Card # Thumbnail Card Type Code Card
1 Character BANSHEE
E: 7 F: 5 S: 3 I: 5 (20.7)
Teammates' Training card bonuses are an additional +1.
2 Character BLACK CAT
E: 3 F: 6 S: 3 I: 4 (15.5)
Power cards are +1 when used for defense.
3 Character BLOB
E: 4 F: 5 S: 6 I: 1 (15.1)
May not be Spectrum KO'd with Strength Power cards.
4 Character DAREDEVIL
E: 2 F: 7 S: 4 I: 6 (20.3)
5 Character DOMINO
E: 4 F: 7 S: 3 I: 5 (20.3)
Energy Power cards are +2 when used for defense.
6 Character DR. STRANGE
E: 8 F: 3 S: 2 I: 6 (23.8)
7 Character GHOST RIDER
E: 6 F: 6 S: 6 I: 2 (17.7)
May only be Spectrum KO'd by four Power Types.
8 Character ICEMAN
E: 7 F: 4 S: 4 I: 3 (19.4)
May have duplicate "Snow Blind" Specials.
9 Character JUGGERNAUT
E: 4 F: 5 S: 8 I: 2 (23.2)
10 Character LONGSHOT
E: 3 F: 7 S: 4 I: 3 (19.1)
Opponent's Team is -2 to Venture Total per battle.
11 Character MANDARIN
E: 7 F: 4 S: 3 I: 5 (20.3)
Fighting Power cards are +2 when used for defense.
12 Character MOJO
E: 6 F: 3 S: 1 I: 6 (15.7)
MultiPower Power cards are +1 when used to attack.
13 Character MR. SINISTER
E: 4 F: 5 S: 4 I: 8 (25.4)
14 Character MYSTERIO
E: 6 F: 3 S: 4 I: 6 (17.7)
May not be Spectrum KO'd with Energy Power cards.
15 Character NAMOR
E: 2 F: 7 S: 7 I: 4 (21.3)
16 Character SCARLET SPIDER
E: 3 F: 7 S: 6 I: 5 (21.7)
17 Character SCARLET WITCH
E: 7 F: 3 S: 2 I: 5 (18.9)
Opponent's Team -5 to Venture Total when KO'd.
18 Character SHE HULK
E: 1 F: 4 S: 7 I: 5 (18.7)
May have duplicate "Public Defender" Specials.
19 Character SILVER SABLE
E: 4 F: 6 S: 2 I: 6 (16.7)
May play Fighting Teamwork cards from Reserve.
20 Character STRONG GUY
E: 3 F: 4 S: 7 I: 3 (19.1)
May play "Pile It On" from Reserve.
21 Character SUPER SKRULL
E: 6 F: 4 S: 7 I: 4 (22.4)
22 Special DB ANY CHARACTER - CONFUSION
Acts as a non-numerical attack targeting a Character. If successful, target Character must discard 1 Placed Teamwork card. Alternatively, may play as a defensive action targeting Character who played this card. Avoids all attacks from 1 Teamwork and/or associated Power cards made against target Character. [OPD]
23 Special BL ANY CHARACTER - SAVAGE LAND
Play as a defensive action targeting Opponent's Team, when Opponent concedes. An opportunity to negate this Special must be given to the Opponent. If not negated, Opponent may not concede battle and must continue with their turn. This card may be Placed. [OPD]
24 Special AL ANY CHARACTER - SYMBIOTIC HEALING
Play as an offensive action targeting Character who played this card. Remove 1 Hit from the Current Battle or Permanent Record of target Character. If removed Hit is a Special, active effects are also removed. [OPD]
25 Special CL APOCALYPSE  - INSTANT EVOLUTION
Play as an offensive action targeting Apocalypse. Apocalypse 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.
26 Special AA BANSHEE - INTERPOL TRAINING
Acts as a Level 4 Fighting attack. Banshee 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.
