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Legendary: A Marvel Deck Building Game» Forums » General

Subject: Complete Card Text - all cards (through Ant-Man) rss

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Michael Brandt
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Agent Coulson's Recruit Assessments are great, but I wanted to have something more text-based, and more easily searchable than a pdf.

So, partially inspired by threads like this for my first gaming love, Dominion, and by wanting to learn the cards better for the upcoming season of the Legendary Online League (currently in planning for season 10.), I made this. Hope you like it!

I'm happy to take feedback on how the info is presented here, I'm certain there are things that can be improved. For instance, I added the colored backgrounds for the Hero Type names, but now I feel the card names themselves are not emphasized enough, and I don't want this to end up looking too cluttered. Anyway, if you have any thoughts on that (or notice any errors), please let me know and I'll be sure to get them fixed.

This list includes cards from all Marvel Legendary expansions, through Noir, as well as errata from Version 3.0 of the Unofficial Collected FAQ, Clarifications, and Errata from the BGG forums with links.

The "3D" set isn't really an expansion, but some Legendary cards included with trading card packs from Upper Deck. There are some threads like this with more details.

Special note: the card "Solo - Guns on My Guns" from the Deadpool expansion cares about whether other cards depict a gun in their art. In light of this, cards that have a gun in the art have this note below their text: "Art contains a gun." To avoid clutter, if the art doesn't have a gun, there is no note, and for characters that have gun in all their card art, the note is under the character name instead of repeated for each card.

Jump to ("edit" links are for my own convenience when adding cards for the latest expansion):
* Bystanders, SHIELD Officer/Madame Hydra, Sidekicks, New Recruits, Starting Deck, Wounds/Bindings (edit)
* Heroes and Allies (edit)
* Schemes and Plots (edit)
* Masterminds and Commanders (edit)
* Villain and Adversary Groups (edit)
* Henchmen Villain and Backup Adversary Groups (edit)
* Ambitions & Horrors (edit)
* Keywords (edit)

Each post has sections for the cards from each different expansion. These sections start with the expansion name surrounded by double-equals signs, e.g., "== Legendary ==", "== Dark City ==", "== Ant-Man ==", etc. You can take advantage of this with your web browser's search feature (control+F on Windows/Linux, command+F on macOS) to quickly navigate to the specific cards you're looking for. Here are the expansion names as I use them in this thread:

* Legendary
* Dark City
* Fantastic Four
* Paint the Town Red
* Villains
* Guardians of the Galaxy
* Fear Itself
* Secret Wars Volume 1
* Secret Wars Volume 2
* Captain America 75th Anniversary
* Civil War
* 3D
* Deadpool
* Noir
* X-Men
* Spider-Man Homecoming
* Champions
* World War Hulk
* Marvel Studios Phase 1
* Ant-Man

(the card text posts in this thread are backed up at https://github.com/michaeljb/legendary-complete-card-txt)
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Michael Brandt
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Starting/Setup
Bystanders

== Legendary ==

Bystander (30 copies)
VP: 1


== Dark City ==

News Reporter (4 copies)
When you rescue this Bystander, draw a card.
VP: 1


Paramedic (3 copies)
When you rescue this Bystander, you may KO a Wound from your hand or from any player's discard pile.
VP: 1


Radiation Scientist (4 copies)
When you rescue this Bystander, you may KO one of your Heroes or a Hero from your discard pile.
VP: 1


== Villains ==

Bystander (30 copies)
VP: 1


Computer Hacker (3 copies)
When you kidnap this Bystander, draw an extra card when you draw a new hand at the end of your turn.
VP: 1


Engineer (3 copies)
When you kidnap this Bystander, reveal the top card of your deck. If it costs 0 - KO it.
VP: 1


Public Speaker (3 copies)
When you kidnap this Bystander, gain 1 recruit.
VP: 1


Rockstar (3 copies)
When you kidnap this Bystander, kidnap another Bystander.
VP: 1


== Secret Wars Volume 1 ==

Banker (3 copies)
When you rescue this Bystander, you get +2 Recruit, usable only to recruit Heroes in the HQ space under the Bank.
VP: 1


== Secret Wars Volume 2 ==

Alligator Trapper (3 copies)
When you rescue this Bystander, Patrol the Sewers: If it's empty, you get +2 Recruit.
VP: 1


Shapeshifted Copycat (4 copies)
When you rescue this Bystander, this card becomes a Villain with 3 Attack and enters the city. It gains the ability: "Fight: KO one of your Heroes."
VP: 1


Undercover Agent (3 copies)
When you rescue this Bystander, a player of your choice gains a S.H.I.E.L.D. Officer.
VP: 1


== Civil War ==

Aspiring Hero (4 copies)
When you rescue this Bystander, gain a Sidekick.
VP: 1

Comic Shop Keeper (3 copies)
When you rescue this Bystander, reveal the top three cards of the Hero Deck. The player of your choice gains one of them that costs 3 or less. Put the rest back in any order.
VP: 1


== Noir ==

Detective Wolverine (first print run promo)
When you rescue this Bystander, Investigate the Villain Deck for a Villain worth 1 VP and put it in your Victory Pile.


== X-Men ==

Cypher
Tech
--- New Mutants
When you rescue this Bystander, gain it as a Hero.
------------
Look at the top two cards of your deck. Draw one and discard the other.
Cost: 2

Heartless Computer Scientist
Tech
When you rescue this Bystander,
gain it as a Hero.
------------
Tech: You may KO a card from your hand or discard pile.
2 Recruit
Cost: 3

Karma
Covert
--- New Mutants
When you rescue this Bystander, gain it as a Hero.
------------
Reveal the top card of the Hero Deck. You get +Attack equal to its printed Attack.
0+ Attack
Cost: 3

Magik (first print run promo)
Ranged
--- New Mutants
When you rescue this Bystander, gain it as a Hero.
------------
Teleport (Instead of playing this card, you may set it aside. At the end of the turn, add it to your hand as an extra card.)
2 Attack
Cost: 4

Magma
Ranged
--- New Mutants
When you rescue this Bystander, gain it as a Hero.
------------
Chose one: Draw a card or you get +2 Attack.
0+ Attack
Cost: 3

Martial Arts Master
Instinct
When you rescue this Bystander, gain it as a Hero.
------------
Draw a card.
1 Attack
Cost: 3

Mirage
Covert
--- New Mutants
When you rescue this Bystander, gain it as a Hero.
------------
Draw a card.
1 Recruit
Cost: 3

Sunspot
X-Men
Strength
--- New Mutants
When you rescue this Bystander, gain it as a Hero.
------------
Strength: You get +1 Attack.
2+ Attack.
Cost: 3

Warlock
Tech
--- New Mutants
When you rescue this Bystander, gain it as a Hero.
------------
Tech: Draw a card.
2 Attack
Cost: 3

Wolfsbane
X-Men
Instinct
--- New Mutants
When you rescue this Bystander, gain it as a Hero.
------------
Berserk, Berserk, Berserk
0+ Attack
Cost: 3


== World War Hulk ==

Actor (1 copy)
When you rescue this Bystander, choose a Hero in the HQ that costs 4 or less. You get its printed Recruit and Attack.
VP: 1


Animal Trainer (1 copy)
When you rescue this Bystander, each Instinct and/or Covert Hero currently in the HQ costs 1 less this turn.
VP: 1


Tourist Couple (1 copy)
When you rescue this Bystander, you get +1 Recruit if the Rooftops are empty and +1 Recruit if the Bridge is empty.
VP: 1


Triage Nurse (1 copy)
When you rescue this Bystander, look at the top three cards of your deck. KO one, discard one, and put one back.
VP: 1


== 3D ==

Bulldozer Driver (? copies)
When you rescue this Bystander, you may move a Villain to an adjacent city space. If another Villain is already there, swap them.
VP: 1


Double Agent Of S.H.I.E.L.D. (? copies)
When you rescue this Bystander, play a copy of one of your S.H.I.E.L.D. Heroes or HYDRA allies.
VP: 1


Fortune Teller (? copies)
When you rescue this Bystander, guess "zero" or "not zero." Then reveal the top card of your deck and check its cost. If you guessed right, draw that card.
VP: 1


Photographer (? copies)
This Bystander is worth +1 VP for each Hero you have that costs 7 or more among all your cards at the end of the game.
VP: 1


Stan Lee (? copies)
When you rescue this Bystander, say a Hero name. Then reveal the top three cards of your deck. Put one of those cards with that exact Hero name into your hand. Put the rest back in any order.
VP: 1


== Spider-Man Homecoming ==

Damage Control (first print run promo)
When you rescue this Bystander, reveal the top two cards of your deck. Put any that cost 2 or less into your hand. Put the rest back in any order.
VP: 1


== Marvel Studios Phase 1 ==

Bystander (30 copies)
VP: 1

Happy Hogan (3 copies)
When you rescue this Bystander, you may KO a Wound from your hand or from any player's discard pile.
VP: 1

Jane Foster (3 copies)
When you rescue this Bystander, you may KO one of your Heroes or a Hero from your discard pile.
VP: 1

Peggy Carter (3 copies)
When you rescue this Bystander, draw a card.
VP: 1

Pepper Potts (3 copies)
When you rescue this Bystander, you get +2 Recruit, usable only to recruit Heroes in the HQ space under the Bank.
VP: 1



Setup Cards

== Legendary == and also == Marvel Studios Phase 1 ==

S.H.I.E.L.D. Officer
Maria Hill (30 copies)
S.H.I.E.L.D.
2 Recruit
Cost: 3
Art contains a gun


== Villains ==

Madame HYDRA
Viper (15 copies)
HYDRA
2 Recruit
Dodge
To play this card, you must discard a card from your hand.
Cost: 3
Art contains a gun



Sidekicks and New Recruits

== Villains ==

New Recruit (15 copies)
1 Attack
Return this card to the New Recruit Stack. Draw a card. (You still get this New Recruit's Attack.)
Cost: 2


== Secret Wars Volume 1 ==

Sidekick (15 copies)
You may return this card to the Sidekick Stack. If you do, draw two cards.
(You can only recruit up to once Sidekick each turn, using Recruit.)
Cost: 2


== Civil War ==

Hairball (3 copies)
Avengers
Covert
1 Attack
Draw a card.
Put this on the bottom of the Sidekick Stack.
Cost: 2
Speedball's cat meows forth the same kinetic force fields.

Lockheed (2 copies)
Avengers
Ranged
2+ Attack
Ranged: You get +1 Attack. Put this on the bottom of the Sidekick Stack.
Cost: 2
Kitty Pryde's dragon has a wicked sense of humor.

Lockjaw (2 copies)
Avengers
Ranged
2 Attack
Phasing
Put this on the bottom of the Sidekick Stack.
Cost: 2
Black Bolt's ally transports the Inhumans all over the galaxy.

Ms. Lion (2 copies)
Avengers
Covert
Rescue a Bystander.
Draw a card.
Put this on the bottom of the Sidekick Stack.
Cost: 2
Aunt May's dog is definitely not a lion.

Redwing (2 copies)
Avengers
Instinct
Look at the top three cards of your deck. Draw one. Put the rest back in any order. Put this on the bottom of the Sidekick Stack.
Cost: 2
Falcon, the superhero, can see through Redwing's eyes.

Throg (2 copies)
Avengers
Strength
2 Recruit
0+ Attack
Once this turn, if you made at least 6 Recruit, you get +2 Attack. Put this on the bottom of the Sidekick Stack.
Cost: 2
Thor's hammer yielded a sliver which became the mighty hammer Frogjolnir.

Zabu (2 copies)
Avengers
Instinct
KO a card from your hand or discard pile. Put this on the bottom of the Sidekick Stack.
Cost: 2
Ka-Zar of the Savage Land saved Zabu's life from the beastly Maa-Gor.



Starting Deck Cards

== Legendary == and also == Marvel Studios Phase 1 ==

S.H.I.E.L.D. Agent (8 copies in starting deck)
S.H.I.E.L.D.
1 Recruit
Cost: 0
Art contains a gun


S.H.I.E.L.D. Trooper (4 copies in starting deck)
S.H.I.E.L.D.
1 Attack
Cost: 0
Art contains a gun


== Villains ==

HYDRA Operative (8 copies in starting deck)
HYDRA
1 Recruit
Cost: 0
Art contains a gun


HYDRA Soldier (4 copies in starting deck)
HYDRA
1 Attack
Cost: 0
Art contains a gun



Wounds and Bindings

== Legendary == and also == Marvel Studios Phase 1 ==

Wound (30 copies)
Healing: If you don't recruit any Heroes or defeat any Villains on your turn, you may KO all the Wounds from your hand.


== Villains ==

Bindings (30 copies)
Betrayal: If you don't recruit any Allies or defeat any Adversaries or Commanders on your turn, you may KO a Bindings from your hand. If you do, the player to your right gains all the other Bindings from your hand.


== Civil War ==

Blinding Flash (2 copies)
Healing: You may discard a card and have each other player discard a card. If you do, KO this Wound.

Blunt Force Trauma (2 copies)
Healing: You may spend 5 Attack. If you do, KO this Wound.

Corrosive Webbing (2 copies)
Healing: You may KO this Wound. If you do, gain another Wound.

Fatal Blow (2 copies)
Healing: You may KO a Hero that costs 1 or more from your hand or discard pile. If you do, KO this Wound.

Psychic Trauma (2 copies)
Healing: You may spend 5 Recruit. If you do, KO this Wound.

Spreading Nanovirus (3 copies)
Healing: You may have the player on your left gain this Wound.

Subdermal Tracker (2 copies)
Healing: You may play a card from the Villain Deck. If you do, KO this Wound.




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Darth Ed
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Re: Heroes & Masterminds Complete Card Text
This is a fantastically useful resource! Thanks, Michael!
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Michael Brandt
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Heroes and Allies
Heroes and Allies

== Legendary ==

Black Widow
Avengers
Art contains a gun

Dangerous Rescue (5 copies)
Covert
2 Attack
Covert: You may KO a card from your hand or discard pile. If you do, rescue a Bystander.
Cost: 3

Mission Accomplished (5 copies)
Tech
Draw a card.
Tech: Rescue a Bystander.
Cost: 2

Covert Operation (3 copies)
Covert
0+ Attack
You get +1 Attack for each Bystander in your Victory pile.
Cost: 4

Silent Sniper (1 copy)
Covert
4 Attack
Defeat a Villain or Mastermind that has a Bystander.
Cost: 7


Captain America
Avengers

Avengers Assemble! (5 copies)
Instinct
0+ Recruit
You get +1 Recruit for each color of Hero you have.
Cost: 3

Perfect Teamwork (5 copies)
Strength
0+ Attack
You get +1 Attack for each color of Hero you have.
Cost: 4

Diving Block (3 copies)
Tech
4 Attack
If you would gain a Wound, you may reveal this card and draw a card instead.
Cost: 6

A Day Unlike Any Other (1 copy)
Covert
3+ Attack
Avengers: You get +3 Attack for each other Avengers Hero you played this turn.
Cost: 7


Cyclops
X-Men

Determination (5 copies)
Strength
3 Recruit
To play this card, you must discard a card from your hand.
Cost: 2

Optic Blast (5 copies)
Ranged
3 Attack
To play this card, you must discard a card from your hand.
Cost: 3

Unending Energy (3 copies)
Ranged
4 Attack
If a card effect makes you discard this card, you may return this card to your hand.
Cost: 6

X-Men United (1 copy)
Ranged
6+ Attack
X-Men: You get +2 Attack for each other X-Men Hero you played this turn.
Cost: 8


Deadpool
(Unaffiliated)
Art contains a gun

Here, Hold This for a Second (5 copies)
Tech
2 Recruit
A Villain of your choice captures a Bystander.
Cost: 3
"Hey, Abomination makes a pretty good babysitter."
(Note: 3D alt art has no flavor text.)

Oddball (5 copies)
Covert
2+ Attack
You get +1 Attack for each other Hero with an odd-numbered Cost you played this turn.
Cost: 5

Hey, Can I Get a Do-Over? (3 copies)
Instinct
2 Attack
If this is the first Hero you played this turn, you may discard the rest of your hand and draw four cards.
Cost: 3

Random Acts of Unkindness (1 copy)
Instinct
6 Attack
You may gain a Wound to your hand. Then each player passes a card from their hand to the player on their left.
Cost: 7


Emma Frost
X-Men

Mental Discipline (5 copies)
Ranged
1 Recruit
Draw a card.
Cost: 3
A natural telepath, Emma knows what you're thinking before you do.

Shadowed Thoughts (5 copies)
Covert
2+ Attack
Covert: You may play the top card of the Villain Deck. If you do, you get +2 Attack.
Cost: 4
Emma's days as a Villain are behind here...aren't they?

Psychic Link (3 copies)
Instinct
3 Attack
Each player may reveal another X-Men Hero. Each player who does draws a card.
Cost: 5

Diamond Form (1 copy)
Strength
0+ Recruit
5 Attack
Whenever you defeat a Villain or Mastermind this turn, you get +3 Recruit.
Cost: 7
A secondary mutation allows Emma Frost to transform into pure diamond.


Gambit
X-Men

Card Shark (5 copies)
Ranged
2 Attack
Reveal the top card of your deck. If it's an X-Men Hero, draw it.
Cost: 4

Stack the Deck (5 copies)
Covert
Draw two cards. Then put a card from your hand on top of your deck.
Cost: 2

Hypnotic Charm (3 copies)
Instinct
2 Recruit
Reveal the top card of your deck. Discard it or put it back.
Instinct: Do the same thing to each other player's deck.
Cost: 3

High Stakes Jackpot (1 copy)
Instinct
4+ Attack
Reveal the top card of your deck. You get + Attack equal to that card's cost.
Cost: 7


Hawkeye
Avengers

Quick Draw (5 copies)
Instinct
1 Attack
Draw a card.
Cost: 3
Against robots, Hawkeye's first shot is a warning shot. In the face.

Team Player (5 copies)
Tech
2+ Attack
Avengers: You get +1 Attack.
Cost: 4
"You line 'em up, and I'll knock 'em down..."

Covering Fire (3 copies)
Tech
3 Attack
Tech: Choose one: each other player draws a card or each other player discards a card.
Cost: 5

Impossible Trick Shot (1 copy)
Tech
5 Attack
Whenever you defeat a Villain or Mastermind this turn, rescue three Bystanders.
Cost: 7


Hulk
Avengers

Growing Anger (5 copies)
Strength
2+ Attack
Strength: You get +1 Attack.
Cost: 3
Don't make Hulk even mildly inconvenienced. You wouldn't like him when he's mildly inconvenienced...
3D alt art flavor text: You won't like me when I'm angry.

Unstoppable Hulk (5 copies)
Instinct
2+ Attack
You may KO a Wound from your hand or discard pile. If you do, you get +2 Attack.
Cost: 4

Crazed Rampage (3 copies)
Strength
4 Attack
Each player gains a Wound.
Cost: 5
Hulk's rages tear everything apart: Enemies. Friends. Pants.

Hulk Smash! (1 copy)
Strength
5+ Attack
Strength: You get +5 Attack.
Cost: 8
"PUNY HUMANS! HULK IS THE STRONGEST ONE THERE IS!"


Iron Man
Avengers

Endless Invention (5 copies)
Tech
Draw a card.
Tech: Draw another card.
Cost: 3

Repulsor Rays (5 copies)
Ranged
2+ Attack
Ranged: You get +1 Attack.
Cost: 3
Repulsor ray technology has many peaceful applications. This is not one of them.

Arc Reactor (3 copies)
Tech
3+ Attack
Tech: You get +1 Attack for each other Tech Hero you played this turn.
Cost: 5

Quantum Breakthrough (1 copy)
Tech
Draw two cards.
Tech: Draw two more cards.
Cost: 7


Nick Fury
S.H.I.E.L.D.
Art contains a gun

Battlefield Promotion (5 copies)
Covert
You may KO a S.H.I.E.L.D. Hero from your hand or discard pile. If you do, you may gain a S.H.I.E.L.D. Officer to your hand.
Cost: 4

High-Tech Weaponry (5 copies)
Tech
2+ Attack
Tech: You get +1 Attack.
Cost: 3
Fury always budgets one extra prototype for his personal collection.

Legendary Commander (3 copies)
Strength
1+ Attack
You get +1 Attack for each other S.H.I.E.L.D. Hero you played this turn.
Cost: 6

Pure Fury (1 copy)
Tech
Defeat any Villain or Mastermind whose Attack is less than the number of S.H.I.E.L.D. Heroes in the KO pile.
Cost: 8


Rogue
X-Men

Borrowed Brawn (5 copies)
Strength
1+ Attack
Strength: You get +3 Attack.
Cost: 4
When Rogue steals super strength, enemies get super scared.

Energy Drain (5 copies)
Covert
2+ Recruit
Covert: You may KO a card from your hand or discard pile. If you do, you get +1 Recruit.
Cost: 3

Copy Powers (3 copies)
Covert
Play this card as a copy of another Hero you played this turn. This card is both Covert and the color you copy.
Cost: 5

Steal Abilities (1 copy)
Strength
4 Attack
Each player discards the top card of their deck. Play a copy of each of those cards.
Cost: 8


Spider-Man
Spider Friends

Astonishing Strength (5 copies)
Strength
1 Recruit
Reveal the top card of your deck. If that card costs 2 or less, draw it.
Cost: 2

Great Responsibility (5 copies)
Instinct
1 Attack
Reveal the top card of your deck. If that card costs 2 or less, draw it.
Cost: 2

Web-Shooters (3 copies)
Tech
Rescue a Bystander.
Reveal the top card of your deck. If that card costs 2 or less, draw it.
Cost: 2

The Amazing Spider-Man (1 copy)
Covert
Reveal the top three cards of your deck. Put any that cost 2 or less into your hand. Put the rest back in any order.
Cost: 2


Storm
X-Men

Gathering Stormclouds (5 copies)
Ranged
2 Recruit
Ranged: Draw a card.
Cost: 3
Two little raindrops. Then two billion.

Lightning Bolt (5 copies)
Ranged
2 Attack
Any Villain you fight on the Rooftops this turn gets -2 Attack.
Cost: 4

Spinning Cyclone (3 copies)
Covert
4 Attack
You may move a Villain to a new city space. Rescue any Bystanders captured by that Villain. (If you move a Villain to a city space that already has Villain, swap them.)
Cost: 6

Tidal Wave (1 copy)
Ranged
5 Attack
Any Villain you fight on the Bridge this turn gets -2 Attack.
Ranged: The Mastermind gets -2 Attack this turn.
Cost: 7


Thor
Avengers

Odinson (5 copies)
Strength
2+ Recruit
Strength: You get +2 Recruit.
Cost: 3
"Whosoever holds the hammer, if he be worthy, shall possess the power of Thor."

Surge of Power (5 copies)
Ranged
2 Recruit
0+ Attack
If you made 8 or more Recruit this turn, you get +3 Attack.
Cost: 4

Call Lightning (3 copies)
Ranged
3+ Attack
Ranged: You get +3 Attack.
Cost: 6
Lightning never strikes twice. Thor never needs to.

God of Thunder (1 copy)
Ranged
5 Recruit
0+ Attack
You can use Recruit as Attack this turn.
Cost: 8
They call him the God of Thunder. His enemies better start praying.


Wolverine
X-Men

Healing Factor (5 copies)
Instinct
2 Attack
You may KO a Wound from your hand or discard pile. If you do, draw a card.
Cost: 3

Keen Senses (5 copies)
Instinct
1 Attack
Instinct: Draw a card.
Cost: 2
The only thing scarier than Wolverine tracking you is Wolverine finding you.

Frenzied Slashing (3 copies)
Instinct
2 Attack
Instinct: Draw two cards.
Cost: 5
Some villains get torn apart by guilt. Others get torn apart by Wolverine.

Berserker Rage (1 copy)
Instinct
0+ Attack
Draw three cards.
Instinct: You get +1 Attack for each extra card you've drawn this turn.
Cost: 8



== Dark City ==

Angel
X-Men

Diving Catch (5 copies)
Strength
2 Recruit
When a card effect causes you to discard this card, rescue a Bystander and draw two cards.
Cost: 4

High-Speed Chase (5 copies)
Covert
Draw two cards, then discard a card.
Cost: 3

Drop Off a Friend (3 copies)
Instinct
2+ Attack
You may discard a card. You get + Attack equal to that card's Cost.
Cost: 5

Strength of Spirit (1 copy)
Strength
4 Attack
Discard any number of cards. Draw that many cards.
Cost: 7


Bishop
X-Men

Absorb Energies (5 copies)
Covert
0+ Recruit
2 Attack
Whenever a card you own is KO'd this turn, you get +2 Recruit.
Cost: 3

Whatever the Cost (5 copies)
Ranged
Draw a card.
Covert: You may KO a card from your hand or discard pile.
Cost: 2
Art contains a gun

Concussive Blast (3 copies)
Ranged
3+ Attack
Ranged, Ranged: You get +3 Attack.
Cost: 5
Bishop absorbs energy, channeling it back into devastating blasts.

Firepower From the Future (1 copy)
Tech
4+ Attack
Discard the top four cards of your deck. You get + Attack equal to those cards' printed Attack.
X-Men: KO any number of those cards.
Cost: 7
Art contains a gun


Blade
Marvel Knights
Art contains a gun

Night Hunter (5 copies)
Strength
0+ Recruit
2 Attack
Whenever you defeat a Villain in the Sewers or Rooftops this turn, you get +2 Recruit.
Cost: 4

Stalk the Prey (5 copies)
Covert
2 Attack
You may move a Villain to an adjacent city space. If another Villain is already there, swap them.
Cost: 3

Nowhere to Hide (3 copies)
Tech
3 Attack
Whenever you defeat a Villain in the Sewers or Rooftops this turn, draw two cards.
Cost: 6

Vampiric Surge (1 copy)
Instinct
0+ Attack
You get +1 Attack for each Villain in your Victory Pile.
Cost: 7


Cable
X-Force

Disaster Survivalist (5 copies)
Tech
2 Recruit
When a Master Strike is played, before it takes effect, you may discard this card. If you do, draw three extra cards at the end of this turn.
Cost: 3

Strike at the Heart of Evil (5 copies)
Ranged
2+ Attack
You get +2 Attack only when fighting Masterminds.
Cost: 4
Art contains a gun

Rapid Response Force (3 copies)
Covert
3+ Attack
Teleport
X-Force: You get +1 Attack for each other X-Force Hero you played this turn.
Cost: 6
Art contains a gun

Army of One (1 copy)
Tech
5+ Attack
KO any number of cards from your hand. You get +1 Attack for each card KO'd this way.
Cost: 8
Art contains a gun


Colossus
X-Force

Draw Their Fire (5 copies)
Strength
3 Attack
You gain a Wound.
Cost: 1
When enemies get charged by a huge steel titan, that tends to occupy their attention.

Invulnerability (5 copies)
Strength
2 Recruit
If you would gain a Wound, you may discard this card instead. If you do, draw two cards.
Cost: 3

Silent Statue (3 copies)
Covert
4+ Attack
Strength: You get +2 Attack.
Cost: 6
No one expects an enormous metal brawler to take the stealthy approach.

Russian Heavy Tank (1 copy)
Strength
6 Attack
If another player would gain a Wound, you may reveal this card to gain that Wound and draw a card.
Cost: 8


Daredevil
Marvel Knights

Backflip (5 copies)
Strength
2 Recruit
When you play Backflip, the next Hero you recruit this turn goes on top of your deck.
Cost: 3

Radar Sense (5 copies)
Instinct
2+ Attack
Choose a number, then reveal the top card of your deck. If the card is that Cost, you get +2 Attack.
Cost: 4

Blind Justice (3 copies)
Covert
4 Attack
Choose a number, then reveal the top card of your deck. If the card is that Cost, draw it.
Cost: 6

The Man Without Fear (1 copy)
Instinct
7 Attack
Choose a number, then reveal the top card of your deck. If the card is that Cost, draw it and repeat this process.
Cost: 8


Domino
X-Force
Art contains a gun

Lucky Break (5 copies)
Tech
0+ Recruit
0+ Attack
Draw a card.
X-Force: Versatile 1
Cost: 1

Ready for Anything (5 copies)
Instinct
0+ Recruit
0+ Attack
Versatile 2
Cost: 3
With Domino's mutant probability powers, every day is the luckiest day of her life.

Specialized Ammunition (3 copies)
Tech
0+ Recruit
0+ Attack
You may discard a card from your hand. If that card had a Recruit icon, you get +4 Recruit. If that card had an Attack icon, you get +4 Attack.
Cost: 5

Against All Odds (1 copy)
Covert
0+ Recruit
0+ Attack
Versatile 5
X-Force: This card and each other Versatile ability you use for the rest of this turn produces both Recruit and Attack.
Cost: 7


Elektra
Marvel Knights

First Strike (5 copies)
Covert
1+ Attack
If this is the first card you played this turn, you get +1 Attack.
Cost: 1

Ninjitsu (5 copies)
Instinct
0+ Recruit
Draw a card.
Covert: You get +2 Recruit.
Cost: 2
Zen is the absence of motion. Ninjitsu, the absence of stillness.

Sai Blades (3 copies)
Instinct
4+ Attack
You get +1 Attack for each Hero you played this turn that costs 1 or 2.
Cost: 6

Silent Meditation (1 copy)
Instinct
5+ Recruit
When you play Silent Meditation, the next Hero you recruit this turn goes into your hand.
Marvel Knights: You get +2 Recruit.
Cost: 7


Forge
X-Force

Dirty Work (5 copies)
Tech
2 Attack
Tech: Any Villain you fight in the Sewers this turn gets -2 Attack.
Cost: 3
Art contains a gun

Reboot (5 copies)
Tech
2 Recruit
Tech: You may discard a card. If you do, draw two cards.
Cost: 4
Art contains a gun

Overdrive (3 copies)
Tech
0+ Recruit
0+ Attack
Versatile 3
Cost: 5
When Forge can't find the turret remote, he just takes a couple of spoons and builds a new one.

