Card # Thumbnail Card Type Code Card
1 Character APOCALYPSE
E: 5 F: 5 S: 7 I: 6 (24.4)
2 Character BEAST
E: 2 F: 5 S: 6 I: 7 (20.7)
3 Character BISHOP
E: 6 F: 7 S: 4 I: 3 (21.2)
4 Character CABLE
E: 7 F: 7 S: 4 I: 5 (24.0)
5 Character CAPTAIN AMERICA
E: 2 F: 8 S: 4 I: 6 (24.2)
6 Character CARNAGE
E: 5 F: 7 S: 4 I: 2 (19.3)
Team +5 to Venture Total when KO'd.
7 Character COLOSSUS
E: 1 F: 5 S: 7 I: 4 (18.7)
May not be Cumulative KO'd with Strength Power cards.
8 Character CYCLOPS
E: 7 F: 4 S: 4 I: 5 (21.5)
May play "Fearless Leader" from Reserve.
9 Character DEADPOOL
E: 3 F: 7 S: 5 I: 3 (19.9)
May not be Spectrum KO'd with MultiPower Power cards.
10 Character DOCTOR DOOM
E: 5 F: 3 S: 4 I: 8 (24.2)
11 Character DOCTOR OCTOPUS
E: 2 F: 5 S: 6 I: 7 (20.7)
12 Character ELEKTRA
E: 2 F: 7 S: 4 I: 4 (18.5)
May not be Spectrum KO'd with Fighting Power cards.
13 Character GAMBIT
E: 6 F: 6 S: 4 I: 4 (18.9)
May have duplicate "Charge Object" Specials.
14 Character HOBGOBLIN
E: 4 F: 6 S: 6 I: 3 (17.7)
Strength Power cards are +1 when used to attack.
15 Character HULK
E: 1 F: 3 S: 8 I: 6 (23.2)
16 Character HUMAN TORCH
E: 7 F: 4 S: 4 I: 4 (20.7)
May not be Cumulative KO'd with Energy Power cards.
17 Character INVISIBLE WOMAN
E: 6 F: 4 S: 3 I: 6 (17.7)
Team is +2 to Venture Total per battle.
18 Character IRON MAN
E: 5 F: 3 S: 7 I: 7 (22.8)
19 Character JEAN GREY
E: 7 F: 3 S: 2 I: 4 (18.1)
May play "Telepathic Unity" from Reserve.
20 Character JUBILEE
E: 6 F: 4 S: 2 I: 4 (15.0)
May have duplicate "Blinding Flare" Specials.
21 Character MAGNETO
E: 8 F: 5 S: 3 I: 6 (25.6)
22 Character MR. FANTASTIC
E: 2 F: 5 S: 2 I: 8 (22.5)
23 Character MYSTIQUE
E: 5 F: 6 S: 3 I: 6 (18.2)
Fighting Power cards are +1 when used to attack.
24 Character OMEGA RED
E: 6 F: 7 S: 5 I: 2 (20.7)
25 Character PROFESSOR X
E: 8 F: 2 S: 1 I: 7 (23.9)
26 Character PSYLOCKE
E: 7 F: 6 S: 3 I: 4 (21.2)
27 Character PUNISHER
E: 3 F: 7 S: 4 I: 4 (19.4)
May not be Cumulative KO'd with Fighting Power cards.
28 Character RHINO
E: 2 F: 6 S: 7 I: 1 (18.9)
29 Character ROGUE
E: 4 F: 4 S: 7 I: 2 (18.5)
May not be Spectrum KO'd with Special cards.
30 Character SABRETOOTH
E: 2 F: 8 S: 6 I: 3 (23.8)
31 Character SILVER SURFER
E: 7 F: 3 S: 6 I: 5 (21.7)
32 Character SPIDER-MAN
E: 3 F: 7 S: 6 I: 5 (21.7)
33 Character SPIDER-WOMAN
E: 6 F: 3 S: 6 I: 4 (17.7)
Energy Power cards are +1 when used to attack.
34 Character STORM
E: 7 F: 5 S: 3 I: 4 (20.3)
Intellect Power cards are +2 when used for defense.
