Card # Thumbnail Card Type Code Card
1 Character ANGEL: THE FALLEN
E: 6 F: 7 S: 4 I: 3 (21.2)
2 Character BASTION
E: 3 F: 2 S: 4 I: 7 (18.1)
May play any "Sentinels" Special cards. Attacks made with Intellect Power cards may not be shifted from Target Character.
3 Character BEAST: THE BRUTE
E: 3 F: 6 S: 7 I: 1 (19.2)
4 Character CALLISTO
E: 2 F: 6 S: 3 I: 5 (15.4)
May play any "Morlocks" Special cards. May play "Caliban" from Reserve.
5 Character CAPTAIN BRITAIN
E: 4 F: 4 S: 7 I: 6 (22.4)
6 Character CEREBRO: THE FOUNDER
E: 6 F: 3 S: 3 I: 8 (24.8)
7 Character COLOSSUS: AGE OF APOCALYPSE
E: 2 F: 5 S: 7 I: 3 (18.9)
Attacks made with Strength Power cards may not be shifted from Target Character.
8 Character CRUX
E: 6 F: 6 S: 2 I: 3 (16.4)
Crux may avoid any attack with a Level 1 Intellect Power card.
9 Character DEATHBIRD
E: 3 F: 7 S: 3 I: 3 (18.4)
May play any "Shi'Ar" Special cards. May defend Front Line with Power cards from Reserve.
10 Character DONALD PIERCE
E: 4 F: 2 S: 6 I: 7 (20.3)
May play any "Reavers" Special cards.
11 Character GOBLYN QUEEN
E: 7 F: 5 S: 2 I: 5 (19.8)
Attacks made with Energy Power cards may not be shifted from Target Character.
12 Character GREY KING
E: 6 F: 3 S: 5 I: 7 (21.7)
13 Character HAVOK: MUTANT X
E: 7 F: 4 S: 3 I: 5 (20.3)
Team +3 to Venture Total when a Teammate is KO'd.
14 Character ICEMAN: THE ICE-MAN
E: 7 F: 5 S: 3 I: 3 (19.9)
+1 to Venture Total for each Hit in Iceman: The Ice-Man's Hits to Current Battle.
15 Character JEAN GREY: DARK PHOENIX
E: 8 F: 4 S: 6 I: 3 (25.1)
16 Character LANDSLIDE
E: 6 F: 4 S: 6 I: 2 (16.7)
Opponent is -3 to Venture Total when Landslide's Teammate is KO'd.
17 Character MAVERICK
E: 5 F: 8 S: 3 I: 3 (23.8)
18 Character MERCURY
E: 6 F: 7 S: 5 I: 4 (22.9)
19 Character MULTIPLE MAN
E: 6 F: 6 S: 3 I: 3 (17.3)
May make one or both follow-up attacks to any Universe: Teamwork card.
20 Character NAMOR: SUB-MARINER
E: 3 F: 5 S: 8 I: 4 (24.2)
21 Character PHOENIX
E: 7 F: 5 S: 4 I: 3 (20.3)
When KO'd, Phoenix may continue to fight and is not discarded until end of battle.
22 Character POLARIS
E: 7 F: 3 S: 3 I: 4 (19.1)
May attack with Energy Power cards while in Reserve.
23 Character PSYLOCKE: BETSY BRADDOCK
E: 6 F: 3 S: 2 I: 5 (15.4)
Psylocke's Basic Universe cards count toward Damage and Venture Total.
24 Character RAPTURE
E: 5 F: 7 S: 2 I: 3 (18.9)
+1 to all attacks vs. Characters with Intellect Power Grid 7 or 8.
25 Character ROGUE: BROTHERHOOD OF EVIL MUTANTS
E: 6 F: 5 S: 3 I: 2 (15.4)
May not be Cumulative KO'd with Special cards.
26 Character SABRA
E: 3 F: 7 S: 6 I: 3 (20.8)
27 Character SHADOW KING
E: 7 F: 1 S: 1 I: 7 (19.8)
28 Character SPIDER-GIRL
E: 4 F: 6 S: 5 I: 3 (16.7)
Attacks made with Power cards may not be defended using Activator cards.
29 Character STORM: BLOODSTORM
E: 7 F: 6 S: 5 I: 3 (21.7)
30 Character STORM: NEUTRALIZED
E: 1 F: 6 S: 4 I: 5 (15.1)
May play any "Morlocks" non-One-Per-Deck Special cards.
31 Character SUNFIRE
E: 7 F: 5 S: 4 I: 4 (21.5)
May play "Solar Flare" from Reserve.
32 Character TASKMASTER
E: 3 F: 7 S: 4 I: 5 (20.3)
May use Intellect Power cards to avoid any Fighting attack.
33 Character THUNDERBIRD
E: 2 F: 6 S: 7 I: 3 (19.9)
34 Character TYPHOID MARY
E: 5 F: 7 S: 3 I: 2 (18.9)
Attacks made with Fighting Power cards may not be shifted from Target Character.