B.F.G. (1 copy)
Tech
5 Attack
Tech, Tech: Defeat the Mastermind once for free.
Cost: 7
That's a BIG FREAKING GUN!!!!
Art contains a gun


Ghost Rider
Marvel Knights

Blazing Hellfire (5 copies)
Ranged
2+ Attack
You may KO a Villain from your Victory Pile. If you do, you get +3 Attack.
Cost: 5

Hell on Wheels (5 copies)
Tech
2+ Recruit
Marvel Knights: You get +2 Recruit.
Cost: 3
Most motorcycles don't drive up walls. Most don't drive into your nightmares.

Infernal Chains (3 copies)
Strength
Draw a card.
Strength: Defeat a Villain of 3 Attack or less for free.
Cost: 2

Penance Stare (1 copy)
Ranged
3+ Attack
Each player KOs a Villain from their Victory Pile. You get +1 Attack for each Villain KO'd this way.
Marvel Knights: Put one of those Villains into your Victory Pile.
Cost: 8


Iceman
X-Men

Deep Freeze (5 copies)
Ranged
0+ Recruit
Draw a card.
Ranged: You get +1 Recruit for each other Ranged Hero you played this turn.
Cost: 2

Ice Slide (5 copies)
Ranged
2+ Attack
Ranged: You get +1 Attack for each other Ranged Hero you played this turn.
Cost: 4

Frost Spike Armor (3 copies)
Strength
3 Attack
Ranged: Draw a card for each Ranged Hero you played this turn.
Cost: 5

Impenetrable Ice Wall (1 copy)
Ranged
7 Attack
If a Villain, Master Strike, or Mastermind Tactic would cause you to gain any Wounds or discard any cards, you may reveal this card instead.
Cost: 8


Iron Fist
Marvel Knights

Focus Chi (5 copies)
Instinct
0+ Recruit
You get +1 Recruit for each Hero with a different Cost you have.
Cost: 3

Wield the Iron Fist (5 copies)
Strength
0+ Attack
You get +1 Attack for each Hero with a different Cost you have.
Cost: 4

Ancient Legacy (3 copies)
Strength
0+ Recruit
0+ Attack
Draw a card.
Strength, Strength: Versatile 2
Cost: 1

Living Weapon (1 copy)
Strength
8 Attack
Reveal cards from your deck until you have revealed two cards with the same Cost. Draw all the cards you revealed.
Cost: 9


Jean Grey
X-Men

Psychic Search (5 copies)
Ranged
2 Attack
X-Men: Rescue a Bystander.
Cost: 3
Amid violent chaos, a soundless voice leads to safety.

Read Your Thoughts (5 copies)
Covert
3+ Recruit
Whenever you rescue a Bystander this turn, you get +1 Recruit.
Cost: 5

Mind Over Matter (3 copies)
Covert
4 Attack
Whenever you rescue a Bystander this turn, draw a card.
Cost: 6

Telekinetic Mastery (1 copy)
Ranged
5+ Attack
Whenever you rescue a Bystander this turn, you get +1 Attack.
X-Men: Rescue a Bystander for each other X-Men Hero you played this turn.
Cost: 7


Nightcrawler
X-Men

Bamf! (5 copies)
Instinct
2 Recruit
Teleport
Cost: 3
"Now you see me..." BAMF!"

Blend Into Shadows (5 copies)
Covert
2 Attack
Teleport
Cost: 4
Sometimes it is best to hide now and fight later.

Swashbuckler (3 copies)
Instinct
3+ Attack
Covert, Instinct: You get +3 Attack.
Cost: 5
Chivalry wears blue fur.

Along for the Ride (1 copy)
Covert
5 Attack
Teleport
When you play or Teleport this card, you may also Teleport up to three other cards from your hand.
Cost: 7


Professor X
X-Men

Class Dismissed (5 copies)
Instinct
2 Recruit
You may put a Hero from the HQ on the bottom of the Hero Deck.
Instinct: You may KO a card from your hand or discard pile.
Cost: 3
"What do they call you? Wheels?"

Psionic Astral Form (5 copies)
Ranged
1+ Attack
X-Men: You get +2 Attack.
Cost: 2
In a plane of pure mental energy, Xavier's body is as powerful as his mind.

Telepathic Probe (3 copies)
Ranged
3 Attack
Reveal the top card of the Villain Deck. If it's a Bystander, you may rescue it. If it's a Villain, you may fight it this turn.
Cost: 5

Mind Control (1 copy)
Covert
6 Attack
Whenever you defeat a Villain this turn, you may gain it. It becomes a grey Hero with no text that gives + Attack equal to its Attack. (You still get its VP.)
Cost: 8


Punisher
Marvel Knights
Art contains a gun

Boom Goes the Dynamite (5 copies)
Tech
Reveal the top card of your deck. If it costs 0, KO it.
Tech: Draw a card.
Cost: 2
The Punisher always knows which cops are corrupt.

Hail of Bullets (5 copies)
Tech
2+ Attack
Reveal the top card of the Villain Deck. If it's a Villain, you get + Attack equal to its printed VP.
Tech, Tech: You may defeat that Villain for free.
Cost: 5

Hostile Interrogation (3 copies)
Strength
2+ Recruit
Strength: Each other player reveals the top card of their deck. If that card costs 4 or more, discard it. You get +1 Recruit for each card discarded this way.
Cost: 3

The Punisher (1 copy)
Tech
4+ Attack
Reveal cards from the Hero Deck until you have revealed two cards with the same Cost. You get +1 Attack for each card revealed this way. Put them on the bottom of the Hero Deck in random order.
Cost: 8


Wolverine
X-Force

Animal Instincts (5 copies)
Instinct
0+ Attack
Draw a card.
Instinct: You get +2 Attack.
Cost: 2
To avoid injury, it's best to keep a distance from Wolverine of at least 5,000 miles.

Sudden Ambush (5 copies)
Covert
2+ Attack
If you drew any extra cards this turn, you get +2 Attack.
Cost: 4

No Mercy (3 copies)
Strength
Draw a card.
You may KO a card from your hand or discard pile.
Cost: 4

Reckless Abandon (1 copy)
Covert
3 Attack
Count the number of extra cards you drew this turn. Draw that many cards.
Cost: 7



== Fantastic Four ==

Human Torch
Fantastic Four

Call for Backup (5 copies)
Instinct
2+ Recruit
You may KO a Wound from your hand or discard pile. If you do, you get +1 Recruit.
Cost: 3
The Fantastic Four has access to all sorts of communications; Johnny prefers his own methods.

Hothead (5 copies)
Ranged
4 Attack
You gain a Wound.
Cost: 4
"I like to know my limits. So I can break them."

Flame On! (3 copies)
Ranged
4+ Attack
Focus 6 Recruit -> You get +4 Attack.
Cost: 6

Nova Flame (1 copy)
Ranged
6+ Attack
Fantastic Four: You get +1 Attack for each city space that contains a Villain.
Cost: 8


Invisible Woman
Fantastic Four

Disappearing Act (5 copies)
Covert
2 Recruit
Focus 2 Recruit -> You may KO a card from your hand or discard pile.
Cost: 4
"Now you see it...Now you don't!"

Four of a Kind (5 copies)
Ranged
2+ Attack
If you played any other cards that cost 4 this turn, you get +2 Attack.
Cost: 4
A family that plays together stays together.

Unseen Rescue (3 copies)
Covert
2 Attack
Focus 2 Recruit -> Rescue a Bystander. You may only use this ability up to four times this turn.
Cost: 4
"If seeing is believing, you are not going to believe this."

Invisible Barrier (1 copy)
Covert
5 Attack
If an ambush effect would occur, you may reveal this card and draw two cards instead.
Cost: 7


Mr. Fantastic
Fantastic Four

Twisting Equations (5 copies)
Tech
2 Recruit
Focus 2 Recruit -> When you draw a new hand of cards at the end of this turn, draw an extra card.
Cost: 3
"I consider the laws of physics more like guidelines."

Unstable Molecules (5 copies)
Tech
Draw two cards.
Cost: 5
Reed Richards has an idea for a new costume material, but it's a stretch.

One Gigantic Hand (3 copies)
Instinct
1+ Attack
Fantastic Four: You get +1 Attack for each card in your hand.
Cost: 5
"Most of my career is thinking. Then there's this."

Ultimate Nullifier (1 copy)
Tech
4+ Attack
If an Enemy you fight this turn would have a fight effect, you may cancel that effect instead.
Focus 1 Recruit -> You get +1 Attack usable only against the Mastermind.
Cost: 7


Silver Surfer
(Unaffiliated)

Epic Destiny (5 copies)
Strength
2 Recruit
Focus 6 Recruit -> Defeat a Villain of 5 Attack or 6 Attack.
Cost: 4
"Master? Galactus had been my master! You - are but - a flea!"
Art contains a gun

Warp Speed (5 copies)
Covert
2 Recruit
Focus 2 Recruit -> Draw a card.
Cost: 3
"Engage!"

The Power Cosmic (3 copies)
Ranged
3 Recruit
0+ Attack
Focus 9 Recruit -> You get +9 Attack.
Cost: 6
As a Herald, Surfer selected many planets for the Devourer of Worlds, until Earth taught him compassion.

Energy Surge (1 copy)
Ranged
Double the Recruit you have.
Cost: 7
Finding extra power is not a problem for the Silver Surfer. His power is immeasurable.


Thing
Fantastic Four

It Started on Yancy Street (5 copies)
Instinct
2+ Recruit
Fantastic Four: You get +2 Recruit.
Cost: 3
Yancy Street is Thing's turf. Trespass at your own risk.

Knuckle Sandwich (5 copies)
Strength
3 Recruit
0+ Attack
Focus 3 Recruit -> You get +2 Attack.
Cost: 5
Recipe prep time: 3 seconds. Serves: 20

Crime Stopper (3 copies)
Strength
4 Attack
Whenever you defeat a Villain in the Bank this turn, rescue a Bystander.
Focus 1 Recruit -> Move a Villain to an adjacent city space. If another Villain is already there, swap them.
Cost: 6

It's Clobberin' Time! (1 copy)
Strength
5+ Attack
Strength: You get +3 Attack for each other Strength card you played this turn.
Cost: 8
Thing doesn't wear a watch, but he's happy to tell you what time it is.



== Paint the Town Red ==

Black Cat
Spider Friends

Casual Bank Robbery (5 copies)
Covert
2+ Recruit
Wall-Crawl
You get another +1 Recruit usable only to recruit the Hero in the HQ Space under the Bank.
Cost: 4

Pickpocket (5 copies)
Covert
0+ Attack
Wall-Crawl
Reveal the top card of any player's deck. You get + Attack equal to that card's printed Recruit plus its printed Attack.
Cost: 1
Art contains a gun

Jinx (3 copies)
Instinct
3 Attack
Each player reveals the top card of their deck. Choose any number of those cards to be discarded.
Cost: 5
Bad luck comes to all who cross Black Cat's path.

Cat Burglar (1 copy)
Covert
5+ Attack
Each other player reveals a Covert Hero or chooses a Bystander from their Victory Pile. You rescue those Bystanders.
Spider Friends: You get +1 Attack for each Bystander you rescued this turn.
Cost: 8


Moon Knight
Marvel Knights

Climbing Claws (5 copies)
Tech
2+ Recruit
Wall-Crawl
Instinct: You get +1 Recruit.
Cost: 3
Criminals feel the cold light of the moon on their sins...but they never think to look up.

Lunar Communion (5 copies)
Instinct
2 Attack
Wall-Crawl
Whenever you defeat a Villain on the Rooftops this turn, you may KO one of your cards or a card from your discard pile.
Cost: 3

Crescent Moon Darts (3 copies)
Tech
3 Attack
Reveal the top card of your deck. If it's Instinct or Tech, draw it.
Cost: 5
Villains face the crescent moon's judgment. Then they get the crescent moon's judgment in their face.

Golden Ankh of Khonshu (1 copy)
Instinct
6 Attack
Whenever you defeat a Villain on the Rooftops this turn, rescue Bystanders equal to that Villain's printed VP.
Tech: You may move a Villain to the Rooftops. If another Villain is already there, swap them.
Cost: 8


Scarlet Spider
Spider Friends

Flip Out (5 copies)
Strength
1 Recruit
Wall-Crawl
Spider Friends: Draw a card.
Cost: 2

Perfect Hunter (5 copies)
Instinct
1 Attack
Wall-Crawl
Draw a card.
Cost: 4
Predators who underestimate Scarlet Spider quickly find themselves the prey.

Leap From Above (3 copies)
Covert
3+ Attack
Wall-Crawl
Instinct: You get +2 Attack.
Cost: 6
A life of chaos lends Scarlet Spider an unpredictability that opponents can't escape.

Sting of the Spider (1 copy)
Strength
5 Attack
Whenever you put a card on top of your deck this turn, you may draw that card.
Cost: 7
Many people are allergic...to getting punched in the face by a truck.


Spider-Woman
Spider Friends

Bioelectric Shock (5 copies)
Ranged
2 Attack
Wall-Crawl
Reveal the top card of your deck. If that card has an Attack icon, draw it.
Cost: 4

Radioactive Spider (5 copies)
Strength
3 Recruit
To play this card, you must put a card from your hand on top of your deck.
Cost: 2
Et tu, Brute?

Venom Blast (3 copies)
Ranged
3 Attack
Wall-Crawl
Reveal the top card of your deck. If that card has a Recruit icon, draw it.
Cost: 6
For prison psychologists, arachnophobia is a surprisingly common diagnosis.

Arachno-Pheromones (1 copy)
Covert
Recruit a Hero from the HQ for free.
Spider Friends: Put that Hero on top of your deck.
Cost: 7
They'll follow her anywhere.


Symbiote Spider-Man
Spider Friends

Dark Strength (5 copies)
Strength
1+ Attack
Wall-Crawl
Reveal the top card of your deck. If it costs 1 or 2, you get +2 Attack.
Cost: 2

Spider-Sense Tingling (5 copies)
Instinct
Reveal the top two cards of your deck. Put any that cost 2 or less into your hand. Put the rest back in any order.
Cost: 2

Shadowed Spider (3 copies)
Covert
1+ Attack
Wall-Crawl
You get +1 Attack for each other Hero you played this turn that costs 1 or 2.
Cost: 2

Thwip! (1 copy)
Ranged
4 Attack
To play this card, you must put two cards from your hand on top of your deck.
Cost: 2



== Villains ==

Bullseye
Crime Syndicate

Everything's A Weapon (5 copies)
Ranged
2 Attack
Instinct: Draw a card.
Cost: 3
"And for my next trick..."

Fulfill The Contract (5 copies)
Instinct
0+ Recruit
Dodge
Choose an Adversary Group. You get +1 Recruit for each Adversary in your Victory Pile from that Adversary Group.
Cost: 2

Specialist Assassin (3 copies)
Covert
3 Attack
Choose an Adversary. It gets -1 Attack for each Adversary in your Victory Pile from that Adversary Group.
Cost: 6

Perfect Aim (1 copy)
Ranged
5+ Attack
You get +5 Attack for each Commander Tactic in your Victory Pile.
Cost: 7
Art contains a gun


Dr. Octopus
Sinister Six

Brilliant Research (5 copies)
Tech
2 Recruit
Tech: When you draw a new hand of cards at the end of this turn, draw an extra card.
Cost: 3

Crazed Experiments (5 copies)
Tech
2 Attack
Draw a card.
Cost: 5
"It worked! Hahahahaha!"

Eighth Time's a Charm (3 copies)
Strength
4+ Attack
If this is the eighth card you played this turn, you get +2 Attack.
Cost: 6
If at first you don't succeed...

Octo-Pulverize (1 copy)
Tech
0+ Attack
Discard cards from the top of your deck until your deck runs out or you have discarded 8 cards (don't shuffle). Then you get +1 Attack for each card you discarded this turn.
Cost: 8


Electro
Sinister Six

Electroshock Therapy (5 copies)
Ranged
Dodge
Reveal the top card of your deck. You may KO it.
Cost: 2
"I'm not really all that shocked to see you go"

Shocking Robbery (5 copies)
Ranged
0+ Attack
Dodge
You get +3 Attack usable only against Adversaries in the Bank.
Ranged: Instead you may get +3 Attack usable only against the Commander.
Cost: 3

Supercharge (3 copies)
Instinct
2+ Attack
You get +1 Attack for each card you discarded this turn.
Cost: 5
Unlimited Power!

Anti-Matter (1 copy)
Ranged
4 Attack
All Adversaries and the Commander get -1 Attack this turn.
Sinister Six, Sinister Six: Same Effect
Cost: 7


Enchantress
Foes of Asgard

Enchant the Senses (5 copies)
Ranged
2 Attack
Ranged: Whenever you defeat an Adversary this turn, you gain a New Recruit.
Cost: 3

Soul Sacrifice (5 copies)
Covert
1+ Recruit
You may KO a card from your hand or discard pile. You get + Recruit equal to that card's Cost.
Cost: 4

Irresistible Bribe (3 copies)
Covert
3 Recruit
Choose an Adversary. You can spend any combination of Recruit and Attack to fight that Adversary this turn.
Covert, Covert: You can also spend any combination of Recruit and Attack to fight the Commander this turn.
Cost: 6

Unending Anguish (1 copy)
Covert
Draw three cards.
Foes of Asgard: Then put Unending Anguish on the bottom of your deck.
Cost: 7


Green Goblin
Sinister Six

Goblin Glider (5 copies)
Tech
2 Attack
Dodge
When you play or Dodge with this card, another HYDRA Ally in your hand gains Dodge this turn.
Cost: 4

Pumpkin Bombs (5 copies)
Tech
1+ Attack
Dodge
If you discarded any cards this turn, you get +2 Attack.
Cost: 3

Unstable Kidnapper (3 copies)
Instinct
3 Recruit
Dodge
If you discarded any cards this turn, kidnap a Bystander.
Cost: 5

Experimental Goblin Serum (1 copy)
Tech
4 Attack
Return from your discard pile to your hand all the cards you discarded this turn.
Cost: 7


Juggernaut
Brotherhood

Crimson Gem of Cyttorak (5 copies)
Strength
2+ Recruit
Strength: Each other player reveals the top card of their deck, and if it costs 1, 2, or 3, discards it. You get +1 Recruit for each card discarded this way.
Cost: 4

Size Matters (5 copies)
Strength
2+ Attack
You get +1 Attack for each other card you played this turn that costs 4 or more.
Cost: 4

Runaway Train (3 copies)
Strength
4 Attack
To play this card, you must discard a card from your hand.
Cost: 5
Move it or lose it.

Unstoppable Force (1 copy)
Strength
5+ Attack
Choose one: Each player KOs two cards from their hand, or each player KOs two cards from their discard pile. Then you get +1 Attack for each non-grey Ally KO'd this turn.
Cost: 8


Kingpin
Crime Syndicate

Pull the Strings (5 copies)
Covert
Whenever a card effect causes you to gain a New Recruit this turn, put that New Recruit into your hand. Gain a New Recruit.
Cost: 3

Recruitment Day (5 copies)
Strength
2 Recruit
Strength: Gain a New Recruit.
Cost: 3
"Anyone else want to punch Daredevil in the face?"

Import Illegal Weapons (3 copies)
Tech
3+ Attack
You get +1 Attack for each New Recruit you played this turn.
Cost: 5

Endless Underlings (1 copy)
Strength
Crime Syndicate, Crime Syndicate: If you would return a New Recruit to the New Recruit Stack this turn, put it on the bottom of your deck instead.
Cost: 8


Kraven
Sinister Six

Ceaseless Tracker (5 copies)
Instinct
1+ Recruit
Dodge
Sinister Six: You get +2 Recruit.
Cost: 2
Sometimes it's not best to go it alone.

Corner the Prey (5 copies)
Covert
2 Attack
Choose an Adversary. If there are no empty city spaces adjacent to that Adversary, it gets -1 Attack this turn.
Cost: 4
Art contains a gun

Hunt Down (3 copies)
Strength
2+ Attack
Choose an Adversary and a direction. Move that Adversary as many adjacent, empty spaces as you can in that direction. You get +1 Attack for each space it moved.
Cost: 5

He's the Best Around (1 copy)
Instinct
0+ Attack
You get + Attack equal to the Cost of the highest-cost Ally in the Lair.
Cost: 8
No one's gonna ever keep him down.


Loki
Foes of Asgard

All Humans Are Expendable (5 copies)
Covert
2 Attack
Covert: You may KO a card from your hand or discard pile. If you do, gain a New Recruit.
Cost: 3

Illusionary Bindings (5 copies)
Ranged
2+ Recruit
Ranged: Each other player reveals a Ranged Ally or gains a Bindings. If any number of players gained a Bindings this way, you get +1 Recruit.
Cost: 4

Father of Lies (3 copies)
Covert
3 Attack
Look at the top two cards of another player's deck. Without revealing those cards, call one of them "Good" and one "Bad." That player puts one of those cards into their discard pile and the other into your discard pile.
Cost: 5

God of Mischief (1 copy)
Covert
6 Attack
Each player reveals a Foes of Asgard Ally or reveals their hand. For each player that revealed their hand, you may swap a card from that hand with a card in the Lair of the same cost.
Cost: 8


Magneto
Brotherhood

Magnetic Levitation (5 copies)
Ranged
1+ Attack
Dodge
You may choose a Bindings from your hand or discard pile and have another player gain that Bindings. If you do, you get +2 Attack.
Cost: 3

Mutants Will Rule (5 copies)
Strength
2+ Recruit
Dodge
Strength: Choose a player. That player reveals a Brotherhood Ally or gains a Bindings. If a Bindings is gained this way, you get +1 Recruit.
Cost: 4

Weapons From Scrap Metal (3 copies)
Ranged
3 Attack
If you discarded any cards this turn, draw a card.
Cost: 5
One person's trash is another person's high velocity projectile weapon.

Master of Magnetism (1 copy)
Ranged
4+ Attack
Brotherhood: For each other Brotherhood Ally you played this turn, choose a player to gain a Bindings. Then you get +2 Attack for each Bindings gained this turn.
Cost: 7


Mysterio
Sinister Six

Psychedelic Mist (5 copies)
Ranged
1+ Attack
Dodge
Covert: You get +2 Attack.
Cost: 2
Mysterio is at his best when the mist rolls in.

Shifting Decoy (5 copies)
Covert
0+ Recruit
0+ Attack
Put a card from the lair on the bottom of the Ally Deck. If that card had a Recruit icon, you get +2 Recruit. If that card had an Attack icon, you get +2 Attack.
Cost: 3

Holographic Illusion (3 copies)
Tech
0+ Attack
You get +1 Attack for each color of Ally in the Lair.
Cost: 5

False Reflection (1 copy)
Instinct
0+ Recruit
0+ Attack
Put a card from the Lair on the bottom of the Ally Deck. You get + Recruit equal to that card's printed Recruit and + Attack equal to its printed Attack.
Sinister Six: Then, for each other Sinister Six Ally you played this turn, do the same effect. (Use a different Ally from the Lair each time.)
Cost: 7


Mystique
Brotherhood

Hidden Weapons (5 copies)
Tech
2+ Attack
Instinct, Tech: You get +3 Attack.
Cost: 4
Mystique is definitely a dual threat.
Art contains a gun

Show Your True Colors (5 copies)
Covert
2 Recruit
Dodge
As you play this card, you may choose a class. This card is that class instead of Covert this turn.
Cost: 3

Turn the Tide (3 copies)
Instinct
Reveal the top card of the Ally Deck. You may play a copy of that card this turn. When you do, put that card on the bottom of the Ally Deck.
Cost: 4

Spy Games (1 copy)
Covert
0+ Attack
Reveal the top five cards of the Ally Deck. You get + Attack equal to their total printed Attack. Then put them back in any order.
Cost: 7


Sabretooth
Brotherhood

Leap of the Tiger (5 copies)
Instinct
2+ Attack
Reveal the top card of your deck, then put it back on top of your deck or into your discard pile. If that card was an Instinct Ally, you get +2 Attack.
Cost: 3

Take One for the Team (5 copies)
Instinct
1 Recruit
Reveal the top card of your deck. If it's a Brotherhood Ally, you may draw it. Otherwise, you may KO it.
Cost: 4

Stealthy Predator (3 copies)
Covert
Reveal the top three cards of your deck. Draw one of them, discard one, and put the other back on top of your deck.
Cost: 2

Upper Hand (1 copy)
Strength
4+ Attack
Each player reveals a Instinct Ally or reveals the top card of their deck. Choose any number of those revealed top cards to be KO'd.
Instinct: You get +1 Attack for each card KO'd this turn.
Cost: 7


Ultron
(Unaffiliated)

Army of Ultrons (5 copies)
Tech
2 Recruit
Dodge
Reveal a HYDRA card from your hand. That card is Tech instead of its normal color this turn.
Cost: 3

Encephalo-Ray (5 copies)
Tech
0+ Attack
Dodge
Tech: You get +1 Attack for each other Tech Ally you played this turn.
Cost: 2

Genetic Experimentation (3 copies)
Tech
3 Attack
Tech: Kidnap a Bystander for each other Tech Ally you played this turn.
Cost: 6

Molecular Rearrangement (1 copy)
Tech
5+ Attack
Each other player reveals a Tech Ally or discards their hand. Each player who discarded their hand this way draws 5 cards.
Tech: You get +3 Attack for each Ally discarded this way that costs 7 Cost or more.
Cost: 8


Venom
Sinister Six

Devour (5 copies)
Instinct
2+ Attack
You may KO a Bystander from your Victory Pile. If you do, you get +2 Attack.
Cost: 4
Feeding Time!

Symbiote Takeover (5 copies)
Strength
2 Recruit
Strength: Kidnap a Bystander.
Cost: 3
"Where do you think you're going?"

Horrify the Populace (3 copies)
Strength
4 Attack
Each Adversary with a 4 Attack or more guards a Bystander.
Cost: 6

Ravenous Greed (1 copy)
Instinct
0+ Recruit
5 Attack
Each other player reveals an Instinct Ally or KOs a Bystander from their Victory Pile.
Instinct: Kidnap all Bystanders that were KO'd this turn. Then you get +1 Recruit for each Bystander you kidnapped this turn.
Cost: 7



== Guardians of the Galaxy ==

Drax the Destroyer
Guardians of the Galaxy

Knives of the Hunter (5 copies)
Strength
Artifact -
Once per turn, you get +1 Attack.
Cost: 3

Interstellar Tracker (5 copies)
Instinct
2 Recruit
Look at the top card of your deck. Discard it or put it back.
Instinct: You may KO the card you discarded this way.
Cost: 3

The Destroyer (3 copies)
Instinct
4 Attack
Guardians of the Galaxy: Each other player reveals an Instinct Hero or discards an Artifact they control. For each Artifact discarded this way, you gain a Shard.
Cost: 6

Avatar of Destruction (1 copy)
Instinct
Double the Attack you have.
Cost: 7


Gamora
Guardians of the Galaxy

Bounty Hunter (5 copies)
Covert
2 Recruit
A Villain gains a Shard.
Cost: 2

Deadliest Woman in the Universe (5 copies)
Instinct
Gain two Shards.
Covert: Gain another Shard.
Cost: 3

Galactic Assassin (3 copies)
Covert
3 Attack
A Villain of your choice gets no Attack from Shards this turn.
Covert, Covert: The Mastermind gets no Attack from Shards this turn.
Cost: 5
Art contains a gun

Godslayer Blade (1 copy)
Covert
Artifact -
Once per turn, gain two Shards. Once per turn, you may spend 5 Shards to get +10 Attack.
Cost: 8


Groot
Guardians of the Galaxy

Prune the Growths (5 copies)
Strength
2 Attack
Strength: You may KO a card from your hand or discard pile. If you do, gain a Shard.
Cost: 4

Surviving Sprig (5 copies)
Strength
1 Attack
When you draw a new hand of cards at the end of this turn, draw an extra card.
Cost: 3

Groot and Branches (3 copies)
Covert
Gain two Shards. You may spend Shards to get Recruit this turn.
Covert: You may choose another player. That player gains a Shard.
Cost: 4

I Am Groot (1 copy)
Strength
5 Recruit
When you recruit your next Hero this turn, you gain Shards equal to that Hero's cost.
Cost: 8


Rocket Raccoon
Guardians of the Galaxy
Art contains a gun

Gritty Scavenger (5 copies)
Tech
2 Recruit
You may discard a card. If you do, draw a card.
Cost: 3

Trigger Happy (5 copies)
Ranged
2 Attack
Guardians of the Galaxy: You gain a Shard for each other Guardians of the Galaxy Hero you played this turn.
Cost: 4

Incoming Detector (3 copies)
Instinct
Artifact -
Whenever a Master Strike or Villain's Ambush ability is completed, you may gain a Shard.
Cost: 4

Vengeance is Rocket (1 copy)
Tech
5+ Attack
Tech: You get +1 Attack for each Master Strike in the KO pile and/or stacked next to the Mastermind.
Cost: 7


Star-Lord
Guardians of the Galaxy

Element Guns (5 copies)
Ranged
Artifact -
Once per turn, gain a Shard.
Cost: 4
Art contains a gun

Legendary Outlaw (5 copies)
Covert
2 Recruit
Choose an Artifact any player controls with a "once per turn" ability. Play a copy of one of those abilities.
Cost: 4

Implanted Memory Chip (3 copies)
Tech
Artifact -
Once per turn, draw a card.
Cost: 6

Sentient Starship (1 copy)
Ranged
Artifact -
Once per turn, gain a Shard for each Artifact you control.
Cost: 8
Art contains a gun



== Fear Itself ==

Greithoth, Breaker of Wills
Foes of Asgard

Mace of Chains (5 copies)
Instinct
Thrown Artifact
When you throw this, you get +2 Recruit.
Cost: 3
When Absorbing Man seized the Mace, he was reborn as Greithoth, body and soul.