27 Special DS BANSHEE - LUCK O' THE IRISH
Play as an offensive action targeting Banshee. Choose one Banshee Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
28 Special BY BANSHEE - SHATTER SHRIEK
Play as an offensive action targeting Opponent's Team. Opponent must discard all cards that act as a Fighting or MultiPower attack or defense currently held in hand. [OPD]
29 Special AG BANSHEE - SONIC GLIDE
Avoid 1 non-numerical or numerical attack made against Banshee.
30 Special AS BANSHEE - SUPER SCREAM
Acts as a Level 11 Energy attack. Banshee may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Banshee, so that Special effects are still active but without the Hit. [OPD]
31 Special AX BANSHEE - VOCAL HYPNOSIS
Acts as a non-numerical attack targeting a Character. If successful, Banshee and target Character may not attack for remainder of battle.
32 Special CD BEAST - ACROBATICS
Play as an offensive action targeting Beast. Only attacks made with Universe or Tactic cards may be played against Beast for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 attack not made with aforementioned cards against Beast.
33 Special AG BISHOP - BODY ARMOR
Avoid 1 non-numerical or numerical attack made against Bishop.
34 Special AI BLACK CAT - BAD LUCK
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
35 Special CB BLACK CAT - CAT BURGLAR
Acts as a non-numerical attack targeting a Character that has a Basic or Training Universe card placed. If successful, Black Cat may immediately make an attack using that Universe card placed on target Character, even if it is not normally playable by Black Cat.
36 Special AA BLACK CAT - CAT FIGHT
Acts as a Level 4 Fighting attack. Black Cat 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.
37 Special BY BLACK CAT - FEMME FATALE
Play as an offensive action targeting Opponent's Team. Opponent must discard all cards that act as a Strength or MultiPower attack or defense currently held in hand. [OPD]
38 Special BA BLACK CAT - KISS OF DEATH
Acts as a Level 3 Energy attack. Defensive action against this attack may only be made with a Negate Special card. [OPD]
39 Special AD BLACK CAT - NINE LIVES
Avoid 1 Strength, Fighting or Any-Power attack made against Black Cat.
40 Special CW BLOB - ABSORB IMPACT
Avoid 1 non-numerical or numerical attack made against Blob. Blob may not be attacked for remainder of battle. [OPD]
41 Special AD BLOB - BLUBBER BLOCK
Avoid 1 non-numerical or numerical attack made against Teammate.
42 Special CE BLOB - BOTTOMLESS BELLY
Play as an offensive action targeting Opponent's Team. Opponent must discard top 3 cards from Draw Pile into Dead Pile.
43 Special AR BLOB - HEAVY HITTER
Acts as a Level 6 Fighting attack.
44 Special AX BLOB - IMMOVABLE OBJECT
Acts as a non-numerical attack targeting a Character. If successful, Blob and target Character may not attack for remainder of battle.
45 Special CU BLOB - SUMO SLAM
Acts as a Level 7 Strength attack. If successful, target Character or Battlesite must discard 1 placed card of Player's choice. [OPD]
46 Special AS CABLE - REALLY BIG GUN
Acts as a Level 9 Strength attack. [OPD]
47 Special CQ CAPTAIN AMERICA - INSPIRATION
Play as an offensive action targeting Captain America. For the remainder of battle, all Captain America numerical Special card Hits on Opponent's Characters or Battlesite are doubled when determining Venture Total.
48 Special DJ CARNAGE - ALIEN HEALING
Play as an offensive action targeting Carnage. Carnage may move all Hits from Current Battle to Permanent Record. Affects Venture Total.
49 Special BT CARNAGE - COMBAT CHAOS
Play as an offensive action targeting Opponent's Team. Opponent's Energy, MultiPower and Any-Power Power cards do not contribute to the Venture Total for this battle.
50 Special AX COLOSSUS - IRON CURTAIN
Acts as a non-numerical attack targeting a Character. If successful, Colossus and target Character may not attack for remainder of battle.
51 Special BO CYCLOPS - REMOVE VISOR
Acts as a Level 6 Energy attack. May be combined with 1 Energy Power card played by Cyclops for a single attack. [OPD]
52 Special AB DAREDEVIL - AGILITY
Acts as a Level 5 Fighting attack. Daredevil 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.
