 6 F: 6 S: 5 I: 5 (20.9)
Draw 2 Cards from Draw Pile when KO'd. Keep Duplicates.
14 Character THE REAVERS
E: 5 F: 7 S: 6 I: 3 (21.7)
15 Character THE SERPENT SOCIETY
E: 3 F: 6 S: 6 I: 3 (17.3)
May play or contribute to Tactic cards from Reserve.
16 Character THE SHI'AR
E: 5 F: 4 S: 3 I: 8 (24.2)
17 Character THE STARJAMMERS
E: 3 F: 7 S: 4 I: 5 (20.3)
May have 2 Power cards placed. May not be duplicates.
18 Character X-BABIES
E: 5 F: 5 S: 4 I: 1 (14.0)
May not be Spectrum KO'd with Power cards.
19 Special AO ANY CHARACTER - BASTION
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 offensive action by Opponent's Character. [OPD]
20 Special AE THE ACOLYTES - EXODUS
Acts as a Level 4 Any-Power attack. May be combined with 1 Energy, Fighting, Strength, or Intellect Power card played by The Acolytes for a single attack.
21 Special HX THE ACOLYTES - FABIAN CORTEZ
Play as an offensive action targeting Player's Team. Player's Characters gain +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 one of Player’s Character’s numerical Special card defense, if effects of this Special will facilitate defense of incoming attack. [OPD]
22 Special LC THE ACOLYTES - RUSTY COLLINS
Acts as a Level 4 Energy attack against a Character, or Level 8 Any-Power against a Battlesite.
23 Special JF THE ACOLYTES - SENYAKA
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Any-Power Hits on target's Current Battle and Permanent Record become Energy Hits for remainder of game. Special effect may cause immediate KO. [OPD]
24 Special AD THE ACOLYTES - SKIDS
Avoid 1 attack made with a Power card against The Acolytes.
25 Special LB THE ACOLYTES - UNUSCIONE
Avoid 1 non-numerical or numerical attack made with an Aspect card, Activator retrieved Special card or Any Character Special card against The Acolytes. The Acolytes may not be attacked with aforementioned cards for remainder of battle.
26 Special HF ALPHA FLIGHT - AURORA
Acts as a Level 4 MultiPower attack.
27 Special AD ALPHA FLIGHT - GUARDIAN
Avoid 1 non-numerical or numerical attack made against Teammate.
28 Special EJ ALPHA FLIGHT - PUCK
Acts as a Level 2 Strength attack. If successful, acts as a Level 8 Energy Hit.
29 Special HR ALPHA FLIGHT - SASQUATCH
Acts as a Level 9 MultiPower attack. [OPD]
30 Special CK ALPHA FLIGHT - SHAMAN
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 a battle where Player chooses to discard this card to move one KO'd Teammate from Defeated Characters Pile to Front Line. If there are already three Characters in Front Line, move Character into Reserve. Teammate is discarded at end of next battle. [OPD]
31 Special FB ALPHA FLIGHT - SNOWBIRD
Play as an offensive action targeting Alpha Flight. Draw top card from Draw Pile. If drawn card is a non-numerical or numerical attack, Alpha Flight must play it immediately. If drawn card is not a non-numerical or numerical attack, discard it to the Dead Pile.
32 Special JC BANSHEE - INTERPOL
Acts as a Level 5 Intellect attack. Banshee may play 1 additional Special card. Opponent may defend between each action.
33 Special AE BLOB - AVALANCHE
Acts as a Level 4 Energy attack. May be combined with 1 Strength Power card played by Blob for a single attack.
34 Special EL CABLE - BLAQUESMITH
Acts as a Level 7 Intellect attack. If successful, target Character’s Intellect Power Grid Rating reduces to 0, and may not make any Intellect or MultiPower attacks or defenses for remainder of battle. [OPD]
35 Special JC CAPTAIN AMERICA - SHARON CARTER
Acts as Level 5 Energy attack. Captain America may play 1 additional Special card. Opponent may defend between each action.