35 Character THING
E: 1 F: 5 S: 8 I: 3 (22.2)
36 Character THOR
E: 7 F: 5 S: 7 I: 4 (24.0)
37 Character VENOM
E: 5 F: 6 S: 7 I: 2 (20.7)
38 Character WAR MACHINE
E: 5 F: 4 S: 7 I: 3 (20.3)
39 Character WOLVERINE
E: 2 F: 8 S: 5 I: 4 (23.2)
40 Special AA ANY CHARACTER - DEATH FROM ABOVE
Acts as a Level 4 Fighting attack. Character who played this card 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. [OPD]
41 Special AR ANY CHARACTER - GAMMA TERROR
Acts as a Level 7 Strength attack. [OPD]
42 Special AF ANY CHARACTER - GOD OF MISCHIEF
Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle. [OPD]
43 Special AG ANY CHARACTER - GUARDIAN ANGEL
Avoid 1 non-numerical or numerical attack made on Character playing this card. [OPD]
44 Special AM ANY CHARACTER - UNLUCKY AT LOVE
Acts as a non-numerical attack targeting a Character. If successful, target Character is -3 to all numerical defenses for remainder of battle. [OPD]
45 Special BQ ANY CHARACTER - WEB-HEADED WIZARD
Play as an offensive action targeting Player's Team. Player may immediately exchange this card for any 1 card in Dead Pile. [OPD]
46 Special AY APOCALYPSE  - ENHANCE STRENGTH
Play as an offensive action targeting Apocalypse. Apocalypse's Strength Power Grid Rating increases to 8 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]
47 Special BD APOCALYPSE  - GENETIC ENGINEERING
Acts as a non-numerical attack targeting a Character. If successful, for the Power Type of Player's choice, target Character's Power Grid Rating reduces to 0, and target Character may not use cards that act as an attack or defense with chosen Power Type for remainder of battle. [OPD]
48 Special AS APOCALYPSE  - MEGAMORPH
Acts as a Level 9 Fighting attack. [OPD]
49 Special AC APOCALYPSE  - SHAPE SHIFT
Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Apocalypse, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
50 Special AC APOCALYPSE  - SURVIVAL OF THE FITTEST
Play as a defensive action targeting Teammate when Apocalypse is attacked. Non-numerical or numerical attack made on Apocalypse is now shifted to target Teammate, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
51 Special AO BEAST - ANALYZE
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.
52 Special AD BEAST - ANIMAL DEXTERITY
Avoid 1 Energy, Fighting or Any-Power attack made against Beast.
53 Special AA BEAST - BEASTIAL BRAWN
Acts as a Level 4 Strength attack. Beast may make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
54 Special AL BEAST - BIOCHEMIST
Play as an offensive action targeting Beast'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.
55 Special AS BEAST - DROP KICK
Acts as a Level 9 Fighting attack. [OPD]
56 Special AY BISHOP - ABSORB ENERGY
Avoid 1 attack made with an Energy, Strength and/or MultiPower Power Type made against Bishop. Bishop's Energy Power Grid Rating is increased to 8 for remainder of battle.
57 Special AC BISHOP - DRAW ENEMY FIRE
Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Bishop, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
58 Special AS BISHOP - PLASMA GUN
Acts as Level 9 Energy attack. [OPD]
59 Special AQ BISHOP - SPECTRUM BLAST
Acts as a Level 8 MultiPower attack. [OPD]
60 Special AA BISHOP - XSE TACTICS
Acts as Level 4 Fighting attack. Bishop 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.
61 Special AT CABLE - BATTLE TACTICS
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
62 Special AN CABLE - BIONIC EYE
Acts as a Level 6 Fighting attack. May be used against Character in Reserve, who may defend.
63 Special AG CABLE - BODYSLIDE
Avoid 1 non-numerical or numerical attack made against Cable.
64 Special AD CABLE - COVER FIRE
Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Cable's numerical defenses apply to this card.
65 Special AA CABLE - CUSTOM FIREARMS
Acts as a Level 4 Fighting attack. Cable 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.