35 Character WOLVERINE: AGE OF APOCALYPSE
E: 2 F: 8 S: 4 I: 5 (23.2)
36 Character X-MAN
E: 8 F: 3 S: 3 I: 3 (22.3)
37 Character X-MEN: ORIGINAL TEAM
E: 7 F: 2 S: 4 I: 5 (19.3)
May play any "Professor X" One-Per-Deck Special cards.
38 Character XAOS
E: 7 F: 4 S: 4 I: 1 (17.8)
Draw 1 card when Xaos' Teammate is KO'd.
39 Special OS ANY CHARACTER - DEVOURER OF WORLDS
Play as an offensive action targeting Opponent's Team. Opponent's Characters may not use Activator cards for remainder of game until Marvel Universe is KO'd or this Special has been attacked with 3 Activator card attacks. Each Activator attack takes 1 turn, which does not require Special retrieval from under Battlesite. This Special may not be negated. [OPD]
40 Special HK THE ACOLYTES - AMY C. VOGHT
Acts as a non-numerical attack targeting a Character. If successful, target Character must make as many additional attacks as possible against Player's Characters or Battlesite using either a Special card, or Power Card and optional Basic / Training Universe. Player must be given an opportunity to defend between each attack.
41 Special MA ALPHA FLIGHT - VINDICATOR
Acts as a Level 5 MultiPower attack. Defensive action may not be made with an Aspect card, Activator retrieved Special card or Any Character Special card.
42 Special HO ANGEL - NEURO-TOXIN
Acts as a Level 6 Energy attack. If successful, Opponent's Team is -4 to Venture Total for this battle.
43 Special KL CAPTAIN BRITAIN - BATTLEWORTHY
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.
44 Special NP CAPTAIN BRITAIN - PHYSICS GENIUS
Play as an offensive action targeting Captain Britain or Teammate. Target Character's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.
45 Special NG CAPTAIN BRITAIN - PRODIGIOUS STRENGTH
Acts as a Level 5 Fighting attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
46 Special FL CAPTAIN BRITAIN - SUPER ENDURANCE
Play as an offensive action targeting Captain Britain. For remainder of game, Captain Britain's Energy, Fighting and MultiPower Hits to Current Battle do not count towards Opponent's Venture Total. [OPD]
47 Special HR CAPTAIN BRITAIN - SUPERSONIC
Acts as a Level 9 MultiPower attack. [OPD]
48 Special NI CEREBRO - CATALOGUE
Acts as a Level 5 Fighting attack. If successful, Opponent must discard all Any Character and Activator cards currently held in Hand.
49 Special BS CEREBRO - COMPUTER ORIGIN
Play as an offensive action targeting Cerebro. Player may draw 1 card from Draw Pile. Discard duplicates. For remainder of battle, if the Level of Cerebro's Defense made with a Power card equals the Level of an incoming attack, Cerebro's Power card Counter-Hits attacker. May play as a defensive action together with a Defense if Counter-Hit is possible. [OPD]
50 Special NO CEREBRO - MUTANT SEEKER
Acts as a Level 2 Intellect attack. If successful, attacks made on target Character may not be shifted away from target Character for remainder of game.
51 Special FM CEREBRO - SENTINEL EVOLUTION
Acts as a non-numerical attack targeting a Battlesite. If successful, Battlesite may not play Aspect cards for remainder of battle.
52 Special HU CEREBRO - THE FOUNDER
Play as an offensive action targeting Cerebro. Cerebro may play Professor X's "Cerebro", "Psychic Shield", and "X-Men Founder" Special cards for remainder of game. May also play as a defensive action together with Professor X's "Psychic Shield", if useable as response to incoming attack or offensive action.
53 Special OC COLOSSUS - SIBERIAN STRENGTH
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]
54 Special AA CRUX - COLDFORCE
Acts as a Level 4 Intellect attack. Crux 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.
55 Special AA CRUX - HEATFORCE
Acts as a Level 4 Fighting attack. Crux 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.
56 Special BL CRUX - PAYBACK
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]
57 Special NO CRUX - PRECISION AGILITY
Acts as a Level 2 Energy attack. If successful, attacks made on target Character may not be shifted away from target Character for remainder of game.
58 Special NU CRUX - THERMODYNAMICS
Acts as a Level 0 Strength attack. Defense against this attack may only be Level 5 or greater, made with a Power card.
59 Special NJ DAZZLER - PINPOINT LASER
Acts as a Level 4 MultiPower attack. Attack is not affected by Special cards with currently active effects at the time of playing this Special card.
60 Special HN GAMBIT - FULL HOUSE
Acts as a Level 8 Any-Power attack.
61 Special HU GOBLYN QUEEN - CLONAL ORIGIN
Play as an offensive action targeting Goblyn Queen. Goblyn Queen may play Jean Grey's "Phoenix Effect", "Mental Deflection", and "Mind Over Matter" Special cards for remainder of game. May also play as a defensive action together with Jean Grey's "Mental Deflection", if useable as response to incoming attack or offensive action.