36 Special GD THE ENFORCERS - FANCY DAN
Acts a Level 7 Fighting attack. If successful, acts as a Level 5 MultiPower Power Hit.
37 Special AB THE ENFORCERS - HAMMER HARRISON
Acts as a Level 5 Fighting attack. The Enforcers may make 1 additional Fighting attack 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 AX THE ENFORCERS - MONTANA
Acts as a non-numerical attack targeting a Character. If successful, The Enforcers and target Character may not attack for remainder of battle.
39 Special AW THE ENFORCERS - MR. BIG
Play as an offensive action targeting Player's Team. Player's Team is +10 to Venture Total for this battle. [OPD]
40 Special AP THE ENFORCERS - OX
Acts as a Level 6 Strength attack. An Intellect or MultiPower defense may not be played against this attack.
41 Special CD THE ENFORCERS - SNAKE MARSTON
Play as an offensive action targeting The Enforcers. Only attacks made with Universe or Tactic cards may be played against The Enforcers for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 attack not made with aforementioned cards against The Enforcers.
42 Special JI FORGE - NAZE
Play as an offensive action targeting Opponent's Team. At end of battle, Opponent may not move any Mission cards from the Defeated Missions Pile.
43 Special LI GREEN GOBLIN - HARRY OSBORNE
Play as an offensive action targeting Green Goblin. Discard all cards placed to Green Goblin and remove all Hits in Green Goblin's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. [OPD]
44 Special JJ THE HAND - DISSOLVING CORPSES
Play as an offensive action targeting The Hand. Discard 1 Power card usable by The Hand to remove all Hits of equal or lesser Level from The Hand's Hits to Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. [OPD]
45 Special LG THE HAND - KIRIGI
Play as an offensive action targeting The Hand. This Special stays targeted to The Hand, and effect is delayed until The Hand is KO'd. May also play as a defensive action when The Hand is being KO'd. The Hand may continue to fight and is only discarded at the end of the battle together with this Special.
46 Special DM THE HAND - LORD DAITO
Play as an offensive action targeting The Hand. The Hand gains +2 to all Power card attacks and defenses for remainder of battle. As an added effect, may play as a defensive action at the same time as The Hand making a Power card defense, if defense bonus will facilitate defense of incoming attack.
47 Special CC THE HAND - NINJA
Acts as a Level 6 Any-Power attack or defense.
48 Special JF THE HAND - SHINOBI SHAW
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Any-Power Hits on target's Current Battle and Permanent Record become Intellect Hits for remainder of game. Special effect may cause immediate KO. [OPD]
49 Special HN THE HAND - SNAKEROOT
Acts as a Level 8 Any-Power attack.
50 Special AA THE HELLFIRE CLUB - HELLFIRE SOLDIERS
Acts as a Level 4 Fighting attack. The Hellfire Club 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.
51 Special HI THE HELLFIRE CLUB - MADELYNE PRYOR
Play as an offensive action targeting The Hellfire Club. The Hellfire Club may play any Jean Grey Special cards for remainder of game. May play as a defensive action together with a Jean Grey Special card, if useable as response to incoming attack or offensive action.
52 Special LO THE HELLFIRE CLUB - SEBASTIAN SHAW
Avoid 1 Strength or MultiPower attack made against The Hellfire Club. Player may draw 1 card from top of Draw Pile. Discard duplicates.
53 Special EL THE HELLFIRE CLUB - SELENE
Acts as a Level 7 Energy attack. If successful, target Character’s Energy Power Grid Rating reduces to 0, and may not make any Energy or MultiPower attacks or defenses for remainder of battle. [OPD]
54 Special JA THE HELLFIRE CLUB - TESSA
Play as an offensive action targeting The Hellfire Club. Discard one MultiPower Power card usable by The Hellfire Club. Player may draw 4 cards from top of the Draw Pile, do not discard duplicates. [OPD]
55 Special IB THE HELLFIRE CLUB - TREVOR FITZROY
Play as an offensive action targeting Opponent's Team. Opponent's Characters must discard all Placed Double Shot cards, and Opponent's Team is -3 to Venture Total.