53 Special AG DAREDEVIL - ALERTNESS
Avoid 1 non-numerical or numerical attack made against Daredevil.
54 Special AS DAREDEVIL - BILLY CLUB
Acts as a Level 9 Strength attack. [OPD]
55 Special BK DAREDEVIL - BLIND MAN'S BLUFF
Play as an offensive action targeting Daredevil. Daredevil plays numerical attacks face down for remainder of battle. Opponent must guess defense. If defensive action is fails, attack hits and Opponent keeps cards used. When this Special is played, Daredevil may simultaneously play a numerical attack face down against Opponent's Character or Battlesite. [OPD]
56 Special CN DAREDEVIL - HYPERSENSES
Play as an offensive action targeting Daredevil. No attacks with Universe or Tactic cards may be made against Daredevil 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 Daredevil.
57 Special DN DAREDEVIL - MAN WITHOUT FEAR
Play as an offensive action targeting Player's Team. Player's Characters gain +2 to all numerical attacks and defenses for remainder of battle if Player has more KO'd Characters than Opponent. May play as a defensive action at the same time as Daredevil or Teammate making a numerical defense, if defense bonus will facilitate defense of incoming attack.
58 Special AE DEADPOOL - BUSHWACK
Acts as a Level 4 Energy attack. May be combined with 1 Fighting Power card played by Deadpool for a single attack.
59 Special AC DOCTOR DOOM - EXPENDABLE ALLY
Play as a defensive action targeting Teammate when Doctor Doom is attacked. Non-numerical or numerical attack made on Doctor Doom 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.
60 Special AP DOCTOR OCTOPUS - KILLER CRUSH
Acts as a Level 6 Strength attack. An Energy or MultiPower defense may not be played against this attack.
61 Special AT DOCTOR OCTOPUS - MASTER INVENTOR
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 AB DOMINO - DOUBLE DOWN
Acts as a Level 5 Fighting attack. Domino 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.
63 Special AM DOMINO - FALL INTO PLACE
Play as an offensive action targeting Domino. Domino gains +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as Domino making a numerical defense, if defense bonus will facilitate defense of incoming attack.
64 Special AG DOMINO - LADY LUCK
Avoid 1 non-numerical or numerical attack made against Domino.
65 Special BV DOMINO - SHRAPNEL BOMB
Play as an offensive action targeting Domino. Player may draw 1 card from Draw Pile. Discard duplicates. Domino may immediately make as many additional attacks as desired against any targets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
66 Special CS DOMINO - SIX PACK ATTACK
Play as an offensive action targeting Domino. Choose 1 Basic or Training Universe card from Draw Pile and place in hand. Domino may immediately play this Universe card with the appropriate contribution. Reshuffle Draw Pile. May play as a defensive action together with chosen Universe and appropriate contribution.
67 Special BS DOMINO - TRIPWIRE
Play as an offensive action targeting Domino. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of Domino's Defense made with a Power card equals the Level of an incoming attack, Domino's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]
68 Special AV DR. STRANGE - CRIMSON BANDS OF CYTTORAK
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
69 Special DG DR. STRANGE - ELDRITCH BLASTS
Acts as a Level 2 Energy attack. Dr. Strange 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.
70 Special AJ DR. STRANGE - EYE OF AGAMOTTO
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.
71 Special DA DR. STRANGE - MISTS OF MORPHEUS
Acts as a non-numerical attack targeting a Character. If successful, target Character may not defend with Power Type of Player's choice for remainder of battle.
72 Special CK DR. STRANGE - NECROMANCY
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 instead. Teammate is discarded at end of that battle. [OPD]
73 Special AF DR. STRANGE - SORCERER SUPREME
Play as an offensive action targeting Player's Team. Player's Team is +6 to Venture Total for this battle.
74 Special AP ELEKTRA - SHURIKEN
Acts as a Level 6 Energy attack. A Fighting or MultiPower defense may not be played against this attack.