62 Special NG GOBLYN QUEEN - DARK MAGIC
Acts as a Level 5 Energy attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
63 Special NS GOBLYN QUEEN - GOBLYN ARMADA
Play as an offensive action targeting Opponent's Team. Opponent's Characters may not play any Special cards that affect "remainder of battle" or "remainder of game" for the remainder of the battle. As an added effect, may also play as a defensive action to negate a Special card that affects "remainder of battle" or "remainder of game" played by Opponent's Character.
64 Special MB GOBLYN QUEEN - GOBLYN INFERNO
Acts as a Level 6 Any-Power attack. If successful, target Character is KO'd by next Level 2 Energy Power or MultiPower card Hit, regardless of Inherent Abilities and other cards' effects. [OPD]
65 Special NY GOBLYN QUEEN - PHOENIX LIFEFORCE
Play this as an offensive action targeting Goblyn Queen. This Special stays targeted to Goblyn Queen's Character card even after Goblyn Queen 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 Goblyn Queen's Character card from Defeated Characters Pile to Reserve. [OPD]
66 Special NL GREY KING - ANALYTICAL GENIUS
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 the next battle, at which point, Opponent may not Venture more than 2 Mission cards. This Special is then discarded.
67 Special AG GREY KING - CARRIER WAVE
Avoid 1 non-numerical or numerical attack made against Grey King.
68 Special CF GREY KING - LEADER
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.
69 Special NG GREY KING - PSYCHIC NEUTRALIZER
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.
70 Special AS GREY KING - TK BEAM
Acts as a Level 8 Intellect attack, +1 for each Hit on Grey King's Current Battle or Permanent Record. Bonus not applied to damage or Venture Total. [OPD]
71 Special FI HAVOK - MUTANT X
Acts as a Level 3 Intellect attack. If successful, Player may immediately draw 2 cards from top of Draw Pile. Discard duplicates.
72 Special MB THE HELLFIRE CLUB - VON ROEHM
Acts as a Level 6 Any-Power attack. If successful, Target Character is KO'd by next Level 2 Strength or MultiPower Power card Hit, regardless of Inherent Abilities and other cards' effects. [OPD]
73 Special NN LANDSLIDE - APPETITE FOR DESTRUCTION
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.
74 Special NV LANDSLIDE - BIG BULLY
Acts as a Level 5 Fighting attack. If successful, target Character may not play Any Character or Activator cards for remainder of battle.
75 Special MA LANDSLIDE - MASSIVE SPEED
Acts as a Level 5 MultiPower attack. Defensive action against this attack may not be made with an Aspect card, Activator retrieved Special card or Any Character Special card.
76 Special BV LANDSLIDE - SHORT FUSE
Play as an offensive action targeting Landslide. Player may draw 1 card from Draw Pile. Discard duplicates. Landslide may immediately make as many additional attacks as desired against any tagets using a Power card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
77 Special NU LANDSLIDE - WALLOP
Acts as a Level 0 Intellect attack. Defense against this attack may only be Level 5 or greater, made with a Power card.
78 Special OA MAGGOT - INTESTINAL FORTITUDE
Acts as a Level 7 Strength attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile. [OPD]
79 Special KB THE MARAUDERS - PRISM
Acts as a Level 7 Strength attack. If successful, acts as a Level 5 Energy Hit.
80 Special NK MARROW - BATTLEBONES
Acts as a Level 3 Strength attack. If attack is defended, Player may draw 1 card from top of Draw Pile. Discard duplicates.
81 Special LO MARROW - SKELETAL PLATES
Avoid 1 attack of 4 or less made against Marrow or Teammate. Player may draw 1 card from top of Draw Pile. Discard duplicates. Bonuses and penalties affecting Marrow's numerical defenses apply to this card.
82 Special MA MAVERICK - COMBAT ARMOR
Acts as a Level 5 MultiPower attack. Defensive action against this attack may not be made with an Aspect card, Activator retrieved Special card or Any Character Special card.
83 Special BG MAVERICK - FREELANCE SPY
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]
84 Special LO MAVERICK - KINETIC ABSORPTION
Avoid 1 attack with a Power card made against Maverick. Player may draw 1 card from top of Draw Pile. Discard duplicates.
85 Special GI MAVERICK - LEGACY REGRESSION
Play as an offensive action targeting Maverick or Teammate. Target Character is not affected by effects of Event cards for remainder of game.
86 Special NZ MAVERICK - POWER CHANNEL
Play as an offensive action targeting Maverick. Remove 1 Hit from Maverick's Hits to Current Battle. If any removed Hit is a Special, active effects are also removed. Maverick may make 1 attack with any 1 card, usable by Maverick and in Hand, of equal or lesser Level than removed Hit.
87 Special KL MERCURY - COMBAT EXPERIENCE
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.