56 Special JC HENRY PYM - ULTRON 1
Acts as a Level 4 MultiPower attack. Henry Pym may play 1 additional Special card. Opponent may defend between each action.
57 Special AH HULK - BETTY BANNER
Play as an offensive action targeting Hulk. No Energy, Intellect or Any-Power attacks may be made against Hulk for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Intellect or Any-Power attack made against Hulk.
58 Special AT HYDRA - A.I.M.
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
59 Special EZ HYDRA - BARON VON STRUCKER
Play as an offensive action targeting Hydra, and effect is delayed until the beginning of the next battle at which point Hydra's Fighting and Intellect Power Grid Ratings increase to 7 for remainder of game. [OPD]
60 Special LC HYDRA - FENRIS
Acts as a Level 4 Energy attack against a Character, or Level 8 Any-Power against a Battlesite.
61 Special AI HYDRA - HYDRA AGENTS
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
62 Special IE HYDRA - MADAME HYDRA
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]
63 Special AA HYDRA - M.O.D.O.K.
Acts as a Level 4 Intellect attack. Hydra may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may mdefend between each attack.
64 Special AF ICEMAN - OPAL TANAKA
Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
65 Special AQ THE INHUMANS - BLACK BOLT
Acts as a Level 8 MultiPower attack. [OPD]
66 Special CZ THE INHUMANS - GORGON
Acts as a Level 4 Strength attack. If successful, target Character or Battlesite must discard all Placed cards into Dead Pile. [OPD]
67 Special LC THE INHUMANS - KARNAK
Acts as a Level 4 Fighting attack against a Character, or Level 8 Any-Power against a Battlesite.
68 Special DS THE INHUMANS - LOCKJAW
Play as an offensive action targeting Inhumans. Choose one Inhumans Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
69 Special AV THE INHUMANS - MEDUSA
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
70 Special LE THE INHUMANS - TRITON
Acts as a non-numerical attack targeting a Character. Target Character may not use Tactic cards for the remainder of battle.
71 Special JC JUGGERNAUT - FOXFIRE
Acts as a Level 5 Energy attack. Juggernaut may play 1 additional Special card. Opponent may defend between each action.
72 Special JC KINGPIN - THE ROSE
Acts as a Level 5 Fighting attack. Kingpin may play 1 additional Special card. Opponent may defend between each action.
73 Special GF THE KREE - COLONEL YON-ROGG
Play as an offensive action targeting Player's Team. All Player's Characters may move all Hits from Current Battle to Permanent Record. Affects Venture Total. [OPD]
74 Special AR THE KREE - INTERSTELLAR EMPIRE
Acts as a Level 7 Fighting attack.
75 Special LP THE KREE - PRIME MINISTER ZAREK
Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the next battle an Event card is played by either Player. Effect of any Event cards played are negated, and this Special is discarded. Players may still redraw for played Event.
76 Special EL THE KREE - RONAN THE ACCUSER
Acts as a Level 7 Strength attack. If successful, target Character’s Strength Power Grid Rating reduces to 0, and may not make any Strength or MultiPower attacks or defenses for remainder of battle. [OPD]
77 Special DT THE KREE - SENTRY
Play as an offensive action targeting Kree. Kree may not be attacked by a Power card with the same Level as any Power cards on Kree's Permanent Record for remainder of game. As an added effect, may also play as a defensive action to avoid 1 Power card attack when Kree is attacked by a Power card with the same Level as any Power cards on Kree's Permanent Record. [OPD]
78 Special IF THE KREE - SUPREME INTELLIGENCE
Play as a defensive action when Opponent concedes battle. Player may discard any number of cards held in hand to top of Draw Pile.