66 Special AC CAPTAIN AMERICA - AVENGER
Play as a defensive action targeting Captain America's Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Captain America, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
67 Special AD CAPTAIN AMERICA - MIGHTY SHIELD
Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Captain America's numerical defenses apply to this card.
68 Special AB CAPTAIN AMERICA - RICOCHET SHIELD
Acts as a Level 5 Fighting attack. Captain America may make 1 additional Fighting attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
69 Special AG CAPTAIN AMERICA - STARS & STRIPES
Avoid 1 non-numerical or numerical attack made against Captain America.
70 Special BA CAPTAIN AMERICA - SUPER SOLDIER
Acts as a Level 3 Strength attack. Defensive action against this attack may only be made with a Special card. [OPD]
71 Special AE CARNAGE - BLADE HAND
Acts as a Level 4 Fighting attack. May be combined with 1 Energy Power card played by Carnage for a single attack.
72 Special AD CARNAGE - CLIMB
Avoid 1 Fighting, Strength or Any-Power attack made against Carnage.
73 Special AA CARNAGE - INSANE RAGE
Acts as a Level 4 Energy attack. Carnage 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.
74 Special BE CARNAGE - RUTHLESS
Play as a defensive action targeting Player's Team when Opponent concedes. Player's Team may take 1 more turn before conceding takes place. Opponent may defend.
75 Special AV CARNAGE - SYMBIOTIC WEB
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
76 Special BI COLOSSUS - FASTBALL SPECIAL
Acts as a Level 4 Any-Power attack. Must be combined with 1 attack from a Special card or Power card and optional Basic / Training Universe played by Teammate for a single attack. [OPD]
77 Special AR COLOSSUS - HAYMAKER
Acts as a Level 7 Fighting attack.
78 Special AC COLOSSUS - METAL BARRIER
Play as a defensive action targeting Colossus' Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Colossus, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
79 Special AG COLOSSUS - SKIN OF STEEL
Avoid 1 non-numerical or numerical attack made against Colossus.
80 Special AI COLOSSUS - SMASH OBJECT
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
81 Special AF CYCLOPS - FEARLESS LEADER
Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
82 Special AU CYCLOPS - GROUND BLAST
Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Universe cards. [OPD]
83 Special AD CYCLOPS - OPTIC OBLITERATION
Avoid 1 attack made with a Universe or Tactic card against Cyclops.
84 Special AA CYCLOPS - VISUAL SWEEP
Acts as a Level 4 Energy attack. Cyclops may make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
85 Special AR CYCLOPS - WIDE BEAM
Acts as Level 7 Fighting attack.
86 Special BA DEADPOOL - ASSASSIN
Acts as a Level 3 Intellect attack. Defensive action against this attack may only be made with a Special card. [OPD]
87 Special BF DEADPOOL - HIGH THRESHOLD OF PAIN
Play as an offensive action targeting Deadpool. Deadpool's Hit Points to Cumulative KO increases to 30. May play as a defensive action if it will prevent Deadpool from being Cumulative KO'd. [OPD]
88 Special AA DEADPOOL - KILLING MACHINE
Acts as a Level 4 Fighting attack. Deadpool 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.
89 Special AL DEADPOOL - REGENERATION
Play as an offensive action targeting Deadpool. Remove 1 Hit from the Current Battle or Permanent Record of Deadpool. If removed Hit is a Special, active effects are also removed.
90 Special AJ DEADPOOL - SUPER SPY
Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
91 Special AA DOCTOR DOOM - CONCUSSION BEAMS
Acts as a Level 4 Energy attack. Doctor Doom 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.
92 Special AH DOCTOR DOOM - ENERGY DAMPENING FIELD
Play as an offensive action targeting Doctor Doom. No Energy, Intellect or MultiPower attacks may be made against Doctor Doom for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Intellect or MultiPower attack made against Doctor Doom.
93 Special AT DOCTOR DOOM - SUPER GENIUS
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
94 Special AJ DOCTOR DOOM - TIME MACHINE
Play as an offensive action targeting Opponent's Team. Player may look at top 7 cards in Opponent's Draw Pile. [OPD]
95 Special AW DOCTOR DOOM - VILLAINOUS PLOT
Play as an offensive action targeting Opponent's Team. Opponent's Team is -10 to Venture Total for this battle. [OPD]
96 Special AF DOCTOR OCTOPUS - CRIMINAL MASTERMIND
Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle.