88 Special NT MERCURY - MERCENARY CODE
Acts as a Level 6 Intellect 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.
89 Special AB MERCURY - MERCURIC BLADES
Acts as a Level 5 Fighting attack. Mercury 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.
90 Special AD MERCURY - METALLIC CONTROL
Avoid 1 attack made with an Aspect card, Activator retrieved Special card or Any Character card against Mercury or Teammate.
91 Special NM MERCURY - SOLDIER-OF-FORTUNE
Play as an offensive action targeting Player's Team. Player may sort through Draw Pile card by card and remove first card with an attack value and discard to the Dead Pile. Add twice the value of discarded card to Player's Team's Venture Total for Current Battle. Reshuffle Draw Pile. [OPD]
92 Special AL THE MORLOCKS - RUN FROM SLAUGHTER
Play as an offensive action targeting Morlocks or Morlock's Teammate. Remove 1 Hit from the Current Battle or Permanent Record of target Character. If removed Hit is a Special, active effects are also removed.
93 Special EB MULTIPLE MAN - DUPLICATE SELF
Play as an offensive action targeting Multiple Man. For remainder of game, any non-numerical or numerical attack made against Multiple Man may be shifted to Duplicate Self, at which point Duplicate Self as well as incoming attack are both discarded.
94 Special JB MULTIPLE MAN - LEGACY SURVIVOR
Play as an offensive action targeting Multiple Man. Remove all Hits from Multiple Man's Current Battle and Permanent Record. If any removed Hit is a Special, active effects are also removed. Multiple Man must move into or switch places with Reserve. [OPD]
95 Special NR MULTIPLE MAN - MULTIPLY AND CONQUER
Play as an offensive action targeting Multiple Man. Discard 1 Strength Power card usable by Multiple Man. Show Opponent up to 5 cards usable by Multiple Man from Player's Hand, keeping them open handed. Draw equal number of cards from Draw Pile. Discard duplicates. [OPD]
96 Special NH MULTIPLE MAN - OUTNUMBER
Acts as a Level 3 Fighting attack. If successful, target Character may not make any follow-up attacks from Teamwork and Ally cards or additional attacks from Special cards for remainder of battle.
97 Special BV MULTIPLE MAN - TEAM MADROX
Play as an offensive action targeting Multiple Man. Player may draw 1 card from Draw Pile. Discard duplicates. Multiple Man 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]
98 Special DG NIGHTCRAWLER - BLINDSIDE
Acts as a Level 3 Strength attack. Nightcrawler may make 2 additional attacks 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. [OPD]
99 Special CW PHOENIX - ASKANI FOUNDER
Avoid 1 non-numerical or numerical attack made against Phoenix. Phoenix may not be attacked for remainder of battle. [OPD]
100 Special BZ PHOENIX - CHILD OF THE FUTURE
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]
101 Special MC PHOENIX - MANIFEST PHOENIX
Acts as a Level 11 MultiPower attack. Player's Team may not attack for remainder of battle, even if defended. If defended, shift this card to target Player's Team, so that Special effects are still active but without the Hit. [OPD]
102 Special MI PHOENIX - MUTANT HOUND
Acts as a non-numerical attack on a Character, which may not be shifted away from target Character. If successful, all attacks made on target Character may not be shifted away from target Character for remainder of game.
103 Special AR PHOENIX - TELEPATHIC POWER
Acts as a Level 7 Fighting attack.
104 Special GF POLARIS - ENERGY WARP
Acts as a Level 4 Energy attack. If successful, move all Hits from Polaris' Current Battle into Permanent Record. Affects Venture Total.
105 Special FN POLARIS - ENSNARE
Acts as a non-numerical attack targeting a Character. If successful, target Character cannot attack or play Specials for remainder of battle. [OPD]
106 Special JZ POLARIS - MAGNETIC FIELD
Acts as a Level 5 Fighting attack. Defensive action against this attack may not be made with a Special card.
107 Special DB POLARIS - MANIPULATE MAGNETISM
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 Polaris or Teammate. Avoids all attacks from 1 Teamwork and/or associated Power cards made against target Character.
108 Special EJ POLARIS - REVERSE POLARITY
Acts as a Level 2 Energy attack. If successful, acts as a Level 8 Fighting Hit.
109 Special EQ PROFESSOR X - SHI'AR BATTLE ARMOR
Play as an offensive action targeting Professor X. Professor X is +3 to all Strength and Fighting attacks and defenses and -1 to all Energy attacks and defenses for remainder of battle. Attacks of Level 0 or less after penalty are not permitted. May also be played as a defensive action together with a Strength and Fighting defense, if bonus will facilitate successful defense of incoming attack.
110 Special BR RAPTURE - AVIAN MUTATION
Play as an offensive action targeting Rapture. Rapture may have 1 additional Power, Universe, Tactic or Special card Placed on her for remainder of game. May be played from Reserve.