Absorb Metal (5 copies)
Covert
1+ Attack
If you control an Artifact, you get +2 Attack.
Cost: 3

Break the Will to Resist (3 copies)
Strength
3+ Attack
Covert: Each player discards the bottom card of their deck. For each non-grey card discard this way, you get +1 Attack.
Cost: 5

Body of Uru (1 copy)
Covert
4+ Attack
You get +Attack equal to the total number of Artifacts controlled by players and Artifacts the Lair.
Cost: 7


Kuurth, Breaker of Stone
Foes of Asgard

Unstoppable Sledge (5 copies)
Ranged
Thrown Artifact
When you throw this, you get +2 Attack.
Cost: 4

Reach for Power (5 copies)
Strength
2+ Recruit
Reveal the top or bottom card of your deck. If it costs 4 or more, you get +2 Recruit.
Cost: 4

Contest of Strength (3 copies)
Strength
3+ Attack
Foes of Asgard: Discard the top card of any player's deck. Then reveal the top or bottom card of your deck. If the card you revealed has an equal or higher cost, you get +2 Attack.
Cost: 5

Break Every Bone (1 copy)
Strength
0+ Attack
Reveal a card from your hand, the top card of your deck, and the bottom card of your deck. You get +Attack equal to their total costs.
Cost: 7


Nerkkod, Breaker of Oceans
Foes of Asgard

Pull of the Tides (5 copies)
Strength
2 Recruit
You may move an Adversary to an adjacent city space. If another Adversary is already there, swap them.
Cost: 3

Feed My Undersea Legions (5 copies)
Covert
2 Attack
Whenever you defeat an Adversary on the Bridge this turn, you may KO one of your cards or a card from your discard pile. If you do, gain a New Recruit.
Cost: 4
"It's feeding time!"

Cudgel of the Deep (3 copies)
Ranged
Thrown Artifact
When you throw this, you get +3 Attack, usable only against Adversaries on the Bridge or the Commander.
Cost: 5

Break Their Loyalties (1 copy)
Instinct
5 Attack
Foes of Asgard: Each other player reveals their hand. Choose a New Recruit or Madame HYDRA from each of those players' hands and put them into your hand.
Cost: 7


Nul, Breaker of Worlds
Foes of Asgard

Demolition Derby (5 copies)
Strength
2 Recruit
Strength: Choose a player and Demolish them. If that player discards a card this way, draw a card.
Cost: 3

Otherworldly Mace (5 copies)
Instinct
Thrown Artifact
When you throw this, you get +2 Attack for each Strength Ally you played this turn.
Cost: 4

Nul Smash! (3 copies)
Strength
4 Attack
Say "NUL SMASH!" Then each player slaps a palm on the table. The last other player to slap a palm on the table gains a Bindings.
Cost: 6

Break the World (1 copy)
Strength
6 Attack
KO up to two cards from your hand and/or discard pile. For each Bindings you KO this way, demolish each other player.
Cost: 8


Skadi
HYDRA

Dark Prophecy (5 copies)
Tech
2 Recruit
Tech: gain a Madame HYDRA.
Cost: 3
The daughter of the Red Skull will fulfill his final dream.

Ancient Oath of HYDRA (5 copies)
Tech
1 Attack
You may discard a HYDRA Ally. If you do, draw two cards.
Cost: 5
Skadi hails HYDRA. Immortal HYDRA. Whenever she cuts off a limb, two more take its place.

Hammer of the Serpent (3 copies)
Strength
Thrown Artifact
When you throw this, you get +2 Attack for each card you discarded this turn.
Cost: 5

War Banner of HYDRA (1 copy)
Covert
Thrown Artifact
When you throw this, you get +1 Attack for each other HYDRA card you played this turn.
Cost: 7


Skirn, Breaker of Men
Foes of Asgard

Towering Leader (5 copies)
Instinct
Gain two New Recruits.
Instinct: Gain a third New Recruit.
Cost: 3
It's easy to look up to a leader like Skirn. About 50 feet up.

Underhanded Dealings (5 copies)
Covert
2 Attack
Look at the bottom card of your deck. Discard it or put it back.
Covert: Draw a card from the bottom of your deck.
Cost: 4

Titanic Bludgeon (3 copies)
Ranged
Thrown Artifact
When you throw this, you get +1 Attack for each card you've drawn this turn.
Cost: 2

Break Your Hopes (1 copy)
Strength
4 Attack
Each player reveals a Covert Ally or discards a card. For each card discarded this way, you draw a card.
Cost: 7
Art contains a gun



== Secret Wars Volume 1 ==

Apocalyptic Kitty Pryde
X-Men

Phase Out (5 copies)
Covert
2+ Attack
Covert: You may KO a card from your hand or discard pile. If you do, you get +1 Attack.
Cost: 4

Infiltrate HQ (5 copies)
Tech
2 Recruit
You may put a Hero from the HQ on the bottom of the Hero Deck. The Hero that replaces it in the HQ costs 1 less during this turn.
Cost: 3

Disrupt Circuits (3 copies)
Covert, Tech
2+ Attack
You get +1 Attack for each Tech Hero in the HQ.
Cost: 5
Kitty goes through a lot of toasters.

Untouchable (1 copy)
Covert
5 Recruit
When any player defeats a Villain or Mastermind with a "Fight" effect, you may discard this card to cancel that fight effect. If you do, draw three cards.
Cost: 7


Black Bolt
Illuminati

Destructive Whisper (5 copies)
Ranged
2+ Attack
You get +1 Attack if you reveal four cards with no rules text.
Cost: 3
Black Bolt's voice is so destructive that even a whisper can destroy an entire city.

Speak No Words (5 copies)
Covert, Ranged
2 Recruit
1 Attack
Cost: 4

Silence is Golden (3 copies)
Strength
0+ Recruit
4+ Attack
Choose a card you played this turn with no rules text. You get its Recruit and Attack again.
Cost: 6

Hypersonic Scream (1 copy)
Ranged
3 Attack
For each card with no rules text you played this turn, draw a card.
Cost: 8


Black Panther
Illuminati

Catlike Reflexes (5 copies)
Instinct, Covert
1 Recruit
Draw a card.
Cost: 3
King T'Challa is a doctor of physics, a master diplomat, and a genius inventor. But sometimes he just likes kicking bad guys in the face.

Multifaceted Genius (5 copies)
Strength, Tech
2+ Attack
You get +1 Attack for each other multicolored card you played this turn.
Cost: 4
Some people excel at one specific thing. Black Panther excels at almost everything.

Stalk the Urban Jungle (3 copies)
Strength, Covert
4 Attack
Whenever you defeat a Villain on the Rooftops or Streets this turn, you may KO one of your cards or a card from your discard pile.
Cost: 6
Art contains a gun

King of Wakanda (1 copy)
Instinct, Tech
Gain three sidekicks.
Illuminati: Put them on top of your deck.
Cost: 7


Captain Marvel
Avengers

Absorb Energies (5 copies)
Ranged
2+ Recruit
Ranged: For each other Ranged Hero you have played this turn, you get +1 Recruit.
Cost: 3
Carol Danvers soaks up energy to empower her physical strength and photonic blasts.

Supersonic Flight (5 copies)
Strength, Ranged
1 Attack
Draw a card.
Cost: 3
Once a captain in the Air Force, Carol Danvers has re-emerged from Ms. Marvel to Captain Marvel.

Marvelous Strength (3 copies)
Strength
3+ Attack
Strength: For each other Strength Hero you have played this turn, you get +1 Attack.
Cost: 5
Art contains a gun

Cosmic Energies (1 copy)
Ranged
5+ Attack
Ranged, Ranged, Strength, Strength: You get +6 Attack.
Cost: 7
You've heard of the power of the sun, right?


Dr. Strange
Illuminati

Cloak of Levitation (5 copies)
Ranged
2 Attack
Ranged: Reveal the top card of your deck. Draw it or Teleport it.
Cost: 4
"By the Hoary Hosts of Hoggoth!"

Trust Me, I'm a Doctor (5 copies)
Instinct, Ranged
1+ Recruit
Illuminati: You may KO a card from your hand or discard pile. If you do, you get +1 Recruit.
Cost: 2

Fight the Future (3 copies)
Instinct
3+ Attack
Instinct: Reveal the top card of the Villain Deck. If it's a Villain, you get +2 Attack and may fight that Villain this turn.
Cost: 5

Sorcerer Supreme (1 copy)
Covert
Reveal the top three cards of your deck. Draw any number of them and Teleport the rest.
Cost: 7


Lady Thor
Avengers

Mysterious Origin (5 copies)
Ranged
2 Recruit
Once per turn, if you made at least 6 Recruit this turn, draw a card.
Cost: 3

Chosen by Asgard (5 copies)
Strength
2 Recruit
0+ Attack
Once per turn, if you made at least 6 Recruit this turn, you get +2 Attack.
Cost: 4

Heir to the Hammer (3 copies)
Strength, Ranged
4+ Attack
Ranged, Strength: You get +2 Attack.
Cost: 6
If Mjolnir deems her worthy, who would dare argue?

Living Thunderstorm (1 copy)
Strength
4 Recruit
0+ Attack
One per turn, if you made at least 6 Recruit this turn, you get +6 Attack.
Cost: 8
Very few can wield Mjolnir. Even fewer can withstand a hit from it.


Magik
X-Men

Rally the New Mutants (5 copies)
Covert
Gain a Sidekick.
Covert: Gain another Sidekick.
Cost: 2
It's easy to gather a group when you can summon them through sorcerous portals.

Travel through Limbo (5 copies)
Ranged
1+ Attack
Teleport
Ranged: You get +2 Attack.
Cost: 3
Any distance is two steps away when those two steps are through a hell dimension.

Dimensional Portal (3 copies)
Covert, Ranged
2+ Attack
Teleport
For each Sidekick you played this turn, you get +1 Attack.
Cost: 5

Wield the Soulsword (1 copy)
Covert
2+ Attack
Teleport
Choose a Villain or Mastermind in your Victory Pile. You get +Attack equal to its printed VP.
Cost: 7


Maximus
Cabal

Mental Domination (5 copies)
Covert
2 Recruit
Covert: Defeat a Henchman Villain for free.
Cost: 3
As a gifted inventor, Maximus often creates devices to enhance his telepathic abilities.

Enslave the Will (5 copies)
Tech
2 Attack
Tech: Whenever you defeat a Villain this turn, you gain a Sidekick.
Cost: 4
Someday, Maximus will use his mind control powers to amass an army large enough to overthrow his brother, Black Bolt.

Pieces on a Chessboard (3 copies)
Covert, Tech
3 Attack
You may have a Henchman Villain from your Victory Pile enter the city. If you do, draw a card.
Cost: 5

Inhuman Mastery (1 copy)
Tech
4+ Attack
Each other player reveals a Tech hero or chooses a Henchman Villain from their Victory Pile. You defeat all those Henchmen for free.
Cabal: You get +1 Attack for each Henchman you defeated this turn.
Cost: 7


Namor, the Sub-Mariner
Cabal

Lead the Armies of Atlantis (5 copies)
Instinct
2 Recruit
Instinct: Gain a Sidekick.
Cost: 3

Ruler of the Seas (5 copies)
Strength
2+ Attack
Strength: You get +2, usable only against Villains on the Bridge or the Mastermind.
Cost: 4
Namor is lord of two-thirds of the Earth: all the watery bits.

Feed the Sharks (3 copies)
Strength, Instinct
2 Attack
You may KO a card from your hand or discard pile. If you do, draw a card.
Cost: 6

Imperius Rex (1 copy)
Strength
Defeat a Villain for free.
Instinct, Instinct, Strength, Strength: Instead, defeat the Mastermind once for free.
Cost: 7


Old Man Logan
X-Men

Last Survivor (5 copies)
Instinct
2 Attack
Instinct: You may KO a card from your hand or discard pile. If you KO a wound this way, draw a card.
Cost: 3

Loner (5 copies)
Instinct, Covert
2+ Attack
If you don't recruit any heroes this turn, you get +2 Attack.
Cost: 5
In this parallel dimension, all the Heroes are dead, and now the world has been carved up by Villains.

Rage Out (3 copies)
Instinct
3+ Attack
Instinct: Cross-Dimensional Wolverine Rampage. For each other player who gained a Wound this way, you get +1 Attack.
Cost: 6

No More Heroes (1 copy)
Instinct
5+ Attack
Reveal your hand. You get +5 Attack if you haven't played any S.H.I.E.L.D. or HYDRA cards this turn and don't have any in your hand.
Cost: 7


Proxima Midnight
Cabal

Inspiration Through Power (5 copies)
Instinct, Covert
1 Recruit
1 Attack
Cost: 2

Master Combatant (5 copies)
Instinct
0+ Recruit
0+ Attack
If the most recent Hero you have played this turn has a Recruit icon, you get +2 Recruit. If it has an Attack icon, you get +2 Attack.
Cost: 4

General of the Black Order (3 copies)
Covert
0+ Recruit
3 Attack
Instinct: You get +3 Recruit.
Cost: 5
Proxima rose through the ranks of Thanos' army with brutal effectiveness.

Supernova Spear (1 copy)
Instinct
4+ Recruit
4+ Attack
Covert: You get +4 Recruit and +4 Attack.
Cost: 8


Superior Iron Man
Illuminati

Armor Upgrades (5 copies)
Tech
1+ Attack
Tech: You get +2 Attack.
Cost: 2
Stark Technology is improving exponentially.

Optimized Technology (5 copies)
Tech, Ranged
2 Attack
Draw a card.
Cost: 5
Tony Stark uses his new psionically-controlled Endo-Sym armor to back up his claims of "Superiority."

Superior to Others (3 copies)
Ranged
2 Recruit
Ranged: Look at the top two cards of your deck. If one of them has a higher cost than the other, draw it. Put the rest back in any order.
Cost: 3

#Humblebrag (1 copy)
Tech
5 Attack
Draw a card for each other player who has fewer cards in their Victory Pile than you.
Cost: 8


Thanos
Cabal

Revel in Destruction (5 copies)
Strength, Ranged
2+ Recruit
Cabal: KO a Bystander from the Bystander Stack. Then, you get +1 Recruit for every three Bystanders in the KO pile.
Cost: 3

Transdimensional Overlord (5 copies)
Strength
2+ Attack
Teleport
You may KO a Bystander from your Victory Pile. If you do, you get +2 Attack.
Cost: 5

Galactic Domination (3 copies)
Ranged
4 Attack
Ranged: Each other player reveals a Ranged Hero or chooses a Bystander from their Victory Pile. You "rescue" those bystanders.
Cost: 6

Utter Annihilation (1 copy)
Ranged
KO six Bystanders from the Bystander Stack. Then, defeat any Villain or Mastermind whose Attack is less than the number of Bystanders in the KO pile.
Cost: 8


Ultimate Spider-Man
Spider Friends

Marvel Team-Up (5 copies)
Strength, Instinct
Gain a Sidekick.
Reveal the top card of your deck. If it costs 2 or less, draw it.
Cost: 2

Leaping Spider (5 copies)
Strength
0+ Attack
Reveal the top card of your deck. If it costs 2 or less, draw it.
Strength: You get +2 Attack.
Cost: 2

Web-Slinger (3 copies)
Tech
0+ Attack
You get +2 Attack usable only against the Mastermind or Villains on the Rooftops or Bridge.
Reveal the top card of your deck. If it costs 2 or less, draw it.
Cost: 2

Hero from Another Dimension (1 copy)
Covert
0+ Attack
You get +2 Attack for each other card you have played this turn that costs 1 or 2.
Cost: 2



== Secret Wars Volume 2 ==

Agent Venom
Spider Friends

Multi-Gun (5 copies)
Tech
1+ Recruit
1+ Attack
Spectrum: You get +1 Recruit and +1 Attack.
Cost: 2
His weapons are as versatile as Venom himself.
Art contains a gun

Government Payroll (5 copies)
Strength, Instinct
0+ Recruit
0+ Attack
Wall-Crawl
Patrol the Bank: If it's empty, you get +2 Recruit. If it's not, you get +2 Attack.
Cost: 3

Big Slimeportunity (3 copies)
Instinct
2 Recruit
2 Attack
Wall-Crawl
Patrol the Sewers: If it's empty, draw a card.
Cost: 6
Flash Thompson combines elite military training with Venom symbiote.

Shapeshifting Symbiote (1 copy)
Strength
0+ Recruit
0+ Attack
Wall-Crawl
For each other card you played this turn with a Recruit icon, you get +1 Recruit.
For each other card you played this turn with a Attack icon, you get +1 Attack.
(If another card has both Recruit and Attack, you get both bonuses.)
Cost: 7


Arkon the Magnificent
(Unaffiliated)

All-Terrain Barbarian (5 copies)
Strength, Covert
2+ Recruit
Wall-Crawl
Patrol the Sewers: If it's empty, you get +1 Recruit.
Cost: 3
Even beneath the surface, Arkon conquers them all.

Quiver of Thunderbolts (5 copies)
Ranged
2 Attack
Spectrum: Draw a card.
Cost: 3
A Quiver of Thunderbolts is quite unorthodox but totally awesome.

Warlord of Open Spaces (3 copies)
Instinct
3+ Attack
Patrol two adjacent city spaces:
If they're both empty, you get +1 Attack.
Cost: 5

Lord of Dragons (1 copy)
Instinct
0+ Recruit
0+ Attack
Patrol the Rooftops: If it's empty, you get +4 Recruit and +4 Attack. If it's not, defeat the Villain there for free.
Cost: 7


Beast
Illuminati

Balanced Attack (5 copies)
Strength, Tech
2 Attack
Reveal the top card of your deck. If it's Tech or Strength, draw it.
Cost: 3
If you can balance yourself upside-down, you will turn your foes upside-down with a balanced attack.

Upside-down Thinking (5 copies)
Strength, Tech
Wall-Crawl
Patrol any city space:
If it's empty, then the hero in the HQ space under it costs 3 less this turn.
Cost: 4

Doctor of Beatdown (3 copies)
Strength, Tech
2+ Attack
For each other Strength card you played this turn, you get +1 Attack.
For each other Tech card you played this turn, you get +1 Attack.
Cost: 6

Multi-Variable Smackulus (1 copy)
Strength, Tech
4 Attack
Strength, Strength, Tech, Tech: Draw three cards.
Cost: 8
If I calculate the precise rotational torque, I find I'm really thrashing you with considerable force.


Black Swan
Cabal

Apocalyptic Vision (5 copies)
Ranged
2+ Attack
Ranged: Reveal the top card of the Villain Deck. If it's a Scheme Twist, you get +2 Attack. Otherwise, put it back on the top or bottom.
Cost: 3

Witness the End (5 copies)
Instinct
2 Recruit
Instinct: You may KO a card from your hand or discard pile. If you do, draw a card.
Cost: 5
Black Swan foretold the Incursions that destroyed the old universe.

Dark Foretelling (3 copies)
Instinct, Ranged
4 Attack
Reveal the top three cards of the Villain Deck. Rescue any Bystanders you revealed, then put the rest back in any order.
Cost: 6

Telepathic Control (1 copy)
Covert
0+ Attack
Reveal the top five cards of the Villain Deck. You get + Attack equal to the printed Victory Point of one of those cards. Put them back in any order.
Cabal: Instead, you get + Attack for two of those cards.
Cost: 7


The Captain and the Devil
Avengers

Jurassic America (5 copies)
Strength, Tech
1+ Recruit
Spectrum: you get +2 Recruit.
Cost: 2
When you gotta go, you gotta go.

Patriotic Chomp (5 copies)
Instinct
2+ Attack
Spectrum: You get +2 Attack.
Cost: 4
The Captain and The Devil must journey through a sea of angry Hulks in the Battleworld region known as "Greenland."

Feeding Grounds (3 copies)
Covert
3 Attack
Patrol the Streets: If it's empty, you may KO a card from your hand or discard pile.
Cost: 6
Captain America and Devil Dinosaur...Unlikely brothers in arms.

Dino-Roar of Triumph (1 copy)
Ranged
6 Attack
Whenever you defeat a Villain this turn, each Villain and Mastermind adjacent to it gets -2 Attack this turn.
Cost: 8


Captain Britain
Illuminati

Combined Strength (5 copies)
Strength
0+ Attack
You get +1 Attack for each different team icon among your heroes.
Cost: 4
It's wise to respect 400 years of British history...Especially when it's punching you in the face.

Transatlantic Savior (5 copies)
Covert
0+ Recruit
You get +1 Recruit for each different team icon among your heroes.
Cost: 3

Raise the Union Jack (3 copies)
Strength, Covert
2 Attack
Patrol the Rooftops: If it's empty, reveal the top two cards of your deck. If they have different team icons, draw them. Otherwise, put them back in any order.
Cost: 5

Lead the Captain Britain Corps (1 copy)
Strength
When you draw a new hand of cards at the end of this turn, draw three extra cards.
Cost: 7


Corvus Glaive
Cabal

Culling Blade (5 copies)
Instinct
2 Attack
KO a Bystander from the Bystander Deck. If it's a Special Bystander, you may use its Rescue effect.
Cost: 3
A sculptor with a scalpel...A rather enormous scalpel.

Let None Escape You (5 copies)
Strength, Instinct
0+ Recruit
0+ Attack
Patrol the Escape Pile: If there are none Bystanders in it, you get +2 Attack. Otherwise, you get +2 Recruit.
Cost: 2
Thanos' most trusted general...And his most cruel.

Rictus Grin (3 copies)
Strength
3+ Attack
Cabal: KO a Bystander from the Bystander Stack. Then, you get +1 Attack for every four Bystanders in the KO Pile.
Cost: 6
Art contains a gun

Atom-Splitting Glaive (1 copy)
Tech
6+ Attack
Cabal: You may KO a Bystander from the Escape Pile and from each player's Victory Pile. You get +1 Attack for each Bystander KO'd this way.
Cost: 8


Dr. Punisher, Soldier Supreme
Marvel Knights

Sweep the Streets of Trash (5 copies)
Tech, Ranged
1 Recruit
Patrol the Streets: If it's empty, draw a card.
Cost: 2
This mashup cleans the trash up.
Art contains a gun

You're a Slow Learner (5 copies)
Tech
2+ Attack
Tech: Reveal the top card of your deck. If it costs 0, KO it and you get +1 Attack.
Cost: 4

Ice Magic (3 copies)
Ranged
2+ Attack
Reveal the top card of the Villain Deck. If it's a Villain, you may fight it this turn.
Ranged, Ranged: You get +Attack equal to that Villain's printed VP value.
Cost: 3

Calm Before the Storm (1 copy)
Ranged
5+ Attack
Patrol every city space:
For each space that's empty, you get +1 Attack.
Cost: 7
It's quiet. Too quiet.
Art contains a gun


Elsa Bloodstone
S.H.I.E.L.D.

Bloodstone Pendant (5 copies)
Instinct
2+ Recruit
Spectrum: You may KO a card from your hand or discard pile. If you do, you get +1 Recruit.
Cost: 5

Monster Hunter (5 copies)
Covert, Tech
2 Attack
Patrol the Sewers: If it's empty, rescue a Bystander.
Cost: 3
Elsa knows a lot of lore about various dark creatures, but most of it boils down to where to stab them.
Art contains a gun

Defend the S.H.I.E.L.D. Wall (3 copies)
Ranged
0+ Attack
Wall-Crawl
You get +1 Attack for each other S.H.I.E.L.D. Hero you played this turn.
Cost: 6
As commander of the wall, Elsa must hold back the Deadlands Hordes.
Art contains a gun

Prodigy of Ulysses Bloodstone (1 copy)
Strength
6+ Attack
Spectrum: You get +3 Attack.
Cost: 8
Elsa's father threw her at monsters before she could walk, training her relentlessly to become the perfect weapon.


Phoenix Force Cyclops
X-Men

Burn Out (5 copies)
Ranged
2+ Attack
You may KO this card. If you do, you gain +2 Attack.
Cost: 4
Like Jean Grey before him, Cyclops became the vessel for the godlike Phoenix entity.

Reincarnate (5 copies)
Covert
KO this card. Gain a hero from the S.H.I.E.L.D. Office stack or HQ that costs 4 or less and put it into your hand.
Cost: 3

Rise from the Ashes (3 copies)
Instinct, Ranged
3 Attack
Gain a Hero that was KO'd this turn.
Cost: 6
The Phoenix is a cosmic force of great life or limitless destruction.

Destruction Is Creation (1 copy)
Ranged
4 Attack
KO up to three cards from your hand. Draw that many cards.
Cost: 8


Ruby Summers
X-Men

Guerrilla Warfare (5 copies)
Ranged
2 Attack
When a card effect causes you to discard this card, if it is your turn, Teleport it instead. If it is not your turn, set it aside and add it to your hand at the end of this turn.
Cost: 3
Hit-and-run tactics.

Heir to Legends (5 copies)
Strength, Ranged
2 Recruit
2 Attack
To play this card, you must discard a card from your hand.
Cost: 5
The alternate-reality daughter of Cyclops and Emma Frost, Ruby, combines both their powers.

Form of Solid Ruby (3 copies)
Strength
0+ Recruit
4 Attack
X-Men: Whenever you defeat a villain or mastermind this turn, you get +2 Recruit.
Cost: 6
While Emma turned into solid diamond, Ruby turns into - well, you can probably guess.

Extinction Blast (1 copy)
Ranged
10 Attack
To play this card, you must discard three cards from your hand.
Cost: 8


Shang-Chi
Marvel Knights

Shuffling Footwork (5 copies)
Instinct
2 Recruit
Instinct: You may shuffle your discard pile into your deck.
Cost: 3

Acrobatic Kung-Fu (5 copies)
Instinct, Covert
2+ Attack
Wall-Crawl
Patrol the Rooftops: If it's empty, you get +1 Attack.
Cost: 4

Seek the Empty Mind (3 copies)
Covert
3+ Attack
Patrol your discard pile: If it's empty, you get +2 Attack.
Cost: 5

Muscle Memory (1 copy)
Instinct
5 Attack
Wall-Crawl
Any time you are shuffling your deck with this card in it, you may set this card aside and put it on top of your deck at the end of the shuffle.
Cost: 7


Silk
Spider Friends

Long-Range Spider-Sense (5 copies)
Ranged
2 Attack
Spectrum: Reveal the top card of your deck. If it costs 2 or less, draw it.
Cost: 2
Cindy Moon was bitten by the same radioactive spider as Peter Parker.

Cascading Maneuver (5 copies)
Strength, Instinct
1 Attack
Wall-Crawl
Spectrum: Draw a card.
Cost: 2

Silk Stalking (3 copies)
Covert
1 Attack
Spider Friends: Reveal the top card of your deck. If it costs 0, KO it. If it costs 1 or 2, draw it.
Cost: 2

Borrowed Cloaking Device (1 copy)
Tech
1 Attack
Wall-Crawl
Spectrum: Reveal the top four cards of your deck. Put any combination of those cards with a total cost of 2 or less into your hand. But the rest back in any order.
Cost: 2


Soulsword Colossus
X-Men

Invade the Inferno (5 copies)
Covert
2 Recruit
Covert: Once this turn, you may fight the top card of the Bystander Stack as if it were a 3 Attack Demon Villain with "Fight: KO one of your heroes."
Cost: 3

Steel Interception (5 copies)
Strength, Covert
2 Attack
If a player would gain a Wound, you may discard this card instead. If you do, draw two cards.
Cost: 4

Possessed by the Soulsword (3 copies)
Strength
3+ Attack
Strength: Cross-Dimensional Colossus Rampage. You get +2 Attack if at least one other player didn't reveal a Colossus card.
Cost: 6

Rescue My Family from Hell (1 copy)
Instinct
5 Attack
X-Men: You may gain an X-Men Hero from the HQ or the KO pile to your hand.
Cost: 7
Every year, Colossus leads a team of X-Men into the Inferno to rescue his sister, Magik.


Spider-Gwen
Spider Friends

Fateful Bridge (5 copies)
Instinct, Tech
2 Attack
Patrol the Bridge: If it's empty, reveal the top card of your deck. If that card costs 2 or less, draw it.
Cost: 2

Save the Day (5 copies)
Tech
1+ Attack
Patrol the Rooftops: If it's empty, rescue a Bystander, and then you get +1 Attack for every two Bystanders in your Victory Pile.
Cost: 2

First Adventure (3 copies)
Strength
1+ Attack
Wall-Crawl
Patrol the Bank: If it's empty, you get +1 Attack.
Patrol your Victory Pile: If it's empty, you get +1 Attack.
Cost: 2

Intertwining Webs (1 copy)
Covert
0+ Attack
Wall-Crawl
Reveal the top three cards of your deck, then put them back in any order. You get +1 Attack for each card you revealed that costs 2 or less.
Cost: 2


Time-Traveling Jean Grey
X-Men

Throw Over the Railing (5 copies)
Covert
2 Attack
Covert: Choose a Villain on the Rooftops or Bridge. It gets -2 Attack this turn.
Cost: 3

Bridge to a Better Future (5 copies)
Instinct
Patrol the Bridge: If it's empty, then when you draw a new hand of cards at the end of this turn, draw an extra card.
Cost: 4

Telekinesis (3 copies)
Covert, Ranged
3 Attack
You may move a villain to an adjacent city space. If another Villain is already there, swap them.
Cost: 5

Change History (1 copy)
Covert
5 Attack
X-Men: Patrol any city space: If it's empty, gain the hero in the HQ space under it. Put that hero on top of your deck.
Cost: 7



== Captain America 75th Anniversary ==

Agent X-13
S.H.I.E.L.D.

Sniper Squad (5 copies)
Ranged
1 Recruit
1 Attack
S.H.I.E.L.D., S.H.I.E.L.D., S.H.I.E.L.D., S.H.I.E.L.D.: Woman Out of Time
Cost: 3
Art contains a gun

Paramilitary Ops (5 copies)
Tech
2+ Attack
You get +1 Attack for each other S.H.I.E.L.D. Hero you played this turn that costs 1 or more.
Cost: 4
WWII demonstrated the need for the paramilitary organizations that eventually became S.H.I.E.L.D.
Art contains a gun

Spy Network (3 copies)
Covert
0+ Attack
Choose one: Gain a S.H.I.E.L.D. Officer, or you get +2 Attack.
Covert: Woman Out of Time.
Cost: 4

Mobilize for War (1 copy)
Instinct
4+ Attack
KO up to two S.H.I.E.L.D. Heroes from your hand and/or discard pile.
Savior: For each card KO'd this way, you get +1 Attack.
Cost: 7


Captain America (Falcon)
Avengers

Aerial Catch (5 copies)
Instinct
2 Recruit
Instinct: Rescue a Bystander.
Cost: 3
People saved by his midair rescues call him an Angel, but that name's already taken.

