Card #ThumbnailCard TypeCodeCard
1CharacterCEREBRO
E: 3 F: 1 S: 2 I: 6 (14.0)
May only be Cumulative KO’d by 25 or more points; or Spectrum KO'd by four Power Types.
2CharacterDRAX
E: 4 F: 6 S: 6 I: 1 (16.1)
Strength Power Grid Rating is 8 for defense.
3CharacterGAMORA
E: 2 F: 7 S: 4 I: 4 (18.5)
4CharacterGROOT
E: 4 F: 4 S: 7 I: 4 (20.7)
5CharacterIRON FIST
E: 4 F: 7 S: 4 I: 4 (20.7)
May play Heroes For Hire's "Iron Fist" Special Card.
6CharacterJESSICA JONES
E: 2 F: 2 S: 5 I: 7 (18.6)
7CharacterLUKE CAGE
E: 2 F: 5 S: 6 I: 2 (15.1)
May play Heroes For Hire's "Power Man" Special Card.
8CharacterMOON KNIGHT
E: 1 F: 6 S: 4 I: 6 (16.1)
Fighting Power Grid Rating is 8 for defense.
9CharacterMS. MARVEL
E: 6 F: 5 S: 6 I: 5 (20.9)
May use MultiPower Power cards to avoid any Energy attack.
10CharacterNOVA
E: 6 F: 4 S: 7 I: 2 (20.3)
May place and play New Warriors' "Nova" Special card.
11CharacterROCKET RACCOON
E: 1 F: 5 S: 2 I: 6 (14.5)
May use Fighting Power cards to avoid any Intellect attack.
12CharacterSTAR-LORD
E: 5 F: 5 S: 5 I: 6 (19.9)
Training cards are +2 when used for defense.
13CharacterWASP
E: 6 F: 5 S: 1 I: 4 (15.1)
May use Energy Power cards to avoid any Strength attack.
14CharacterX-23
E: 1 F: 8 S: 3 I: 2 (20.4)
15SpecialOCADAM WARLOCK - DETACHMENT
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]
16SpecialOJALPHA FLIGHT - MADISON JEFFRIES
Acts as a Level 10 Any-Power attack. If used against Battlesite, damage fully counts toward Venture Total. [OPD]
17SpecialFXBANSHEE - DISRUPTIVE YELL
Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the beginning of next battle, at which point Opponent's Team may not Place any cards that act as a Fighting or MultiPower attack or defense and this Special is discarded.
18SpecialEBBEAST - STARS & GARTERS
Play as an offensive action targeting Player's Team. For remainder of game, any attack against one of Player's Characters or Special card offensive action against Player's Team may be shifted to Stars & Garters, at which point Stars & Garters as well as incoming attack or offensive action card are both discarded. [OPD]
19SpecialOGBISHOP - CHANGE THE FUTURE
Play as an offensive action targeting Opponent's Team. Player may draw 1 card from top of Draw Pile. This Special stays targeted to Opponent's Team, and effect is delayed until the next Event card played by Opponent. Effect of Event card is negated, and this Special is discarded. Opponent may still redraw for played Event. [OPD]
20SpecialFGBLACK CAT - LUCKY BREAK
Acts as a Level 6 Intellect attack. If not successful, shift this card to target Opponent's Team for active effects without the Hit, and Opponent's Team is -3 to Venture Total for this battle. [OPD]
21SpecialASBLACK PANTHER - VESSEL OF THE PANTHER GOD
Acts as a Level 10 Intellect attack. [OPD]
22SpecialOKBLACK WIDOW - DISINFORMATION
Play as an offensive action targeting Opponent's Team. Discard 1 Power card usable by Black Widow. Opponent must discard any number of cards, as long as the combined numerical Levels of the discarded cards added together is equal to or greater than twice the Level of Black Widow's Power card. Cards may be Placed or in Opponent's Hand. [OPD]
23SpecialFKCABLE - SURVEILLANCE
Play as an offensive action targeting Opponent's Team. Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle D
24SpecialOFCAPTAIN AMERICA - ENERGY REPLICA
Acts as a Level 6 Energy attack. If not successful, draw top card from Draw Pile. If drawn card is a non-numerical or numerical attack, Captain America may use it immediately, even if not normally playable by Captain America. If drawn card is not a non-numerical or numerical attack, discard it to the Dead Pile. [OPD]
25SpecialEBCAPTAIN BRITAIN - BRITAIN'S CHAMPION
Play as an offensive action targeting Player's Team. For remainder of game, any non-numerical or numerical Special attack against one of Player's Characters may be shifted to Britain's Champion, at which point Britain's Champion as well as incoming attack are both discarded.