97 Special AG DOCTOR OCTOPUS - EVASIVE ACTION
Avoid 1 non-numerical or numerical attack made against Dr. Octopus.
98 Special AV DOCTOR OCTOPUS - GRASPING TENTACLES
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
99 Special AB DOCTOR OCTOPUS - MULTI-ARMED MENACE
Acts as a Level 5 Fighting attack. Doctor Octopus 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.
100 Special AC DOCTOR OCTOPUS - VILLAINOUS SHIELD
Play as a defensive action targeting Teammate when Doctor Octopus is attacked. Non-numerical or numerical attack made on Dr. Octopus is now shifted to target Teammate, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
101 Special AG ELEKTRA - ANTICIPATE
Avoid 1 non-numerical or numerical attack made against Elektra.
102 Special BP ELEKTRA - MARTIAL ARTIST
Acts as a Level 6 Fighting attack. May be played from Reserve. [OPD]
103 Special AB ELEKTRA - NINJA MASTER
Acts as a Level 5 Fighting attack. Elektra may make 1 additional Fighting attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
104 Special AL ELEKTRA - RESURRECTION
Play as an offensive action targeting Elektra. Remove 1 Hit from the Current Battle or Permanent Record of Elektra. If removed Hit is a Special, active effects are also removed.
105 Special AE ELEKTRA - SAI
Acts as a Level 4 Fighting attack. May be combined with 1 Strength or Fighting Power card played by Elektra for single attack.
106 Special AA GAMBIT - 52 CARD PICKUP
Acts as a Level 4 Energy attack. Gambit may make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
107 Special AK GAMBIT - CHARGE OBJECT
Play as an offensive action targeting Gambit. Universe card bonuses are doubled for remainder of battle. Gambit may simultaneously play any Universe card attack. Alternatively, may play as a defensive action, together with a suitable Basic or Training Universe card defense.
108 Special BJ GAMBIT - CHARM
Play as an offensive action targeting Gambit. Gambit 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 Gambit. [OPD]
109 Special AD GAMBIT - INTERCEPT OBJECT
Avoid 1 attack made with a Universe or Tactic card against Gambit.
110 Special AE GAMBIT - STAFF ATTACK
Acts as a Level 4 Fighting attack. May be combined with 1 Energy or Strength Power card played by Gambit for a single attack.
111 Special AI HOBGOBLIN - CONCUSSION GRENADE
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
112 Special AG HOBGOBLIN - GOBLIN GLIDER
Avoid 1 non-numerical or numerical attack made against Hobgoblin.
113 Special AR HOBGOBLIN - PUMPKIN BOMB
Acts as a Level 7 Energy attack.
114 Special AA HOBGOBLIN - RAZOR BATS
Acts as a Level 4 Fighting attack. Hobgoblin may make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
115 Special AV HOBGOBLIN - STUN GAS
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
116 Special AS HULK - ENRAGED
Acts as a Level 8 Strength attack, +1 for each Hit on Hulk's Current Battle or Permanent Record. Bonus not applied to damage or Venture Total. [OPD]
117 Special AE HULK - GREEN GOLIATH
Acts as a Level 4 Strength attack. May be combined with 1 Fighting or Intellect Power card played by Hulk for a single attack.
118 Special AI HULK - HULK SMASH
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
119 Special BC HULK - INTIMIDATE
Acts as a non-numerical attack against a Character in Reserve. If successful, this Special stays targeted on the Character in Reserve, and effect is delayed until required to move to the Front Line. At this time, discard this Special to prevent Reserve from moving into the Front Line until the beginning of next battle. [OPD]
120 Special AD HULK - SHRUG OFF
Avoid 1 Energy, Fighting or Any-Power attack made against Hulk.
121 Special AM HUMAN TORCH - FIRE SHIELD
Play as an offensive action targeting Human Torch. Human Torch gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as Human Torch making a numerical defense, if defense bonus will facilitate defense of incoming attack.