75 Special AT GAMBIT - ACE IN THE HOLE
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
76 Special AI GHOST RIDER - BAT OUT OF HELL
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
77 Special AA GHOST RIDER - DEMON CHAIN
Acts as a Level 4 Fighting attack. Ghost Rider may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
78 Special AD GHOST RIDER - FIRE AND BRIMSTONE
Avoid 1 Fighting, Energy or Any-Power attack made against Ghost Rider.
79 Special AQ GHOST RIDER - HELL ON WHEELS
Acts as a Level 8 MultiPower attack. [OPD]
80 Special CH GHOST RIDER - PENANCE STARE
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]
81 Special AR GHOST RIDER - SPIRIT OF VENGEANCE
Acts as a Level 6 Energy attack.
82 Special OC HOBGOBLIN - FRIGHTENING VISAGE
Acts as a non-numerical attack targeting a Character. If successful, Opponent must discard 3 cards playable by target Character from Hand. Cards chosen by Opponent. [OPD]
83 Special AT HOBGOBLIN - SECRET POUCHES
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
84 Special AS HULK - POWER LEAP
Acts as a Level 9 Fighting attack. [OPD]
85 Special AG HUMAN TORCH - FLAME ON
Avoid 1 non-numerical or numerical attack made against Human Torch.
86 Special AS ICEMAN - BLOOD CHILL
Acts as a Level 10 Energy attack. [OPD]
87 Special AE ICEMAN - FROSTBITE
Acts as a Level 4 Energy attack. May be combined with 1 Fighting or Strength Power card played by Iceman for a single attack.
88 Special AD ICEMAN - HAIL STORM
Avoid 1 numerical attack made against Teammate.
89 Special AG ICEMAN - ICE ARMOR
Avoid 1 non-numerical or numerical attack made against Iceman.
90 Special CM ICEMAN - SNOW BLIND
Play as an offensive action targeting Opponent's Team. Opponent's Characters are -1 to all numerical attacks and defenses for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
91 Special AR ICEMAN - SUB-ZERO
Acts as a Level 6 Strength attack.
92 Special CO INVISIBLE WOMAN - INVISIBLE SABOTEUR
Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play any Universe cards from Opponent's hand this battle. Placed Universe cards may still be played.
93 Special BW IRON MAN - INDUSTRIAL WASTE
Play as an offensive action targeting Opponent's Team. Opponent must discard top 5 cards from Draw Pile into Dead Pile. [OPD]
94 Special CF JEAN GREY - MUTANT MOTIVATION
Play as an offensive action targeting Opponent's or Player's Team. Target Opponent or Player must immediately increase ventured Mission cards by 1 from any Mission Pile.
95 Special AQ JUBILEE - PRISMATIC FLARE
Acts as a Level 7 MultiPower attack. [OPD]
96 Special CU JUGGERNAUT - BATTERING RAM
Acts as a Level 8 Strength attack. If successful, target Character or Battlesite must discard 1 placed card of Player's choice. [OPD]
97 Special AR JUGGERNAUT - HEAD BUTT
Acts as a Level 7 Fighting attack.
98 Special AD JUGGERNAUT - IGNORE BLOW
Avoid 1 Strength, Energy or Any-Power attack made against Juggernaut.
99 Special AU JUGGERNAUT - RAZE
Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Universe cards, or all Universe cards held in hand, whichever is a greater number. [OPD]
100 Special AD JUGGERNAUT - SMASH INCOMING OBJECT
Avoid 1 attack made with a Universe or Tactic card against Juggernaut.
101 Special DQ JUGGERNAUT - UNSTOPPABLE FORCE
Play as an offensive action targeting Juggernaut. Juggernaut's Hit Points to Cumulative KO increases by 4 for remainder of game. May also play as a defensive action, if it will prevent Juggernaut from being Cumulative KO'd.
102 Special BU LONGSHOT - FOUR-FINGERED FURY
Play as an offensive action targeting Longshot. Longshot may combine Fighting Power cards Level 1 through 5 for a single attack for remainder of game. Longshot may simultaneously make a combined Fighting Power card attack on any one of Opponent's Characters or Battlesite.