79 Special LM THE MARAUDERS - ARC LIGHT
Acts as a Level 7 Any-Power attack against a Character, or a Level 10 Any-Power attack against a Battlesite.
80 Special AR THE MARAUDERS - BLOCKBUSTER
Acts as a Level 7 Strength attack.
81 Special EG THE MARAUDERS - HARPOON
Acts as a Level 5 Energy attack. If successful, Opponent must discard all Special cards from hand. [OPD]
82 Special BQ THE MARAUDERS - MALICE
Play as an offensive or defensive action targeting The Marauders. Player may immediately exchange this card for any Special card in Dead Pile with an attack/offensive action or defense/defensive action respectively even if it is not normally playable by The Marauders and play it immediately. [OPD]
83 Special LK THE MARAUDERS - SCALPHUNTER
Acts as a non-numerical attack targeting a Character in Reserve. If successful, Marauders may attack Character in Reserve for remainder of game. Reserve may defend.
84 Special LN THE MARAUDERS - VERTIGO
Play as an offensive action targeting The Mauraders or Teammate. Non-numerical or numerical attacks made on any of Player's Characters may be shifted to target Character for remainder of battle. As an added effect, may also play as a defensive action to shift a non-numerical or numerical attack on any of Player's Characters to target Character. Target Character may defend. [OPD]
85 Special LJ THE MORLOCKS - CALIBAN
Play as an offensive action targeting Player's Team. Player may choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
86 Special BA THE MORLOCKS - CALLISTO
Acts as a Level 3 Strength attack. Only an Energy or MultiPower defense may be played against this attack.
87 Special AN THE MORLOCKS - ERG
Acts as a Level 6 Energy attack. May be used against Character in Reserve, who may defend.
88 Special DQ THE MORLOCKS - MASQUE
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target's Hit Points to Cumulative KO is reduced by 6 for remainder of game. Decreased Hit Points may cause immediate KO. [OPD]
89 Special AA THE MORLOCKS - SUNDER
Acts as a Level 5 Any-Power attack. The Morlocks 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.
90 Special EX THE MORLOCKS - TAR BABY
Acts as a non-numerical attack against a Character. If successful, target Character's Strength Power Grid Rating reduces to 0, and may not make any Strength or MultiPower attacks or defenses for remainder of battle.
91 Special LQ NEW WARRIORS - FIRESTAR
Acts as a Level 4 Energy attack. If successful, New Warriors may make 1 additional Energy attack using a Power card against the same target. Additional attack may not be defended. [OPD]
92 Special AG NEW WARRIORS - JUSTICE
Avoid 1 non-numerical or numerical attack made against New Warriors.
93 Special AA NEW WARRIORS - KYMAERA
Acts as a Level 4 Fighting attack. New Warriors 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.
94 Special HF NEW WARRIORS - NIGHT THRASHER
Acts as a Level 4 MultiPower attack.
95 Special LA NEW WARRIORS - NOVA
Play as a non-numerical attack targeting a Battlesite. If successful, target Battlesite must discard 2 cards located below, chosen at random. [OPD]
96 Special LC NEW WARRIORS - SPEEDBALL
Acts as a Level 4 Strength attack against a Character, or Level 8 Any-Power against a Battlesite.
97 Special LO NICK FURY - DUM DUM DUGAN
Avoid 1 Energy or MultiPower attack made against Nick Fury. Player may draw 1 card from the top of Draw Pile. Discard duplicates.
98 Special AR THE REAVERS - BONE BREAKER
Acts as a Level 7 Energy attack.
99 Special AA THE REAVERS - CYBORGS
Acts as a Level 4 Fighting attack. The Reavers 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.
100 Special GL THE REAVERS - DEATHSTRIKE
Play as an offensive action targeting Opponent's Team. Player may sort through Opponent's Draw Pile. Choose any 1 card and remove it from game. Reshuffle Draw Pile. [OPD]
101 Special AO THE REAVERS - DONALD PIERCE
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.