111 Special LO RAPTURE - FLIGHTPATH
Avoid 1 attack with a Power card made against Rapture. Player may draw 1 card from top of Draw Pile. Discard duplicates.
112 Special NW RAPTURE - MERCY KILLING
Acts as a Level 5 Strength attack. If successful, for remainder of game, if target Character has Hits totaling 15 or more, then target Character is KO'd regardless of Inherent Abilities and other cards' effects. Special effect may cause immediate KO. [OPD]
113 Special BA RAPTURE - PSYCHIC SWORD
Acts as a Level 0 MultiPower attack. Defensive action against this attack may only be made with a Special card.
114 Special EJ RAPTURE - RELEASE SOUL
Acts as a Level 2 Fighting attack. If successful, acts as a Level 8 Intellect Hit.
115 Special LG THE REAVERS - CYBERNETIC REBIRTH
Play as an offensive action targeting The Reavers. This Special stays targeted to The Reavers, and effect is delayed until The Reavers is KO'd. May also play as a defensive action when The Reavers is being KO'd. The Reavers may continue to fight and is only discarded at the end of the battle together with this Special.
116 Special EE REYES - TRIAGE
Play as an offensive action targeting Reyes or Teammate. Remove 1 Power card Hit from Current Battle or Permanent Record of target Character. Alternatively, play as a defensive action targeting Reyes or Teammate. Target Character may avoid 1 attack made with a Power card.
117 Special FL ROGUE - NIGH INVULNERABLE
Play as an offensive action targeting Rogue. For remainder of game, Rogue's Fighting, Strength and MultiPower Hits to Current Battle do not count towards Opponent's Venture Total. [OPD]
118 Special HR SABRA - BLADEFIRE
Acts as a Level 9 MultiPower attack. [OPD]
119 Special EK SABRA - HIGH DURABILITY
Play as an offensive action targeting Sabra. Sabra cannot be Cumulative KO'd for remainder of game. May also play as a defensive action, if it will prevent Sabra from being Cumulative KO'd by incoming attack. [OPD]
120 Special NW SABRA - LETHAL AGENT
Acts as a Level 5 Energy attack. If successful, for remainder of game, if target Character has Hits totaling 15 or more, then target Character is KO'd regardless of Inherent Abilities and other Special cards. Special effect may cause immediate KO. [OPD]
121 Special NV SABRA - MOSSAD
Acts as a Level 5 Intellect attack. If successful, target Character may not play Any Character or Activator cards for remainder of battle.
122 Special AB SABRA - MUTANT MUSCULATURE
Acts as a Level 5 Strength attack. Sabra may make 1 additional Strength attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
123 Special HY SHADOW KING - ASTRAL LIFEFORM
Acts as a Level 6 Intellect attack. If successful, Opponent must discard 2 cards playable by target Character. Cards may be Placed or in Hand.
124 Special MF SHADOW KING - POSSESS OTHERS
Play as an offensive action targeting Teammate. Teammate can play Shadow King's Specials for remainder of game. May play as a defensive action together with a Shadow King Special card, providing the Special card is useable as a response to incoming attack or offensive action. [OPD]
125 Special LO SHADOW KING - PSI-SCREEN
Avoid 1 non-numerical or numerical attack with a Special card made against Shadow King. Player may draw 1 card from the top of Draw Pile. Discard duplicates.
126 Special NU SHADOW KING - TELEPATHIC MANIPULATOR
Acts as a Level 0 Fighting attack. Defense against this attack may only be Level 5 or greater, made with a Power card.
127 Special KK SHADOW KING - TWIST DESIRE
Play as an offensive action targeting Opponent's Team. Both players must move all Mission cards to Reserve Missions Pile. Mission cards Ventured this battle are now Ventured from Reserve Missions Pile. [OPD]
128 Special CC SHADOWCAT - NINJA ADEPT
Acts as a Level 6 Any-Power attack or defense.
129 Special JZ THE SHI'AR - FANG
Acts as a Level 5 Strength attack. Defensive action against this attack may not be made with a Special card.
130 Special LY SPIDER-GIRL - CLEVER FIGHTER
Play as an offensive or defensive action targeting Spider-Girl. Spider-Girl must simultaneously make an offensive or defensive action with a Power card and optional Basic / Training Universe. For remainder of game, Player does not have to discard duplicates of chosen Power card's Power Type and Level.
131 Special FL SPIDER-GIRL - MAYDAY
Play as an offensive action targeting Spider-Girl. For remainder of game, Spider-Girl's Energy, Fighting or MultiPower Hits to Current Battle do not count towards Opponent's Venture Total. [OPD]
132 Special AD SPIDER-GIRL - SPIDER MOBILITY
Avoid 1 attack of 8 or less made against Spider-Girl or Teammate. Bonuses and penalties affecting Spider-Girl's numerical defenses apply to this card.