103 Special AC LONGSHOT - FREEDOM FIGHTER
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 Longshot, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
104 Special AG LONGSHOT - HOLLOW BONES
Avoid 1 non-numerical or numerical attack made against Longshot.
105 Special CJ LONGSHOT - LUCKY BOUNCE
Play as an offensive action targeting Longshot. Longshot must simultaneously play a Power card attack against Opponent's Character or Battlesite. If defended, Longshot's Power card is returned to Player's Hand. [OPD]
106 Special CV LONGSHOT - ONE IN A MILLION
Acts as a Level 3 Fighting attack. Defense can only be made with a Level 3 Power card regardless of bonuses or penalties. If defended, Opponent's Character's Power card Counter-Hits Longshot. [OPD]
107 Special DO LONGSHOT - ROLL WITH THE PUNCHES
Play as an offensive action targeting any Special card that has currently active effects and/or is acting as a Hit on Player's Characters or Team. Negates currently active effect and/or Hit of target Special card. May be used as a defensive action to negate an incoming Special and any combined cards played against Player's Characters or Team.
108 Special AR MAGNETO - POWER FLUX
Acts as a Level 6 Energy attack.
109 Special AF MANDARIN - ARCH VILLAIN
Play as an offensive action targeting Opponent's Team. Opponent's Team is -6 to Venture Total for this battle.
110 Special AI MANDARIN - DISINTEGRATE
Acts as a non-numerical attack targeting a Character. If successful, target Character must discard 1 placed card of Player's choice.
111 Special AD MANDARIN - ELECTROMAGNETIC SHIELD
Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting Mandarin's numerical defenses apply to this card.
112 Special AT MANDARIN - MASTERMIND
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
113 Special CT MANDARIN - MIND CONTROL
Play as an offensive action targeting Teammate. All attacks made against Mandarin are shifted to target Teammate, until Teammate is KO'd. As an added effect, may play as a defensive action to shift an attack against Mandarin to target Teammate. [OPD]
114 Special AR MANDARIN - VORTEX BEAM
Acts as a Level 6 Strength attack.
115 Special CC MOJO - BODYGUARD
Acts as a Level 5 Strength attack or defense.
116 Special CI MOJO - IT'S A RAP
Acts as a Level 2 Energy attack. Must be combined with a Power card played by Mojo for a single attack. If successful, acts as a Level 6 Energy Hit.
117 Special CX MOJO - PRIME TIME
Acts as a Level 5 Fighting attack. May be combined with any 1 Power card played by Mojo for a single attack. [OPD]
118 Special CP MOJO - REWRITE SCRIPT
Play as an offensive action targeting Player's Team. Player may exchange remaining cards in hand with equal number of cards from top of Draw Pile and then may draw 2 additional cards. Do not discard duplicates. [OPD]
119 Special AJ MOJO - SPINELESS PLOT
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.
120 Special AG MOJO - SUPREME EDITS
Avoid 1 non-numerical or numerical attack made against Mojo.
121 Special DI MR. FANTASTIC - OBJECT BOUNCE
Play as an offensive action targeting Opponent's Team. For remainder of game, Opponent's Characters may not defend with Universe cards against an attack made by Mr. Fantastic, or attack with Universe cards against Mr. Fantastic.
122 Special AR MR. SINISTER - BACKSTAB
Acts as a Level 6 Strength attack.
123 Special DL MR. SINISTER - HIDDEN AGENDA
Acts as a non-numerical attack targeting a Character. If successful, target Character is -3 to all numerical attacks and +1 to all numerical defenses for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
124 Special BZ MR. SINISTER - INSIDE INFORMATION
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]
125 Special AG MR. SINISTER - MALEABLE MANEUVER
Avoid 1 non-numerical or numerical attack made against Mr. Sinister.
126 Special DG MR. SINISTER - MERCILESS MUTANT
Acts as a Level 3 Fighting attack. Mr. Sinister 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.
127 Special BT MR. SINISTER - POWER SCHEME
Play as an offensive action targeting Opponent's Team. Opponent's Energy, MultiPower and Any-Power Power cards do not contribute to the Venture Total for this battle.