102 Special BJ THE REAVERS - PRETTY BOY
Play as an offensive action targeting Reavers. Reavers may not be attacked for remainder of battle. As an added effect, may play as a defensive action to avoid 1 non-numerical or numerical attack made against Reavers. [OPD]
103 Special BA THE REAVERS - SKULL BUSTER
Acts as a Level 2 MultiPower attack. Defensive action against this attack may only be made with a Special card. [OPD]
104 Special JC RED SKULL - CROSSBONES
Acts as a Level 5 Strength attack. Red Skull may play 1 additional Special card. Opponent may defend between each action.
105 Special JF THE SERPENT SOCIETY - ANACONDA
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Any-Power Hits on target's Current Battle and Permanent Record become Strength Hits for remainder of game. Special effect may cause immediate KO. [OPD]
106 Special BM THE SERPENT SOCIETY - ASP
Acts as a Level 7 Strength attack. If successful, target Character may not attack for remainder of battle. [OPD]
107 Special AO THE SERPENT SOCIETY - COBRA
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.
108 Special EJ THE SERPENT SOCIETY - DEATH ADDER
Acts as a Level 2 Strength attack. If successful, acts as a Level 8 Energy Hit.
109 Special AA THE SERPENT SOCIETY - DIAMOND BACK
Acts as a Level 5 Any-Power attack. The Serpent Society 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.
110 Special AD THE SERPENT SOCIETY - SIDEWINDER
Avoid 1 non-numerical or numerical attack made against Teammate.
111 Special BZ SHADOWCAT - DOUG RAMSEY
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]
112 Special AA THE SHI'AR - DEATHBIRD
Acts as a Level 5 Any-Power attack. The Shi'ar 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.
113 Special AF THE SHI'AR - D'KEN
Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
114 Special CC THE SHI'AR - GLADIATOR
Acts as a Level 8 Strength attack or defense. [OPD]
115 Special AH THE SHI'AR - LILANDRA
Play as an offensive action targeting The Shi'ar. No Strength, Intellect or MultiPower attacks may be made against The Shi'ar for remainder of battle. As an added effect, may play as a defensive action, to avoid a Strength, Intellect or MultiPower attack made against The Shi'ar.
116 Special AJ THE SHI'AR - M'KRAAN CRYSTAL
Play as an offensive action targeting Opponent's Team. Player may look at top 7 cards in Opponent's Draw Pile. [OPD]
117 Special JF THE SHI'AR - WARSTAR
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, all Any-Power Hits on target's Current Battle and Permanent Record become Fighting Hits for remainder of game. Special effect may cause immediate KO. [OPD]
118 Special AL SILVER SURFER - SHALLA BAL
Play as an offensive action targeting Silver Surfer. Remove 1 Hit from the Current Battle or Permanent Record of Silver Surfer. If removed Hit is a Special, active effects are also removed.
119 Special HN THE STARJAMMERS - BINARY
Acts as a Level 11 Any-Power attack. [OPD]
120 Special AE THE STARJAMMERS - CH'OD
Acts as a Level 4 Strength attack. May be combined with 1 Energy Power card played by Teammate for a single attack.
121 Special AE THE STARJAMMERS - CORSAIR
Acts as a Level 4 Energy attack. May be combined with 1 Intellect Power card played by Starjammers for a single attack.
122 Special AD THE STARJAMMERS - HEPZIBAH
Avoid 1 numerical attack made against Starjammers.
123 Special HQ THE STARJAMMERS - KEEYAH
Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD]
124 Special CH THE STARJAMMERS - RAZA
Acts as a non-numerical attack against a Character or Battlesite. If successful, target must discard all placed cards and may not attack for remainder of battle. [OPD]
125 Special FA THING - AUNT PETUNIA
Play as an offensive action targeting Thing. Thing 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 Thing.