Winged Salvation (5 copies)
Ranged
2+ Attack
Savior: You get +2 Attack.
Cost: 4
"Saving people doesn't distract from the mission. It is the mission."

Flying Shield Block (3 copies)
Tech
4 Attack
Once per turn, if a player would gain a Wound, you may reveal this card and rescue a Bystander instead.
Cost: 6

Star-Spangled Hero (1 copy)
Covert
0+ Recruit
0+ Attack
You get +2 Attack for each Hero Class you have.
Savior: You get +2 Recruit for each Hero Class you have.
Cost: 7


Captain America 1941
Avengers

Devoted Patriot (5 copies)
Strength
Draw a card.
Strength: Man Out of Time
Cost: 3
"With luck, HYDRA will be a distant memory by 1942."

Storm the Beachhead (5 copies)
Tech
0+ Attack
You get +1 Attack for each Hero class you have.
Man Out of Time.
Cost: 5

Liberate the Prisoners (3 copies)
Covert
3 Attack
Avengers: Rescue a Bystander
Cost: 6
"The one you save today saves you tomorrow."

Punch Evil in the Face (1 copy)
Instinct
5 Attack
Savior: Man Out of Time
Cost: 8
75 years later, Cap is still finding villainous faces calling out to be punched.


Steve Rogers, Director of S.H.I.E.L.D.
S.H.I.E.L.D.
Art contains a gun

International Strike Force (5 copies)
Strength
You get +1 Recruit for each Hero Class you have.
Savior: You get +1 Attack for each Hero Class you have.
Cost: 3

Reassign to Civilian Duty (5 copies)
Instinct
2 Attack
S.H.I.E.L.D., S.H.I.E.L.D., S.H.I.E.L.D.: You may KO a S.H.I.E.L.D. Hero that you played this turn. If you do, rescue a Bystander.
Cost: 5
This ain't no desk job.

Shadow of Wars Past (3 copies)
Covert
2 Attack
Savior: Man Out of Time
Cost: 4
Captain America often sees history repeat itself.

Save the World (1 copy)
Tech
4+ Attack
Rescue a Bystander
Savior: You get +3 Attack.
Cost: 8


Winter Soldier
(Unaffiliated)

Bionic Arm (5 copies)
Strength
2 Attack
Tech: Man Out of Time.
Cost: 3
Bucky's bionic arm was one of the many "gifts" given to him by the KGB.

Sniper Nest (5 copies)
Tech
1 Recruit
Draw a card.
Tech: Man Out of Time
Cost: 4
Bucky has had 75 years of cryogenic sleep to practice staying still.
Art contains a gun

KGB Training (3 copies)
Covert
3+ Attack
If you played at least 7 other cards this turn you get +2 Attack.
Cost: 5
Art contains a gun

2>4 (1 copy)
Tech
4 Attack
A Hero in your hand gains Man Out of Time this turn.
Tech: Another Hero in your hand gains Man Out of Time this turn.
Cost: 7



== Civil War ==

Captain America, Secret Avenger
Avengers

Bold Leadership (5 copies)
Covert
0+ Recruit
You get +1 Recruit for each Hero Class you have.
Cost: 2
The essence of America is not law, but justice.

Inspire a Nation/Inspire a Man (5 copies)
Divided
Inspire a Nation (Captain America, Secret Avenger: Avengers)
Strength
Gain a Sidekick.
Cost: 3
-----------------
Inspire a Man (Captain America, Secret Avenger: Avengers)
Instinct
2 Attack
Cost: 3

Secret Avengers Assemble! (3 copies)
Tech
2+ Attack
You get +1 Attack for each Sidekick and other Avengers Hero you played this turn.
Cost: 5

Freedom Never Dies (1 copy)
Ranged
5 Attack
Whenever you play a Sidekick or another Avengers Hero this turn set that card aside. At the end of your turn, put those cards on the bottom of your deck in random order before you draw your new hand.
Cost: 7


Cloak & Dagger
Avengers/Marvel Knights

Above/Below (5 copies)
Divided
Above (Cloak: Avengers)
Covert
2 Attack
Cost: 3
-----------------
Below (Dagger: Marvel Knights)
Ranged
0+ Recruit
You get +3 Recruit usable only to recruit Heroes in the HQ space under the Sewers.
Cost: 3

Flee/Fight (5 copies)
Divided
Flee (Cloak: Avengers)
Covert
2+ Recruit
Phasing
Covert: You get +1 Recruit.
Cost: 4
-----------------
Fight (Dagger: Marvel Knights)
Ranged
2+ Attack
Phasing
Ranged: You get +1 Attack.
Cost: 4

Darkness/Light (3 copies)
Divided
Darkness (Cloak: Avengers)
Covert
3 Attack
Covert: Reveal the top card of your deck. If it costs 0, KO it.
Cost: 6
-----------------
Light (Dagger: Marvel Knights)
Ranged
3 Recruit
Ranged: Reveal the top card of your deck. If it costs 1 or more, draw it.
Cost: 6

Penumbra (1 copy)
Ranged
4 Attack
Whenever you play a Divided card this turn: play both sides as if they were two different cards.
Cost: 7


Daredevil
Avengers

Dual Existence (5 copies)
Instinct
Look at the top two cards of your deck. Draw one and put the other back.
Cost: 2
In the Civil War, Danny Rand secretly donned Daredevil's costume and his mission.

Roundhouse Side Kick (5 copies)
Covert
2 Attack
Choose a number, then reveal the top card of your deck. If that card is that cost, gain a Sidekick.
Cost: 4
Iron Fist skill in the Daredevil uniform.

Hidden Identity/Revealed Identity (3 copies)
Divided
Hidden Identity (Daredevil: Avengers)
Instinct
3 Recruit
The next Hero you recruit this turn goes on top of your deck.
Cost: 6
-----------------
Revealed Identity (Iron Fist: Marvel Knights)
Strength
0+ Attack
You get +1 Attack for each different cost of Hero you have.
Cost: 6

Master of Martial Arts (1 copy)
Covert
4+ Attack
Avengers: Discard the top two cards of your deck. If they have different costs, you get +2 Attack, then repeat this process.
Cost: 8


Falcon
Avengers

Rapid Reinforcements (5 copies)
Tech
2+ Recruit
Put a Hero from the HQ on the bottom of the Hero Deck.
Tech: If that Hero had a Recruit icon, you get +1 Recruit.
Cost: 3

Talk with Birds/Squawk Back (5 copies)
Divided
Talk with Birds (Falcon: Avengers)
Ranged
2 Attack
Ranged: Gain a Sidekick.
Cost: 4
-----------------
Squawk Back (Redwing: Avengers)
Instinct
Look at the top three cards of your deck. Draw one. Put the rest back in any order.
Cost: 4

Scout the Battlefield (3 copies)
Ranged
0+ Attack
You get +1 Attack for each card in the HQ with an Attack icon.
Cost: 6
He likes to get a bird's eye view.

Fly in a Friend (1 copy)
Instinct
4+ Attack
Avengers: You get +Attack equal to the printed Attack of a Hero in the HQ.
Cost: 7


Goliath
Avengers

Brilliant Biochemist/Massive Warrior (5 copies)
Divided
Brilliant Biochemist
Tech
2 Recruit
Size-Changing: Tech
Cost: 4*
-----------------
Massive Warrior
Strength
2 Attack
Size-Changing: Strength
Cost: 4*

Growth Industry (5 copies)
Tech
2 Attack
Size-Changing: Tech
Tech: Draw a card
Cost: 5*
Science keeps Goliath at the height of his power.

Being Big is Best (3 copies)
Strength
3+ Attack
Size-Changing: Strength
You get +1 for each other card you played this turn that costs 4 or more.
Cost: 6*

Enormous Implications (1 copy)
Strength
0+ Attack
Size-Changing: Strength
You get +Attack equal to the cost of another card you played this turn.
Cost: 8


Hercules
Avengers

Crowd Favorite (5 copies)
Instinct
2 Attack
Instinct: Whenever you defeat a Villain this turn, rescue a Bystander.
Cost: 4
Nothing attracts fans like a Greek demigod of legend.

Manly Dullard/Boy Genius (5 copies)
Divided
Manly Dullard (Hercules: Avengers)
Strength
3 Attack
To play this, you must discard a card from your hand.
Cost: 3
-----------------
Boy Genius (Amadeus Cho: Unaffiliated)
Tech
Draw a card.
Cost: 3

Prince of Power (3 copies)
Strength
3 Recruit
Strength: Reveal the top card of your deck. If it costs 0, KO it.
Cost: 5
His strength is exceeded only by his ego.

Son of Zeus (1 copy)
Strength
0+ Recruit
0+ Attack
Rescue a Bystander. Then, you get +1 Attack for each Bystander in your Victory Pile.
Avengers: You get +1 Recruit for each Bystander in your Victory Pile.
Cost: 7


Hulkling
Avengers

Cellular Regeneration (5 copies)
Strength
2+ Attack
Size-Changing: Strength
You may KO a Wound from your hand or discard pile. If you do, you get +1 Attack.
Cost: 5*

Half-Kree/Half-Skrull (5 copies)
Divided
Half-Kree
Strength
3 Recruit
Size-Changing: Strength
Gain a Wound.
Cost: 4*
-----------------
Half-Skrull
Covert
2 Attack
Size-Changing: Covert
Cost: 4*

Impersonate (3 copies)
Covert
Size-Changing: Covert
Play this card as a copy of another Hero you played this turn. This card is both Covert and the class and color you copy.
Cost: 6*
Art contains a gun

Enormous Shapeshifter (1 copy)
Covert
4+ Attack
Size-Changing: Covert
Covert: You get +4 Attack.
Cost: 8*
Hulkling can shift into any form...but he prefers the big green classic.
Art contains a gun


Luke Cage
Avengers

Take a Bullet for the Team (5 copies)
Strength
1 Recruit
1 Attack
If any player would gain a Wound, you may discard this card instead. If you do, draw two cards.
Cost: 4

Cautious/Reckless (5 copies)
Divided
Cautious (Luke Cage: Avengers)
Strength
2 Attack
Cost: 3
-----------------
Reckless (Jessica Jones: Marvel Knights)
Instinct
3 Attack
Gain a Wound.
Cost: 3

Sweet Christmas (3 copies)
Instinct
3 Attack
Instinct: Look at the top three cards of your deck. Discard them all or put them back in any order.
Cost: 5

Unbreakable Skin (1 copy)
Strength
6 Attack
Avengers: Fortify the Wound Stack. While it's fortified, players can't gain Wounds. At the beginning of your next turn, put this card in your discard pile.
Cost: 8


Patriot
Avengers

Intuitive Tactician (5 copies)
Instinct
0+ Attack
You get +1 Attack for each Hero Name among your non-S.H.I.E.L.D. Heroes.
Cost: 3
If Cap and Iron Man's Avengers destroy each other, the Young Avengers will be ready.

New Generation of Heroes (5 copies)
Strength
You get +1 Recruit for each Hero Name among your non-S.H.I.E.L.D. Heroes.
Cost: 2

Incredible Effort/Effortless (3 copies)
Divided
Incredible Effort (Patriot: Avengers)
Covert
1+ Attack
Covert: You get +3 Attack
Cost: 5
-----------------
Effortless (Hawkeye: Avengers)
Tech
3 Recruit
Cost: 5
Using Clint's original bow, Kate Bishop is bestowed the Hawkeye mantle.

Lead the Young Avengers (1 copy)
Tech
3 Attack
Reveal the top three cards of your deck. If you revealed at least three different Hero Names this way, draw those three cards. Otherwise, put them back in any order.
Cost: 8


Peter Parker
Avengers

Conflicted Loyalties (5 copies)
Tech
1 Recruit
1 Attack
Tech: Reveal the top card of your deck. If it costs 2 or less, draw it.
Cost: 2
"I'll fight for the good guys! Wait, which side is that?"

Spider-Man Unmasked (5 copies)
Instinct
1 Attack
Gain a Sidekick.
Instinct: Put that Sidekick on top of your deck.
Cost: 2
Obeying Iron Man, Spider-Man showed his face to the whole country...and lived to regret it.

Protect My Family/Hot Bowl of Soup (3 copies)
Divided
Protect My Family (Peter Parker: Avengers)
Tech
1 Attack
Rescue a Bystander.
Cost: 2
-----------------
Hot Bowl of Soup (Aunt May: Spider-Friends)
Instinct
1 Recruit
You may KO a Wound from your hand or discard pile.
Cost: 2

Reluctant Celebrity (1 copy)
Instinct
2+ Attack
Instinct: You get +1 Attack for each extra card you've drawn this turn.
Cost: 2


Speedball
New Warriors

Bounce Around (5 copies)
Covert
2+ Attack
Covert: If there are any Bystanders in the city or KO pile, you get +2 Attack.
Cost: 4
The more people Speedball can bounce from, the faster he goes.

Reckless Rescue Attempt (5 copies)
Ranged
2 Recruit
Ranged: Reveal the top card of the Villain Deck. If it's a Villain, rescue a Bystander. Otherwise, KO a Bystander from the Bystander Deck.
Cost: 3

Double Down/Bubble Up (3 copies)
Divided
Double Down (Speedball: New Warriors)
Ranged
Draw two cards.
Cost: 5
-----------------
Bubble Up (Namorita: New Warriors)
Covert
0+ Attack
You get +3 Attack usable only against Villains on the Bridge or against the Mastermind.
Cost: 5

Kinetic Force Field (1 copy)
Ranged
5 Attack
If a Master Strike would occur, you may reveal this card to KO that Master Strike, cancel its effects, and draw a card.
Cost: 7


Stature
Avengers

Shrink to Nothing (5 copies)
Tech
0+ Attack
Size-Changing: Tech
Draw a card.
Tech: You get +1 Attack.
Cost: 2*
"What's smaller than a micron? Let's find out...."

Crush Ants/Crush File Sizes (5 copies)
Divided
Crush Ants (Stature: Avengers)
Strength
2 Attack
Size-Changing: Strength
Strength: Defeat a Villain that has 3 Attack or less.
Cost: 5*
-----------------
Crush File Sizes (Iron Lad: Avengers)
Tech
2 Recruit
Size-Changing: Tech
Tech: Draw a card.
Cost: 5*

Growing Confidence (3 copies)
Strength
2+ Attack
Size-Changing: Strength
Strength: You get +1 Attack for each Villain in your Victory Pile that has a printed Attack 3 or less.
Cost: 6*
Ant-Man's daughter grew up pretty fast.

Trample the Tiny (1 copy)
Strength
5 Attack
Size-Changing: Strength
Strength: Defeat each Villain that has 4 Attack or less.
Cost: 8*
Art contains a gun


Storm & Black Panther
X-Men/Avengers

Gathering Rain Clouds/Gathering Clues (5 copies)
Divided
Gathering Rain Clouds (Storm: X-Men)
Ranged
1 Recruit
Ranged: Draw a card.
Cost: 2
-----------------
Gathering Clues (Black Panther: Avengers)
Instinct
1 Attack
Instinct: Draw a card.
Cost: 2

Lightning Strike/Pouncing Strike (5 copies)
Divided
Lightning Strike (Storm: X-Men)
Ranged
2 Attack
Any Villain you fight on the Rooftops this turn gets -1 Attack.
Cost: 3
-----------------
Pouncing Strike (Black Panther: Avengers)
Instinct
2 Recruit
You may move a Villain to an adjacent empty city space.
Cost: 3

Tsunami of Water/Tsunami of Justice (3 copies)
Divided
Tsunami of Water (Storm: X-Men)
Ranged
3 Attack
Ranged: You get +2 attack usable only against the Mastermind.
Cost: 5
-----------------
Tsunami of Justice (Black Panther: Avengers)
Covert
3 Attack
Covert: You may KO a card from your hand or discard pile.
Cost: 5
Art contains a gun

King & Queen of Wakanda (1 copy)
Tech
Storm & Black Panther
5 Attack
Reveal any number of multi-class cards from your hand. Gain that many sidekicks.
Cost: 7


Tigra
Avengers

Friendship/Ferocity (5 copies)
Divided
Friendship (Tigra: Avengers)
Covert
1 Recruit
Covert: Gain a Sidekick.
Cost:2
-----------------
Ferocity (Tigra: Avengers)
Instinct
1 Attack
Instinct: Draw a card.
Cost: 2

Supernatural Senses (5 copies)
Instinct
2 Attack
Look at the top card of your deck. Discard it or put it back.
Instinct Instinct: You may KO the card you discarded this way.
Cost: 3
Art contains a gun

Can't Surprise a Cat (3 copies)
Covert
2 Attack
If an Ambush effect would occur, you may discard this card to cancel that effect and draw two cards.
Cost: 5

Mystic Talisman (1 copy)
Covert
0+ Recruit
0+ Attack
Recruit a Hero from the HQ for free.
Avengers: You get that Hero's printed Recruit and Attack.
Cost: 7


Vision
Avengers

Solar Energy (5 copies)
Ranged
1+ Attack
Phasing
Ranged: You get +2 Attack.
Cost: 3
You can't always touch the Vision, but he can always reach you.

Through Solid Objects (5 copies)
Tech
2 Recruit
Phasing
Choose a Hero Class. Reveal the top card of your deck. If it's the Hero class you named, then draw it.
Cost: 4

Lighter than Air/Harder than Diamond (3 copies)
Divided
Lighter than Air (Vision: Avengers)
Ranged
3 Recruit
Size-Changing: Ranged
Phasing
Cost: 6*
-----------------
Harder than Diamond (Vision: Avengers)
Tech
3 Attack
Size-Changing: Tech
Phasing
Cost: 6*

Insubstantial Accomplishments (1 copy)
Tech
4 Attack
Phasing
When you play this, you may swap a card from your hand with the top two cards of your deck.
Cost: 7
Art contains a gun


Wiccan
Avengers

Astral Projection (5 copies)
Ranged
2+ Attack
Phasing
Choose a number, and then reveal the top card of your deck. If that card is that cost, then you get +1 Attack.
Cost: 4

Sorcerous Illusions (5 copies)
Covert
1+ Recruit
Phasing
Covert: You get +2 Recruit.
Cost: 2
Wiccan inherited his magic from his mother Scarlet Witch...and perhaps her madness.

Supersonic Spells/Supersonic Speed (3 copies)
Divided
Supersonic Spells (Wiccan: Avengers)
Ranged
2 Attack
Ranged: Draw a card.
Cost: 4
-----------------
Supersonic Speed (Speed: Avengers)
Covert
Draw a card.
Covert: Draw another card.
Cost: 4

Clairvoyance (1 copy)
Ranged
3 Attack
Choose a number, and then reveal the top card of your deck. If that card is that cost, draw it and draw another card.
Cost: 7



== 3D ==

Howard the Duck
(Unaffiliated)

Traveling Companion (5 copies)
Instinct
2 Recruit
Reveal the top card of the Bystander Deck. If it's a special Bystander, rescue it. Otherwise, put it on the bottom of that deck.
Cost: 3

Rebel Without a Cause (5 copies)
Covert
2 Attack
Reveal the top card of your deck if it Costs 0 or has no team icon, draw it.
Cost: 4

Right Place, Wrong Time (3 copies)
Instinct
3+ Attack
You get +1 Attack for each other Hero you played this turn with no team icon.
Cost: 5

Interplanetary Visitor (1 copy)
Tech
4 Attack
Reveal the top three cards of your deck. Draw one of them, discard one, and KO one.
Cost: 7


Man-Thing
(Unaffiliated)

Form from Ooze (5 copies)
Strength
0+ Attack
Teleport
You get +2 Attack usable only against villains in the Sewers or the Mastermind.
Cost: 2

Burn the Fearful (5 copies)
Instinct
2 Attack
Choose a Villain or Mastermind. If there are no other Villains adjacent to it, it gets -1 Attack this turn.
Cost: 4

Travel the Nexus of Realities (3 copies)
Covert
3 Recruit
Teleport
You may move a Villain to another city space. If another Villain is already there, swap them.
Cost: 5

Eternity of Solitude (1 copy)
Strength
5+ Attack
Strength: You get +1 Attack for each empty city space.
Cost: 7



== Deadpool ==

Bob, Agent of HYDRA
HYDRA

Bullets Flying, Bob Hiding (5 copies)
Covert
Excessive Violence: Draw a card.
2 1/2 Recruit
Cost: 3
Flavor: "When I'm involved in excessive violence, I'm usually the victim!"
Art contains a gun

HYDRA Half-Wit (5 copies)
Tech
Reveal the top card of your deck. If it's HYDRA or S.H.I.E.L.D., draw it.
1 1/2 Attack
Cost: 2
Flavor: "At first I thought HYDRA was a facial moisturizer."
Art contains a gun

How Do I Get Out of Here?? (3 copies)
Covert
4 Attack
Covert: Look at the top card of another player's deck. Ask them a yes or no question about it. If they guess right, then they draw that card. If not, then you draw a card.
Cost: 6

Epic Middle Manager (1 copy)
Covert
Excessive Violence: KO up to two HYDRA and/or S.H.I.E.L.D. Heroes from your discard pile. Draw a card for each Hero KO'd this way.
5 Attack
Cost: 8
Art contains a gun


Deadpool
Mercs for Money

It'll Grow Back (5 copies)
Instinct
If you have a Wound in your hand or discard pile, KO it at you get +1 Attack. Otherwise, gain a Wound. These days, getting wounded mostly just pisses me off.
2 1/2+ Attack
Cost: 4

Nighttime Is the Right Time (5 copies)
Tech
0+ Recruit
0+ Attack
If it's between 8 p.m. and midnight, you get +2 Attack. Otherwise, you get +2 Recruit.
Tech: Screw it, just take both!
Cost: 3
Flavor: "...for Pillow Fights and Gun Fights! Wait, which one is this again?"

Running Commentary (3 copies)
Covert
3 1/2+ Attack
You get +1/2 Attack for each other card with flavor text you played this turn. Now maybe you'll stop telling me to shut up.
Cost: 5
Flavor: You also get another +13 Attack, but this doesn't count because it's flavor text.

Deadpool Rage! (1 copy)
Strength
5 Attack
Excessive Violence: Take another turn after this one. But don't use this ability more than once per game - trilogies are stupid.
Cost: 7
Flavor: Hey Wolverine! I've had a breakthrough!


Slapstick
Mercs for Money

Napoleon Complex (5 copies)
Ranged
2+ Recruit
Ranged: If any other players are taller than you, draw a card. If any other players are shorter than you, you get +1 Recruit. If both, get both!
Cost: 4
Flavor: For an ultra-violent, goofball, living cartoon, Slapstick has some serious issues.

Saturday Morning Harpoons (5 copies)
Ranged
2 1/2 Attack
Excessive Violence: Rescue a Bystander.
Cost: 3
Flavor: And they say cartoons are too violent these days.

Surprise Chainsaw (3 copies)
Strength
Excessive Violence: When you have a new hand of cards at the end of this turn, draw an extra card.
4 1/2 Attack
Cost: 6
Flavor: This card's a little hacky.

Electroplasmic Insanity (1 copy)
Ranged
Excessive Violence: Recruit a Hero from the HQ for free. Then, you may shuffle your discard pile into your deck.
5 Attack
Cost: 8


Solo
Mercs for Money
Art contains a gun

Half-Cocked (5 copies)
Tech
1 1/2 Recruit
1 1/2 Attack
Cost: 2
Flavor: Two halves make a bullet whole. Also, you're a bulletwhole.

Merc's Gotta Get Paid (5 copies)
Instinct
Excessive Violence: You get +1 Recruit.
0+ Recruit
2 1/2 Attack
Cost: 3
Flavor: Mercenary - (noun) - one who converts carnage into cash.

Guns on My Guns (3 copies)
Tech
3 1/2 Attack
Tech: Does the top card of your deck have a gun in the art? If so, draw that gun!
Cost: 5
Flavor: Who can make me a gun that shoots our little guns?

Cut in Half (1 copy)
Instinct
2 1/2 Attack
Choose a Villalin. Cut its Attack in half this turn.
Mercs for Money: Cut the Mastermind's Attack in half for one fight this turn.
Cost: 7
Flavor: So 11 becomes 5 1/2. This is like 4th grade math - Try to keep up.


Stingray
Mercs for Money

Deck Chairs on the Titanic (5 copies)
Tech
Draw a card.
You may move a Villain to an adjacent city space. If another Villain is already there, swap them.
1 1/2 Attack
Cost: 4

Superpowered Swimsuit (5 copies)
Tech
Draw a card.
Tech: You get +2 Attack, usable only against Villains in the Sewers or Bridge or the Mastermind.
1/2+ Attack
Cost: 2
Flavor: Breathing underwater is the best superpower, if you don't count any other superpowers.

Sting of the Stingray's Sting (3 copies)
Ranged
3 Recruit
Excessive Violence: You may KO one of your cards or a card from your discard pile.
Cost: 5
Flavor: Wait, isn't shooting electricity underwater a terrible idea?

PhD in Oceanography (1 copy)
Tech
You may KO a card from your hand or discard pile.
Mercs for Money: You get 1/2 Attack for each Hero in the KO pile.
4+ Attack
Cost: 8



== Noir ==

Angel Noir
X-Men

Impetuous Dive (5 copies)
Instinct
Instinct: You get +1 Attack.
2+ Attack
Cost: 3
Flavor: "Legends tell of a Cape of Mercury that enables a man to fly. Until I find it, I'll just jump and hope for the best."
Art contains a gun, or at least muzzle flashes and bullet trajectory

Multitalented (5 copies)
Strength
Choose a Hero Class. Investigate for a card of that Hero Class.
1 Recruit
1 Attack
Cost: 4
Flavor: Specialties include: Medicine, Prisons, Detective Work, Advertising, and Everything Else.

Identical Twin Brother (3 copies)
Instinct
You get the printed Recruit and Attack of a Hero in the HQ. Then put that Hero on the bottom of the Hero Deck.
0+ Recruit
0+ Attack
Cost: 5

Missing Person Case (1 copy)
Covert
Investigate the Hero Deck for any card and put that card in your hand.
3 Attack
Cost: 8


Daredevil Noir
Marvel Knights

Balancing Act (5 copies)
Covert
The next Hero you recruit this turn goes on top of your deck.
1 Recruit
1 Attack
Cost: 3
Flavor: A body balanced on a single muscle. A city balanced on a single man.

Listen for Heartbeats (5 copies)
Instinct
Choose a number 1 or more. Investigate for a card of that cost.
2 Attack
Cost: 4
Flavor: "Hearing hearts a block away is easy. The tough part is discerning whose is whose."
Art contains a gun

Discover the Bodies (3 copies)
Covert
Covert: Investigate for a card that costs 0. KO that card.
3 Recruit
Cost: 5
Flavor: "By the time I found them, they were already dead."

Hitting Rock Bottom (1 copy)
Instinct
Discard a card from the top or bottom of your deck. If it costs 0, you get +1 Attack and repeat this process. If your deck runs out, stop.
3+ Attack
Cost: 7


Iron Man Noir
Avengers

Steam-Powered Arsenal (5 copies)
Ranged
To play this, you must put another card from your hand on top of your deck.
3 Attack
Cost: 3
Flavor: "Water is the key to creation ... and destruction."
Art contains a gun

Mechanized Plate-Mail (5 copies)
Tech
Investigate for a Tech card.
2 Recruit
Cost: 4
Flavor: "The best way to test a new invention is to let HYDRA shoot it with automatic weapons."
Art contains a gun

Learn from Enemies (3 copies)
Tech
Tech: You may use the "Fight" ability of a Villain worth 1 VP in your Victory Pile.
3 Attack
Cost: 6

Adventurers Assemble! (1 copy)
Tech
Whenever you Investigate this turn, look a three cards instead of two.
Choose Recruit or Attack. Investigate for a card with that icon.
4 Attack
Cost: 7
Art contains a gun


Luke Cage Noir
Marvel Knights

Private Investigations (5 copies)
Covert
Investigate for a card that costs 4 or more.
2 Attack
Cost: 4
Flavor: He doesn't stop until he clears his name ... or dies trying.

Follow Big Leads (5 copies)
Strength
You get +1 Recruit for each other card you played this turn that costs 4 or more.
2+ Recruit
Cost: 4
Flavor: The deeper he digs, the bigger the conspiracy becomes.

Unbreakable Cage (3 copies)
Strength
Once per turn, if a player would gain a Wound, you may reveal this card and Investigate for any card instead.
4 Attack
Cost: 6

Weight of the World (1 copy)
Strength
You get +2 Attack for each other card you played this turn that costs 4 or more.
5+ Attack
Cost: 8


Spider-Man Noir
Spider Friends

Gumshoe's Revolver (5 copies)
Tech
Investigate for a card that costs 2 or less.
1 Attack
Cost: 2
Flavor: Stealth goes a long way, but some mysteries can only be unraveled with cold steel.
Art contains a gun

Webs of Darkness (5 copies)
Ranged
Ranged: You get 2+ Attack.
1+ Attack
Cost: 2
Flavor: Spiders from a cursed totem gave Peter Parker dark powers to match his shadowed mission.

Solve the Crime (3 copies)
Instinct
Instinct: Investigate the Bystander Stack for a Bystander and rescue it.
2 Attack
Cost: 2
Flavor: "Who murdered Uncle Ben?"