122 Special AB HUMAN TORCH - FIRE STORM
Acts as a Level 5 Energy attack. Human Torch may make 1 additional Energy attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
123 Special AE HUMAN TORCH - INFERNO
Acts as a Level 4 Energy attack. May be combined with 1 Fighting Power card played by Human Torch for a single attack.
124 Special AS HUMAN TORCH - NOVA BURST
Acts as a Level 11 Energy attack, Human Torch may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Human Torch, so that Special effects are still active but without the Hit. [OPD]
125 Special AI HUMAN TORCH - SEARING HEAT
Acts as a non-numerical attack targeting a Character. If successful, target Character must discard 1 placed card of Player's choice.
126 Special BH INVISIBLE WOMAN - BUBBLE SHIELD
Play as an offensive action targeting Player's Team. Player's Characters gain +3 to all numerical defenses for remainder of battle. As an added effect, may play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]
127 Special AG INVISIBLE WOMAN - FORCE FIELD
Avoid 1 non-numerical or numerical attack made against Invisible Woman.
128 Special AM INVISIBLE WOMAN - INVISIBILITY
Play as an offensive action targeting Invisible Woman. Invisible Woman gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as Invisible Woman making a numerical defense, if defense bonus will facilitate defense of incoming attack.
129 Special AS INVISIBLE WOMAN - INVISIBLE RAM
Acts as a Level 9 Strength attack. [OPD]
130 Special AB INVISIBLE WOMAN - UNSEEN ASSAILANT
Acts as a Level 5 Fighting attack. Invisible Woman 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.
131 Special AA IRON MAN - CONCEALED ARSENAL
Acts as a Level 4 Energy attack. Iron Man 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.
132 Special AQ IRON MAN - HEAT SEEKING MISSILE
Acts as a Level 8 MultiPower attack. [OPD]
133 Special AC IRON MAN - IN THE LINE OF FIRE
Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Iron Man, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
134 Special AG IRON MAN - RADAR WARNING
Avoid 1 non-numerical or numerical attack made against Iron man.
135 Special AT IRON MAN - TACTICAL COMPUTER
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
136 Special AG JEAN GREY - MENTAL DEFLECTION
Avoid 1 non-numerical or numerical attack made against Jean Grey.
137 Special AX JEAN GREY - MIND OVER MATTER
Acts as a non-numerical attack targeting a Character. If successful, Jean Grey and target Character may not attack for remainder of battle.
138 Special AJ JEAN GREY - MIND SCAN
Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
139 Special AS JEAN GREY - TELEKINESIS
Acts as a Level 9 Strength attack. [OPD]
140 Special BH JEAN GREY - TELEPATHIC UNITY
Play as an offensive action targeting Player's Team. Player's Characters gain +3 to all numerical defenses for remainder of battle. As an added effect, may play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]
141 Special AG JUBILEE - BLINDING FLARE
Avoid 1 non-numerical or numerical attack made against Jubilee.
142 Special AD JUBILEE - DISTRACTING BURST
Avoid 1 non-numerical or numerical attack made against Teammate.
143 Special AB JUBILEE - FIREWORKS
Acts as a Level 5 Energy attack. Jubilee 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.
144 Special AV JUBILEE - PLASMOID FLASH
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
145 Special AC JUBILEE - SPECTRUM TEASE
Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Jubilee, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
146 Special AF MAGNETO - EVIL GENIUS
Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle.
147 Special AI MAGNETO - GRAVITY ALTERATION
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
148 Special AM MAGNETO - MAGNETIC SHIELD
Play as an offensive action targeting Magneto. Magneto gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as Magneto making a numerical defense, if defense bonus will facilitate defense of incoming attack.
149 Special AV MAGNETO - PARALYZE OPPONENT
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
150 Special AD MAGNETO - REPEL OBJECT
Avoid 1 attack made with a Universe or Tactic card against Magneto.
151 Special AD MR. FANTASTIC - DEFEND TEAMMATE
Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Mr. Fantastic's numerical defenses apply to this card.