128 Special BK MYSTERIO - ALTER PERCEPTION
Play as an offensive action targeting Mysterio. Mysterio plays numerical attacks face down for remainder of battle. Opponent must guess defense. If defensive action is fails, attack hits and Opponent keeps cards used. When this Special is played, Mysterio may simultaneously play a numerical attack face down against Opponent's Character or Battlesite.
129 Special AV MYSTERIO - HOLLYWOOD HORROR
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
130 Special AD MYSTERIO - MISDIRECTION
Avoid 1 Energy, Strength or Any-Power attack made against Mysterio.
131 Special AM MYSTERIO - MIST AND MIRRORS
Play as an offensive action targeting Mysterio. Mysterio gains +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as Mysterio making a numerical defense, if defense bonus will facilitate defense of incoming attack.
132 Special AU MYSTERIO - NOW YOU SEE IT...
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must immediately discard all placed cards. [OPD]
133 Special AE MYSTERIO - POISON PROPS
Acts as a Level 4 Energy attack. May be combined with 1 Strength or Intellect Power card played by Mysterio for a single attack.
134 Special CC MYSTERIO - STUNTMAN
Acts as a Level 5 Fighting attack or defense.
135 Special CA MYSTIQUE - MISTAKEN IDENTITY
Play as an offensive action targeting Front Line Teammate. Mystique may switch all Hits from Current Battle and Permanent Record with target Teammate.
136 Special AA NAMOR - ATLANTIS ATTACKS
Acts as a Level 4 Fighting attack. Namor 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.
137 Special BR NAMOR - BOUNTY OF THE SEA
Play as an offensive action targeting Namor. Namor may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
138 Special AQ NAMOR - IMPERIOUS REX
Acts as a Level 7 MultiPower attack. [OPD]
139 Special CY NAMOR - LAND, SEA, AND AIR
Acts as a Level 4 Energy attack. Namor may make 1 additional Fighting and/or 1 additional Strength Power card attack and optional Basic / Training Universe against the same target. Opponent may defend between each attack.
140 Special CR NAMOR - WATERY GRAVE
Play as an offensive action targeting Opponent's Team. Player may choose two of Opponent's Front Line Characters, and exchange any 1 Hit from either Character. Hits may be from Current Battle and/or Permanent Record. May cause immediate KO. May affect Venture Total. [OPD]
141 Special AD NAMOR - WINGED FEET
Avoid 1 Energy, Intellect or Any-Power attack made against Namor.
142 Special DP OMEGA RED - SECRETE PHEROMONES
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]
143 Special AG PROFESSOR X - READ MIND
Avoid 1 non-numerical or numerical attack made against Professor X.
144 Special AG PSYLOCKE - ILLUSION
Avoid 1 non-numerical or numerical attack made against Psylocke.
145 Special AE PUNISHER - FLAME THROWER
Acts as a Level 4 Energy attack. May be combined with 1 Fighting Power card played by Punisher for a single attack.
146 Special BC RHINO - SCARE TACTICS
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]
147 Special BU RHINO - STAMPEDE
Play as an offensive action targeting Rhino. Rhino may combine Strength Power cards Level 1 through 5 for a single attack for remainder of battle. Rhino may simultaneously make a combined Strength Power card attack on any one of Opponent's Characters or Battlesite.
148 Special AS ROGUE - MUTANT MISSILE
Acts as a Level 9 Fighting attack. [OPD]
149 Special DK SABRETOOTH - RABID BEAST
Play as a defensive action targeting Sabretooth, when Sabretooth takes a Hit. Sabretooth is +4 to all numerical attacks for remainder of battle.
150 Special BQ SCARLET SPIDER - ARACHNID GIZMOS
Play as an offensive or defensive action targeting Scarlet Spider. 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 Scarlet Spider and play it immediately. [OPD]
151 Special BR SCARLET SPIDER - HIDDEN POUCHES
Play as an offensive action targeting Scarlet Spider. Scarlet Spider may have 1 additional Power, Universe, Tactic or Special card Placed on him for remainder of game. May be played from Reserve.