26SpecialNXCAPTAIN MAR-VELL - COSMIC AVENGER
Acts as a Level 7 MultiPower attack. If defended, shift this Special to target Captain Mar-Vell for active effects without the Hit, and Captain Mar-Vell is -2 to all numerical attacks for remainder of battle. Attacks of Level 0 or less after penalty are not permitted.
27SpecialLOCOLOSSUS - STOIC DEFENDER
Avoid 1 non-numerical or numerical attack with a Special card made against Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates.
28SpecialFTCYCLOPS - FOCUSED FORCE
Acts as a Level 9 Energy attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Cyclops for remainder of game, even after target is KO'd, at which point, this Special shifts to target Cyclops for active effects without the Hit.
29SpecialADDAREDEVIL - GUARDIAN DEVIL
Avoid 1 attack of 8 or less made against Daredevil or Teammate. Bonuses and penalties affecting Daredevil's numerical defenses apply to this card.
30SpecialIADAZZLER - REBEL DEFENSE
Play as an offensive action targeting Dazzler's Teammate. Target Teammate must move into or switch places with Reserve for remainder of battle, and moved or switched back at the beginning of the next battle.
31SpecialOMDEADPOOL - KNOCK 'EM SILLY
Acts as a non-numerical attack targeting a Character. If successful, Opponent must discard 1 card playable by target Character for each Hit currently in target Character's Current Battle and Permanent Record. Cards may be Placed or in Hand.
32SpecialNGDEATHLOK - CALCULATE WEAKNESS
Play as an offensive action against Opponent's Team. Opponent's Characters lose Inherent Abilities for remainder of battle. Loss of Inherent Ability may cause immediate KO. [OPD]
33SpecialKLDOC SAMSON - OUT-THINK
Play as an offensive action targeting Opponent's Team. All Opponent's Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
34SpecialOJDOMINO - DEMOLITIONS
Acts as a Level 6 Intellect attack. If used against Battlesite, damage fully counts toward Venture Total.
35SpecialADDR. STRANGE - SPELL OF PROTECTION
Avoid 1 attack of 6 or less made against Dr. Strange or Teammate. May be played from Reserve. Bonuses and penalties affecting Dr. Strange's numerical defenses apply to this card.
36SpecialCCDRAX - COSMIC ENERGY BLAST
Acts as a Level 8 Energy attack or defense. [OPD]
37SpecialPMDRAX - JEALOUS RAGE
Play as an Offensive Action or Defensive Action, combined with a Power card attack or defense respectively. Power card gains +3 bonus. If used for attack, bonus not applied to damage or Venture Total. If used for defense, and Level of Power card and bonus equals numerical Level of incoming attack, this card acts as a Level 3 Strength Counter-Hit against attacker and cannot be defended.
38SpecialEJDRAX - STUPIDLY STRONG
Acts as a Level 2 Intellect attack. If successful, acts as a Level 8 Strength Hit.
39SpecialCDDRAX - SURVIVAL IN SPACE
Play as an offensive action targeting Drax. Only Fighting or Strength attacks may be played against Drax for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-Fighting non-Strength attack made against Drax.
40SpecialIDDRAX - TITANIC OBSESSION
Acts as a Level 1 Intellect attack. Drax may make 2 additional attacks at +1, or 1 additional attack at +2 against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. Bonus not applied to damage, or Venture Total.
41SpecialNXELEKTRA - RECLAIM HONOR
Acts as a Level 7 MultiPower attack. If defended, shift this Special to target Elektra for active effects without the Hit, and Elektra is -2 to all numerical attacks for remainder of battle. Attacks of Level 0 or less after penalty are not permitted.
42SpecialFYFALCON - RESOURCEFUL FIGHTER
Play as an offensive action targeting Falcon. May play as a defensive action together with a suitable defense using a Basic Universe card when Falcon is attacked. For remainder of game, Player may Draw 1 card from top of Draw Pile for each Basic Universe card played by Falcon. Discard duplicates.
43SpecialCDFORGE - BATTLE OF WITS
Play as an offensive action targeting Forge. Only Energy or Intellect attacks may be played against Forge for remainder of battle. As an added effect, may play as a defensive action, to avoid 1 non-Energy non-Intellect attack made against Forge.
44SpecialFKGAMBIT - THIEF OF HEARTS
Play as an offensive action targeting Opponent's Team. Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put chosen 4 cards on top of Opponent's Draw Pile. [OPD]
45SpecialADGAMORA - BATTLE READINESS
Avoid 1 numerical attack made against Gamora.