152 Special AK MR. FANTASTIC - INGENUITY
Play as an offensive action targeting Mr. Fantastic. Universe card bonuses are doubled for remainder of battle. Mr. Fantastic may simultaneously play any Universe card attack. Alternatively, may play as a defensive action, together with a suitable Basic or Training Universe card defense.
153 Special AV MR. FANTASTIC - PYTHON HOLD
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
154 Special AB MR. FANTASTIC - STRETCH ATTACK
Acts as a Level 5 Fighting attack. Mr. Fantastic may make 1 additional Fighting attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
155 Special AF MR. FANTASTIC - TEAM LEADER
Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
156 Special AN MYSTIQUE - COMMANDO RAID
Acts as a Level 6 Energy attack. May be used against Character in Reserve, who may defend.
157 Special AG MYSTIQUE - COOL UNDER FIRE
Avoid 1 non-numerical or numerical attack made against Mystique.
158 Special AZ MYSTIQUE - ILLUSION OF ALLY
Acts as a non-numerical attack against a Character. Target Character may not attack Mystique for remainder of battle, unless Mystique attacks target Character first.
159 Special AJ MYSTIQUE - INFILTRATION
Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
160 Special AT MYSTIQUE - SURPRISE ATTACK
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
161 Special AR OMEGA RED - CARBONADIUM COILS
Acts as a Level 7 Strength attack.
162 Special AL OMEGA RED - DRAIN LIFEFORCE
Acts as a Level 5 Energy attack, if successful remove 1 Hit from Omega Red's Permanent Record. If removed Hit is a Special, active effects are also removed.
163 Special AB OMEGA RED - KGB TRAINING
Acts as a Level 5 Fighting attack. Omega Red 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.
164 Special AC OMEGA RED - SACRIFICIAL LAMB
Play as a defensive action targeting Teammate when Omega Red is attacked. Non-numerical or numerical attack made on Omega Red is now shifted to target Teammate, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
165 Special AU OMEGA RED - TENDRIL TACTICS
Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Universe cards. [OPD]
166 Special AB PROFESSOR X - CEREBRO
Acts as a Level 5 Energy attack. Professor X 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.
167 Special AV PROFESSOR X - PSIONIC HOLD
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
168 Special AJ PROFESSOR X - PSYCHIC SCAN
Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
169 Special BG PROFESSOR X - TELEPATHIC COORDINATION
Play as an offensive action targeting Player's Team. Player's Characters gain +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as any of Player's Characters making a numerical defense, if defense bonus will facilitate defense of incoming attack. [OPD]
170 Special AF PROFESSOR X - X-MEN FOUNDER
Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
171 Special AB PSYLOCKE - COMBAT PROWESS
Acts as a Level 5 Fighting attack. Psylocke may make 1 additional Fighting attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
172 Special AV PSYLOCKE - MENTAL HOLD
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
173 Special AE PSYLOCKE - PSI-FIGHTING
Acts as a Level 4 Energy attack. May be combined with 1 Fighting or Strength Power card played by Psylocke for a single attack.
174 Special BM PSYLOCKE - PSYCHIC KNIFE
Acts as a Level 7 Energy attack. If successful, target Character may not attack for remainder of battle. [OPD]
175 Special AJ PSYLOCKE - THOUGHT PROBE
Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
176 Special AB PUNISHER - FULL AUTO
Acts as a Level 5 Fighting attack. Punisher 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.
177 Special AT PUNISHER - SECRET WEAPON
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
178 Special AD PUNISHER - SMOKE SCREEN
Avoid 1 Energy, Fighting or Any- Power attack made against Teammate.
179 Special AN PUNISHER - SNIPER
Acts as a Level 6 Fighting attack. May be used against Character in Reserve, who may defend.
180 Special BB PUNISHER - VENDETTA
Play as a defensive action targeting Punisher, when Punisher takes a Hit. For the remainder of battle, Punisher is +4 to all numerical attacks and defenses made against Character who hit Punisher.
181 Special AI RHINO - BOWL OVER
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
182 Special AB RHINO - PINBALL BLOW
Acts as a Level 5 Strength attack. Rhino 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.