Spider-Totem's Chosen (1 copy)
Strength
Spider Friends: Investigate each player's deck for a card that costs 2 or less, play a copy of that card, then put it into their discard pile.
1 Attack
Cost: 2



== X-Men ==

Aurora & Northstar
X-Men

Northern Lights (5 copies)
Covert
Soaring Flight
Lightshow: Draw a card.
2 Attack
Cost: 3

Blazing Flare/Blazing Fists (5 copies)
Divided
Blazing Flare (Aurora)
Ranged
Lightshow: You get +2 Recruit.
2+ Recruit
Cost: 4
------------
Blazing Fists (Northstar)
Strength
Berserk
2+ Attack
Cost: 4

Twin Blast (3 copies)
Ranged
Soaring Flight
Lightshow: You get +3 Attack
2+ Attack
Cost: 5

Mach 10 (1 copy)
Instinct
Soaring Flight
All Heroes you recruit this turn have Soaring Flight.
Lightshow: You get +2 Attack for each Lightshow card you played this turn.
4 Recruit
0+ Attack
Cost: 7


Banshee
X-Men

Sonar Detection (5 copies)
Covert
Draw a card.
Piercing Energy
X-Gene Covert: You get +1 Piercing.
Cost: 2

Speed of Sound (5 copies)
Ranged
Soaring Flight
Piercing Energy
2 Piercing
Cost: 3

Sonic Blastwave (3 copies)
Ranged
Piercing Energy
Ranged: You may have this card produce Piercing instead of Recruit.
3 Recruit
0+ Piercing
Cost: 5

Bone-Shattering Howl (1 copy)
Ranged
Piercing Energy
Ranged Covert: You may use Attack as if it were Piercing this turn.
4 Piercing
Cost: 8


Beast
X-Men

Captivating Conundrum (5 copies)
Tech
X-Gene Tech: Draw a card.
1 Attack
Cost: 2

Furry Fury (5 copies)
Strength
Berserk
X-Gene Strength: Berserk
2+ Attack
Cost: 4

Calculated Rage (3 copies)
Tech
Look at the top card of your deck. Discard it or put it back.
Berserk
3+ Attack
Cost: 5

Recursive Pummeling (1 copy)
Tech
Berserk
X-Gene X-Men: You may return a 0-cost, 3-cost, and 4-cost card from your discard pile to your hand.
3+ Attack
Cost: 8


Cannonball
X-Men

Kinetic Blast Field (5 copies)
Instinct
Soaring Flight
Instinct: You get +2 Attack
1+ Attack
Cost: 3

Carry to the Air (5 copies)
Strength
Soaring Flight
Strength: The next Hero you recruit this turn has Soaring Flight.
2 Recruit
Cost: 4

Natural Leader (3 copies)
Strength
Soaring Flight
Strength: Return a S.H.I.E.L.D. Hero from your discard pile to your hand.
3 Attack
Cost: 6

Human Cannon (1 copy)
Strength
Soaring Flight
If you played at least 6 other cards this turn, you get +2 Attack.
Attack: 4+
Cost: 8


Colossus & Wolverine
X-Men

Reliable/Unpredictable (5 copies)
Divided
Reliable (Colossus)
Strength
2 Recruit
Cost: 3
------------
Unpredictable (Wolverine)
Instinct
Berserk, Berserk
1+ Attack
Cost: 3

Fastball Special (5 copies)
Strength
Soaring Flight
X-Gene Instinct: Berserk
2+ Attack
Cost: 4

Insane Disregard for Danger (3 copies)
Instinct
Berserk
If you have a Wound in your hand or discard pile, KO it. Otherwise, gain a Wound.
4+ Attack
Cost: 6

Uncanny X-Men (1 copy)
Strength
Berserk, Berserk, Berserk
Then, draw a card for each X-Men card you Berserked.
3+ Attack
Cost: 7


Dazzler
X-Men

Convert Sound to Light (5 copies)
Instinct
Piercing Energy
Lightshow: You get +1 Piercing for each Lightshow card you played this turn.
1 Recruit
0+ Piercing
Cost: 3

Dazzling Glamour (5 copies)
Ranged
Lightshow: You get +2 Attack.
2+ Attack
Cost: 4

City-Wide Mega Concert (3 copies)
Tech
Lightshow: When you draw a new hand of cards at the end of this turn, draw two extra cards.
3 Attack
Cost: 5
Flavor: Performing is her passion, fighting aliens is more of a nights-and-weekends thing.

Inspire the World (1 copy)
Ranged
Lightshow: Put a Hero from the HQ on top of your deck.
5 Attack
Cost: 7


Havok
X-Men

Blinding Burst (5 copies)
Ranged
Lightshow: You get +3 Attack usable only against the Mastermind.
2 Recruit
Cost: 3

Unleash Havok (5 copies)
Ranged
To play this card, you must discard a card from your hand.
Berserk, Berserk
2+ Attack
Cost: 4

Concussive Plasma (3 copies)
Ranged
X-Gene Ranged: You get +1 Attack for each Ranged card in your discard pile.
2+ Attack
Cost: 5

Radiation Focus Array (1 copy)
Tech
Berserk
X-Gene Ranged: You get the total printed Attack of all the Ranged cards in your discard pile.
3+ Attack
Cost: 7


Jubilee
X-Men

Light a Spark (5 copies)
Covert
Draw a card.
Lightshow: You get +1 Recruit for each Lightshow card you played this turn.
0+ Recruit
Cost: 2

Blasting Fireworks (5 copies)
Ranged
Draw a card.
Lightshow: You get +1 Attack for each Lightshow card you played this turn.
1+ Attack
Cost: 4

Unexpected Explosion (3 copies)
Instinct
Lightshow: Look at the top card of your deck. If it costs 0, KO it.
3 Attack
Cost: 5

Prismatic Cascade (1 copy)
Covert
Lightshow: You get +1 Recruit and +1 Attack for each Lightshow card you played this turn.
0+ Recruit
5+ Attack
Cost: 7


Kitty Pryde
X-Men

Intangible Qualities (5 copies)
Instinct
Put a card from the HQ on the bottom of the Hero deck. If that card had a Recruit icon, get +2 Recruit. If that card had an Attack icon, you get +2 Attack. (If both, get both.)
0+ Recruit
0+ Attack
Cost: 3

Going through a Phase (5 copies)
Covert
X-Gene X-men: Draw a card.
1 Recruit
1 Attack
Cost: 4

Ghost in the Machine (3 copies)
Tech
You get +1 Attack for each different cost among the Heroes in the HQ.
0+ Attack
Cost: 6

Lockheed, Kitty's Dragon (1 copy)
Ranged
Soaring Flight
Put a card from the HQ on the bottom of the Hero Deck. You get +Attack equal to its cost.
0+ Attack
Cost: 8


Legion
X-Men

Bend Steel/Bend Light (5 copies)
Divided
Bend Steel
Strength
Berserk
1+ Attack
Cost: 2
------------
Bend Light
Covert
Lightshow: You get +2 Recruit.
1+ Recruit
Cost: 2

Split Personality/Split Eardrums (5 copies)
Divided
Split Personality
Tech
2 Attack
Cost: 3
------------
Split Eardrums
Ranged
Piercing Energy
2 Piercing
Cost: 3

Channel Time/Channel Fire (3 copies)
Divided
Channel Time
Instinct
Draw two cards.
Cost: 5
------------
Channel Fire
Tech
You get +1 Attack for each different Hero Class in your discard pile.
0+ Attack
Cost: 5

Maelstrom of Clashing Powers (1 copy)
Covert
Soaring Flight
Reveal the top three cards of the Hero Deck. You get their total printed Attack. Put them on the bottom of the Hero Deck.
3+ Attack
Cost: 8


Longshot
X-Men

Fortune Favors the Bold (5 copies)
Instinct
To play this card, you must put a card from your hand on top of your deck.
3 Attack
Cost: 3

Flurry of Blades (5 copies)
Tech
Berserk
Tech: Berserk
2+ Attack
Cost: 4
Flavor: Longshot is supernaturally lucky. His enemies? Not so much.

Make My Own Luck (3 copies)
Covert
Look at the top card of your deck. Discard it or put it back.
Covert: You may KO the card you discarded this way.
3 Attack
Cost: 6

Escape from Mojo World (1 copy)
Tech
Reveal the top card of the Villain Deck. If it's a Villain, you may put it on the bottom of that Deck.
X-Men: You get +Attack equal to the printed Victory Points of the card you revealed.
5+ Attack
Cost: 7


Phoenix
X-Men

Life & Death Incarnate (5 copies)
Strength
KO this card.
You may KO a card from your hand or discard pile.
3 Recruit
Cost: 3

Obliterating Fire (5 copies)
Ranged
Soaring Flight
Piercing Energy
KO this card.
4 Piercing
Cost: 4

Reincarnating Phoenix (3 copies)
Covert
Draw two cards.
You may put a Hero that was KO'd this turn into your discard pile.
Cost: 6

Driven Mad by Power (1 copy)
Strength
Berserk, Berserk, Berserk, Berserk
KO all the cards you Berserked. If this card makes at least 13 Attack, then the Phoenix Force becomes corrupted by power and devours the Earth. You win, Evil wins, and all other players lose.
6+ Attack
Cost: 9


Polaris
X-Men

Ride the Magnetic Waves (5 copies)
Covert
Soaring Flight
Covert: When you draw a new hand of cards at the end of this turn, draw an extra card.
2 Recruit
Cost: 3

Electromagnetic Pulse (5 copies)
Ranged
Piercing Energy
Ranged: Draw a card.
2 Piercing
Cost: 4

Subtle Attunement (3 copies)
Covert
Soaring Flight
Covert: Look at the top two cards of your deck. You may KO one of them. Put the rest back in any order.
2 Attack
Cost: 6

Reverse Polarity (1 copy)
Covert
Soaring Flight
X-Gene X-Men: You can use Recruit as Attack this turn, and vice versa.
4 Recruit
Cost: 8


Psylocke
X-Men

Psychic Knife (5 copies)
Instinct
Draw a card.
Piercing Energy
Instinct: You get +1 Piercing.
0+ Piercing
Cost: 2

Precognition (5 copies)
Covert
Reveal the top card of the Hero Deck. You may recruit it this turn. If you do, draw a card.
2 Recruit
Cost: 3

Butterfly Effect (3 copies)
Covert
Piercing Energy
X-Gene Covert: You get +1 Piercing.
2+ Piercing
Cost: 5
Flavor: The focused totality of her powers.

Telepathic Ninjutsu (1 copy)
Instinct
Piercing Energy
Reveal the top card of the Hero Deck. The player of your choice puts it in their hand.
3 Piercing
Cost: 7


X-23
X-Men

Adamantium Footclaws (5 copies)
Tech
X-Gene Instinct: Draw a card.
2 Attack
Cost: 3
Flavor: Cloned from Wolverine's DNA, X-23 has extra Adamantium foot claws and almost as much savagery.

Healing Factor Genome (5 copies)
Instinct
Berserk
You may KO a Wound from your hand or discard pile.
2+ Attack
Cost: 4

Bioengineered Assassin (3 copies)
Covert
Berserk
X-Gene Instinct: You may KO a card from your hand or discard pile.
2+ Attack
Cost: 6

Heir to Wolverine (1 copy)
Instinct
Berserk, Berserk
X-Gene Instinct: Count the Instinct cards in your discard pile. Berserk that many times.
3+ Attack
Cost: 7



== Spider-Man Homecoming ==

Happy Hogan
(Unaffiliated)

Head of Security (5 copies)
Instinct
Coordinate
KO all Wounds you gained this turn.
2 Recruit
Cost: 3

Watchful Eye (5 copies)
Instinct
Instinct: Danger Sense 2. If this revealed any Master Strikes, KO those Strikes, then you may KO a card from your hand or discard pile.
2+ Attack
Cost: 4

Loyal Friend (3 copies)
Tech
Coordinate
Striker
0+ Attack
Cost: 5
Flavor: "Don't I look happy to you?"

Asset Management (1 copy)
Instinct
Double Striker
0+ Attack
Cost: 5
Flavor: Many people don't understand why Iron Man would need a bodyguard. They haven't met Happy.


High-Tech Spider-Man
Spider Friends

Advanced Targeting System (5 copies)
Covert
Reveal the top card of your deck. If it costs 2 or less, draw it.
Covert: Draw a card.
Cost: 2

Recon Drone Connection (5 copies)
Tech
Wall-Crawl
Danger Sense 3
0+ Attack
Cost: 2

Spider-Grip (3 copies)
Tech
Wall-Crawl
Tech: Choose two Villains in adjacent city spaces. Each of them gets -1 Attack this turn.
2 Attack
Cost: 2

Friendly Neighborhood ... (1 copy)
Tech
Wall-Crawl
Coordinate
You get +3 Attack usable only against the Mastermind or Villains on the Rooftops or Streets.
0+ Attack
Cost: 2


Peter's Allies
Spider Friends

Michelle (5 copies)
Covert
You may choose a Villain or Mastermind. You can fight it using only Recruit this turn.
2 Recruit
Cost: 3

Ned (5 copies)
Covert
Coordinate
Covert: You get +2 Recruit
1+ Recruit
Cost: 2

Liz (3 copies)
Instinct
Whenever you Coordinate a card to another player, you may reveal this to draw two cards instead of one.
4 Recruit
Cost: 6

May Parker (1 copy)
Covert
Coordinate
Spider Friends: Each Villain gets -2 Attack this turn. The next time you fight the Mastermind this turn, it gets -2 Attack.
5 Recruit
Cost: 7


Peter Parker, Homecoming
Spider Friends

Avenger in Training (5 copies)
Instinct
Wall-Crawl
Instinct: Danger Sense 1. If this revealed a Villain, you may fight it.
2+ Attack
Cost: 2

Heightened Senses (5 copies)
Covert
Danger Sense 2
Reveal the top card of your deck. If it costs 2 or less, draw it.
Cost: 2

Homemade Web-Shooters (3 copies)
Tech
Wall-Crawl
Tech: Danger Sense 1. If this revealed a Bystander, rescue it.
2+ Attack
Cost: 2

Something is Happening (1 copy)
Strength
Wall-Crawl
Coordinate
Danger Sense 4
If this revealed any Scheme Twists, you may shuffle the Villain Deck.
0+ Attack
Cost: 2


Tony Stark
Avengers

Genius, Billionaire ... (5 copies)
Tech
Coordinate
1 Recruit
1 Attack
Cost: 2
Flavor: "Just don't do anything I would do. And definitely don't do anything I wouldn't do. There's a little grey area in there, and that's where you operate."

Stay Out of Trouble (5 copies)
Tech
Coordinate
Tech: Danger Sense 2
2+ Attack
Cost: 4
Flavor: I know you want to save the world, but you're not ready yet.

Little Grey Area (3 copies)
Ranged
Avengers: Danger Sense 1. If this revealed a Villain, then Villains from that same Villain Group get -1 Attack this turn.
3+ Attack
Cost: 5

As Usual, I Did All the Work (1 copy)
Ranged
Coordinate
If another player accepts this Coordinate, then at the end of this turn, move all cards that entered that player's Victory Pile this turn into your Victory Pile.
5 Attack
Cost: 7



== Champions ==

Gwenpool
Champions

Come On, Nobody Reads Card Names (5 copies)
Covert
0+ Recruit
0+ Attack
Versatile 1
Covert: Instead, Versatile 3.
Cost: 2
Flavor: And don't even get me started on flavor text.

I'll Rescue You If I Feel Like It (5 copies)
Instinct
2 Attack
Reveal the top card of the Bystander Deck. If it's a Special Bystander, rescue it. Otherwise, put it on the bottom of that deck.
Cost: 3

I Heard Keywords Are Powerful (3 copies)
Instinct
2 Attack
Size-Changing: Instinct
Instinct: Draw a card.
Cheering Crowds
Cost: 6*

I'm the Best at Board Games (1 copy)
Instinct
5 Attack
Demolish each other player. For each player that discards a card this way, draw a card.
Cost: 7


Ms. Marvel
Champions

Long Arm of the Law (5 copies)
Covert
Size-Changing: Covert
Draw a card.
Covert: Rescue a Bystander.
Cost: 3*

Big Impact (5 copies)
Strength
0+ Recruit
0+ Attack
Size-Changing: Strength
Versatile 2
Cost: 4*

Need to Stretch My Legs (3 copies)
Covert
2 Attack
Size-Changing: Covert
Champions: You may KO a card from your hand or discard pile.
Cheering Crowds
Cost: 6*

Rising Hope (1 copy)
Strength
0+ Recruit
0+ Attack
Size-Changing: Strength, Covert
Versatile 4
Cheering Crowds
Cost: 9*


Nova
Champions

Space Cop (5 copies)
Strength
0+ Recruit
0+ Attack
Versatile 1
Champions: Rescue a Bystander.
Cost: 2
Flavor: Solar systems are variable. Saving people is the constant.

Interstellar Hero (5 copies)
Ranged
0+ Recruit
0+ Attack
Versatile 2
Cheering Crowds
Cost: 4
Flavor: "The best part about being Nova-famous is I can take off my helmet and nobody knows it's me."

Holographic Projection (3 copies)
Ranged
0+ Recruit
2+ Attack
Ranged: Versatile 3
Cost: 5
Flavor: The Nova Force can be channeled to virtually any purpose.

Growing Nova Force (1 copy)
Ranged
0+ Recruit
0+ Attack
Size-Changing: Ranged, Strength
For each other card you played this turn with a Recruit icon, you get +1 Recruit. For each other card you played this turn with an Attack icon, you get +1 Attack.
Cost: 9*


Totally Awesome Hulk
Champions

Beloved Behemoth (5 copies)
Strength
2 Attack
Size-Changing: Strength
Strength: The first time you defeat a Villain this turn, rescue a Bystander.
Cost: 4*

Incredible Mind, Awesome Body (5 copies)
Tech
1 Recruit
Size-Changing: Tech
Draw a card.
Cheering Crowds
Cost: 4*

Growing Pains (3 copies)
Strength
2+ Attack
Size-Changing: Strength
If you have a Wound in your hand or discard pile, KO it and you get +2 Attack. Otherwise, gain a Wound.
Cost: 5*

7th Smartest Man in the World (1 copy)
Tech
5+ Attack
Size-Changing: Tech, Strength
You get +1 Attack for each extra card you drew this turn.
Cost: 9*


Viv Vision
Champions

Walking Wi-Fi (5 copies)
Tech
2 Recruit
Tech: Whenever you recruit a Hero from the HQ this turn, rescue a Bystander.
Cost: 3

Expanding Neural Network (5 copies)
Tech
2 Attack
Size-Changing: Tech
Tech: When you draw a new hand of cards at the end of this turn, draw an extra card.
Cost: 4*

Crowdsourcing (3 copies)
Ranged
0+ Recruit
0+ Attack
Versatile 3
Cheering Crowds
Cost: 6

Alter Molecular Density (1 copy)
Tech
5 Recruit
0+ Attack
Size-Changing: Tech, Ranged
Whenever you recruit a Hero this turn, you get +2 Attack.
Cost: 9*



== World War Hulk ==


Amadeus Cho
Champions

Extrapolate (5 copies)
Instinct
1 Recruit
Outwit: Draw a card.
Cost: 2
Cho's coyote pup Kirby helps him solve the most complex equation of all: Love

Gamma-Draining Nanites (5 copies)
Tech
Draw a card.
Then, if you drew two cards this turn, Transform this into Like Totally Smart Hulk.
Cost: 3

Transformed
Like Totally Smart Hulk (5 copies)
Strength
2+ Attack
Outwit: You get +2 Attack.
Cost: 5
This hulk breaks encryption just as well as he breaks skulls.

Renegade Genius (3 copies)
Tech
0+ Attack
You get +1 Attack for each different cost of Hero you have.
Outwit: Draw a card.
Cost: 6

Visualize The Variables (1 copy)
Tech
4 Attack
Whenever you use an Outwit ability this turn, you may use it an extra time.
Outwit: Look at the top card of your deck. KO it or put it back.
Cost: 8


Bruce Banner
Avengers

Solve The Impossible (5 copies)
Tech
1 Attack
Outwit: When you draw a new hand of cards at the end of this turn, draw an extra card.
Cost: 2

Gamma Bomb Disaster (5 copies)
Tech
2 Recruit
Outwit: Transform this into Savage Hulk Unleashed.
Cost: 4

Transformed
Savage Hulk Unleashed (5 copies)
Strength
0+ Attack
Smash 4
Cost 5
After all, he doesn't shout "Hulk gently tap."

Dangerous Testing (3 copies)
Tech
3 Attack
Tech: Reveal the top card of your deck. If it costs 0, KO it.
Cost: 6
You can't make a scientific breakthrough without breaking through a few scientists.

Gamma Ray Experiment (1 copy)
Tech
4 Attack
Outwit: Look at the top three cards of your deck. Draw one of them, KO one, and put one back.
Cost: 7


Caiera
Warbound

Shadow Queen (5 copies)
Covert
1 Attack
Outwit: Draw a card.
Cost: 2
She reaches into the very soul of Sakaar, pulling strength to rival the Hulk himself.

Shadowforged Blade (5 copies)
Covert
2+ Attack
Covert: Smash 2
Cost: 4
This sword can cut the Hulk. Imagine what it can do to you.

Focus The Old Power (3 copies)
Strength
2 Attack
Outwit: You may KO a card from your hand or discard pile.
Cost: 6
Her deeds earned the respect of all Sakaar.

Dutiful Protector (1 copy)
Instinct
Double the Recruit you have.
If there are at least 3 Heroes per player in the KO pile, Transform this into Vengeful Destructor.
Cost: 7

Transformed
Vengeful Destructor (1 copy)
Strength
Double the Attack you have.
Cost: 7
The Red King betrayed her, causing the plague of Cytoplasm Spikes that destroyed her people.


Gladiator Hulk
Warbound

Don't Make Me Angry (5 copies)
Strength
0+ Attack
Draw a card.
Smash 2
Cost: 3
Or honestly, go ahead. You're going to get smashed either way.

Seize The Throne (5 copies)
Instinct
0+ Attack
Smash 3
Then, if you discarded at least two cards this turn, Transform this into Hulk Is King and put it on top of your deck.
Cost: 4

Transformed
Hulk Is King (5 copies)
Strength
3 Attack
When a card effect causes you to discard this card, you may return this card to your hand.
Cost:5

The Green Scar (3 copies)
Strength
3+ Attack
Strength: Cross-Dimensional Hulk Rampage.
If any players gained a Wound this way, you get Wounded Fury.
Cost: 5

Double-Fisted Smashing (1 copy)
Strength
0+ Attack
You get double Attack from each Smash this turn.
Smash 3
Cost: 8


Hiroim
Warbound

Seek Redemption (5 copies)
Covert
2 Attack
Covert: The first time you defeat a Villain this turn, rescue a Bystander.
Cost: 3

Save From The Rubble (5 copies)
Covert
1 Recruit
Draw a card.
If there are at least two Bystanders in your Victory Pile, Transform this into Hiroim Redeemed.
Cost: 4

Transformed
Hiroim Redeemed (5 copies)
Strength
1+ Attack
You get +1 Attack for every two Bystanders in your Victory Pile.
Cost: 5
His hard-won realization: A prophecy doesn't make you important. Your actions do.

Mystic Shadow Priest (3 copies)
Covert
2 Attack
Warbound: You may KO a 0-cost card from any player's discard pile. If you KO a Wound this way, rescue a Bystander.
Cost: 6

Blade Of The People (1 copy)
Instinct
Choose one: Rescue three Bystanders, or defeat any Villain or Mastermind whose Attack is less than the number of Bystanders in your Victory Pile.
Cost: 7


Hulkbuster Iron Man
Avengers

Pound For Pound (5 copies)
Strength
0+ Attack
Draw a card.
Tech: You get +2 Attack.
Cost: 2
In the end, what matters isn't the iron, it's the man.

Attune Techtonic Transducer (5 copies)
Tech
2+ Attack
Outwit: Smash 2
Cost: 4
Sometimes being smart means figuring out a better way to smash something.

Build The Suit (3 copies)
Tech
3 Recruit
Tech, Strength: Transform this into Ultra-Massive Armor
Cost: 5
Tony Stark has specialized suits for many occasions. This one is specialized for may concussions.

Transformed
Ultra-Massive Armor (3 copies)
Tech
0+ Attack
Draw two cards.
Smash 2
Cost: 6
With typical arrogance, Iron Man believes he can out Hulk the Hulk

Final Battle (1 copy)
Tech
5+ Attack
You get +2 Attack for each other Tech and/or Strength card you played this turn.
Cost: 8


Joe Fixit, Grey Hulk
Crime Syndicate

Carefully Considered Smashing (5 copies)
Strength
2 Recruit
0+ Attack
Strength: Smash 2
Cost: 3

Threaten And Bribe (5 copies)
Covert
2 Recruit
Choose a Villain. You can spend any combination of Recruit and Attack to fight it this turn.
Cost: 4

Ambitious Enforcer (3 copies)
Strength
3 Attack
When you defeat a Villain this turn that has 6 Attack or more, Transform this into Underworld Boss and put it on top of your deck.
Cost: 6

Transformed
Underworld Boss (3 copies)
Instinct
0+ Attack
Choose a Villain in your Victory Pile, You get + Attack equal to it's printed VP.
Cost: 6
"Once I was the strongest there is. Now I'm everything there is."

Hulk Runs This Town (1 copy)
Covert
4 Attack
You can spend any combination of Recruit and Attack to fight the Mastermind this turn.
Cost: 7


Korg
Warbound

Nothing Beats Rock (5 copies)
Strength
0+ Attack
Draw a card.
Strength: Smash 2. If you Smash a Wound this way, KO it.
Cost: 2

Move Mountains (5 copies)
Strength
2 Attack
Outwit: Draw a card.
Cost: 4
Nobody expects to be outwitted by a pile of rocks.

Forged By Fire (3 copies)
Strength
2 Recruit
Strength: Transform this into Lord of Granite.
Cost: 3
After a while, it gets hard to tell if you're being hit by fist-sized rocks or rock-sized fists.

Transformed
Lord of Granite (3 copies)
Covert
0+ Attack
Draw a card.
Smash 3
Cost: 5
Korg was forced to slay his own brother Margus, whose will was broken by the Red King's Obedience Discs.

Kronan Tactician (1 copy)
Strength
0+ Attack
Put all cards from the HQ on the bottom of the Hero Deck in random order. You get their total printed Attack.
Cost: 8


Miek, The Unhived
Warbound

This Bug Smashes You (5 copies)
Instinct
2+ Attack
Smash 1
Cost: 3

Devouring Frenzy (5 copies)
Instinct
2 Recruit
Look at the top card of your deck. Put it back on the top or bottom.
Instinct: You may Feast.
Cost: 4

Endless Appetite (3 copies)
Instinct
3 Attack
Whenever a card is KO'd from your deck this turn, you may draw a card.
Cost: 5
If he's not supposed to eat people, why are they so delicious?

Metamorphosis (1 copy)
Covert
5 Recruit
You may Feast. Then, if a card with an Attack icon was KO'd from your deck this turn, Transform this into Hive King Miek.
Cost: 7

Transformed
Hive King Miek (1 copy)
Strength
6 Attack
Look at the top three cards of your deck and put them back in any order. Then you may Feast.
Cost: 8


Namora
Champions

Crushing Tsunami (5 copies)
Ranged
0+ Attack
Draw a card.
Ranged: Smash 3
Cost: 3
There's more than one way to smash a problem.

Heart Of The Ocean (5 copies)
Covert
2+ Attack
You get +1 Attack, usable only against Villains in the Sewers or Bridge or the Mastermind.
Cost: 4

Herculean Effort (3 copies)
Ranged
3 Recruit
When you defeat a Villain in the Sewers or Bridge, Transform this into Master of Depths and put it on top of your deck.
Cost: 5

Transformed
Master of Depths (3 copies)
Strength
0+ Attack
Smash 3
If you Smash a 0-cost Hero this way, KO it.
Cost: 6

Turning The Tide (1 copy)
Covert
5 Attack
Covert: If the Bridge is empty, you may move a Villain there from another city space. A Villain moved this way gets -3 Attack this turn.
Cost: 7


No-Name, Brood Queen
Warbound

Surprise Attack (5 copies)
Covert
1 Attack
If this is the first card you played this turn, draw a card.
Cost: 2
When you block her teeth, tail, claws, wings, and tentacle, that's when she gets you with her other tentacle.

Appetite For Destruction (5 copies)
Covert
2 Attack
Look at the top card of your deck. Discard it or put it back.
Covert: You may Feast.
Cost: 4

Bursting With Life (3 copies)
Strength
2 Recruit
You may Feast. Then, if a non-grey Hero was KO'd from you deck this turn, Transform this into Torrent of Broodlings.
Cost: 3

Transformed
Torrent of Broodlings (3 copies)
Covert
2 Attack
Draw a card.
Cost: 5
A whole new generation of hunger.

World Spanning Hunger (1 copy)
Instinct
4+ Attack
Look at the top card of your deck. Then Feast up to three times. You get +2 Attack for each non-grey Hero that was KO'd from you deck this turn.
Cost: 8


Rick Jones
S.H.I.E.L.D.

Hacktivist (5 copies)
Tech
2 Attack
Tech: Reveal the top card of your deck. If it's a S.H.I.E.L.D., draw it.
Cost: 3
Rick jones has impressive skills even before life transformed him into a variety of superheroes.

Seek The Nega-Bands (5 copies)
Instinct
2 Recruit
Reveal the top card of your deck. If it costs 3 or more, Transform this into Captain Marvel.
Cost: 4

Transformed
Captain Marvel (5 copies)
Ranged
2 Attack
Reveal the top card of your deck. If it costs 3 or more, draw it.
Cost: 5
An alien Kree, Mar-Vell channels psionic energy into massive strength and psychic illusions.

Irradiated Blood (3 copies)
Tech
3 Attack
If you have at least 5 Villains in your Victory Pile, Transform this into A-Bomb and put it on top of your deck.
Cost: 5

Transformed
A-Bomb (3 copies)
Strength
0+ Attack
Smash 5
Cost: 6
A beast of few words.