133 Special BJ SPIDER-GIRL - WALL WALKER
Play as an offensive action targeting Teammate. Teammate may not be attacked for remainder of battle. As an added effect, may play as a defensive action to avoid 1 non-numerical or numerical attack made against Teammate. [OPD]
134 Special NG SPIDER-GIRL - WEB ACTION
Acts as a Level 5 Strength attack. If successful, target Character loses Inherent Ability for remainder of Battle. Loss of Inherent Ability may cause immediate KO.
135 Special EJ THE STARJAMMERS - MAJESTRIX LILANDRA
Acts as a Level 2 Intellect attack. If successful, acts as a Level 8 Intellect Hit.
136 Special OE STORM - GATHERING WINDS
Play as an offensive action targeting Player's Team. Player may sort through Power Pack card by card. Put the first 3 Energy or MultiPower Power cards in Hand, do not discard duplicates. Reshuffle Power Pack. [OPD]
137 Special FJ SUNFIRE - ATOMIC FLAME
Acts as a Level 9 MultiPower attack. Sunfire may not attack for remainder of battle. If defended, shift this card to target Sunfire, so that Special effects are still active but without the Hit. [OPD]
138 Special NJ SUNFIRE - IONIZE MATTER
Acts as a Level 4 MultiPower attack. Attack is not affected by Special cards with currently active effects at the time of playing this Special card.
139 Special AM SUNFIRE - NATIONALIST ZEAL
Play as an offensive action targeting Sunfire. Sunfire gains +3 to all numerical defenses for remainder of battle. May play as a defensive action at the same time as Sunfire making a numerical defense, if defense bonus will facilitate defense of incoming attack.
140 Special FO SUNFIRE - RADIATE HEAT
Acts a non-numerical attack targeting a Character or Battlesite. If successful, target Character must discard 1 placed card, and Opponent must discard 1 card from Hand for each Hit on Sunfire's Permanent Record. [OPD]
141 Special FG SUNFIRE - SOLAR FLARE
Acts as a Level 3 Fighting attack. If not successful, shift this card to target Opponent's Team for active effects without the Hit, and Opponent's Team is -1 to Venture Total for this battle.
142 Special BQ TASKMASTER - PHOTOGRAPHIC REFLEXES
Play as an offensive or defensive action targeting Taskmaster. Player may immediately exchange this card for any Special card in Dead Pile with an attack / offensive action or defense / defensive action respectively in Dead Pile even if it is not normally playable by Taskmaster and play it immediately. [OPD]
143 Special HU TASKMASTER - REPLICA SHIELD
Play as an offensive action targeting Taskmaster. Taskmaster may play Captain America's "Ricochet Shield", "Stars & Stripes", and "Mighty Shield" Special cards for remainder of game. May also play as a defensive action together with Captain America's "Stars & Stripes" or "Mighty Shield", if useable as response to incoming attack or offensive action.
144 Special FK TASKMASTER - SPY CAMERA
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]
145 Special EB TASKMASTER - TRAINED LACKEYS
Play as an offensive action targeting Taskmaster. For remainder of battle, any non-numerical or numerical attack made against Taskmaster may be shifted to Trained Lackeys, at which point Trained Lackeys as well as incoming attack are both discarded.
146 Special NJ TASKMASTER - WEAPONS MASTER
Acts as a Level 4 MultiPower attack. Attack is not affected by Special cards with currently active effects at the time of playing this Special card.
147 Special NK THUNDERBIRD - APACHE WARRIOR
Acts as a Level 3 Fighting attack. If attack is defended, Player may draw 1 card from top of Draw Pile. Discard duplicates.
148 Special FH THUNDERBIRD - CELLULAR DENSITY
Acts as a Level 2 Strength attack. If successful, remove all Strength Power card Hits from Thunderbird and all Teammates' Current Battle and Permanent Record.
149 Special LO THUNDERBIRD - KEEN SENSES
Avoid 1 Fighting or MultiPower attack made against Thunderbird. Player may draw 1 card from the top of Draw Pile. Discard duplicates.
150 Special JZ THUNDERBIRD - POWERHOUSE
Acts as a Level 5 Energy attack. Defensive action against this attack may not be made with a Special card.
151 Special NQ THUNDERBIRD - ULTIMATE SACRIFICE
Play this as an offensive action targeting Thunderbird. As many Hits from Current Battle or Permanent Record as desired by Player from Thunderbird and Teammates may be moved into Thunderbird's Permanent Record, until Thunderbird is KO’d or all Hits are on Thunderbird. Affects Venture Total. May be played from Reserve. [OPD]
152 Special NO TYPHOID MARY - ASSASSINATE
Acts as a Level 2 Fighting attack. If successful, attacks made on target Character may not be shifted away from target Character for remainder of game.
153 Special BL TYPHOID MARY - BLOODY MARY
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]
154 Special HR TYPHOID MARY - DRESSED TO KILL
Acts as a Level 9 MultiPower attack. [OPD]
155 Special JZ TYPHOID MARY - FRACTURED PERSONALITY
Acts as a Level 5 Intellect attack. Defensive action against this attack may not be made with a Special card.