183 Special AP RHINO - RHINO CHARGE
Acts as a Level 6 Strength attack. An Energy or MultiPower defense may not be played against this attack.
184 Special AG RHINO - RHINO HIDE
Avoid 1 non-numerical or numerical attack made against Rhino.
185 Special AE RHINO - ROMP N' STOMP
Acts as a Level 4 Strength attack. May be combined with 1 Fighting Power card played by Rhino for a single attack.
186 Special AC ROGUE - INTERCEPT ATTACK
Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Rogue, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
187 Special BD ROGUE - MUTAGENIC DRAIN
Acts as a non-numerical attack targeting a Character. If successful, for the Power Type of Player's choice, target Character's Power Grid Rating reduces to 0, and target Character may not use cards that act as an attack or defense with chosen Power Type for remainder of battle. [OPD]
188 Special AR ROGUE - POWER TRANSFER
Acts as a Level 6 Strength attack. If successful, Rogue's Power Grid Ratings increase to match target Character's in the Power Types where target Character's Power Grid Ratings are higher than Rogue's, for remainder of battle.
189 Special AG ROGUE - SKY SOAR
Avoid 1 non-numerical or numerical attack made against Rogue.
190 Special AI ROGUE - SUPER STRENGTH
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
191 Special BE SABRETOOTH - BLOOD HUNT
Play as a defensive action targeting Player's Team when Opponent concedes. Player's Team may take 1 more turn before conceding takes place. Opponent may defend.
192 Special AA SABRETOOTH - BLOODLUST
Acts as a Level 4 Fighting attack. Sabretooth 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.
193 Special AD SABRETOOTH - DANGER SCENT
Avoid 1 Fighting, Strength or Any-Power attack made against Sabretooth.
194 Special AL SABRETOOTH - HEALING FACTOR
Play as an offensive action targeting Sabretooth. Remove 1 Hit from the Current Battle or Permanent Record of Sabretooth. If removed Hit is a Special, active effects are also removed.
195 Special AR SABRETOOTH - WILDCAT ATTACK
Acts as a Level 7 Strength attack.
196 Special AL SILVER SURFER - COSMIC HEALING
Play as an offensive action targeting Silver Surfer'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.
197 Special AD SILVER SURFER - ENERGY PROTECTION
Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Silver Surfer's numerical defenses apply to this card.
198 Special AG SILVER SURFER - FORCE SHIELD
Avoid 1 non-numerical or numerical attack made against Silver Surfer.
199 Special AQ SILVER SURFER - POWER COSMIC
Acts as a Level 8 MultiPower attack. [OPD]
200 Special AI SILVER SURFER - REARRANGE MATTER
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
201 Special AA SPIDER-MAN - ARACHNID AGILITY
Acts as a Level 4 Fighting attack. Spider-Man 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.
202 Special AJ SPIDER-MAN - SPIDER SENSE
Play as an offensive action targeting Opponent's Team. Opponent must reveal 6 cards chosen at random currently held in hand, and play revealed cards open handed for remainder of battle.
203 Special AG SPIDER-MAN - WALL CRAWL
Avoid 1 non-numerical or numerical attack made against Spider-Man.
204 Special AV SPIDER-MAN - WEB
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
205 Special AD SPIDER-MAN - WEB SHIELD
Avoid 1 attack made with a Universe or Tactic card against Spider-Man.
206 Special AI SPIDER-WOMAN - ARACHNOPHOBIA
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
207 Special AV SPIDER-WOMAN - PSI-WEB
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
208 Special AE SPIDER-WOMAN - SPIDER ATTACK
Acts as a Level 4 Strength attack. May be combined with 1 Strength Power card played by Spider-Woman for a single attack.
209 Special AA SPIDER-WOMAN - SPIDER STRENGTH
Acts as a Level 4 Strength attack. Spider-Woman 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.
210 Special AG SPIDER-WOMAN - WEB LINES
Avoid 1 non-numerical or numerical attack made against Spider-Woman.