Caught In Kree-Skrull War (1 copy)
Covert
4 Attack
If you defeat two Villains this turn, Transform this into The Destiny Force and put it on top of your deck.
Cost: 7

Transformed
The Destiny Force (1 copy)
Ranged
Count the number of different printed VP values in your Victory Pile. Draw that many cards.
Cost: 9


Sentry
Avengers

Agoraphobia (5 copies)
Covert
Transform this into Golden Guardian of Good and put it in your discard pile.
Cost: 2
If half the time you went out, you transformed into a terrifying demon, you'd have social anxiety too.

Transformed
Golden Guardian of Good (5 copies)
Strength
0+ Attack
You may Transform this into Agoraphobia and put it in your discard pile. If you do, you get +4 Attack.
Cost: 6

Rival Personalities (5 copies)
Strength
2+Attack
You get +1 Attack for each card that Transformed this turn.
Cost: 4

Mournful Sentinel (3 copies)
Ranged
2 Recruit
Reveal the top card of your deck. If it costs 1 or more, Transform this into The Void Unchained and put it on top of your deck.
Cost: 3

Transformed
The Void Unchained (3 copies)
Covert
(Unaffiliated)
3 Attack
Reveal the top card of your deck. If it costs 0, then Feast. Otherwise, Transform this into Mournful Sentinel and put it in your discard pile.
Cost: 5

Vast Unstable Power (1 copy)
Ranged
0+ Attack
Reveal the top five cards of the Hero Deck, gain their total printed Attack, and put them on the bottom of that deck. If this card makes 12 Attack or more, then Transform this card into The Void Mastermind and add it to the game at the start of the next turn with one random Tactic.
Cost: 8


She-Hulk
Avengers

Hurl Legal Objections (5 copies)
Instinct
2 Recruit
Once this turn, if you made at least 6 Recruit this turn, Transform this into Hurl Trucks.
Cost: 3

Transformed
Hurl Trucks (5 copies)
Strength
2+ Attack
Smash 2
Smash 2
Cost: 6
Some courtroom opponents are afraid to make objections.

Window Of Opportunity (5 copies)
Strength
2 Recruit
Outwit: Draw a card.
Cost: 4
Her law firm's monthly budget includes a lot of windows.

Radioactive Riot (3 copies)
Strength
3 Attack
Once this turn, if you made at least 6 Recruit this turn, you may KO a card from your hand or discard pile.
Cost: 6

Jade Giantess (1 copy)
Strength
4 Recruit
0+ Attack
For every 2 Recruit you made this turn, Reveal the top card of the Hero Deck, put it on the bottom of that deck, and you get that card's printed Attack.
Cost: 8


Skaar, Son Of Hulk
Avengers

Anger Management (5 copies)
Strength
1+ Attack
Strength: Smash 3
Cost: 3
Sometimes the best way to control your anger is to obliterate the thing that made you mad.

Scarred Past (5 copies)
Instinct
2+ Attack
Instinct: Wounded Fury.
Cost: 3
Getting hurt makes Skaar stronger. Growing up without parents gave him a lot to work with.

Mood Swings (3 copies)
Instinct
3 Recruit
Instinct: You may gain a Wound. If you do, Transform this into Raging Savage.
Cost: 5
Skaar's moods swing wildly, from extremely angry to absolutely furious.

Transformed
Raging Savage (3 copies)
Strength
3+ Attack
Wounded Fury
Cost: 6
The only time Skaar isn't feeling pain is when he's making someone else feel pain.

Planetary-Level Revenge (1 copy)
Strength
4+ Attack
Wounded Fury
Then, you may KO any number of Wounds from your hand and/or discard pile, then draw that many cards.
Cost: 8



== Marvel Studios Phase 1 ==


Black Widow
Avengers

Dangerous Rescue (5 copies)
Covert
2 Attack
Covert: You may KO a card from your hand or discard pile. If you do, rescue a Bystander.
Cost: 3
Art contains a gun

Mission Accomplished (5 copies)
Tech
Draw a card.
Tech: Rescue a Bystander.
Cost: 2
Art contains a gun

Covert Operation (3 copies)
Covert
0+ Attack
You get +1 Attack for each Bystander in your Victory pile.
Cost: 4

Silent Sniper (1 copy)
Covert
4 Attack
Defeat a Villain or Mastermind that has a Bystander.
Cost: 7
Art contains a gun


Captain America
Avengers

Avengers Assemble! (5 copies)
Instinct
0+ Recruit
You get +1 Recruit for each color of Hero you have.
Cost: 3
Art contains a gun

Perfect Teamwork (5 copies)
Strength
0+ Attack
You get +1 Attack for each color of Hero you have.
Cost: 4

Diving Block (3 copies)
Tech
4 Attack
If you would gain a Wound, you may reveal this card and draw a card instead.
Cost: 6

A Day Unlike Any Other (1 copy)
Covert
3+ Attack
Avengers: You get +3 Attack for each other Avengers Hero you played this turn.
Cost: 7


Hawkeye
Avengers

Quick Draw (5 copies)
Instinct
1 Attack
Draw a card.
Cost: 3

Team Player (5 copies)
Tech
2+ Attack
Avengers: You get +1 Attack.
Cost: 4
"You line 'em up, and I'll knock 'em down..."

Covering Fire (3 copies)
Tech
3 Attack
Tech: Choose one: each other player draws a card or each other player discards a card.
Cost: 5

Impossible Trick Shot (1 copy)
Tech
5 Attack
Whenever you defeat a Villain or Mastermind this turn, rescue three Bystanders.
Cost: 7


Hulk
Avengers

Growing Anger (5 copies)
Strength
2+ Attack
Strength: You get +1 Attack.
Cost: 3

Unstoppable Hulk (5 copies)
Instinct
2+ Attack
You may KO a Wound from your hand or discard pile. If you do, you get +2 Attack.
Cost: 4

Crazed Rampage (3 copies)
Strength
4 Attack
Each player gains a Wound.
Cost: 5

Hulk Smash! (1 copy)
Strength
5+ Attack
Strength: You get +5 Attack.
Cost: 8


Iron Man
Avengers

Endless Invention (5 copies)
Tech
Draw a card.
Tech: Draw another card.
Cost: 3

Repulsor Rays (5 copies)
Ranged
2+ Attack
Ranged: You get +1 Attack.
Cost: 3
Repulsor ray technology has many peaceful applications. This is not one of them.

Arc Reactor (3 copies)
Tech
3+ Attack
Tech: You get +1 Attack for each other Tech Hero you played this turn.
Cost: 5

Quantum Breakthrough (1 copy)
Tech
Draw two cards.
Tech: Draw two more cards.
Cost: 7


Nick Fury
S.H.I.E.L.D.

Battlefield Promotion (5 copies)
Covert
You may KO a S.H.I.E.L.D. Hero from your hand or discard pile. If you do, you may gain a S.H.I.E.L.D. Officer to your hand.
Cost: 4

High-Tech Weaponry (5 copies)
Tech
2+ Attack
Tech: You get +1 Attack.
Cost: 3

Legendary Commander (3 copies)
Strength
1+ Attack
You get +1 Attack for each other S.H.I.E.L.D. Hero you played this turn.
Cost: 6
Art contains a gun

Pure Fury (1 copy)
Tech
Defeat any Villain or Mastermind whose Attack is less than the number of S.H.I.E.L.D. Heroes in the KO pile.
Cost: 8
Art contains a gun


Thor
Avengers

Odinson (5 copies)
Strength
2+ Recruit
Strength: You get +2 Recruit.
Cost: 3
Whosoever holds this hammer, if he be worthy, shall possess the power of Thor.

Surge of Power (5 copies)
Ranged
2 Recruit
0+ Attack
If you made 8 or more Recruit this turn, you get +3 Attack.
Cost: 4

Call Lightning (3 copies)
Ranged
3+ Attack
Ranged: You get +3 Attack.
Cost: 6

God of Thunder (1 copy)
Ranged
5 Recruit
0+ Attack
You can use Recruit as Attack this turn.
Cost: 8



== Ant-Man ==


Ant-Man
Avengers

Ride the Ants (5 copies)
Tech
1 Attack
Size-changing: Tech
Draw a card.
Cost: 4*
Some consider Hank Pym an antihero.

Risky Science (5 copies)
Tech
2 Attack
Microscopic Size-Changing: Tech Tech Tech
Tech: You may discard a card. If you do, draw a card.
Cost: 5*

Giant Ego (3 copies)
Strength
2+ Attack
Size-changing: Tech
You get +1 Attack for each extra card you drew this turn.
Cost: 6*

Pym Particles (1 copy)
Tech
5 Attack
Microscopic Size-changing: Tech Tech Tech Tech Tech
A hero in the HQ without Size-changing abilities gain Size-Chaning: Tech this turn.
Cost: 9*


Wasp
Avengers

Bio-Electric Sting (5 copies)
Covert
1+ Attack
Microscopic Size-Changing: Covert Covert
Covert: You get +2 Attack.
Cost: 3*
Nobody likes being stung by a bug. Especially when the sting is 30,000 volts.

Tiny Winged Justice (5 copies)
Covert
2 Recruit
Size-changing: Covert
Covert: Draw a card.
Cost: 4*
Crushing victories arrive in small packages.

Swarm Tactics (3 copies)
Ranged
2+ Attack
Size-changing: Covert
You get +1 Attack for each card you recruited this turn.
Cost: 6*

Founding Avenger (1 copy)
Covert
4+ Attack
Microscopic Size-chaning: Covert Covert Covert Covert Covert
Avengers: You get +1 Attack for each other Avengers card you played this turn.
Cost: 9*


Jocasta
Avengers

Creation of Ultron (5 copies)
Tech
2+ Attack
Tech: You get Empowered by Tech.
Cost: 3
Former bride of Ultron. Programmed by Ant-Man with the memories of Wasp. Let's just say family reunions are complicated.

Reprocess (5 copies)
Ranged
2+ Recruit
If your discard pile is empty, you get +2 Recruit. Otherwise, shuffle your discard pile into your deck.
Cost: 4

Holographic Image Inducer (3 copies)
Tech
Size-changing: Tech
Draw two cards.
Cost: 6°
Holograms allow Jocasta to appear human, as she searches for her own humanity.

Electromagnetic Eyebeams (1 copy)
Ranged
5+ Attack
If your discard pile is empty, you get +2 Attack. Otherwise shuffle your discard pile into your deck.
Cost: 7
Art contains a gun


Wonder Man
Avengers

One-Hit Wonder (5 copies)
Strength
0+ Attack
Chose one: Draw a card, or you get Empowered by Strength.
Cost: 2
Arms dealer. Stunt man, Movie star. Master of Evil. Avenger. Maybe he'll star in his own biopic.

Ionic Energy (5 copies)
Ranged
2+ Attack
You may put a card from the HQ on the bottom of the Hero Deck.
Ranged: You get Empowered by Ranged.
Cost: 4

Absorb Ambient Power (3 copies)
Ranged
0+ Recruit
0+ Attack
Put a card from the HQ on the bottom of the Hero Deck. If that card had a Recruit icon, you get +3 Recruit. If that card had an Attack icon, you get +3 Attack. (if both, get both).
Cost: 5

8th Wonder of the World (1 copy)
Strength
4+ Attack
Size-changing Strength
Choose any number of cards from the HQ. Put them on the bottom of the Hero Deck. Then you get Empowered by Ranged and Strength.
Cost: 8*


Black Knight
Avengers

Amulet of Avalon (5 copies)
Instinct
0+ Attack
You get Empowered by the color of your choice.
Cost: 3
The amulet summons whatever boon he chooses. Sword of Light, Shield of Night, Mystical Armor, or Flying Steed.

Defend the Weak (5 copies)
Strength
2 Recruit
Strength: Return a 0-cost card from your discard pile to your hand.
Cost: 3
Art contains a gun

Flying Steed (3 copies)
Covert
3 Attack
When a Master Strike is played, before it takes effect, you may discard this card. If you do, draw three extra cards at the end of this turn.
Cost: 6

The Ebony Blade (1 copy)
Instinct
0+ Attack
You get + Attack equal to the printed Attack of a Villain in your Victory Pile. (Mastermind tactics aren't Villains).
Cost: 7



== Venom ==


Carnage
Venomverse

Rending Claws (5 copies)
Instinct
2 Attack
Excessive Violence: Draw a card.
Cost: 3
One good gaping wound deserves another.

Carnivore (5 copies)
Strength
0+ Recruit
Digest 4: Draw two cards.
Indigestion: You get +2 Recruit.
Cost: 4
He'd be willing to eat a Groot salad too.

Gruesome Feast (3 copies)
Covert
3 Attack
Excessive Violence:
Reveal the top card of your deck. You may KO it.
Cost: 6

Feast or Famine (1 copy)
Covert
6 Attack
Excessive Violence: Reveal the top card of your deck. If it costs 0, KO it and you may repeat this process.
Cost: 8


Venom
Venomverse

Devouring Drool (5 copies)
Instinct
0+ Recruit
0+ Attack
Digest 3: You get +2 Attack.
Indigestion: You get +2 Recruit.
Instinct: Instead, you get both.
Cost: 3

Razor Teeth (5 copies)
Strength
0+ Recruit
2 Attack
Excessive Violence: You get +2 Recruit.
Cost: 4
The face that launched a thousand nightmares.

Symbiotic Adaptation (3 copies)
Instinct
0+ Recruit
0+ Attack
Choose one:
- You get +1 Recruit for each other card you played this turn with a Recruit icon.
- Or you get +1 Attack for each other card you played this turn with an Attack icon.
Cost: 6

Insatiable Hunger (1 copy)
Instinct
0+ Recruit
0+ Attack
Digest 8: KO a card from your Victory Pile. You get +6 Attack.
Indigestion: KO a card from your hand or discard pile. You get +6 Recruit.
Venomverse Venomverse: Instead, do both.
Cost: 8


Venom Rocket
Venomverse

Hungry for Action (5 copies)
Instinct
2 Attack
Digest 3: You may discard a card. If you do, draw a card.
Cost: 3
And thirsty for vengeance.
Art contains a gun

Spring the Trap (5 copies)
Tech
2+ Attack
If a Master Strike or Villain that has an Ambush ability was played this turn, you get +1 Attack.
Cost: 4
No one expects a symbiote-bonded Rocket Raccoon.

Serious Overkill (3 copies)
Ranged
2 Attack
Excessive Violence: You may KO a card from your hand or discard pile.
Cost: 5

Ultimate Survivor (1 copy)
Tech
5 Attack
When a Master Strike is played, before it takes effect, you may put Ultimate Survivor from your hand on top of your deck. If you do, you may put any card from the HQ into your hand.
Cost: 7
Art contains a gun


Venomized Dr. Strange
Venomverse

Cauldron of the Cosmos (5 copies)
Ranged
1 Recruit
Digest 2: Draw a card.
Cost: 2
Through it, he scried other symbiotes across the dimensions.

See Future Timelines (5 copies)
Ranged
2+ Attack
Ranged: Reveal the top card of your deck. If it costs 0, discard it and you get +2 Attack.
Cost: 4

Complete the Grand Ritual (3 copies)
Instinct
4+ Attack
If you played a 4-cost card and a 2-cost card this turn, you get +2 Attack.
Cost: 6

Crystal of Kadavus (1 copy)
Ranged
4 Attack
Reveal the top three cards of your deck. Draw one of them, discard one, and KO one.
Venomverse Venomverse: Do this ability again.
Cost: 8


Venompool
Venomverse

Digest That Chimichanga (5 copies)
Strength
0+ Attack
Digest 2: You get +2 Attack.
Indigestion: "Rescue" a Bystander.
Strength: Instead, you get both.
Cost: 2

Shenanigans (5 copies)
Tech
Draw two cards. But you can't draw any more cards until the end of this turn.
Cost: 3
"I mean some of those turns can just take forever."
Art contains a gun

Can I Get a Little Gratitude (3 copies)
Instinct
3 Attack
Whenever you Rescue a Bystander this turn, do any "rescue" ability on it an extra time.
Excessive Violence: "Rescue" a Bystander.
Cost: 5

Play to the Crowd (1 copy)
Strength
4+ Attack
Digest 7: You get +1 Attack for each two Bystanders in your Victory Pile.
Indigestion: "Rescue" two Bystanders.
Venomverse Venomverse: Instead, do both (in order).
Cost: 7



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Michael Brandt
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Schemes and Plots
Schemes and Plots

== Legendary ==

The Legacy Virus
Setup: 8 Twists. Wound stack holds 6 Wounds per player.
Twist: Each player reveals a Tech Hero or gains a Wound.
Evil Wins: If the Wound stack runs out.

Midtown Bank Robbery
Setup: 8 Twists. 12 total Bystanders in the Villain Deck.
Special Rules: Each Villain gets +1 Attack for each Bystander it has.
Twist: Any Villain in the Bank captures 2 Bystanders. Then play the top card of the Villain Deck.
Evil Wins: When 8 Bystanders are carried away by escaping Villains.

Negative Zone Prison Breakout
Setup: 8 Twists. Add an extra Henchman group to the Villain Deck.
Twist: Play the top 2 cards of the Villain Deck.
Evil Wins: If 12 Villains escape.

Portals to the Dark Dimension
Setup: 7 Twists. Each Twist is a Dark Portal.
Twist 1: Put the Dark Portal above the Mastermind. The Mastermind gets +1 Attack.
Twists 2-6: Put the Dark Portal in the leftmost city space that doesn't yet have a Dark Portal. Villains in that city space get +1 Attack.
Twist 7: Evil Wins!

Replace Earth's Leaders with Killbots
Setup: 5 Twists. 3 additional Twists next to this Scheme. 18 total Bystanders in the Villain Deck.
Special Rules: Bystanders in the Villain Deck count as Killbot Villains, with Attack equal to the number of Twists next to this Scheme.
Twist: Put the Twist next to this Scheme.
Evil Wins: If 5 "Killbots" escape.

Secret Invasion of the Skrull Shapeshifters
Setup: 8 Twists. 6 Heroes. Skrull Villain Group required. Shuffle 12 random Heroes from the Hero Deck into the Villain Deck.
Special Rules: Heroes in the Villain Deck count as Skrull Villains with Attack equal to the Hero's Cost +2. If you defeat that Hero, you gain it.
Twist: The highest-cost Hero from the HQ moves into the Sewers as a Skrull Villain, as above.
Evil Wins: If 6 Heroes get into the Escaped Villains pile.

Super Hero Civil War
Setup: For 2-3 players, use 8 Twists. For 4-5 players, use 5 Twists. If only 2 players, use only 4 Heroes in the Hero Deck.
Twist: KO all the Heroes in the HQ.
Evil Wins: If the Hero Deck runs out.

Unleash the Power of the Cosmic Cube
Setup: 8 Twists.
Twist: Put the Twist next to this Scheme.
Twist 5-6: Each player gains a Wound.
Twist 7: Each player gains 3 Wounds.
Twist 8: Evil Wins!



== Dark City ==

Capture Baby Hope
Setup: 8 Twists. Put a token on this Scheme to represent the baby, Hope Summers.
Twist: If a Villain has the baby, that Villain escapes. Otherwise, the baby is captured by the closest Villain to the Villain Deck. (If there are no Villains, do nothing.)
Special Rules: The Villain with the baby gets +4 Attack. If you defeat that Villain, rescue the baby to your Victory Pile (until the next Twist). The baby is worth 6 VP at the end of the game. If a Villain escapes with the baby, stack a Twist next to the Mastermind and return the baby to this Scheme card.
Evil Wins: When there are 3 Twists stacked next to the Mastermind.

Detonate the Helicarrier
Setup: 8 Twists. 6 Heroes in the Hero Deck.
Special Rules: Whenever a Hero is KO'd from the HQ, turn that Hero face down on that HQ space, representing an Explosion on the Helicarrier. When an HQ space has 6 Explosions, that space is Destroyed and can't hold Heroes anymore.
Twist: Stack this Twist next to the Scheme. Then for each Twist in that stack, KO the leftmost Hero in the HQ and immediately refill that space.
Evil Wins: When all HQ spaces are Destroyed or the Hero Deck runs out.

Massive Earthquake Generator
Setup: 8 Twists.
Twist: Each player reveals a Strength Hero or KOs the top card of their deck.
Evil Wins: When the number of non grey Heroes in the KO pile is 3 times the number of players.

Organized Crime Wave
Setup: 8 Twists. Include 10 Maggia Goons as one of the Henchman Groups.
Special Rules: Goons also have the ability "Ambush: Play another card from the Villain Deck."
Twist: Each Goon in the city escapes. Shuffle all Goons from each players' Victory Piles into the Villain Deck.
Evil Wins: When 5 Goons escape.

Save Humanity
Setup: 8 Twists. 24 Bystanders in the Hero Deck. (1 player: 12 Bystanders in the Hero Deck)
Special Rules: You may spend 2 Recruit to rescue a Bystander from the HQ.
Twist: KO all Bystanders in the HQ. Then each player reveals an Instinct Hero or KOs a Bystander from their Victory Pile.
Evil Wins: When the number of Bystanders KO'd and/or carried off is 4 times the number of players.

Steal the Weaponized Plutonium
Setup: 8 Twists representing Plutonium. Add an extra Villain Group.
Twist: This Plutonium is captured by the closest Villain to the Villain Deck. If there are no Villains in the city, KO this Plutonium. Either way, play another card from the Villain Deck.
Special Rules: Each Villain gets +1 Attack for each Plutonium it has. When a Villain with any Plutonium is defeated, shuffle that Plutonium back into the Villain Deck.
Evil Wins: When 4 Plutonium have been carried off by Villains.

Transform Citizens Into Demons
Setup: 8 Twists. Villain Deck includes 14 extra Jean Grey cards and no Bystanders.
Twist: Stack 5 Bystanders face down next to the Scheme. Bystanders stacked here are "Demon Goblin" Villains. They have 2 Attack. Players can fight these Demon Goblins to rescue them as Bystanders.
Special Rules: Each Jean Grey card counts as a "Goblin Queen" Villain. It's worth 4 VP. It has Attack equal to its Cost plus the number of Demon Goblins stacked next to the Scheme.
Evil Wins: When 4 Goblin Queen cards escape.

X-Cutioner's Song
Setup: 8 Twists. Villain Deck includes 14 cards for an extra Hero and no Bystanders.
Special Rules: Whenever you play a Hero from the Villain Deck, that Hero is captured by the closest enemy to the Villain Deck. Each Villain gets +2 Attack for each Hero it has. When you fight an enemy, gain all the Heroes captured by that enemy.
Twist: KO all Heroes captured by enemies. Then play another card from the Villain Deck.
Evil Wins: 9 non grey Heroes are KO'd or carried off.



== Fantastic Four ==

Bathe the Earth in Cosmic Rays
Setup: 6 Twists.
Twist: Each player in turn does the following: Reveal your hand. KO one of your non-grey Heroes. Choose a Hero from the HQ with the same or lower cost and put it into your hand.
Evil Wins: When the number of non-grey Heroes in the KO pile is six times the number of players.

Flood the Planet with Melted Glaciers
Setup: 8 Twists.
Twist: Stack the Twist next to the Scheme as "Rising Waters." Then KO each Hero from the HQ whose cost is less than or equal to the number of Rising Waters in that stack.
Evil Wins: When 20 non-grey Heroes are KO'd.

Invincible Force Field
Setup: 7 Twists.
Twist: Stack this Twist next to the Mastermind as a "Force Field."
Special Rules: To fight the Mastermind, you must also spend 1 Recruit or 1 Attack for each Force Field next to them.
Twist 7: Evil Wins!

Pull Reality Into the Negative Zone
Setup: 8 Twists.
Twist 2, 4, and 6: Until the next Twist, Enemies cost Recruit to fight and Heroes cost Attack to recruit.
Twist 7: Evil Wins!



== Paint the Town Red ==

The Clone Saga
Setup: 8 Twists.
Twist: Each player reveals two non-grey Heroes with the same card name or discards down to 3 cards.
Evil Wins: When 2 Villains with the same card name have escaped or the Villain Deck runs out.

Invade the Daily Bugle News HQ
Setup: 8 Twists. Add 6 extra Henchmen from a single Henchman Group to the Hero Deck.
Special Rules: You can fight Villains in the HQ.
Twist: KO a Hero from the HQ. Put the highest-Attack Villain from the city into that HQ space.
Evil Wins: When there are 5 Villains in the HQ.

Splice Humans with Spider DNA
Setup: 8 Twists. Include Sinister Six as one of the Villain Groups.
Special Rules: Sinister Six Villains get +3 Attack. All Hero cards have Wall-Crawl.
Twist: Each player puts a Sinister Six Villain from their Victory Pile on top of the Villain Deck. No matter how many players did so, play a single card from the Villain Deck.
Evil Wins: When 6 Sinister Six Villains have escaped or the Villain Deck runs out.

Weave a Web of Lies
Setup: 7 Twists.
Special Rules: Whenever you defeat a Villain, you may pay 1 Recruit. If you do, rescue a Bystander.
You can't fight the Mastermind unless you have a Bystander in your Victory Pile for each Twist next to the Mastermind.
Twist: Stack this Twist next to the Mastermind.
Twist 7: Evil Wins!



== Villains ==

Build an Underground MegaVault Prison
Setup: 8 Twists. The Bindings stack holds 5 Bindings per player.
Twist: If there is an Adversary in the Sewers, each player gains a Bindings. Otherwise, reveal the top card of the Adversary Deck. If that card is an Adversary, it enters the Sewers.
Good Wins: When the Bindings stack runs out.

Cage Villains in Power-Suppressing Cells
Setup: 8 Twists. Stack 2 Cops per player next to this Plot.
Twist: Each player returns all Cops from their Victory Pile to the Cop Stack. Then each player puts a non-grey Ally from their hand in front of them. Put a Cop from the Cop Stack on top of each of those Allies.
Special Rules: You can fight any Cop on top of Allies. If you do, the player of your choice gains that Ally.
Good Wins: When a Twist must put out a Cop, but the Cop Stack is already empty.

Crown Thor King of Asgard
Setup: 8 Twists. Put the Thor Adversary next to this Plot.
Twist: If Thor is in the city, he overruns. Otherwise, Thor enters the Bridge from wherever he is, and Thor guards 3 Bystanders.
Special Rules: Whenever Thor overruns, stack a Plot Twist from the KO pile next to this Plot as a "Triumph of Asgard."
Good Wins: When there are 3 Triumphs of Asgard next to this Plot.

Crush HYDRA
Setup: 8 Twists.
Twists 1-7: Each Adversary in the city captures a New Recruit, or if there are no more New Recruits, a Madame HYDRA.
Twist 8: Put all captured Allies from the city into the Overrun Pile.
Special Rules: An Adversary gets +1 Attack for each Ally it has captured. When you fight that Adversary, gain those Allies.
Good Wins: When there are 11 Allies in the Overrun Pile.

Graduation at Xavier's X-Academy
Setup: 8 Twists. Stack 8 Bystanders next to this Plot as "Young Mutants."
Twist: Put a Bystander from next to this Plot into the Overrun Pile.
Good Wins: When there are 8 Bystanders in the Overrun Pile.

Infiltrate the Lair with Spies
Setup: 8 Twists, Stack 21 Bystanders next to this Plot as "Infiltrating Spies."
Twist: Put all Bystanders from the Lair into the Overrun pile. Then put a Bystander from next to this Plot into each Lair space under the Bridge, Streets, and Sewers.
Special Rules: When you recruit an Ally, kidnap any Bystander in that Lair space. When an Ally leaves the Lair in any other way, put any Bystander from that Lair space into the Overrun Pile.
Good Wins: When there are 12 Bystanders in the Overrun Pile.

Mass Produce War Machine Armor
Setup: 8 Twists, Include 10 S.H.I.E.L.D. Assault Squads as one of the Backup Adversary groups.
Twist: Stack this Twist next to the Plot as "War Machine Technology." An Assault Squad from the current player's Victory Pile enters the Bridge.
Special Rules: Assault Squads get +1 Attack for each War Machine Technology next to the Plot.
Good Wins: When there are 3 Assault Squads in the Overrun Pile.

Resurrect Heroes with Norn Stones
Setup: 8 Twists.
Twists 1-6: An Adversary from the current player's Victory Pile enters the Bridge. Then play the top card of the Adversary Deck.
Twists 7-8: Each player puts an Adversary from their Victory Pile into the Overrun Pile.
Good Wins: When there are 3 Adversaries per player in the Overrun Pile.



== Guardians of the Galaxy ==

Forge the Infinity Gauntlet
Setup: 8 Twists. Always include the Infinity Gems Villain Group.
Twist: Starting to your left and going clockwise, the first player with an Infinity Gem Artifact card in play or in their discard pile chooses on of those Infinity Gems to enter the city. Then put a Shard on each Infinity Gem in the city.
Evil Wins: When 6 Infinity Gem Villains are in the city and/or the Escape Pile.
Evil Wins: When a player controls 4 Infinity Gem Artifacts, that player is corrupted by power. That player wins, Evil wins, and all other players lose.

Intergalactic Kree Nega-Bomb
Setup: 8 Twists. Make a face down 'Nega-Bomb Deck' of 6 Bystanders.
Twist: Shuffle this Twist into the Nega-Bomb Deck. Then reveal a random card from that deck. If it's a Bystander, rescue it. If it's a Twist, KO it, KO all Heroes from the HQ, and each player gains a Wound.
Evil Wins: When 16 non-grey Heroes are in the KO pile.

The Kree-Skrull War
Setup: 8 Twists. Always include Kree Starforce and Skrull Villain Groups.
Twists 1-7: All Kree and Skrulls escape from the city. Then, if there are more Kree than Skrulls in the Escape Pile, stack this Twist next to the Mastermind as a Kree Conquest. If there are more Skrulls than Kree in the Escape Pile, stack this Twist next to the Villain Deck as a Skrull Conquest.
Twist 8: Stack this Twist on the side with the most Conquests.
Evil Wins: When there are 4 Kree Conquests or 4 Skrull Conquests.