126 Special JM WAR MACHINE - PEPPER POTTS
Play as an offensive action targeting Player's Team. Player may immediately move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile. [OPD]
127 Special LA WHITE QUEEN - THE HELLIONS
Play as a non-numerical attack targeting a Battlesite. If successful, target Battlesite must discard 2 cards located below, chosen at random. [OPD]
128 Special HO X-BABIES - LI'L COLOSSUS
Acts as a Level 6 Strength attack. If successful, Opponent's Team is -4 to Venture Total for this battle.
129 Special LH X-BABIES - LI'L CYCLOPS
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 and Player may venture up to 4 Mission cards with no penalty. Player may not Venture more than 4 Mission cards. [OPD]
130 Special AG X-BABIES - LI'L DAZZLER
Avoid 1 non-numerical or numerical attack made against X-Babies.
131 Special AO X-BABIES - LI'L LONGSHOT
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.
132 Special LD X-BABIES - LI'L ROGUE
Play as an offensive action targeting Opponent's Team. For remainder of battle, Opponent's Characters may not attack or defend with Aspect cards, Activator retrieved Special cards or Any Character Special cards. [OPD]
133 Special LC X-BABIES - LI'L WOLVIE
Acts as a Level 4 Fighting attack against a Character, or Level 8 Any-Power against a Battlesite.
134 Battlesite ASTEROID "M"
MAGNETO, QUICKSILVER, SCARLET WITCH, MYSTIQUE, BLOB, ROGUE
135 Battlesite AVALON
MAGNETO, BISHOP, COLOSSUS, PROFESSOR X, CABLE, ACOLYTES
136 Battlesite AVENGERS MANSION
CAPTAIN AMERICA, HENRY PYM, HULK, BLACK WIDOW, THOR, VISION
137 Battlesite BLUE AREA OF THE MOON
INHUMANS, KREE, SHI'AR, JEAN GREY, QUICKSILVER, CRYSTAL
138 Battlesite THE CONCRETE JUNGLE
DAREDEVIL, NEW WARRIORS, PUNISHER, KINGPIN, SERPENT SOCIETY, SILVER SABLE
139 Battlesite THE DAILY BUGLE
BLACK CAT, SCARLET SPIDER, SPIDER-MAN, VENOM, GREEN GOBLIN, SCORPION
140 Battlesite THE DANGER ROOM
BISHOP, GAMBIT, ROGUE, BEAST, ICEMAN, ANGEL
141 Battlesite DEPARTMENT H
WOLVERINE, SABRETOOTH, DEADPOOL, ALPHA FLIGHT, OMEGA RED, MAVERICK
142 Battlesite FALL'S EDGE COMPOUND
FORGE, MYSTIQUE, SABRETOOTH, STRONG GUY, HAVOK, POLARIS
143 Battlesite FOUR FREEDOMS PLAZA
HUMAN TORCH, INVISIBLE WOMAN, MR. FANTASTIC, NAMOR, SHE-HULK, THING
144 Battlesite THE HELLICARRIER
BLACK WIDOW, DOC SAMSON, NICK FURY, RED SKULL, CAPTAIN AMERICA, HYDRA
145 Battlesite HELL'S KITCHEN
DAREDEVIL, ENFORCERS, KINGPIN, THE HAND, ELEKTRA, GHOST RIDER
146 Battlesite LATVERIA
DOCTOR DOOM, SILVER SURFER, MR. FANTASTIC, INVISIBLE WOMAN, HUMAN TORCH, THING
147 Battlesite MADRIPOOR
WOLVERINE, PSYLOCKE, ELEKTRA, OMEGA RED, MANDARIN, THE HAND
148 Battlesite MARVEL UNIVERSE
Player's Characters may play Any Character Specials, until Marvel Universe is KO'd. Any Character Specials may not be placed.