46SpecialMBGAMORA - ELITE ASSASSIN
Acts as a Level 6 Any-Power attack. If successful, target Character is KO'd by next Level 2 Intellect or MultiPower Power card Hit, regardless of Inherent Abilities and other cards' effects. [OPD]
47SpecialDOGAMORA - INFINITY CLOAK
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.
48SpecialASGAMORA - MOST DANGEROUS WOMAN
Acts as a Level 11 Fighting attack. Gamora may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Gamora, so that Special effects are still active but without the Hit. [OPD]
49SpecialENGAMORA - TACTICAL ADVENTURER
Play as an offensive action targeting Player's Team, to concede battle. All Player's Mission cards Ventured this battle return to piles Ventured from. Opponent's Mission cards advance as normal. [OPD]
50SpecialHQGHOST RIDER - PLAY WITH FIRE
Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD]
51SpecialPLGROOT - GIANT BOUGH SWING
Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Tactic cards. [OPD]
52SpecialJPGROOT - GROW IN SIZE
Play as an offensive action targeting Groot. Groot's Hit Points to Cumulative KO is increased by 6 and Groot is -1 to all numerical attacks and defenses for remainder of game. May also play as a defensive action if it will prevent Groot from being Cumulative KO'd from incoming attack. Attacks with Level 0 or less after penalty are not permitted. Penalty not applied to damage or Venture Total.
53SpecialOFGROOT - I AM GROOT
Acts as a Level 6 Intellect attack. If not successful, draw top card from Draw Pile. If drawn card is a non-numerical or numerical attack, Groot may use it immediately, even if not normally playable by Groot. If drawn card is not a non-numerical or numerical attack, discard it to the Dead Pile. [OPD]
54SpecialADGROOT - LOYAL FRIEND
Avoid 1 attack of 8 or less made against Teammate. May be played from Reserve. Bonuses and penalties affecting Groot's numerical defenses apply to this card.
55SpecialNYGROOT - REBIRTH
Play this as an offensive action targeting Groot. This Special stays targeted to Groot's Character card even after Groot's is KO'd and Character card is discarded into the Defeated Characters Pile. Effect is delayed until on Player's turn, Player may discard this Special to move Groot's Character card from Defeated Characters Pile to Reserve. [OPD]
56SpecialOAHAVOK - COLLATERAL DAMAGE
Acts as a Level 7 Intellect attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile. [OPD]
57SpecialORHAWKEYE - ACTION LEADER
Play as an offensive action targeting Teammate. Remove all Hits from target Teammate's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. Target Teammate must move into or switch places with Reserve. May be played from Reserve. [OPD]
58SpecialFRHENRY PYM - MASS REDUCTION
Play as an offensive action targeting Opponent's Team. Opponent must discard a number of cards equal to the number of Mission cards Opponent Ventured this battle. Cards may be Placed or in Hand. [OPD]
59SpecialBIHEROES FOR HIRE - CALL ON THE HIRE POWER!
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]
60SpecialNNHULK - SAVAGE
Play as an offensive action targeting Opponent's Team. For remainder of battle, any Special card played by Opponent's Characters must be a Special card that acts as an attack. Other Special cards may not be played.
61SpecialFNHUMAN TORCH - STRATEGIC BURN
Acts as a non-numerical attack targeting a Character. If successful, target Character cannot attack or play Specials for remainder of battle. [OPD]
62SpecialFUICEMAN - FROZEN PRISON
Acts as a Level 6 Fighting attack. If successful, target Character may not play Special cards for remainder of battle.
63SpecialEETHE INHUMANS - ROYAL FAMILY
Play as an offensive action targeting The Inhumans or Teammate. Remove 1 Special card Hit from Current Battle or Permanent Record of target Character. Any active effects from Special are also removed. Alternatively, play as a defensive action targeting The Inhumans or Teammate. Target Character may avoid attack made with a Special card.
64SpecialFSINVISIBLE WOMAN - CONCEAL
Play as an offensive action targeting Player's Team. All Player's Character's Placed cards may not be played, moved or discarded by Opponent's Special cards for remainder of game. As an added effect, may also play as a defensive action when Opponent's Character plays a Special card to play, move or discard any of Player's Characters' Placed cards, to negate the effect of the Special card. [OPD]
65SpecialCIIRON FIST - CHI COMPREHENSION
Acts as a Level 2 Intellect attack. Must be combined with a Power card played by Iron Fist for a single attack. If successful, acts as a Level 6 Intellect Hit.
