Card # | Thumbnail | Card Type | Code | Card |
1 | | Character | | CEREBRO 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. |
2 | | Character | | DRAX E: 4 F: 6 S: 6 I: 1 (16.1) Strength Power Grid Rating is 8 for defense. |
3 | | Character | | GAMORA E: 2 F: 7 S: 4 I: 4 (18.5)
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4 | | Character | | GROOT E: 4 F: 4 S: 7 I: 4 (20.7)
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5 | | Character | | IRON FIST E: 4 F: 7 S: 4 I: 4 (20.7) May play Heroes For Hire's "Iron Fist" Special Card. |
6 | | Character | | JESSICA JONES E: 2 F: 2 S: 5 I: 7 (18.6)
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7 | | Character | | LUKE CAGE E: 2 F: 5 S: 6 I: 2 (15.1) May play Heroes For Hire's "Power Man" Special Card. |
8 | | Character | | MOON KNIGHT E: 1 F: 6 S: 4 I: 6 (16.1) Fighting Power Grid Rating is 8 for defense. |
9 | | Character | | MS. MARVEL E: 6 F: 5 S: 6 I: 5 (20.9) May use MultiPower Power cards to avoid any Energy attack. |
10 | | Character | | NOVA E: 6 F: 4 S: 7 I: 2 (20.3) May place and play New Warriors' "Nova" Special card. |
11 | | Character | | ROCKET RACCOON E: 1 F: 5 S: 2 I: 6 (14.5) May use Fighting Power cards to avoid any Intellect attack. |
12 | | Character | | STAR-LORD E: 5 F: 5 S: 5 I: 6 (19.9) Training cards are +2 when used for defense. |
13 | | Character | | WASP E: 6 F: 5 S: 1 I: 4 (15.1) May use Energy Power cards to avoid any Strength attack. |
14 | | Character | | X-23 E: 1 F: 8 S: 3 I: 2 (20.4)
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15 | | Special | OC | ADAM 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] |
16 | | Special | OJ | ALPHA FLIGHT - MADISON JEFFRIES Acts as a Level 10 Any-Power attack. If used against Battlesite, damage fully counts toward Venture Total. [OPD] |
17 | | Special | FX | BANSHEE - 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. |
18 | | Special | EB | BEAST - 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] |
19 | | Special | OG | BISHOP - 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] |
20 | | Special | FG | BLACK 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] |
21 | | Special | AS | BLACK PANTHER - VESSEL OF THE PANTHER GOD Acts as a Level 10 Intellect attack. [OPD] |
22 | | Special | OK | BLACK 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] |
23 | | Special | FK | CABLE - 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 |
24 | | Special | OF | CAPTAIN 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] |
25 | | Special | EB | CAPTAIN 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. |
26 | | Special | NX | CAPTAIN 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. |
27 | | Special | LO | COLOSSUS - 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. |
28 | | Special | FT | CYCLOPS - 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. |
29 | | Special | AD | DAREDEVIL - 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. |
30 | | Special | IA | DAZZLER - 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. |
31 | | Special | OM | DEADPOOL - 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. |
32 | | Special | NG | DEATHLOK - 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] |
33 | | Special | KL | DOC 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. |
34 | | Special | OJ | DOMINO - DEMOLITIONS Acts as a Level 6 Intellect attack. If used against Battlesite, damage fully counts toward Venture Total. |
35 | | Special | AD | DR. 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. |
36 | | Special | CC | DRAX - COSMIC ENERGY BLAST Acts as a Level 8 Energy attack or defense. [OPD] |
37 | | Special | PM | DRAX - 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. |
38 | | Special | EJ | DRAX - STUPIDLY STRONG Acts as a Level 2 Intellect attack. If successful, acts as a Level 8 Strength Hit. |
39 | | Special | CD | DRAX - 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. |
40 | | Special | ID | DRAX - 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. |
41 | | Special | NX | ELEKTRA - 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. |
42 | | Special | FY | FALCON - 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. |
43 | | Special | CD | FORGE - 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. |
44 | | Special | FK | GAMBIT - 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] |
45 | | Special | AD | GAMORA - BATTLE READINESS Avoid 1 numerical attack made against Gamora. |
46 | | Special | MB | GAMORA - 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] |
47 | | Special | DO | GAMORA - 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. |
48 | | Special | AS | GAMORA - 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] |
49 | | Special | EN | GAMORA - 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] |
50 | | Special | HQ | GHOST RIDER - PLAY WITH FIRE Play as an offensive action targeting Player's Team. Player may draw 3 cards from Draw Pile. Discard duplicates. [OPD] |
51 | | Special | PL | GROOT - GIANT BOUGH SWING Play as an offensive action targeting Opponent's Team. Opponent's Characters must immediately discard all placed Tactic cards. [OPD] |
52 | | Special | JP | GROOT - 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. |
53 | | Special | OF | GROOT - 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] |
54 | | Special | AD | GROOT - 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. |
55 | | Special | NY | GROOT - 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] |