149 Battlesite MOJOWORLD
LONGSHOT, MOJO, SPIRAL, X-BABIES, DAZZLER, SHATTERSTAR
150 Battlesite MORLOCK TUNNELS
MR. SINISTER, STORM, SABRETOOTH, THE MARAUDERS, MORLOCKS, DARK BEAST
151 Battlesite MUIR ISLAND
COLOSSUS, NIGHTCRAWLER, SHADOWCAT, PROFESSOR X, BANSHEE, CAPTAIN BRITAIN
152 Battlesite ONSLAUGHT'S CITADEL
SENTINELS, POST, HOLOCAUST, ONSLAUGHT, DARK BEAST, X-MAN
153 Battlesite THE OUTBACK
REAVERS, WOLVERINE, JUBILEE, SENTINELS, LONGSHOT, DAZZLER
154 Battlesite OUTER SPACE
BROOD, SILVER SURFER, SUPER SKRULL, ADAM WARLOCK, SHI'AR, STARJAMMERS
155 Battlesite RAVENCROFT
DRACULA, DR. OCTOPUS, HOBGOBLIN, CARNAGE, MYSTERIO, GREEN GOBLIN
156 Battlesite SANCTUM SANCTORUM
DR. STRANGE, ADAM WARLOCK, SILVER SURFER, GHOST RIDER, MEPHISTO, BARON MORDO
157 Battlesite THE SAVAGE LAND
NICK FURY, MAGNETO, ROGUE, WOLVERINE, SAURON, KA-ZAR
158 Battlesite SHIP
APOCALYPSE, CYCLOPS, JEAN GREY, ANGEL, BEAST, ICEMAN
159 Battlesite STARK ENTERPRISES
HAWKEYE, IRON MAN, SCARLET WITCH, SPIDER-WOMAN, WAR MACHINE, CAPTAIN AMERICA
160 Battlesite THE VAULT
JUGGERNAUT, SERPENT SOCIETY, RHINO, VENOM, THE MARAUDERS, HOBGOBLIN
161 Battlesite WUNDAGORE MOUNTAIN
DOCTOR DOOM, AGATHA HARKNESS, QUICKSILVER, SCARLET WITCH, NIGHTCRAWLER, PUPPET MASTER
162 Battlesite X-MANSION
WHITE QUEEN, CYCLOPS, PROFESSOR X, JEAN GREY, CABLE, X-MEN
163 Event THE COMING OF GALACTUS - COORDINATED EFFORT
Players may not play Divert cards this battle.
164 Event THE COMING OF GALACTUS - DESPERATE GAMBLE
Players must Venture two Mission cards this battle. Event is ignored if both players cannot Venture two Mission cards.
165 Event THE COMING OF GALACTUS - EVERYONE HAS A PART TO PLAY
Players may exchange Activator cards for any Special card beneath their Battlesite for remainder of battle.
166 Event THE COMING OF GALACTUS - GALACTIC BUSY WORK
Players must make any Strength or MultiPower attacks against the Same Front Line character this battle, until Character is KO'd.
167 Event THE COMING OF GALACTUS - HERALD BETRAYS GALACTUS
Players may not play Ally cards this battle.
168 Event THE COMING OF GALACTUS - HEROIC EFFORT
Player with more Hits in the Permanent Record of Front Line Characters goes first this battle.
169 Event SECRET WARS - AMBUSHED!
Players must choose one of Opponent's Front Line Characters. All attacks on chosen character are at +1 for remainder of battle.
170 Event SECRET WARS - AT LAST, CONTROL!
Players do not need to discard duplicate Special cards this battle.
171 Event SECRET WARS - CAUGHT UNAWARE!
Players may not Place cards this battle.
172 Event SECRET WARS - CHARMED
Choose one Front Line Character. Chosen Character may not attack Opponent's chosen Character. Event is ignored if either player has only 1 Front Line Character.
173 Event SECRET WARS - EMPATHIC HEALING
Players must exchange all Hits in the Permanent Record of one Front Line Character with all Hits in the Permanent Record of any Front Line teammate.
174 Event SECRET WARS - KEEPS GOING & GOING
For both players, MultiPower and Any-Power cards do not count in the Venture total for this battle.