Unite the Shards
Setup: 30 Shards in the supply. Twists equal to the number of players plus 5.
Twist: Stack this Twist next to the Scheme. Then for each Twist in that stack, the Mastermind gains a Shard.
Special Rules: During your turn, any number of times, you may spend 2 Recruit to gain one of the Mastermind's Shards.
Evil Wins: When the Mastermind has 10 Shards or when there are no more Shards in the supply.



== Fear Itself ==

Fear Itself
Setup: 10 Twists.
Earth's Fear Level starts at 8. The number of Allies in the Lair is always equal to the Fear Level.
Twist: KO an Ally from the Lair. The Fear Level goes down by 1.
Good Wins: When the Fear Level is 0.

Last Stand at Avengers Tower
Setup: 6 Twists.
Twist: Stack this Twist above the Rooftops as StarkTech Defenses. If there is an Adversary on the Rooftops, choose 3 Allies from the Lair and KO them.
Special Rules: While an Adversary is on the Rooftops, it gets +1 Attack for each StarkTech Defenses.
Good Wins: When there are 13 non-grey Allies in the KO pile.

The Traitor
Setup: 2+ players only. 8 Twists. Shuffle a 'Betrayal Deck' of 3 Bindings per player and a 9th Twist.
Twists 1-3: If there is no revealed Traitor, each player puts a 'Betrayal Card' from the Betrayal Deck face down in front of them and looks at it.
Special Rules: During your turn, you may reveal a Twist from your Betrayal Cards to become 'the Traitor'. If you do, each other player gains all the Bindings from their Betrayal Cards.
During your turns, you may spend 4 Attack any number of times to play an additional card from the Adversary Deck.
Twist 8: Good wins! The Traitor reveals themself and also wins.
When the players win: The Traitor reveals themself and loses.



== Secret Wars Volume 1 ==

Build an Army of Annihilation
Setup: 9 Twists. Put 10 extra Annihilation Wave Henchmen in that KO pile.
Twist: KO all Annihilation Henchmen from the players' Victory Piles. Stack this Twist next to the Scheme. Then, for each Twist in that stack, put an Annihilation Henchman from the KO pile next to the Mastermind. Players can fight those Henchmen.
Evil Wins: When there are 10 Annihilation Henchmen next to the Mastermind.

Corrupt the Next Generation of Heroes
Setup: 8 Twists. Add 10 Sidekicks to the Villain Deck.
Special Rules: Sidekicks in the Villain Deck and city are Villains. Their Attack is 2 plus the number of Twists stacked next to this Scheme. When you defeat a Sidekick, gain it to the top of your deck.
Twists 1-7: Each player returns a Sidekick from their discard pile to the Sidekick Stack. Then, two Sidekicks from the Sidekick Stack enter the city.
Twist 8: All Sidekicks in the city escape.
Evil Wins: When 4 Sidekicks escape.

Crush Them With My Bare Hands
Setup: 5 Twists. If playing solo, add an extra Villain Group.
Twist: This Twist becomes a Master Strike that takes effect immediately.
Evil Wins: When 8 Master Strikes have taken effect.

Dark Alliance
Setup: 8 Twists.
Twist 1: Add a random second Mastermind to the game with one Mastermind Tactic.
Twists 2-4: If the second Mastermind is still in play, it gains another Mastermind Tactic.
Twists 5-6: Each Mastermind captures a Bystander.
Twist 7: Evil Wins!

Fragmented Realities
Setup: Add an extra Villain Group. Shuffle the Villain Deck, then split it as evenly as possible into a Villain Deck for each player. Then, shuffle 2 Twists into each player's Villain Deck.
Special Rules: The normal city does not exist. Instead, each player has a different dimension in front of them with one city space. Villains and Bystanders from your Villain Deck enter your dimension. You can fight Villains in any dimension.
Twist: Play two card from your Villain Deck
Evil Wins: When the number of non-grey Heroes in the KO pile is 5 times the number of players.

Master of Tyrants
Setup: 8 Twists. Choose 3 other Masterminds, and shuffle their 12 Tactics into the Villain Deck. Those Tactics are "Tyrant Villains" with their printed Attack and no abilities.
Twist 1-7: Put this Twist under a Tyrant Villain as "Dark Power." It gets +2 Attack.
Twist 8: All Tyrant Villains in the city escape.
Evil Wins: When 5 Tyrant Villains escape.

Pan-Dimensional Plague
Setup: 10 Twists.
Twist: KO all Wounds from next to the HQ. Then, put a Wound from the Wound Stack next to each Hero in the HQ.
Special Rules: When a player recruits a Hero with a Wound next to it, that player can either gain that Wound or pay 1 Recruit to return that Wound to the Wound Stack.
Evil Wins: When the Wound Stack runs out.

Smash Two Dimensions Together
Setup: 8 Twists. Add an extra Villain Group. Put the Villain Deck on the Bank space.
Special Rules: The Sewers and Bank do not exist, so the city is only 3 spaces. There is a parallel dimension with 3 city spaces above the main city. Whenever a Villain enters the city, the current player chooses which city it enters.
Twist 1-7: Play two cards from the Villain Deck.
Twist 8: All Villains in both dimensions escape.
Evil Wins: When 10 Villains escape.



== Secret Wars Volume 2 ==

Deadlands Hordes Charge the Wall
Setup: 8 Twists. Add an extra Villain Group.
Twist: Each Villain simultaneously charges two spaces. Play another card from the Villain Deck.
Evil Wins: When the number of escaped Villains equals the number of players plus 6.

Enthrone the Barons of Battleworld
Setup: 8 Twists.
Twists 1-7: The Villain in the city or Escape Pile with the highest printed Attack ascends to become a new Mastermind. It gets +2 Attack. It gains the ability "Master Strike: Each Player discards a card with cost equal to this Mastermind's printed VP." (Keep them separate from any Villains who ascend through Escape effects.)
Twist 8: The Villain in each player's Victory Pile with the highest printed Attack ascends the same way.
Evil Wins: When there are six Masterminds.

The Fountain of Eternal Life
Setup: 8 Twists. (1 player: 4 Twists.)
Special Rules: All Villains and Mastermind Tactics have "Fight: Fateful Resurrection."
Twist: A Villain from your Victory Pile enters the Sewers. Put this Twist on the bottom of the Villain Deck.
Evil Wins: When the number of escaped Villains is 3 times the number of players.

The God-Emperor of Battleworld
Setup: 8 Twists.
Twist 1: This Scheme ascends to becomes (sic) a new 9-Attack "God-Emperor" Mastermind worth 9 VP. It has "Master Strike: Each player with exactly six cards in hand reveals a Tech Hero or puts two cards from their hand on top of their deck."
Twist 2-6: Stack this Twist next to the Scheme. The God-Emperor gets another +2 Attack.
Twist 7: If the God-Emperor lives, it KOs all other Masterminds.
Twist 8: Evil wins! (If any Mastermind still lives.)

The Mark of Khonshu
Setup: 10 Twists. Always include Khonshu Guardians. Add all fourteen cards for an extra Hero to the Villain Deck.
Special Rules: Heroes in the Villain Deck are "Khonshu Guardian" Villains with Attack equal to their printed cost. While in the Sewers, Rooftops, or Bridge, they are in "wolf form" and have double their Attack. When you defeat one, gain it as a Hero.
Twist: Play two cards from the Villain Deck.
Evil Wins: When 7 Khonshu Guardians escape.

Master the Mysteries of Kung-Fu
Setup: 8 Twists.
Twist: Stack this Twist next to the Scheme.
Special Rules: Villains and the Mastermind have the Circle of Kung-Fu matching the number of Twists stacked here.
Evil Wins: When the number of escaped Villains is double the number of players.

Secret Wars
Setup: 8 Twists.
Twists 1-3: Add another random Mastermind to the game with one Tactic.
Twist 8: Evil wins!

Sinister Ambitions
Setup: 6 Twists. Add 10 random Ambition cards to the Villain Deck.
Special Rules: Ambition cards are Villains with their printed Attack. Add +1 Attack for each Twist stacked next to the Scheme. They are worth 4 VP. Whenever an Ambition Villain escapes, do its Ambition effect.
Twist 1-5: Stack this Twist next to the Scheme. Play another card from the Villain Deck.
Twist 6: Each Ambition Villain in the city escapes.
Evil Wins: When 4 Ambition Villains escape.



== Captain America 75th Anniversary ==

Brainwash the Military
Setup: 7 Twists. Add 12 S.H.I.E.L.D. Officers to the Villain Deck.
Special Rules: S.H.I.E.L.D. Officers in the Villain Deck are Villains. Their Attack is 3 plus the number of Twists stacked next to this Scheme. When you defeat a S.H.I.E.L.D. Officer, gain it as a Hero.
Twist 1-6: Stack this Twists next to the Scheme as a "Traitor Battalion." Play another card from the Villain Deck.
Twist 7: All S.H.I.E.L.D. Officers in the city escape.
Evil Wins: When 5 S.H.I.E.L.D. Officers escape.

Change the Outcome of WWII
Setup: 7 Twists. Add an extra Villain Group.
Twist: The Axis invades a new country. Put all Villains and Bystanders from the city on the bottom of the Villain Deck. The number of city spaces changes. Play 2 cards from the Villain Deck. If any Villains escape this country, stack a Twist next to the scheme as a "conquered capital."
Twist 1: Poland: 4 spaces.
Twist 2: France: 3 spaces.
Twist 3: USSR: 6 spaces.
Twist 4: England: 3 spaces.
Twist 5: USA: 5 spaces.
Twist 6: Australia: 2 spaces.
Twist 7: Switzerland: 1 space.
Evil Wins: When 3 capitals are conquered.

Go Back in Time to Slay Heroes' Ancestors
Setup: 9 Twists. 8 Heroes in Hero deck.
Twist: Put a Hero form the HQ next to the Scheme, "Purged from the Timestream."
Special Rules: Whenever a Hero is in the HQ whose Hero Name has been Purged from the Timestream, KO that Hero.
Evil Wins: When the Hero Deck runs out.

The Unbreakable Enigma Code
Setup: 6 Twists.
Twists 1-5: Put a card from the Hero Deck face down next to the scheme as part of the "Enigma Code." Mix up those cards face-down.
Twist 6: Evil Wins!
Special Rules: Whenever you fight a Villain, you may pay 1 Recruit to look at one of the face-down Enigma Cards. When you fight the Mastermind, first guess the color of each Enigma card, and then reveal them. If you guessed them right, fight the Mastermind as normal. If not, your turn ends, and mix up the Enigma cards face-down.



== Civil War ==

Avengers vs. X-Men
Setup: 9 Twists. Hero Deck has 3 Heroes of one Team and 3 Heroes of another Team. (Avengers, X-Men, Spider-Friends, Marvel Knights, etc.)
Twist: 1-7 Each player reveals their hand. Each player that has cards of both those teams gains a Wound.
Twist 8: Evil wins!

Dark Reign of H.A.M.M.E.R. Officers
Setup: 7 Twists.
Twist: Stack this Twist next to the Scheme. Then, for each Twist in that stack, put a S.H.I.E.L.D. Officer next to the Mastermind as a 3 Attack Villain with S.H.I.E.L.D. Clearance. You can fight them to gain them as Heroes.
Evil Wins: When there are 7 Officers next to the Mastermind.

Epic Super Hero Civil War
Setup: 1 player: 4 Heroes in Hero Deck. 1-3 players: 9 Twists. 4-5 players: 6 Twists.
Twist: Stack this Twist next to the Scheme. Then, for each Twist in that stack, KO a Hero from the HQ and immediately refill that HQ space.
Evil Wins: When the Hero Deck runs out.

Imprison Unregistered Superhumans
Setup: 11 Twists.
Twist 1, 3, 5, 7, 9: This Scheme fortifies the city space to its right starting with the Bridge. Villains in that space get +1 Attack.
Other Twists: If there's a Villain in that fortified city space, KO a bystander.
Evil Wins: When 3 Bystanders are in the KO pile and/or Escape Pile.

Nitro the Supervillain Threatens Crowds
Setup: 8 Twists.
Twist: KO all Bystanders held by Villains. Then, the Villain with the highest Attack captures 3 Bystanders.
Evil Wins: When 15 Bystanders are in the KO pile and/or Escape Pile.

Predict Future Crime
Setup: 6 Twists. Add an extra Villain Group.
Twist: Reveal the top 3 cards of the Villain Deck. Play each Villain you revealed. Put the rest back in any order.
Evil Wins: When there are 2 Villains per player in the Escape Pile.

Reveal Heroes' Secret Identities
Setup: 6 Twists. 7 Heroes in Hero Deck.
Twist: Put a Hero from the HQ next to the Scheme as an "Unmasked" Hero. All cards with "Unmasked" Hero Names cost +1 Recruit to recruit. You can't Unmask a Hero Name that has already been Unmasked.
Evil Wins: When 5 Heroes are Unmasked.

United States Split by Civil War
Setup: 10 Twists.
Twist: If there is a Villain on the Streets or Bridge, put this Twist in a stack of "Western States Victories." Otherwise, if there is a Villain in the Sewers, put this Twist in a stack of "Eastern States Victories."
Evil Wins: When there are 3 Western Victories or 3 Eastern Victories.



== Deadpool ==

Deadpool Kills the Marvel Universe
Setup: Use Deadpool as one of the Heroes. 2 players: Use 4 Heroes total. 1-3 players: 6 Twists. 4-5 Players: 5 Twists.
Twist: Reveal cards from the Hero Deck until you reveal a Deadpool card. KO all the cards you revealed.
Evil Wins: When the Hero Deck runs out.

Deadpool Wants a Chimichanga
Setup: 6 Twists. 12 total Bystanders in the Villain Deck. All Bystanders represent "Chimichangas." (They're Bystanders too.) 3-5 players: Add a Villain Group.
Nobody Eats Just One Chimichanga! Whenever you play a Chimichanga from the Villain Deck, play another card from the Villain Deck.
Twist: Put each Chimichanga from the city into the Escape Pile. Then, each player shuffles a Chimichanga from their Victory Pile back into the Villain Deck. Any player who cannot do so gains a Wound.
Evil Wins: When 6 Chimichangas are in the Escape Pile.

Deadpool Writes a Scheme
Setup: Hey, writing these doesn't seem so tough. Use the best Hero in the game: Deadpool! Add 6 Twists of Lemon, shake vigorously, and I'll make it up as I go.
Twist 1: Everybody draw 1 card. Wait, are these supposed to be bad?
Twist 2: Anyone without a Deadpool in hand is doing it wrong -- discard 2 cards.
Twist 3: Play 3 cards from the Villain Deck. That sounds pretty bad, right?
Twist 4: Each Villain captures 4 Bystanders. Hey, I'm not a balance expert.
Twist 5: Each player gains 5 Wounds. Is that a good number?
Twist 6: Deadpool wins 6 times! Wow, I'm way better at this game than you.

Everybody Hates Deadpool
Setup: 6 Twists. Use at least 1 Mercs for Money Hero.
Special Rules: All Villains have Revenge for their own Villain Groups. (If they already have Revenge, double it.)
Twist: Everyone reveals their hand. Whoever reveals the fewest Mercs for Money cards (or tied for fewest) gains a Wound.
Evil Wins: When 3 Villains per player have escaped.



== Noir ==

Find the Split Personality Killer
Setup: 8 Twists.
Twist 1-5: Shuffle 3 Bystanders from the Bystander Stack and the top card of the Hero Deck face down next to this Scheme as a deck of "Murder Suspects."
Special Rules: Whenever you defeat a Villain, you may pay 1 Attack extra to Investigate the Murder Suspects for a Bystander and rescue it.
Twist 6: Each player writes down their guess for which Hero Name is the Split Personality Killer. Reveal the entire Murder Suspects Deck. The Hero Name with the most cards in the Murder Suspect Deck (or tied for most) is the Split Personality Killer. Each player who guessed right wins. All other players lose.

Silence the Witnesses
Setup: 6 Twists.
Twist: This Scheme captures 3 Hidden Witnesses. If it already had any Hidden Witnesses, put those into the Escape Pile.
Evil Wins: When 6 Bystanders are in the Escape Pile.

Five Families of Crime
Setup: 8 Twists. Add two extra Villain Groups. Split the Villain Deck into 5 shuffled decks, one above each city space.
Special Rules: Each Villain Deck uses its own city of one city space. Each turn, you choose which Villain Deck plays a card.
Twist: Play two cards from a Villain Deck.
Evil Wins: When 8 Villains escape or all Villain Decks run out.

Hidden Heart of Darkness
Setup: 8 Twists. Shuffle the Mastermind Tactics into the Villain Deck as Villains.
Special Rules: If there are no Tactics in the city, you can win the game by fighting the Mastermind card.
Twist: Each player shuffles a Tactic from their victory pile into the Villain Deck. Any player who did so draws two cards. Then, Investigate the Villain Deck for a Tactic and that Tactic enters the city. Reveal all the cards you Investigated.
Evil Wins: When 2 Tactics escape.



== X-Men ==

Alien Brood Encounters
Setup: 8 Twists. Add 10 Brood as extra Henchmen. No Bystanders in Villain Deck.
Special Rules: Cards are played from the Villain Deck face-down. You may spend 1 Attack to "scan" a face-down card in the city, turning it face-up and doing any Ambush effect, Twist, Trap, or Master Strike. If a face-down card would escape, scan it, and then it escapes if it's a Villain.
Twist: The player on your right gains this Twist as a "Brood Infection." When drawn, they KO it and gain 2 Wounds.
Evil Wins: When 3 Villains per player have escaped.

Anti-Mutant Hatred
Setup: 11 Twists. 30 Wounds.
Twist: Put this Twist into your discard pile as an "Angry Mob."
Special Rules: At the start of your turn, for each Angry Mob in your hand, the player on your right gains a Wound and gains that Angry Mob.
Evil Wins: When the Wound Stack or Villain Deck runs out.

The Dark Phoenix Saga
Setup: 10 Twists. Include Hellfire Club as one of the Villain Groups. Add 14 Jean Grey Hero cards to the Villain Deck.
Special Rules: Jean Grey cards in the Villain Deck are Villains with attack equal to their cost, "Ambush: Play another Villain card" and "Fight: Gain this as a Hero."
Twist: Shuffle all Jean Grey cards from the KO pile and from all players' hands and discard piles into the Villain Deck.
Evil Wins: When 5 Jean Grey cards have escaped.

Horror of Horrors
Setup: 6 Twists
Twist 1-5: Play a random Horror.
Twist 6: Evil wins!

Mutant-Hunting Super Sentinels
Setup: 9 Twists. Include 10 Sentinels as extra Henchmen (or substitute another Henchman group.)
Twist: Stack this Twist next to the Scheme as a "Sentinel Upgrade." Shuffle all Sentinels from players' Victory Piles into the Villain Deck. Play another card from the Villain Deck.
Special Rules: All Sentinels get +1 Attack for each Sentinel Upgrade next to the Scheme.
Evil Wins: When 3 Sentinels have Escaped.

Nuclear Armageddon
Setup: 5 Twists
Twist: Destroy the city space closest to the Mastermind. Any Villain There escapes. Put this Twist there.
Evil Wins: When the city is destroyed.

Televised Deathtraps of Mojoworld
Setup: 11 Twists. 6 Wounds per player in Wound Stack.
Twist: Stack this Twist next to the Scheme as a "Deathtrap.' This turn, you may pay 1 Attack for each Deathtrap stacked there. If you don't, each player gains a Wound.
Evil Wins: When the Wound Stack or Villain Deck runs out.

X-Men Danger Room Goes Berserk
Setup: 8 Twists.
Twist: Trap! By End of Turn: You may pay 2 Recruit. If you do, shuffle this Twist back into the Villain Deck, then play a card from the Villain Deck. Or Suffer: Stack this Twist next to the scheme as an "Airborne Neurotoxin."
Evil Wins: When there are 5 Airborne Neurotoxins.



== Spider-Man Homecoming ==

Distract the Hero
Setup: 8 Twists. Use at least one Spider Friends Hero.
Twist: If you get any Victory Points this turn, put this Twist on the bottom of the Villain Deck. Otherwise, stack this Twist next to the Scheme as a Villainous Interruption.
Evil Wins: When there have been 5 Villainous Interruptions.

Explosion at the Washington Monument
Setup: 8 Twists. Shuffle 18 Bystanders and 14 Wounds, then deal them evenly into eight decks. Put these decks in a row, as Floors of the Washington Monument.
Special Rules: Whenever you fight a Villain, you may reveal any face-down card from any Floor. If it's a Bystander, rescue it. If it's a Wound, put it back face-up.
Twist: KO the topmost Floor of the Washington Monument. You gain one of the Wounds KO'd this way.
Evil Wins: When 10 Bystanders are in the KO pile and/or Escape Pile, or all Floors are KO'd.

Ferry Disaster
Setup: 9 Twists. Put the Bystander Stack above the Sewers as the "Ferry."
Twist 1-4: If there's a Villain in the city space below the Ferry, KO 2 Bystanders from the Ferry. Whether you KO'd or not, the Ferry moves one space left.
Twist 5-8: Same effect, but it moves right.
Twist 9: KO half the Bystanders from the Bystander deck, rounding up.
Evil Wins: When 7 Bystanders are in the KO pile and/or Escape Pile.

Scavenge Alien Weaponry
Setup: 7 Twists. Add an extra Henchmen Group of 10 cards as Smugglers.
Special Rules: Smugglers have Striker.
Twist: Play two cards from the Villain Deck.
Evil Wins: When 3 Villains per player have escaped or the Villain Deck runs out.



== Champions ==

Clash of the Monsters Unleashed
Setup: 10 Twists. 6 Wounds per player in the Wound Stack. Shuffle 8 Monsters Unleashed Villains into a face-down "Monster Pit" deck.
Twist 3-10: Each player chooses a Villain from their Victory Pile as their "Gladiator." Then the top card of the Monster Pit enteres the city. Each player whose Gladiator has a lower printed Attack than that Monster gains a Wound.
Evil Wins: When the Wound Stack or Monster Pit Deck runs out.

Divide and Conquer
Setup: 8 Twists. 7 Heroes. Sort the Hero Deck by Hero Class. Strength Instinct Covert Tech Ranged (If a card has multiple Classes, break ties at random.) Put these 5 smaller, shuffled Hero Decks beneath the 5 HQ Spaces.
Special Rules: Whenever an HQ Space is empty, fill it with the top card of the Hero Deck below that space.
Twist 1-3: KO all Heroes in the HQ.
Twist 4-8: KO one of the Hero Decks.
Evil Wins: When all Hero Decks are gone.

Hypnotize Every Human
Setup: 8 Twists. Add another Henchman Villain Group. No Bystanders in the Villain Deck.
Twist 1-6: Put a Bystander from the Bystander Stack above each city space as a facedown 2 Attack "Hypno-Thrall" Villain. They don't move. When you fight one, rescue it as a Bystander. You can't fight a Villain in a city space that has any Hypno-Thralls above it.
Twist 7-8: Each player puts a Villain from their Victory Pile into the Escape pile.
Evil Wins: When 8 Villains are in the Escape pile.

Steal All Oxygen on Earth
Setup: 8 Twists. The "Oxygen Level" starts at 8.
Twist: Stack this Twist next to the Scheme. The Oxygen Level decreases by 1. Then KO each Hero from the HQ whose cost is greater than the Oxygen Level.
Evil Wins: When 20 non-grey Heroes are KO'd.



== World War Hulk ==

Break the Planet Asunder
Setup: 9 Twists. 7 Heroes.
Twist: Stack this Twist next to the Scheme as a "Tectonic Break." Then KO each Hero from the HQ whose printed Attack is less than the number of Tectonic Breaks (no printed Attack counts as 0).
Evil Wins: When 25 non-grey Heroes are KO'd.

Cytoplasm Spike Invasion
Setup: 10 Twists. Shuffle together 20 Bystanders and 10 Cytoplasm Spike Henchmen as an "Infected Deck."
Twist: Reveal the top three cards of the Infected Deck. KO all Bystanders you revealed. All Spikes you revealed enter the city.
Evil Wins: When the KO pile and Escape Pile combine to have 18 Bystanders and/or Spikes.

Fall of the Hulks
Setup: 10 Twists. 6 Wounds per player in Wound Stack. Use exactly two Heroes with "Hulk" in their Hero Names.
Twist 3-6: Cross-Dimension Hulk Rampage.
Twist 7-10: Each player gains a Wound.
Evil Wins: When the Wound Stack runs out.

Gladiator Pits of Sakaar
Setup: 6 Twists.
Twist: Until the start of your next turn, each player can only play cards from a single Team of their choice during their turn. (e.g. S.H.I.E.L.D., Avengers, X-Men, Warbound, etc.)
Evil Wins: When 2 Villains per player have escaped or the Villain Deck runs out.

Mutating Gamma Rays
Setup: 7 Twists. Take 14 cards from an extra Hero with "Hulk" in its Hero Name. Put them in a face-up "Mutation Pile."
Twist 1-6: Each player in turn does the following: Put a non-grey Hero from your hand into the Mutation Pile. Then you may put a different card name with the same cost from the Mutation Pile into your discard pile.
Twist 7: Evil Wins!

Shoot Hulk into Space
Setup: 8 Twists. Take 14 cards from an extra Hero with "Hulk" in its Hero Name. Shuffle them into a "Hulk Deck."
Twist: Put 2 cards from the Hulk Deck into a face-up "Prison Ship" stack next to the S.H.I.E.L.D. Officer Stack.
Special Rules: You may recruit the top card of the Prison Ship stack.
Evil Wins: When there are 10 cards in the Prison Ship or the Hulk Deck runs out.

Subjugate with Obedience Disks
Setup: 11 Twists.
Twist: Put this Twist under an HQ space as an "Obedience Disk." No space can have two more Obedience Disks than any other space.
Special Rules: To recruit a Hero in the HQ, you must also pay 1 Recruit for each Obedience Disk under it.
Evil Wins: When each HQ space has 2 Obedience Disks.

World War Hulk
Setup: 9 Twists. Put three additional Masterminds out of play, "Lurking." Each of the four Masterminds has two random Tactics.
Special Rules: When you defeat all of a Mastermind's Tactics, KO its face card and a random Lurking Mastermind enters play.
Twist 1-8: Swap the current Mastermind with a random Lurking Mastermind.
Twist 9: Evil Wins!



== Marvel Studios Phase 1 ==

Asgard Under Siege
Setup: 8 Twists. Add an extra Henchman group to the Villain Deck.
Twist: Play the top 2 cards of the Villain Deck.
Evil Wins: If 12 Villains escape.

Destroy the Cities of Earth!
Setup: 8 Twists. 12 Bystanders in the Villain Deck.
Special Rules: Each Villain gets +1 Attack for each Bystander it has.
Twist: Any Villain in the Bank captures 2 Bystanders. Then play the top card of the Villain Deck.
Evil Wins: When 8 Bystanders are carried away by escaping Villains.

Enslave Minds with the Chitauri Scepter
Setup: 8 Twists. 6 Heroes. Chitauri Villain Group required. Shuffle 12 random Heroes from the Hero Deck into the Villain Deck.
Special Rules: Heroes in the Villain Deck count as "Enslaved" Villains with Attack equal to the Hero's Cost +2. If you defeat that Hero, you gain it.
Twist: The highest-cost Hero from the HQ moves into the Sewers as an "Enslaved" Villain, as above.
Evil Wins: If 6 Heroes get into the Escaped Villains pile.

Invade Asgard
Setup: 7 Twists. Each Twist is a Dark Portal.
Twist 1: Put the Dark Portal above the Mastermind. The Mastermind gets +1 Attack.
Twists 2-6: Put the Dark Portal in the leftmost city space that doesn't yet have a Dark Portal. Villains in that city space get +1 Attack.
Twist 7: Evil Wins!

Radioactive Palladium Poisoning
Setup: 8 Twists. Wound stack holds 6 Wounds per player.
Twist: Each player reveals a Tech Hero or gains a Wound.
Evil Wins: If the Wound stack runs out.

Replace Earth's Leaders with HYDRA
Setup: 5 Twists. 3 additional Twists next to this Scheme. 18 total Bystanders in the Villain Deck.
Special Rules: Bystanders in the Villain Deck count as "Infiltrator" Villains, with Attack equal to the number of Twists next to this Scheme.
Twist: Put the Twist next to this Scheme.
Evil Wins: If 5 "Infiltrators" escape.

Super Hero Civil War
Setup: 2: Use 4 Heroes in the Hero Deck. 2-3 players: 8 Twists. 4-5 players: 5 Twists.
Twist: KO all the Heroes in the HQ.
Evil Wins: If the Hero Deck runs out.

Unleash the Power of the Cosmic Cube
Setup: 8 Twists.
Twist: Put the Twist next to this Scheme.
Twists 5-6: Each player gains a Wound.
Twist 7: Each player gains 3 Wounds.
Twist 8: Evil Wins!



== Ant-Man ==

Age of Ultron
Setup: 11 Twists. 4-5 Players: Add another Hero.
Twist: Put the top card of the Hero Deck next to the Scheme in an "Evolution" Pile. Then this Twist enters the city as an "Evolved Ultron" Villain.
Special Rules: Evolved Ultrons have 4 Attack and are Empowered by each color in the Evolution pile. They're worth 6VP.
Evil Wins: When 7 Evolved Ultrons are in the city and/or Escape Pile.[/q]

Pull Earth into Medieval Times
Setup: 9 Twists.
Twist 1-6: Until the start of your next turn, all Villains and Mastermind everywhere have Chivalrous Duel.
Twist 7-9: Each player puts a Villains from the Victory Pile into the Escape Pile.
Evil Wins: When 3 Villains per player have escaped.

Transform Commuters into Giant Ants
Setup: Twists equal to the number of players plus 6.
Twist: STack this Twist next to the Scheme. Then for each Twist in that stack, put a Bystander face down next to the Mastermind as a 2A "Giant Ant" Villain. When you fight one, rescue it as a Bystander.
Evil Wins: When ther are 10 Giant Ants next to the Mastermind.