66SpecialJXIRON FIST - CHI-ENHANCED SPEED
Acts as a Level 4 Energy attack. If Target Character or Battlesite is KO'd by this Hit, Player may move 1 Mission card from the Defeated Pile to the Completed Pile.
67SpecialMHIRON FIST - HEART OF THE DRAGON
Acts as a Level 8 Fighting defense. May be defend Iron Fist or Teammate.
68SpecialAQIRON FIST - IRON FIST PUNCH
Acts as a Level 9 MultiPower attack. [OPD]
69SpecialAMIRON FIST - SPIRITUAL BALANCE
Play as an offensive action targeting Iron Fist. Iron Fist gains +2 to all numerical attacks and defenses for remainder of battle. May play as a defensive action at the same time as Iron Fist making a numerical defense, if defense bonus will facilitate defense of incoming attack.
70SpecialLOIRON MAN - ARMORED AVENGER
Avoid 1 attack with a Power card made against Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates.
71SpecialEBJEAN GREY - TK SHIELD
Play as an offensive action targeting Player's Team. For remainder of game, any attack against one of Player's Characters or Special card offensive action against Player's Team may be shifted to TK Shield, at which point TK Shield as well as incoming attack or offensive action card are both discarded. [OPD]
72SpecialAJJESSICA JONES - ALIAS INVESTIGATIONS
Play as an offensive action targeting Opponent's Team. Player may look at top 7 cards in Opponent's Draw Pile. [OPD]
73SpecialFQJESSICA JONES - COLD HARDENED EXTERIOR
Play as an offensive action targeting Jessica Jones. Strength and MultiPower Hits do not count toward Jessica Jones' Spectrum or Cumulative KO for remainder of game. May play as a defensive action if it will prevent Jessica Jones from being Spectrum or Cumulative KO'd from incoming attack. [OPD]
74SpecialKLJESSICA JONES - FREEDOM OF FLIGHT
Play as an offensive action targeting Opponent's Team. All Opponent's Special cards with active effects that affect the "remainder of the battle" or the "remainder of the game" are negated. If any Specials also act as a Hit, Hit will be removed.
75SpecialPKJESSICA JONES - HEAVY ARTILLERY
Acts as a Level 4 Any-Power attack or defense. Jessica Jones may simultaneously play a Double Shot card with normal Teammate Power card contribution to either combine all three cards as a single attack or defense; or have all three cards as separate attacks.
76SpecialADJESSICA JONES - RELUCTANT SUPERHERO
Avoid 1 attack of 6 or less made against Jessica Jones or Teammate. May be played from Reserve. Bonuses and penalties affecting Jessica Jones' numerical defenses apply to this card.
77SpecialNGJUBILEE - WOLVIE STYLE
Acts as a Level 7 Any-Power attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
78SpecialEYKA-ZAR - LAW OF THE JUNGLE
Play as an offensive action targeting Opponent's Team. All of Opponent's Characters' Energy Power Grid Ratings reduce to 0, and may not make any Energy or MultiPower attacks or defenses for remainder of battle. [OPD]
79SpecialOBLONGSHOT - STROKE OF LUCK
Acts as a Level 5 Energy attack. If successful, Player may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
80SpecialMHLUKE CAGE - BULLETPROOF
Acts as a Level 8 Strength defense. May be used to defend Luke Cage or Teammate.
81SpecialAOLUKE CAGE - BURSTEIN PROJECT
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.
82SpecialNKLUKE CAGE - HARLEM HOODLUM
Acts as a Level 3 Intellect attack. If attack is defended, Player may draw 1 card from top of Draw Pile. Discard duplicates.
83SpecialASLUKE CAGE - RETRIBUTION
Acts as a Level 8 Intellect attack, +1 for each Hit on Luke Cage's Permanent Record. Bonus not applied to damage or Venture Total. [OPD]
84SpecialEKLUKE CAGE - UNBREAKABLE
Play as an offensive action targeting Luke Cage. Luke Cage cannot be Cumulative KO'd for remainder of game. May also play as a defensive action, if it will prevent Luke Cage from being Cumulative KO'd by incoming attack. [OPD]
85SpecialGMMAGGOT - CHOW TIME
Acts as a Level 5 Energy attack. If successful, Player may sort through Specials located under Opponent's Battlesite and discard any 2 cards. May be played from Reserve. [OPD]
86SpecialAIMARROW - BONE SHARD
Acts as a non-numerical attack targeting a Character or Battlesite. If successful, target must discard 1 placed card of Player's choice.
87SpecialARMAVERICK - REACTION TIME
Acts as a Level 6 Energy attack.