56 | | Special | OA | HAVOK - 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] |
57 | | Special | OR | HAWKEYE - 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] |
58 | | Special | FR | HENRY 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] |
59 | | Special | BI | HEROES 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] |
60 | | Special | NN | HULK - 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. |
61 | | Special | FN | HUMAN 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] |
62 | | Special | FU | ICEMAN - FROZEN PRISON Acts as a Level 6 Fighting attack. If successful, target Character may not play Special cards for remainder of battle. |
63 | | Special | EE | THE 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. |
64 | | Special | FS | INVISIBLE 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] |
65 | | Special | CI | IRON 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. |
66 | | Special | JX | IRON 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. |
67 | | Special | MH | IRON FIST - HEART OF THE DRAGON Acts as a Level 8 Fighting defense. May be defend Iron Fist or Teammate. |
68 | | Special | AQ | IRON FIST - IRON FIST PUNCH Acts as a Level 9 MultiPower attack. [OPD] |
69 | | Special | AM | IRON 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. |
70 | | Special | LO | IRON 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. |
71 | | Special | EB | JEAN 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] |
72 | | Special | AJ | JESSICA 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] |
73 | | Special | FQ | JESSICA 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] |
74 | | Special | KL | JESSICA 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. |
75 | | Special | PK | JESSICA 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. |
76 | | Special | AD | JESSICA 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. |
77 | | Special | NG | JUBILEE - 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. |
78 | | Special | EY | KA-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] |
79 | | Special | OB | LONGSHOT - 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. |
80 | | Special | MH | LUKE CAGE - BULLETPROOF Acts as a Level 8 Strength defense. May be used to defend Luke Cage or Teammate. |
81 | | Special | AO | LUKE 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. |
82 | | Special | NK | LUKE 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. |
83 | | Special | AS | LUKE 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] |
84 | | Special | EK | LUKE 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] |
85 | | Special | GM | MAGGOT - 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] |
86 | | Special | AI | MARROW - 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. |
87 | | Special | AR | MAVERICK - REACTION TIME Acts as a Level 6 Energy attack. |
88 | | Special | AG | MOON KNIGHT - GLIDER CLOAK Avoid 1 non-numerical or numerical attack made against Moon Knight. |
89 | | Special | DQ | MOON 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. |
90 | | Special | EE | MOON 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. |
91 | | Special | PE | MOON 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. |
92 | | Special | OA | MOON 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] |
93 | | Special | FX | MORPH - 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] |
94 | | Special | FV | MR. 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] |
95 | | Special | FI | MS. 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. |
96 | | Special | FA | MS. 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. |
97 | | Special | MH | MS. MARVEL - ENERGY SOUL Acts as a Level 8 Energy defense. May be used to defend Ms. Marvel or Teammate. |
98 | | Special | AS | MS. 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] |
99 | | Special | LP | MS. 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. |
100 | | Special | EB | MULTIPLE 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. |
101 | | Special | HO | NAMOR - THE AVENGING SON Acts as a Level 6 Fighting attack. If successful, Opponent's Team is -4 to Venture Total for this battle. |
102 | | Special | EY | NEW 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] |
103 | | Special | LS | NICK 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] |
104 | | Special | FP | NIGHTCRAWLER - 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. |
105 | | Special | AH | NOVA - 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. |
106 | | Special | NK | NOVA - 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. |
107 | | Special | HN | NOVA - NOVA FORCE Acts as a Level 11 Any-Power attack. [OPD] |
108 | | Special | JX | NOVA - 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. |
109 | | Special | AW | NOVA - RETURN TO EARTH Play as an offensive action targeting Player's Team. Player's Team is +10 to Venture Total for this battle. [OPD] |
110 | | Special | LO | PHOENIX - WARN & CHANGE Avoid 1 attack with a Universe card made against Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates. |
111 | | Special | EB | POLARIS - 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. |
112 | | Special | OF | PROFESSOR 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] |
113 | | Special | MP | PSYLOCKE - 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. |
114 | | Special | AQ | PUNISHER - SUPPRESS ENEMY Acts as a Level 9 MultiPower attack. [OPD] |
115 | | Special | CA | QUICKSILVER - 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] |