211 Special AA STORM - CHAIN LIGHTNING
Acts as a Level 4 Energy attack. May make 1 additional attack against a different target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
212 Special AQ STORM - EMOTIONAL OUTBURST
Acts as a Level 8 MultiPower attack. [OPD]
213 Special AD STORM - FLIGHT
Avoid 1 Fighting, Strength or Any-Power attack made against Storm.
214 Special CN STORM - HURRICANE WINDS
Play as an offensive action targeting Storm. No attacks made with Universe or Tactic cards may be played against Storm for remainder of battle. As an added effect, may play as a defensive action, to avoid an attack made with a Universe or Tactic card against Storm.
215 Special AT STORM - SUMMON ELEMENTAL POWER
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
216 Special AI THING - BEAR HUG
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
217 Special AS THING - CLOBBERIN' TIME
Acts as a Level 10 Strength attack. [OPD]
218 Special BB THING - REVOLTIN' DEVELOPMENT
Play as a defensive action targeting Thing, when Thing takes a Hit. For the remainder of battle, Thing is +4 to all numerical attacks and defenses made against Character who hit Thing.
219 Special AG THING - ROCK SKIN
Avoid 1 non-numerical or numerical attack made against Thing.
220 Special AA THING - TEMPER TANTRUM
Acts as a Level 4 Intellect attack. Thing 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.
221 Special AY THOR - GOD OF THUNDER
Play as an offensive action targeting Thor. Thor's Energy Power Grid Rating increases to 8 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]
222 Special AE THOR - MJOLNIR SPEAKS
Acts as a Level 4 Strength attack. May be combined with 1 Energy Power card played by Thor for a single attack.
223 Special AA THOR - MYSTIC URU METAL
Acts as a Level 4 Strength attack. Thor 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.
224 Special AQ THOR - POWER OF ASGARD
Acts as a Level 8 MultiPower attack. [OPD]
225 Special AC THOR - PROTECT TEAMMATE
Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Thor, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
226 Special AI VENOM - ALIEN WEBBING
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
227 Special AG VENOM - CREEPY CRAWLER
Avoid 1 non-numerical or numerical attack made against Venom.
228 Special BC VENOM - PANIC ATTACK
Acts as a non-numerical attack against a Character in Reserve. If successful, this Special stays targeted on the Character in Reserve, and effect is delayed until required to move to the Front Line. At this time, discard this Special to prevent Reserve from moving into the Front Line until the beginning of next battle. [OPD]
229 Special AA VENOM - RAMPAGE
Acts as Level 4 Strength attack. Venom 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.
230 Special AV VENOM - SYMBIOTIC SNARE
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
231 Special AT WAR MACHINE - BATTLE COMPUTER
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
232 Special AM WAR MACHINE - ENERGY SHIELD
Play as an offensive action targeting War Machine. War Machine gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as War Machine making a numerical defense, if defense bonus will facilitate defense of incoming attack.
233 Special AE WAR MACHINE - GUIDED MISSILE
Acts as a Level 4 Energy attack. May be combined with 1 Strength or Fighting card played by War Machine for a single attack.
234 Special AA WAR MACHINE - HIDDEN WEAPON
Acts as a Level 4 Strength attack. War Machine 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.
235 Special AQ WAR MACHINE - UNLEASH ARSENAL
Acts as a Level 8 MultiPower attack. [OPD]
236 Special AA WOLVERINE - BERSERK ATTACK
Acts as a Level 4 Fighting attack. Wolverine 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.
237 Special AG WOLVERINE - FIGHTING INSTINCT
Avoid 1 non-numerical or numerical attack made against Wolverine.
238 Special AL WOLVERINE - HEAL
Play as an offensive action targeting Wolverine. Remove 1 Hit from the Current Battle or Permanent Record of Wolverine. If removed Hit is a Special, active effects are also removed.
239 Special AC WOLVERINE - SNIKT
Play as a defensive action targeting Teammate when target Teammate is attacked. Non-numerical or numerical attack made on target Teammate is now shifted to Wolverine, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
240 Special AS WOLVERINE - WOUNDED ANIMAL
Acts as a Level 8 Fighting attack, +1 for each Hit on Wolverine's Permanent Record. Bonus not applied to damage or Venture Total. [OPD]