88SpecialAGMOON KNIGHT - GLIDER CLOAK
Avoid 1 non-numerical or numerical attack made against Moon Knight.
89SpecialDQMOON KNIGHT - HIGH PAIN TOLERANCE
Play as an offensive action targeting Moon Knight. Moon Knight's Hit Points to Cumulative KO increases by 4 for remainder of game. May also play as a defensive action, if it will prevent Moon Knight from being Cumulative KO'd.
90SpecialEEMOON KNIGHT - KNIGHT WATCH
Play as an offensive action targeting Moon Knight or Teammate. Remove 1 Special card Hit from Current Battle or Permanent Record of target Character. Any active effects from Special are also removed. Alternatively, play as a defensive action targeting Moon Knight or Teammate. Target Character may avoid 1 attack made with a Special card.
91SpecialPEMOON KNIGHT - ONE-MAN AVENGER
Acts as a Level 4 Fighting defense. If defense matches numerical Level of incoming attack, this Special immediately acts as a Level 4 Fighting Counter-Hit against attacker and cannot be defended.
92SpecialOAMOON KNIGHT - VIGILANTE ROAD RIDE
Acts as a Level 7 Energy attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile. [OPD]
93SpecialFXMORPH - THWART PLAN
Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the beginning of next battle, at which point the Opponent's Team may not Place any cards and this Special is discarded. [OPD]
94SpecialFVMR. FANTASTIC - ELASTICITY
Play as a defensive action targeting Mr. Fantastic. Mr. Fantastic must simultaneously play a suitable Power card defense and optional Basic / Training Universe. Power card is returned to Player's Hand. [OPD]
95SpecialFIMS. MARVEL - AIRFORCE TRAINING
Acts as a Level 3 Fighting attack. If successful, Player may immediately draw 2 cards from top of Draw Pile. Discard duplicates.
96SpecialFAMS. MARVEL - CAREFREE FLIGHT
Play as an offensive action targeting Ms. Marvel. Ms. Marvel 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 Ms. Marvel.
97SpecialMHMS. MARVEL - ENERGY SOUL
Acts as a Level 8 Energy defense. May be used to defend Ms. Marvel or Teammate.
98SpecialASMS. MARVEL - MARVELLOUS STRENGTH
Acts as a Level 11 Strength attack. Ms. Marvel may not attack for remainder of battle, even if attack is defended. If defended, shift this card to target Ms. Marvel, so that Special effects are still active but without the Hit. [OPD]
99SpecialLPMS. MARVEL - PREMONITIONS
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.
100SpecialEBMULTIPLE MAN - TAKE THE HIT
Play as an offensive action targeting Player's Team. For remainder of game, any attack with a Power card made against one of Player's Characters may be shifted to Take The Hit, at which point Take The Hit as well as Power card attack are both discarded.
101SpecialHONAMOR - THE AVENGING SON
Acts as a Level 6 Fighting attack. If successful, Opponent's Team is -4 to Venture Total for this battle.
102SpecialEYNEW WARRIORS - RAGE
Play as an offensive action targeting Opponent's Team. All of Opponent's Characters Strength Power Grid Ratings reduce to 0, and may not make any Strength or MultiPower attacks or defenses for remainder of battle. [OPD]
103SpecialLSNICK FURY - SECURE PERIMETER
Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play Activator or Any Character cards for remainder of Battle. [OPD]
104SpecialFPNIGHTCRAWLER - TACTICAL TELEPORT
Acts as a Level 6 Intellect attack. If successful, Opponent must discard 1 Tactic card. Card may placed or active on target Character or held in Opponent's hand. If active Tactic card is discarded, active effects are also removed.
105SpecialAHNOVA - BUCKET-HEAD
Play as an offensive action targeting Nova. No Energy, Fighting and/or MultiPower attacks may be made against Nova for remainder of battle. As an added effect, may play as a defensive action, to avoid an Energy, Fighting and/or MultiPower attack made against Nova.
106SpecialNKNOVA - HUMAN ROCKET
Acts as a Level 3 Energy attack. If attack is defended, Player may draw 1 card from top of Draw Pile. Discard duplicates.
107SpecialHNNOVA - NOVA FORCE
Acts as a Level 11 Any-Power attack. [OPD]
108SpecialJXNOVA - POWER OVERLOAD
Acts as a Level 4 Intellect attack. If Target Character or Battlesite is KO'd by this Hit, Player may move 1 Mission card from the Defeated Pile to the Completed Pile.