156 Special NU TYPHOID MARY - SOCIOPATH
Acts as a Level 0 Intellect attack. Defense against this attack may only be Level 5 or greater, made with a Power card.
157 Special OB WOLVERINE - TRACKING SENSES
Acts as a Level 5 Intellect attack. If successful, Player may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
158 Special CC X-BABIES - LI'L PHOENIX
Acts as a Level 7 Any-Power attack or defense.
159 Special GJ X-MAN - APOCALYPTIC SURVIVAL
Acts as a Level 4 MultiPower attack. X-Man may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
160 Special CW X-MAN - ILLUSORY REALITY
Avoid 1 non-numerical or numerical attack made against X-Man. X-Man may not be attacked for remainder of battle. [OPD]
161 Special FF X-MAN - SINISTER CREATION
Play as an offensive action targeting X-Man. X-Man's Hit Points to Cumulative KO is decreased by 5 and is +3 to all Energy Power card attacks and defenses for remainder of game. May play as a defensive action at the same time as making a numerical defense, if defense bonus will facilitate defense of incoming attack. Decreased Hit Points may cause immediate KO.
162 Special EE X-MAN - STREET PROPHET
Play as an offensive action targeting X-Man or Teammate. Remove 1 Power card Hit from Current Battle or Permanent Record of target Character. Alternatively, play as a defensive action targeting X-Man or Teammate. Target Character may avoid attack made with a Power card.
163 Special MC X-MAN - ULTIMATE POTENTIAL
Acts as a Level 11 MultiPower attack. Player's Team may not attack for remainder of battle, even if defended. If defended, shift this card to target Player's Team, so that Special effects are still active but without the Hit. [OPD]
164 Special AD X-MEN - ANGEL
Avoid 1 non-numerical or numerical attack made against Teammate.
165 Special NV X-MEN - BEAST
Acts as a Level 5 Strength attack. If successful, target Character may not play Any Character or Activator cards for remainder of battle.
166 Special MA X-MEN - CYCLOPS
Acts as a Level 5 MultiPower attack. Defensive action against this attack may not be made with an Aspect card, Activator retrieved Special card or Any Character Special card.
167 Special FG X-MEN - ICEMAN
Acts as a Level 3 Strength attack. If not successful, shift this card to target Opponent's Team for active effects without the Hit, and Opponent's Team is -1 to Venture Total for this battle.
168 Special EN X-MEN - MARVEL GIRL
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.
169 Special HK XAOS - AUTISTIC WITHDRAWAL
Acts as a non-numerical attack targeting a Character. If successful, target Character must make as many additional attacks as possible against Player's Characters or Battlesite using either a Special card, or Power Card and optional Basic / Training Universe. Player must be given an opportunity to defend between each attack.
170 Special NI XAOS - CHAOS BURST
Acts as a Level 5 Strength attack. If successful, Opponent must discard all Any Character and Activator cards currently held in Hand.
171 Special AB XAOS - FRACTAL PLASMA
Acts as a Level 5 Energy attack. Xaos may make 1 additional Energy attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack.
172 Special AD XAOS - PROTECTIVE INSTINCT
Avoid 1 attack of 8 or less made against Xaos or Teammate. Bonuses and penalties affecting Xaos's numerical defenses apply to this card.
173 Special AN XAOS - THE EVIL EYE
Acts as a Level 4 MultiPower attack. May be used against Character in Reserve, who may defend.