152 Special BV SCARLET SPIDER - IMPACT WEBBING
Play as an offensive action targeting Scarlet Spider. Player may draw 1 card from Draw Pile. Discard duplicates. Scarlet Spider may immediately make as many additional attacks as desired against any targets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
153 Special AB SCARLET SPIDER - NEW WARRIOR
Acts as a Level 5 Fighting attack. Scarlet Spider 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.
154 Special AD SCARLET SPIDER - SCARLET SAVIOR
Avoid 1 non-numerical or numerical attack made against Teammate.
155 Special AV SCARLET SPIDER - SPIDER WEB
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
156 Special CB SCARLET SPIDER - STICKY FINGERS
Acts as a non-numerical attack targeting a Character that has a Basic or Training Universe card placed. If successful, Scarlet Spider may immediately make an attack using that Universe card placed on target Character, even if it is not normally playable by Scarlet Spider.
157 Special AO SCARLET WITCH - CHANGE OUTCOME
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.
158 Special AQ SCARLET WITCH - HEX POWER
Acts as a Level 8 MultiPower attack. [OPD]
159 Special BT SCARLET WITCH - MUTANT MAGIC
Play as an offensive action targeting Opponent's Team. Opponent's Strength, MultiPower and Any-Power Power cards do not contribute to the Venture Total for this battle.
160 Special AR SCARLET WITCH - SORCERESS SLAM
Acts as a Level 6 Strength attack.
161 Special DR SCARLET WITCH - SPELL OF DESTRUCTION
Play as an offensive action targeting Opponent's Team. Opponent must draw 2 cards from Draw Pile. Drawn cards and any duplicates of them, placed or in hand, must be discarded.
162 Special AI SCARLET WITCH - SPONTANEOUS COMBUSTION
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
163 Special CD SHE HULK - ELBOW GREASE
Play as an offensive action targeting She Hulk. Only attacks made with Universe or Tactic cards may be played against She Hulk for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 attack not made with aforementioned cards against She Hulk.
164 Special AC SHE HULK - EMERALD ALLURE
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 She Hulk, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
165 Special AQ SHE HULK - GAMMA GIRL
Acts as a Level 8 MultiPower attack. [OPD]
166 Special AI SHE HULK - POWER PROXY
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
167 Special BX SHE HULK - SHE-HULK SMASH
Acts as a Level 5 Energy attack. May be used with a Universe card. Universe bonus for this attack added to Venture Total, but not damage.
168 Special AL SHE HULK - VITAMIN "G"
Play as an offensive action targeting She Hulk. Remove 1 Hit from the Current Battle or Permanent Record of She Hulk. If removed Hit is a Special, active effects are also removed.
169 Special AP SILVER SABLE - CHIA
Acts as a Level 6 Fighting attack. A Strength or MultiPower defense may not be played against this attack.
170 Special AT SILVER SABLE - CONCEALED WEAPON
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
171 Special AA SILVER SABLE - KATANA
Acts as a Level 4 Fighting attack. Silver Sable 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.
172 Special AG SILVER SABLE - KEVLAR
Avoid 1 non-numerical or numerical attack made against Silver Sable.
173 Special CQ SILVER SABLE - LEADERSHIP
Play as an offensive action targeting Silver Sable. For the remainder of battle, all Silver Sable numerical Special card Hits are doubled when determining Venture Total.
174 Special AA SILVER SABLE - ONE WITH THE SWORD
Acts as a Level 4 Energy attack. Silver Sable 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.
175 Special AE SILVER SURFER - DOUBLE POWER BLAST
Acts as a Level 4 Energy attack. May be combined with 1 Energy Power card played by Silver Surfer for a single attack.
176 Special AE SPIDER-MAN - OVER THE EDGE
Acts as a Level 4 Fighting attack. May be combined with 1 Strength Power card played by Spider-Man for a single attack.