109SpecialAWNOVA - RETURN TO EARTH
Play as an offensive action targeting Player's Team. Player's Team is +10 to Venture Total for this battle. [OPD]
110SpecialLOPHOENIX - WARN & CHANGE
Avoid 1 attack with a Universe card made against Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates.
111SpecialEBPOLARIS - DIRECT ENERGY FLOW
Play as an offensive action targeting Player's Team. For remainder of game, any attack with a Power card made against one of Player's Characters may be shifted to Direct Energy Flow, at which point Direct Energy Flow as well as Power card attack are both discarded.
112SpecialOFPROFESSOR X - MENTAL BOLT
Acts as a Level 6 Intellect attack. If not successful, draw top card from Draw Pile. If drawn card is a non-numerical or numerical attack, Professor X may use it immediately, even if not normally playable by Professor X. If drawn card is not a non-numerical or numerical attack, discard it to the Dead Pile. [OPD]
113SpecialMPPSYLOCKE - ASTRAL ASSAULT
Play as an offensive action targeting Player's Team. Any Special played by Player's Characters can not be negated for remainder of game until "Astral Assault" is negated. As an added effect, may play as a defensive action to stop any Player's Character's Special card with active effects from being negated; or to stop any of Opponent's Characters from negating a Hit by Player's Character's Special card.
114SpecialAQPUNISHER - SUPPRESS ENEMY
Acts as a Level 9 MultiPower attack. [OPD]
115SpecialCAQUICKSILVER - QUICK MIX
Play as an offensive action targeting Opponent's Team. Player may switch all Hits from Current Battle and Permanent Record of any two of Opponent's Front Line Characters. [OPD]
116SpecialCCREYES - FORM FORCE
Acts as a Level 7 Any-Power attack or defense.
117SpecialFIROCKET RACCOON - ARMED MERCENARY
Acts as a Level 3 Energy attack. If successful, Player may immediately draw 2 cards from top of Draw Pile. Discard duplicates.
118SpecialLEROCKET RACCOON - FLAMBOYANT FIREARMS
Acts as a non-numerical attack targeting a Character. Target Character may not use Tactic cards for the remainder of battle.
119SpecialLIROCKET RACCOON - LIFE SAVING SURGERY
Play as an offensive action targeting Rocket Raccoon. Discard all cards placed to Rocket Raccoon and remove all Hits in Rocket Raccoon's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. [OPD]
120SpecialOQROCKET RACCOON - REACTIONARY RACCOON
Avoid 1 non-numerical or numerical attack made against Rocket Raccoon. Opponent must discard 1 card in hand playable by Character who made the attack. Opponent's choice.
121SpecialPKROCKET RACCOON - ROCKET JET BOOTS
Acts as a Level 4 Any-Power attack or defense. Rocket Raccoon may simultaneously play a Double Shot card with normal Teammate Power card contribution to either combine all three cards as a single attack or defense; or have all three cards as separate attacks.
122SpecialNTROGUE - POWER WIPE
Acts as a Level 6 Energy attack. If successful and Opponent has a greater number of cards in Hand than Player, Opponent must discard from Hand until both players have an equal number of cards in Hand. Opponent's choice.
123SpecialMHSABRA - LOYAL SOLDIER
Acts as a Level 8 Fighting defense. May be used to defend Sabra or Teammate.
124SpecialLOSCARLET SPIDER - NEIGHBORHOOD WATCH
Avoid 1 non-numerical or numerical attack with a Special card made against Scarlet Spider. Player may draw 1 card from the top of Draw Pile. Discard duplicates.
125SpecialFXSCARLET WITCH - WARP PROBABILITY FIELD
Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the beginning of next battle, at which point Opponent's Team may not Place any cards that act as a Strength or MultiPower attack or defense and this Special is discarded.
126SpecialOJSHADOWCAT - PHASED DISRUPTION
Acts as a Level 6 Fighting attack. If used against Battlesite, damage fully counts toward Venture Total.
127SpecialOQSHANG CHI - SWIFT COUNTERACT
Avoid 1 non-numerical or numerical attack made against Shang Chi. Opponent must discard 1 card in hand playable by Character who made the attack. Opponent's choice.
128SpecialLOSHE HULK - LEGAL DEFENSE
Avoid 1 attack with a Universe card made against Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates.
129SpecialJUTHE SHI'AR - STAND TOGETHER
Play as an offensive action targeting The Shi'ar. For remainder of game, The Shi'ar may make another follow-up attack without bonuses when The Shi'ar plays a Teamwork Universe card.
130SpecialADSILVER SABLE - RESCUE MISSION
Avoid 1 attack of 8 or less made against Teammate. May be played from Reserve. Bonuses and penalties affecting Silver Sable's numerical defenses apply to this card.