116 | | Special | CC | REYES - FORM FORCE Acts as a Level 7 Any-Power attack or defense. |
117 | | Special | FI | ROCKET 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. |
118 | | Special | LE | ROCKET RACCOON - FLAMBOYANT FIREARMS Acts as a non-numerical attack targeting a Character. Target Character may not use Tactic cards for the remainder of battle. |
119 | | Special | LI | ROCKET 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] |
120 | | Special | OQ | ROCKET 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. |
121 | | Special | PK | ROCKET 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. |
122 | | Special | NT | ROGUE - 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. |
123 | | Special | MH | SABRA - LOYAL SOLDIER Acts as a Level 8 Fighting defense. May be used to defend Sabra or Teammate. |
124 | | Special | LO | SCARLET 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. |
125 | | Special | FX | SCARLET 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. |
126 | | Special | OJ | SHADOWCAT - PHASED DISRUPTION Acts as a Level 6 Fighting attack. If used against Battlesite, damage fully counts toward Venture Total. |
127 | | Special | OQ | SHANG 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. |
128 | | Special | LO | SHE 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. |
129 | | Special | JU | THE 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. |
130 | | Special | AD | SILVER 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. |
131 | | Special | AP | SILVER SURFER - STELLAR BOLT Acts as a Level 6 Energy attack. An Energy or MultiPower defense may not be played against this attack. |
132 | | Special | AQ | SPIDER-GIRL - GIRL POWER Acts as a Level 8 MultiPower attack. [OPD] |
133 | | Special | OP | SPIDER-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. |
134 | | Special | FW | SPIDER-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] |
135 | | Special | AD | STAR-LORD - BAD BOY & MILANO Avoid 1 non-numerical or numerical attack made on Teammate. |
136 | | Special | AQ | STAR-LORD - CELESTIAL POWERS Acts as a Level 8 MultiPower attack. [OPD] |
137 | | Special | EE | STAR-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. |
138 | | Special | FC | STAR-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. |
139 | | Special | DO | STAR-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. |
140 | | Special | LS | THE 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] |
141 | | Special | ON | STORM - 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] |
142 | | Special | HN | STRONG GUY - BACKSTAGE BOUNCER Acts as a Level 8 Any-Power attack. |
143 | | Special | MT | SUNFIRE - 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. |
144 | | Special | OD | THING - 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] |
145 | | Special | FT | THOR - 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] |
146 | | Special | FX | THUNDERBIRD - 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. |
147 | | Special | AW | THUNDERBOLTS - HAWKEYE Play as an offensive action targeting Opponent's Team. Opponent's Team is -10 to Venture Total for this battle. [OPD] |
148 | | Special | NR | VISION - 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] |
149 | | Special | ON | WAR 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] |
150 | | Special | JM | WASP - 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] |
151 | | Special | PM | WASP - 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. |
152 | | Special | BS | WASP - 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] |
153 | | Special | MH | WASP - SHRINK FROM HARM Acts as a Level 8 Energy defense. May be used to defend Wasp or Teammate. |
154 | | Special | GJ | WASP - 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. |
155 | | Special | MF | WHITE 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] |
156 | | Special | FD | WOLVERINE - 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] |
157 | | Special | EV | X-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] |
158 | | Special | MH | X-23 - BULLET TIME Acts as a Level 8 Fighting defense. May be used to defend X-23 or Teammate. |
159 | | Special | NG | X-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. |
160 | | Special | IB | X-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. |
161 | | Special | PG | X-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. |
162 | | Special | AR | X-MAN - MIND SLAM Acts as a Level 7 Fighting attack. |
163 | | Special | OH | X-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. |
164 | | Battlesite | | ANGEL'S AERIE ANGEL, CYCLOPS, MARROW, DEATHLOK, SPIRAL, X-23
|
165 | | Battlesite | | AVENGERS TOWER IRON MAN, MS. MARVEL, JESSICA JONES, LUKE CAGE, IRON FIST, DAREDEVIL
|
166 | | Battlesite | | KNOWHERE STAR-LORD, GAMORA, GROOT, ROCKET RACCOON, DRAX, NOVA
|
167 | | Battlesite | | PYM LABORATORIES HENRY PYM, WASP, ULTRON, VISION, SPIDER-MAN, CAPTAIN AMERICA
|
168 | | Battlesite | | X-CORPORATION CEREBRO, SABRA, MULTIPLE MAN, DOMINO, SUNFIRE, THUNDERBIRD
|
169 | | Aspect | E2 | ANGEL'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] |
170 | | Aspect | E3 | AVENGERS 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] |
171 | | Aspect | E4 | KNOWHERE - 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] |
172 | | Aspect | E6 | PYM 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] |
173 | | Aspect | E7 | X-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] |