177 Special BL SPIDER-MAN - TAUNT
Play as a defensive action targeting Opponent's Team, when Opponent concedes. An opportunity to negate this Special must be given to the Opponent. If not negated, Opponent may not concede battle and must continue with their turn. [OPD]
178 Special AQ SPIDER-WOMAN - PSIONIC ATTACK
Acts as a Level 7 MultiPower attack. [OPD]
179 Special CF STORM - WEATHER MANIPULATION
Play as an offensive action targeting Opponent's or Player's Team. Target Opponent or Player must immediately increase ventured Mission cards by 1 from any Mission Pile.
180 Special AH STRONG GUY - ENERGY ABSORPTION
Play as an offensive action targeting Strong Guy. No Energy, Strength or Any-Power attacks may be made against Strong Guy 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 Strong Guy.
181 Special AV STRONG GUY - FIT OF LAUGHTER
Acts as a non-numerical attack targeting a Character. If successful, target Character may not attack for remainder of battle. [OPD]
182 Special AA STRONG GUY - KNUCKLE SANDWICH
Acts as a Level 4 Fighting attack. Strong Guy 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.
183 Special DM STRONG GUY - MIGHTY MUTANT
Play as an offensive action targeting Strong Guy. Strong Guy gains +4 to all Energy Power card attacks and defenses for remainder of battle. As an added effect, may play as a defensive action at the same time as Strong Guy making an Energy Power card defense, if defense bonus will facilitate defense of incoming attack.
184 Special CG STRONG GUY - PILE IT ON
Play as an offensive action targeting Strong Guy. Strong Guy cannot be Spectrum KO'd for remainder of game. May also play as a defensive action, if it will prevent Strong Guy from being Spectrum KO'd by incoming attack. [OPD]
185 Special BS STRONG GUY - ROCK & ROLL
Play as an offensive action targeting Strong Guy. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of Strong Guy's Defense made with a Power card equals the Level of an incoming attack, Strong Guy's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]
186 Special BW SUPER SKRULL - ALIEN FIRE
Play as an offensive action targeting Opponent's Team. Opponent must discard top 5 cards from Draw Pile into Dead Pile. [OPD]
187 Special BU SUPER SKRULL - FISTS OF STONE
Play as an offensive action targeting Super Skrull. Super Skrull may combine Strength Power cards Level 1 through 5 for a single attack for remainder of battle. Super Skrull may simultaneously make a combined Strength Power card attack on any one of Opponent's Front Line Team Characters or Battlesite.
188 Special AG SUPER SKRULL - FLEXIBLE FORM
Avoid 1 non-numerical or numerical attack made against Super Skrull.
189 Special CA SUPER SKRULL - IMITATION
Play as an offensive action targeting Front Line Teammate. Super Skrull may switch all Hits from Current Battle and Permanent Record with target Teammate.
190 Special CZ SUPER SKRULL - INVISIBLE INVASION
Acts as a Level 4 Fighting attack. If successful, target Character or Battlesite must discard all placed cards into Dead Pile. [OPD]
191 Special AT SUPER SKRULL - SKRULL AND CROSSBONES
Play as an offensive action targeting Player's Team. Player may draw 2 cards from Draw Pile, do not discard if duplicate. [OPD]
192 Special BX THING - BRUTE FORCE
Acts as a Level 5 Fighting attack. May be used with a Universe card. Universe bonus for this attack added to Venture Total, but not damage.
193 Special AG THOR - AIRBORNE AVENGER
Avoid 1 non-numerical or numerical attack made against Thor.
194 Special AE VENOM - ALIEN SYMBIOTE
Acts as a Level 4 Strength attack. May be combined with 1 Energy Power card played by Venom for a single attack.
195 Special AC VENOM - LETHAL PROTECTOR
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 Venom, who may defend it. If attack is successfully defended, player may draw 1 card from Draw Pile. Discard duplicates.
196 Special AD WAR MACHINE - SHIELD TEAMMATE
Avoid 1 attack of 8 or less made against Teammate. Bonuses and penalties affecting War Machine's numerical defenses apply to this card.
197 Special BE WOLVERINE - ANIMAL RAGE
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.