131SpecialAPSILVER SURFER - STELLAR BOLT
Acts as a Level 6 Energy attack. An Energy or MultiPower defense may not be played against this attack.
132SpecialAQSPIDER-GIRL - GIRL POWER
Acts as a Level 8 MultiPower attack. [OPD]
133SpecialOPSPIDER-MAN - WITH GREAT POWER…
Play as an offensive action targeting Player's Team. Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "With Great Power…" on top of Draw Pile. Reshuffle Draw Pile.
134SpecialFWSPIDER-WOMAN - COORDINATED EFFORT
Play as an offensive action targeting Player's Team. Player's Characters' Fighting or MultiPower attacks made against Opponent's Battlesite fully count towards Venture Total for remainder of game. May be played from Reserve. [OPD]
135SpecialADSTAR-LORD - BAD BOY & MILANO
Avoid 1 non-numerical or numerical attack made on Teammate.
136SpecialAQSTAR-LORD - CELESTIAL POWERS
Acts as a Level 8 MultiPower attack. [OPD]
137SpecialEESTAR-LORD - EARTH & ALIEN ORIGINS
Play as an offensive action targeting Star-Lord or Teammate. Remove 1 Special card Hit from Current Battle or Permanent Record of target Character. Any active effects from Special are also removed. Alternatively, play as a defensive action targeting Star-Lord or Teammate. Target Character may avoid attack made with a Special card.
138SpecialFCSTAR-LORD - ELEMENT GUN
Play as an offensive action targeting Star-Lord. Star-Lord must simultaneously play an Energy, Fighting, or Strength Power card attack and optional Basic / Training Universe against Opponent's Character or Battlesite. Power card attack must be defended twice for a successful defense.
139SpecialDOSTAR-LORD - GUARDIANS OF THE GALAXY LEADER
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.
140SpecialLSTHE STARJAMMERS - STICK TOGETHER
Play as an offensive action targeting Opponent's Team. Opponent Characters may not play Activator or Any Character cards for remainder of Battle. [OPD]
141SpecialONSTORM - DECISIVE PLAN
Play as an offensive action targeting Opponent. 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 and Player only retreats 1 Mission card. Other Mission cards return to pile Ventured from. [OPD]
142SpecialHNSTRONG GUY - BACKSTAGE BOUNCER
Acts as a Level 8 Any-Power attack.
143SpecialMTSUNFIRE - CONTROLLED BURN
Acts as a Level 4 Strength attack. May be played from Reserve. If successful, Sunfire may continue to attack from Reserve for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Sunfire for active effects without the Hit.
144SpecialODTHING - STONEWALL
Acts as a non-numerical attack targeting a Character. If successful, for remainder of battle, target Character may not attack or use Special cards unless Opponent also discards 2 cards per action. Cards may be Placed or in Hand. [OPD]
145SpecialFTTHOR - UNFETTERED MIGHT
Acts as a Level 12 Fighting attack. If successful, Special or Aspect cards may not be used by any of Player's Team as a defensive action against attacks made on Thor for remainder of game, even after target Character is KO'd, at which point, this Special shifts to target Thor for active effects without the Hit. [OPD]
146SpecialFXTHUNDERBIRD - NO FUTURE PLANS
Play as an offensive action targeting Opponent's Team. This Special stays targeted to Opponent's Team and effect is delayed until the beginning of next battle, at which point Opponent's Team may not Place any Special cards and this Special is discarded.
147SpecialAWTHUNDERBOLTS - HAWKEYE
Play as an offensive action targeting Opponent's Team. Opponent's Team is -10 to Venture Total for this battle. [OPD]
148SpecialNRVISION - COMPUTE VICTORY
Play as an offensive action targeting Vision. Discard 1 Fighting Power card usable by Vision. Show Opponent up to 5 cards usable by Vision from Player's Hand, keeping them open-handed. Draw equal number of cards from Draw Pile. Discard duplicates. [OPD]
149SpecialONWAR MACHINE - FIGHT IT OUT
Play as an offensive action targeting Opponent. 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 and Player only retreats 1 Mission card. Other Mission cards return to pile Ventured from. [OPD]
150SpecialJMWASP - ADEPT SOCIALITE
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]
151SpecialPMWASP - AIR STING GAUNTLETS
Play as an Offensive Action or Defensive Action, combined with a Power card attack or defense respectively. Power card gains +3 bonus. If used for attack, bonus not applied to damage or Venture Total. If used for defense, and Level of Power card and bonus equals numerical Level of incoming attack, this card acts as a Level 3 Energy Counter-Hit against attacker and cannot be defended.