174 Battlesite CAPE CITADEL
CRUX, GREY KING, LANDSLIDE, MERCURY, RAPTURE, XAOS
175 Battlesite KRAKOA
SUNFIRE, THUNDERBIRD, POLARIS, MAGGOT, REYES, WARLOCK
176 Battlesite LANDAU, LUCKMAN, & LAKE
WOLVERINE, DEADPOOL, VENOM, EXPEDITER, PSYLOCKE, CAPTAIN AMERICA
177 Battlesite PRINCESS BAR
WOLVERINE, SHADOWCAT, SABRETOOTH, THE HAND, SILVER SAMURAI, VIPER
178 Battlesite X-WORLD
HAVOK, GOBLYN QUEEN, ICEMAN, BEAST, ANGEL, STORM
179 Aspect C2 ANY BATTLESITE - A-NEXT
Acts as a Level 4 Strength attack. Teammate may make 1 additional attack against the same target using either a Special card, or Power Card and optional Basic / Training Universe. Opponent may defend between each attack. [OPD]
180 Aspect B4 AGE OF APOCALYPSE - HISTORICAL TWIST
Play as an offensive action targeting Player’s Team. Player may rearrange all Hits in the Permanent Records of all Front Line Characters. [OPD]
181 Aspect C1 ASTEROID "M" - ORBITAL HIDEOUT
Play as an offensive action targeting Player's Team. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after any of Player’s Characters block an equal Level numerical attack using a Fighting Power card with optional Basic / Training Universe. Discard if duplicate. May play as a defensive action with a Fighting Power card defense, with immediate effect. [OPD]
182 Aspect B6 AVALON - MUTANT REFUGE
Play as an offensive action targeting Teammate. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after target Teammate defends an equal Level numerical attack using a Fighting Power card with optional Basic / Training Universe. Discard if duplicate. May play as a defensive action with a Fighting Power card defense, with immediate effect. [OPD]
183 Aspect A6 CAPE CITADEL - THE BENASSI ROCKET
Acts as a level 7 Any-Power attack. If successful, Opponent must discard all Special cards and Activator cards in Hand. [OPD]
184 Aspect A3 THE DANGER ROOM - HOLOGRAPHIC ATTACKERS
Play as an offensive action targeting Opponent's Team. For the remainder of game, all of Player's Characters' attacks made with Power cards are not affected by Opponent's Characters' Special cards with already active effects. [OPD]
185 Aspect A2 DEPARTMENT H - SECRET DIRECTIVE
Play as an offensive action targeting Player's Team. All of Player's Characters' successful Hits made with Power cards are +2 to Venture Total for remainder of game. [OPD]
186 Aspect A9 FALL'S EDGE COMPOUND - QUARANTINE
Acts as a Level 6 Energy attack. If successful, target Character must discard all Placed cards and move into or switch places with Reserve for remainder of battle, and moved or switched back at the beginning of the next battle. [OPD]
187 Aspect B9 KRAKOA - THE LIVING ISLAND
Play as a defensive action targeting Teammate when target Teammate is attacked. Numerical attack made on Teammate is now shifted to Krakoa, which may be defended.
188 Aspect B1 LANDAU, LUCKMAN, & LAKE - WARP CHAMBER
Play as an offensive action targeting Teammate. Remove all Hits from Teammate’s Current Battle and Permanent Record, and Teammate must move into or switch places with Reserve. [OPD]
189 Aspect B3 MADRIPOOR - UNDERWORLD CENTER
Play as an offensive action targeting Teammate. This Aspect stays targeted to Teammate and effect is delayed until the end of battle, at which point no Hits are added to target Teammate's Permanent Record and this Aspect is discarded. Does not affect Venture Total. [OPD]
190 Aspect A1 MARVEL UNIVERSE - EXCELSIOR!
Each player is -3 to Venture Total for each Special card in play at the end of battle.
191 Aspect B2 MOJOWORLD - TV DIMENSION
Play as an offensive action targeting Teammate. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after target Teammate plays a Basic Universe card. Discard if duplicate. May play as a defensive action with a Basic Universe card defense played by target Teammate, with immediate effect. [OPD]
192 Aspect B5 MORLOCK TUNNELS - HIDDEN WORLD
Play as an offensive action targeting Teammate. Target Teammate may play numerical attacks face down for remainder of battle. Opponent must guess defense. If defensive action is fails, attack hits and Opponent keeps cards used. [OPD]
193 Aspect C1 MUIR ISLAND - GENETIC RESEARCH
Play as an offensive action targeting Teammate. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after target Teammate defends an equal Level numerical attack using an Intellect Power card with optional Basic / Training Universe. Discard if duplicate. May play as a defensive action with an Intellect Power card defense, with immediate effect. [OPD]
194 Aspect A7 ONSLAUGHT'S CITADEL - ELECTROMAGNETIC PULSE
Play as an offensive action targeting Player’s Team. Player’s Team is +6 to Venture Total for this battle.
195 Aspect A5 THE OUTBACK - PIRATE TECHNOLOGY
Play as an offensive action targeting Teammate. Target Teammate's Basic Universe cards used to attack count toward damage and Venture Total for remainder of game. [OPD]
196 Aspect B7 PRINCESS BAR - IDENTITY SWAP
Play as an offensive action targeting Player’s Team. Switch entire Permanent Record of any two of Player’s Characters.
197 Aspect A4 SHIP - CELESTIAL ORIGIN
Play as an offensive action targeting Player's Team. For remainder of game, Player may discard 1 Intellect Power card to remove 1 Hit from the Permanent Record of any Front Line Character. [OPD]
198 Aspect A8 WUNDAGORE MOUNTAIN - THE KNIGHTS OF WUNDAGORE
Acts as a Level 6 Any-Power attack.
199 Aspect B2 X-MANSION - MUTANT SCHOOLING
Play as an offensive action targeting Player's Team. For remainder of game, Player may draw 1 card from top of Draw Pile immediately after any of Player's Characters play a Double Shot defense. Discard if duplicate. May play as a defensive action with a Double Shot card defense, with immediate effect. [OPD]
200 Aspect B8 X-WORLD - PARALLEL DIMENSION
Play as an offensive action targeting Player’s KO’d Character from Dead Pile. Exchange one of Player’s Front Line Characters with KO’d Character. Discard all Hits to Permanent Record and Placed cards. [OPD]