152SpecialBSWASP - EFFECTIVE LEADER
Play as an offensive action targeting Wasp. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of Wasp's Defense made with a Power card equals the Level of an incoming attack, Wasp's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]
153SpecialMHWASP - SHRINK FROM HARM
Acts as a Level 8 Energy defense. May be used to defend Wasp or Teammate.
154SpecialGJWASP - WASP STING
Acts as a Level 4 MultiPower attack. Wasp 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.
155SpecialMFWHITE QUEEN - BUSINESS PARTNER
Play as an offensive action targeting a Teammate. White Queen may play any Power cards playable by target Teammate for remainder of game. May also play as a defensive action together with a suitable defense if the effects of this Special will facilitate defense of incoming attack. [OPD]
156SpecialFDWOLVERINE - STANDOFF
Acts as a non-numerical attack targeting a Character. If successful, only Wolverine and target Character may attack, be attacked, or defend this battle. Neither player may concede this battle. [OPD]
157SpecialEVX-23 - ARTIFICIAL ENGINEERING
Play as an offensive action targeting X-23. Remove all Hits with Power Type of Player's choice from X-23's Hits to Current Battle and Permanent Record. Affects Venture Total. If any removed Hit is a Special, active effects are also removed. [OPD]
158SpecialMHX-23 - BULLET TIME
Acts as a Level 8 Fighting defense. May be used to defend X-23 or Teammate.
159SpecialNGX-23 - FACILITY TRAINING
Acts as a Level 5 Intellect attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
160SpecialIBX-23 - MASTERFUL MISAPPROPRIATION
Play as an offensive action targeting Opponent's Team. Opponent's Characters must discard all Placed Artifact cards, and Opponent's Team is -3 to Venture Total.
161SpecialPGX-23 - NO PATIENCE
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 Opponent has the first turn, at which point, Player may discard this Special to allow Player to have the first turn.
162SpecialARX-MAN - MIND SLAM
Acts as a Level 7 Fighting attack.
163SpecialOHX-MEN - TEAM COORDINATION
Play as an offensive action targeting Opponent's Team. For remainder of game, Opponent may not Venture more than 2 Mission Cards per Battle. If any 1 of Opponent's Characters has been KO'd from when this Special was played, this Special is discarded and effect is removed.
164BattlesiteANGEL'S AERIE
ANGEL, CYCLOPS, MARROW, DEATHLOK, SPIRAL, X-23
165BattlesiteAVENGERS TOWER
IRON MAN, MS. MARVEL, JESSICA JONES, LUKE CAGE, IRON FIST, DAREDEVIL
166BattlesiteKNOWHERE
STAR-LORD, GAMORA, GROOT, ROCKET RACCOON, DRAX, NOVA
167BattlesitePYM LABORATORIES
HENRY PYM, WASP, ULTRON, VISION, SPIDER-MAN, CAPTAIN AMERICA
168BattlesiteX-CORPORATION
CEREBRO, SABRA, MULTIPLE MAN, DOMINO, SUNFIRE, THUNDERBIRD
169AspectE2ANGEL'S AERIE - BALCONY DEBRIEF
Play as an offensive action targeting Player’s Team. For remainder of game, Player may discard 2 cards from top of Draw Pile to Dead Pile after Placing phase, before Venture Phase, each battle to Venture 3 Mission cards with no penalty that battle. [OPD]
170AspectE3AVENGERS TOWER - THE WATCHTOWER
Play as an offensive action targeting Player’s Character. For remainder of game, target Character may use Double Shot cards to avoid any attack. Double Shot cards still require Teammate’s Power card contribution. May play as a defensive action at the same time as target Character making a Double Shot defense if the effect of this Aspect will facilitate defense of incoming attack. [OPD]
171AspectE4KNOWHERE - CELESTIAL FORGE
Play as an offensive action targeting Player’s Team. For remainder of game, Player may move 1 Mission card from Completed or Reserve Missions Pile to Defeated Missions Pile after Draw phase before Discard phase of each battle to discard up to 5 cards from hand. Redraw same number of cards from top of Draw Pile. Normal discard rules apply. [OPD]
172AspectE6PYM LABORATORIES - GENUISES IN ACTION
Play as an offensive action targeting Opponent’s Team. For remainder of game, during each Draw phase, Player may choose to have Player and Opponent draw either 6, 8 or 10 cards. Player may change the number of cards drawn each battle. [OPD]
173AspectE7X-CORPORATION - FLYING ISLAND
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]