Trap Heroes in the Microverse
Setup: 11 Twists. Add all 14 cards for and extra Hero the Villain Deck.
Special Rules: Heroes in the Villain Deck are "Micro-Sized Villains with Attack equal to their printed cost. They have Size-Changing for their card color and no outher abilites while in the city. When you fight one, choose any player to gain it as a Hero.
Twist: Play two cards from the Villain Deck.
Evil Wins: When 3 Villains per player have escaped or the Villain Deck runs out.



== Venom ==

Invasion of the Venom Symbiotes
Setup: 8 Twists. Add an extra Henchman Group.
Twist: This Twist enters the city as a 3 Attack "Symbiote" Villain worth 3VP with "Ambush: This Symbiote Bonds with another Villain in the city. Play another card from the Villain Deck."
Evil Wins: When the Escape Pile has 3 cards per player, or the Villain Deck runs out.

Maximum Carnage
Setup: 10 Twists. Wound Stack has 6 Wounds per player.
Twist: Stack this Twist next to the Scheme. If the Streets are empty, put a Bystander there as a "Possessed Psychotic" Villain. If the Streets weren't empty, each player gains a Wound.
Special Rules: "Possessed Psychotics" have Attack equal to the number of Twists next to the Scheme. When you fight one, rescue it as a Bystander.
Evil Wins: When there are 6 Bystanders in the Escape Pile or the Wound Stack runs out.

Paralyzing Venom
Setup: 6 Twists. All Bystanders are also "Biochemists."
Twist: Each player Kos a Biochemist from their Victory Pile or discards down to 4 cards in hand.
Twist 6: Evil Wins!

Symbiotic Absorption
Setup: 11 Twists. Set aside a second "Drained" Mastermind and its 4 Tactics, out of play. Add its "Always Leads" Villains as an extra Villain Group.
Twist 1-4: Shuffle one of the Drained Mastermind's Tactics into the main Mastermind's Tactics.
Twist 6, 8, 10: The Mastermind uses this Twist to copy the Master Strike ability of the Drained Mastermind.
Twist 11: Evil Wins!
Special Rules: If Tactics or Master Strikes mention the Drained Mastermind, use the main Mastermind instead.



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Masterminds and Commanders
Masterminds and Commanders

== Legendary ==

Dr. Doom

Always Leads: Doombot Legion
Master Strike: Each player with exactly 6 cards in hand reveals a Tech Hero or puts 2 cards from their hand on top of their deck.
Attack: 9
VP: 5

Dark Technology
Fight: You may recruit a Tech or Ranged Hero from the HQ for free.

Monarch's Decree
Fight: Choose one: each other player draws a card or each other player discards a card.

Secrets of Time Travel
Fight: Take another turn after this one.

Treasures of Latveria
Fight: When you draw a new hand of cards at the end of this turn, draw three extra cards.


Loki

Always Leads: Enemies of Asgard
Master Strike: Each player reveals a Strength Hero or gains a Wound
Attack: 10
VP: 5

Cruel Ruler
Fight: Defeat a Villain in the City for free.

Maniacal Tyrant
Fight: KO up to four cards from your discard pile.

Vanishing Illusions
Fight: Each other player KOs a Villain from their Victory Pile.

Whispers and Lies
Fight: Each other player KOs two Bystanders from their Victory Pile.


Magneto

Always Leads: Brotherhood
Master Strike: Each player reveals an X-Men Hero or discards down to four cards.
Attack: 8
VP: 5

Bitter Captor
Fight: Recruit an X-Men Hero from the HQ for free.

Crushing Shockwave
Fight: Each other player reveals an X-Men Hero or gains two Wounds.

Electromagnetic Bubble
Fight: Choose one of your X-Men Heroes. When you draw a new hand of cards at the end of this turn, add that Hero to your hand as a seventh card.

Xavier's Nemesis
Fight: For each of your X-Men Heroes, rescue a Bystander.


Red Skull

Always Leads: HYDRA
Master Strike: Each player KOs a Hero from their hand.
Attack: 7
VP: 5

Endless Resources
Fight: You get +4 Recruit.

HYDRA Conspiracy
Fight: Draw two cards. Then draw another card for each HYDRA Villain in your Victory Pile.

Negablast Grenades
Fight: You get +3 Attack.

Ruthless Dictator
Fight: Look at the top three cards of your deck. KO one, discard one and put one back on top of your deck.



== Dark City ==

Apocalypse

Always Leads: Four Horsemen
Four Horsemen Villains get +2 Attack
Apocalypse Wins: When Famine, Pestilence, War, and Death have escaped
Master Strike: Each player reveals their hand and puts all their Heroes that cost 1 or more on top of their deck.
Attack: 12
VP: 6

Apocalyptic Destruction
Fight: Each other player KOs two Heroes from their discard pile that each cost 1 or more.

The End of All Things
Fight: Each other player reveals the top three cards of their deck, KOs each one of those cards that cost 1 or more, and puts the rest back in any order.

Horsemen Are Drawing Nearer
Fight: Each other player plays a Four Horsemen Villain from their Victory Pile as if playing it from the Villain Deck.

Immortal and Undefeated
Fight: If this is not the final Tactic, rescue six Bystanders and shuffle this Tactic back into the other Tactics.


Kingpin

Bribe
Always Leads: Streets of New York
Master Strike: Each player reveals a Marvel Knights Hero or discards their hand and draws 5 cards.
Attack: 13*
VP: 6

Call a Hit
Fight: Choose a Hero from each player's discard pile and KO it.

Criminal Empire
Fight: If this is not the final Tactic, reveal the top three cards of the Villain Deck. Play all the Villains you revealed. Put the rest back in random order.

Dirty Cops
Fight: Put a 0 Cost Hero from the KO pile on top of each other player's deck.

Mob War
Fight: Each other player plays a Henchman Villain from their Victory Pile as if playing it from the Villain Deck.


Mephisto

Whenever a player gains a Wound, put it on top of that player's deck.
Always Leads: Underworld
Master Strike: Each player reveals a Marvel Knights Hero or gains a Wound.
Attack: 10
VP: 6

Damned If You Do...
Fight: Each other player KOs a Bystander from their Victory Pile or gains a Wound.

Devilish Torment
Fight: Each other player puts all 0 Cost cards from their discard pile on top of their deck in any order.

Pain Begets Pain
Fight: Choose any number of Wounds from your hand and discard pile. The player to your right gains them.

The Price of Failure
Fight: Each other player without a Mastermind Tactic in their Victory Pile gains a Wound.


Mr. Sinister

Mr. Sinister gets +1 Attack for each Bystander he has.
Always Leads: Marauders
Master Strike: Mr. Sinister captures a Bystander. Then each player with exactly 6 cards reveals a Covert Hero or discards cards equal to the number of Bystanders Mr. Sinister has.
Attack: 8
VP: 6

Human Experimentation
Fight: Mr. Sinister captures Bystanders equal to the number of Villains in the city.

Master Geneticist
Fight: Reveal the top seven cards of the Villain Deck. Mr. Sinister captures all of the Bystanders you revealed. Put the rest back in random order.

Plans Within Plans
Fight: Mr. Sinister captures a Bystander for each Mr. Sinister Tactic in players' Victory Piles, including this Tactic.

Telepathic Manipulation
Fight: Mr. Sinister captures a Bystander from each other player's Victory Pile.


Stryfe

Always Leads: MLF
Master Strike: Stack this Master Strike next to Stryfe.
Stryfe gets +1 Attack for each Master Strike stacked next to him. Each player reveals an X-Force Hero or discards a card at random.
Attack: 7
VP: 6

Furious Wrath
Fight: Reveal the top six cards of the Villain Deck. Play all the Master Strikes you revealed. Put the rest back in random order.

Psychic Torment
Fight: Look at the top five cards of your deck. Put one into your hand and discard the rest.

Swift Vengeance
Fight: A Wound from the Wound Stack becomes a Master Strike that takes effect immediately.

Tide of Retribution
Fight: Each other player reveals an X-Force Hero or gains a Wound.



== Fantastic Four ==

Galactus

Cosmic Threat: Strength Instinct Covert Tech Ranged
Always Leads: Heralds of Galactus
Master Strike: Destroy the city space closest to Galactus. Any Villain there escapes. Put this Master Strike there.
Galactus Wins: When the city is destroyed.
Attack: 20*
VP: 7

Cosmic Entity
Fight: Choose Strength, Instinct, Covert, Tech or Ranged. Each player reveals any number of cards of that class, then draws that many cards.

Force of Eternity
Fight: When you draw a new hand of cards at the end of this turn, draw six extra cards, then discard six cards.

Panicked Mobs
Fight: Choose Strength, Instinct, Covert, Tech or Ranged. Each player reveals any number of cards of that class, then rescues that many Bystanders.

Sunder the Earth
Fight: Each other player KOs all Heroes from their discard pile with the same card name as a Hero in the HQ.


Mole Man

Mole Man gets +1 Attack for each Subterranea Villain that has escaped.
Always Leads: Subterranea
Master Strike: All Subterranea Villains in the city escape. If any Villains escaped this way, each player gains a Wound.
Attack: 7+
VP: 6

Dig to Freedom
Fight: Each other player chooses a Subterranea Villain in their Victory Pile and puts it into the Escaped Villains pile.

Master of Monsters
Fight: If this is not the final Tactic, reveal the top six cards of the Villain Deck. Play all the Subterranea Villains you revealed. Put the rest on the bottom of the Villain Deck in random order.

Secret Tunnel
Fight: You get +6 Attack usable only against Villains in the Streets.

Underground Riches
Fight: You get +6 Recruit usable only to recruit Heroes in the HQ space under the Streets.



== Paint the Town Red ==

Carnage

Always Leads: Maximum Carnage
Master Strike: Feast on each player. Whenever this Master Strike feasts on a player's 0-cost Hero, that player gains a Wound.
Attack: 9
VP: 6

Drooling Jaws
Fight: Each player reveals the top card of their deck. Then Carnage feasts on the player of your choice.

Endless Hunger
Feast
If Carnage feasts on a 0-cost Hero this way, repeat this process.

Feed Me
Feast
You get + Recruit equal to the Cost of the card Carnage feasts on.

Om Nom Nom
Feast
If Carnage feasts on a 0-cost Hero this way, each other player KOs a Bystander from their Victory Pile.


Mysterio

Always Leads: Sinister Six
Master Strike: Shuffle this Master Strike into Mysterio's face down Mastermind Tactics. That card becomes a Mastermind Tactic worth 6 VP.
Attack: 8
VP: 6

Blurring Images
Fight: You get +1 Recruit for each Mastermind Tactic Mysterio has left after this one.

Captive Audience
Fight: Rescue a Bystander for each Mastermind Tactic Mysterio has left after this one.

Master of Illusions
Fight: If this is not the final Tactic, shuffle a Master Strike Tactic from each other player's Victory Pile back into Mysterio's Mastermind Tactics.

Mists of Deception
Fight: If this is not the final Tactic, reveal the top five cards of the Villain Deck. Play all the Master Strikes you revealed. Put the rest on the bottom of that deck in random order.



== Villains ==

Dr. Strange

Always Leads: Defenders.
Command Strike: Reveal the top three cards of the Adversary Deck. Put the Adversary you revealed with the highest printed Attack on top of that deck. Then play a Plot Twist from among the cards you revealed. Then put the rest of those cards on the bottom of that deck in random order.
Attack: 8
VP: 6

Book of the Vishanti
Fight: Each other player reveals a Covert Ally or discards all the cards in their hand, then draws as many cards as they discarded.

Crimson Bands of Cyttorak
Fight: Each other player reveals their hand, then gains a Bindings for each non-grey Ally that player has.

Eye of Agamotto
Fight: Reveal cards from the Ally Deck equal to the number of players. Put one of those cards into each player's discard pile.

Winds of Watoomb
Fight: After you draw a new hand of cards at the end of this turn, each player simultaneously passes a non-grey Ally from their hand to the hand of the player on their left.


Nick Fury

Always Leads: Avengers.
Command Strike: Stack this Strike next to Nick Fury. Then demolish each player once for each Strike stacked here.
Attack: 9
VP: 6

Bounty on Fury's Head
Fight: KO any number of your Hydra Allies. For each Ally you KO'd this way, you may gain a Madame HYDRA.

Purge Hydra
Fight: Each other player reveals their hand and discards two Hydra Allies.

The Avengers Initiative
Fight: Each other player reveals a Tech Ally or chooses an Avengers Adversary from their Victory Pile and it enters the Bridge.

Total Fury
Fight: Defeat an Adversary whose Attack is less than the number of Hydra Allies in the KO pile.


Odin

Always Leads: Asgardian Warriors.
Odin gets +1 Attack for each Asgardian Warrior in the city and in the Overrun Pile.
Command Strike: Each player puts an Asgardian Warrior from their Victory Pile into an empty city space. Any player who cannot do so gains a Bindings.
Attack: 10+
VP: 6

Divine Justice
Fight: Each other player with a Bindings in their discard pile gains another Bindings.

Might of Valhalla
Fight: Draw a card for each Asgardian Warrior in your Victory Pile.

Riches of Asgard
Fight: You get +1 Recruit for each Asgardian Warrior in your Victory Pile.

Ride of the Valkyries
Fight: Each other player reveals a Foes of Asgard Ally or discards a card for each Asgardian Warrior in the Overrun Pile.


Professor X

Always Leads: X-men First Class.
Command Strike: Choose the two highest-cost Allies in the Lair. Stack them next to Professor X as "Telepathic Pawns." Professor X gets +1 Attack for each Ally stacked next to him. Players can recrut the top Ally in the stack next to Professor X.
Attack: 8
VP: 6

Cerebro Device
Fight: Reveal the top three cards of the Adversary Deck. Play any Adversaries you revealed that have "X-Treme Attack". Put the rest back in random order.

Mental Dominance
Fight: Stack the top three cards of the Ally Deck next to Professor X in random order as "Telepathic Pawns."

Mightiest Mutant Mind
Fight: Each other player reveals a Brotherhood Ally or stacks a non-grey Ally from their hand next to Professor X as a "Telepathic Pawn."

Telepathic Imprisonment
Fight: Each other player reveals a Brotherhood Ally or gains a Bindings.



== Guardians of the Galaxy ==

Supreme Intelligence of the Kree

Always Leads: Kree Starforce
Master Strike: The Supreme Intelligence gains a Shard. Then each player reveals their hand and discards each with cost equal to, and cost one higher than, the number of Shards on the Supreme Intelligence.
Attack: 9
VP: 6

Combined Knowledge of All Kree
Fight: The Supreme Intelligence gains a Shard for each Kree Villain in the city and/or the Escape Pile.

Cosmic Omniscience
Fight: The Supreme Intelligence gains a Shard for each Master Strike in the KO pile.

Countermeasure Protocols
Fight: The Supreme Intelligence gains a Shard for each Mastermind Tactic (including this one) in any player's Victory Pile.

Guide Kree Evolution
Fight: The Supreme Intelligence and Kree Villains in the city each gain a Shard.


Thanos

Always Leads: Infinity Gems
Thanos gets -2 Attack for each Infinity Gem Artifact card controlled by any player.
Master Strike: Each player reveals their hand and puts one of their non-grey Heroes next to Thanos in a "Bound Souls" pile.
Attack: 24
VP: 7

Centuries of Envy
Fight: Each other player discards an Infinity Gem Artifact card they control.

God of Death
Fight: Each other player reveals their hand and gains a Wound for each card that player has with the same card name as any card in Thanos' Bound Souls pile.

Keeper of Souls
Fight: Gain a Hero from Thanos' Bound Souls pile. Then each other player puts a non-grey Hero from their discard pile into Thanos' Bound Souls pile.

The Mad Titan
Fight: Each other player reveals their hand and discards all cards with the same card name as any card in Thanos' Bound Souls pile.



== Fear Itself ==

Uru-Enchanted Iron Man

Always Leads: The Mighty.
Command Strike: Demolish each player. Then stack this Strike next to Iron Man. Uru-Enchanted Iron Man has an Uru-Enchanted Weapon for each Strike stacked here.
Attack: 7*
VP: 6

Armor of the Destroyer
Fight: For each Tech Ally you have, demolish each other player.

Pepper Potts in Rescue Armor
Fight: A Bystander from the Bystander Stack becomes a Command Strike that takes effect immediately.

Quantum Inventions
Fight: Draw two cards. Then, if you reveal a Tech card, draw two more cards.

Repulsor Coils
Fight: Each other player reveals a Tech ally or gains a Bindings.



== Secret Wars Volume 1 ==

Madelyne Pryor, Goblin Queen

Bystanders captured by Madelyne are "Demon Goblin" Villains with 2 Attack. You can fight them to rescue them as Bystanders. You can't fight her while she has any Demon Goblins.
Always Leads: Limbo
Master Strike: Madelyne captures 4 Bystanders. If she already had any Bystanders before that, then each player gains a Wound.
Attack: 10*
VP: 6

City of Demon Goblins
Fight: Madelyne captures five Bystanders.

Corrupted Clone of Jean Grey
Fight: Each other player reveals an X-Men Hero or gains a Wound.

Everyone's a Demon on the Inside
Fight: Madelyne captures a Bystander from each other player's Victory Pile.

Gather the Harvest
Fight: For each Limbo Villain in the city and/or Escape Pile, Madelyne captures a Bystander.


Nimrod, Super Sentinel

You can't fight Nimrod unless you made at least 6 Recruit this turn.
Always Leads: Sentinel Territories
Master Strike: Each player who does not reveal a Tech Hero must choose Recruit or Attack, then discard all their cards with that icon.
Attack: 6*
VP: 6

Adapt and Destroy
Fight: Choose Recruit or Attack. Each other player reveals their hand and discards a card with that icon.

Detect Mutation
Fight: Choose Recruit or Attack. Then, reveal the top card of your deck. If that card has that icon, draw it and repeat this process.

Scatter the Mutants
Fight: Choose Recruit or Attack. Put all Heroes from the HQ with that icon on the bottom of the Hero Deck.

Teleport and Incarcerate
Fight: Choose Recruit or Attack. Then, reveal the top card of that Hero Deck. If that card has that icon, gain that card, and Teleport it.


Wasteland Hulk

Wasteland Hulk gets +3 Attack for each of his Mastermind Tactics among all players' Victory Piles.
Always Leads: Wasteland
Master Strike: Cross-Dimensional Hulk Rampage
Attack: 7+
VP: 6

Brutal Beating
Fight: Each other player counts the number of Wounds in their discard pile, then discards that many cards.

Memories of Pain
Fight: Each other player puts two Wounds from their discard pile on top of their deck.

Radioactive Regeneration
Fight: KO up to two Wounds from your hand and/or discard pile.

Revert to Bruce Banner
Fight: You gain a Tech Hero from the HQ for free.


Zombie Green Goblin

Zombie Green Goblin gets +1 Attack for each Hero in the KO pile that costs 7 or more.
Always Leads: The Deadlands
Master Strike: Rise of the Living Dead. KO each Hero in the HQ that costs 7 or more. Then, each player discards a card for each Hero in the KO pile that costs 7 or more.
Attack: 11+
VP: 6

Army of Cadavers
Fight: Rise of the Living Dead (this effect never makes Mastermind Tactics return.) Then, each other player discards a card for each Villain in the city that has "Rise of the Living Dead."

The Hungry Dead
Fight: Rise of the Living Dead (this effect never makes Mastermind Tactics return.) Then, each other player gains a Wound if there are any Villains in the city with "Rise of the Living Dead".

Love To Have You For Dinner
Fight: Rise of the Living Dead (this effect never makes Mastermind Tactics return.) Then, reveal the top 5 cards of the Hero Deck. KO all those Heroes that cost 7 or more. Put the rest on the bottom of the Hero Deck in random order.

Reign of Terror
Fight: Rise of the Living Dead (this effect never makes Mastermind Tactics return.) Then, put all Heroes from the HQ that cost 6 or less on the bottom of the Hero Deck.



== Secret Wars Volume 2 ==

Immortal Emperor Zheng-Zhu

7th Circle of Kung-Fu
Always Leads: K'un-Lun
Master Strike: Each player reveals a Hero that costs 7 or more, or they discard down to 3 cards.
Attack: 7+
VP: 5

Ultimate Kung-Fu Mastery
Fight: Each other player reveals a card with "Circle of Kung-Fu" from their Victory Pile or gains a Wound.

Emperor's Justice
Fight: Each other player reveals a Marvel Knight Hero or gains a Wound.

Humble the Pretenders
Fight: Each other player reveals a Marvel Knight Hero or discards a card that costs less than 7.

Imperial Edict
Fight: Choose any number of Heroes from the HQ. Put them on the bottom of the Hero Deck in random order.


King Hyperion

Always Leads: Utopolis
Master Strike: King Hyperion enters the city if he was not already there. Then, he charges three spaces.
Escape: Each player gains a wound. Put King Hyperion on the Mastermind space.
Attack: 12
VP: 6

Worshipped by Millions
Fight: If King Hyperion is in the city, put him back on the Mastermind space and shuffle this Tactic back into his Tactics. If you do, rescue six Bystanders.

Royal Treasury
Fight: If King Hyperion is in the city, put him back on the Mastermind space and shuffle this Tactic back into his Tactics. If you do, you get +5 Recruit.

Monarch of Utopolis
Fight: If King Hyperion is in the city, put him back on the Mastermind space and shuffle this Tactic back into his Tactics. If you do, when you drew a new hand of cards at the end of this turn, draw three extra cards.

Rule with an Iron Fist
Fight: If King Hyperion is in the city, put him back on the Mastermind space and shuffle this Tactic back into his Tactics. If you do, you may defeat a Villain in the city for free.


Shiklah, the Demon Bride

Always Leads: Monster Metropolis
Master Strike: Reveal the top three cards of the Villain Deck. Put all the Scheme Twists you revealed on top of the Villain Deck. Put the rest on the bottom of that deck in random order.
Attack: 9
VP: 6

Enslavement Beam
Fight: Fateful Resurrection. If she resurrects, rescue four bystanders.

Shiklah's Husband, Deadpool
Fight: Gain this as a Hero.
--------
(Unaffiliated)
Covert
You get +1 Attack for each Hero with an odd-numbered cost you played this turn. (0 is even.)
5+ Attack

Drain Life
Fight: Fateful Resurrection. If she resurrects, defeat a Villain in the city for free.

Infernal Power
Fight: Fateful Resurrection. If she resurrects, draw two cards.


Spider-Queen

Spider-Queen gets +1 Attack for each Bystander in the Escape pile.
Always Leads: Spider-Infected
Master Strike: Each player puts a Spider-Infected from their Victory Pile into an empty city space. Any player who cannot do so gains a Wound.
Attack: 8+
VP: 6

Sonic Scream
Fight: Reveal the top eight cards of the Villain Deck. Put all the Bystanders you revealed into the Escape pile. Put the rest on the bottom of the Villain Deck in random orders.

Infect the Entire City
Fight: Put a Bystander from the Bystander Deck into the Escape Pile. Then, each Spider-Infected in the city captures a Bystander.

Control Arachnid Genes
Fight: You may gain a Spider-Friend Hero from the HQ.

Web the Skyscrapers
Fight: Each other player reveals a Spider-Friend Hero or puts a Bystander from their Victory Pile into the Escape pile.



== Captain America 75th Anniversary ==

Arnim Zola

Ultimate Abomination
Always Leads: Zola's Creations
Master Strike: For each Hero in the HQ that has less than 2 printed Attack, put that Hero on the bottom of the Hero Deck, and each player discards a card of that Hero's cost.
Attack: 6+
VP: 6

Dominate the Weak
Fight: The player of your choice gains a Hero from the HQ that has less than 2 printed Attack.

Computer-Uploaded Genius
Fight: Each other player reveals a Tech Hero or discards a card.

Pet Projects
Fight: Each other player reveals a Zola's Creations Villain from their Victory Pile or gains a Wound.

Crush Pacifist Resistance
Fight: KO up to two of your Heroes that have less than 2 printed Attack.


Baron Heinrich Zemo

Whenever you fight a Villain, you may use 2 Recruit to rescue a Bystander. Baron Zemo gets +9 Attack unless you are a Savior.
Always Leads: Masters of Evil (WWII)
Master Strike: Each player KOs a Bystander from their Victory Pile. Any player who cannot do so gains a Wound.
Attack: 9+
VP: 6

Fallen Idols
Fight: Each other player that is not a Savior discards a card.

Finding Zemo
Fight: Reveal the top five cards of the Villain Deck. If you revealed any Bystanders, KO them and each other player gains a Wound. Put the rest back in random order.

Hatred for the Avengers
Fight: For each of your Avengers Heroes, rescue a Bystander.

Prisoners of War
Fight: Each other player reveals an Avengers Hero or chooses a Bystander from their Victory Pile, and you rescue that Bystander.



== Civil War ==

Authoritarian Iron Man

Always Leads: Superhuman Registration Act
Master Strike: Authoritarian Iron Man fortifies the next city space to his right, starting with the Bridge. You can't fight him while there's a Villain in that space.
Villains in that space get +3 Attack.
Attack: 12
VP: 6

Armada of Armors
Fight: You get +6 Recruit usable only to recruit Ranged and/or Tech Heroes.

Freeze Domestic Assets
Fight: Each other player reveals their hand and discards all their cards with Recruit icons.

Man the Fortifications
Fight: Reveal the top card of the Villain Deck. If it's a Villain, it enters the city space that Authoritarian Iron Man is fortifying.

Recall to Service
Fight: The Villain with the highest printed Attack in the Escape Pile enters the city space that Authoritarian Iron Man is fortifying.


Baron Helmut Zemo

Baron Zemo gets -1 Attack for each Villain in your Victory Pile.
Always Leads: Thunderbolts
Master Strike: Each player KOs a Villain from their Victory Pile. Any player who cannot do so gains a Wound.
Attack: 16*
VP: 6

Blasted Henchmen!
Fight: Each other player reveals a Tech Hero or KOs a Villain from their Victory Pile.

Cursed Dynasty
Fight: When you draw a new hand of cards at the end of this turn, draw two extra cards.

Endless Minions
Fight: Each other player reveals a Tech Hero or chooses a Villain from their Victory Pile and it enters the city.

Revenge for My Father
Fight: Each other player reveals their hand. Each player who revealed an Avengers Hero gains a Wound.


Maria Hill, Director of S.H.I.E.L.D.

Double S.H.I.E.L.D. Clearance. You can't fight Maria Hill while there are any S.H.I.E.L.D. Elite or Officers in the city.
Always Leads: S.H.I.E.L.D. Elite.
Master Strike: Two S.H.I.E.L.D. Officers enter the city as 3 Attack Villains. When you fight them, gain them as Heroes.
Attack: 7*
VP: 6

Crash the Helicarrier
Fight: KO any number of your S.H.I.E.L.D. Heroes.

Declare Martial Law
Fight: Put a S.H.I.E.L.D. Officer into each empty city space as 3 Attack Villains. When you fight them, gain them as Heroes.

Evacuation Code Epsilon
Fight: Each other player reveals their hand and discards a S.H.I.E.L.D. card.

Rapid Response Team
Fight: Two S.H.I.E.L.D. Officers enter the city as 3 Attack Villains. When you fight them, gain them as Heroes.


Misty Knight

Bribe
Always Leads: Heroes for Hire
Master Strike: Each player reveals 4 cards with Recruit icons or gains a Wound.
Attack: 14*
VP: 6

Bionic Repulsor Field
Fight: Each other player reveals a Marvel Knight Hero or puts two cards from their hand on top of the deck.

Cyborg Detective
Fight: Reveal the top three cards of the Villain Deck. Put them back in any order.

Trusted Bodyguard
Fight: Going clockwise, the fist other player with Colleen Wing in their Victory Pile rescues 5 Bystanders and returns Colleen Wing to play fortifying Misty Knight.

Vibranium Cyber Arm
Fight: Each other player reveals a Marvel Knight Hero or gains a Wound.


Ragnarok

Ragnarok gets +2 Attack for each Hero Class among Heroes in the HQ.
Always Leads: Registration Enforcers
Master Strike: Each player says "zero" or "not zero." Then, each player discards all their cards with that cost.
Attack: 6+
VP: 6

Electrical Charge
Fight: Count how many Ranged Heroes you have. Draw that many cards.

God of Cyborg Thunder
Fight: You can spend Recruit as Attack this turn.

Hammer Goliath
Fight: KO each Hero from the HQ that costs 7 or more.

Unnatural Storm Clouds
Fight: Put all Heroes from the HQ on the bottom of the Hero Deck in random order.



== Deadpool ==

Evil Deadpool
Revenge for Mastermind Tactics
Always Leads: Evil Deadpool Corpse
Master Strike: Without talking, each player simultaneously discards a card. Whoever discards the lowest-costing card (or tied for lowest) gains a Wound.
Attack: 11+
VP: 6

Evil Even Oddball
Fight: Each other player reveals their hand. Whoever has the fewest cards with odd-numbered costs (or tied for fewest) gains a Wound.

Hyper-Insane Healing Factor
Fight: If this is not the final Tactic, you get +6 Recruit and shuffle this Tactic back into the other Tactics.

Of Course it's Corpse
Fight: The other player with the fewest Evil Deadpool Corpse Villains in their Victory Pile (or tied for fewest) gains a Wound.

Stitched from Dead (Pool) Parts
Fight: Each other player discards the top card of their deck. Whoever discards the lowest-costing card (or tied for lowest) gains a Wound.


Macho Gomez
Revenge for Deadpool's "Friends"
Always Leads: Deadpool's "Friends"
Master Strike: Put this Strike in front of you as a "Bounty on Your Head." Then, each player gains a Wound for each Bounty on them. Any number of times during your turn, you may pay 1 Recruit to move a Bounty from you to the player on your left.
Attack: 9+
VP: 6

Bounty Payout
Fight: You get +1 Recruit for each "Bounty on Your Head" on other players.

Interstellar Assassin
Fight: Each other player with at least one "Bounty on Your Head" discards down to 4 cards.

Renegotiate the Contract
Fight: Redistribute the "Bounty on Your Head" cards among any number of players.

Super Macho Man
Fight: Rescue a Bystander for each "Bounty on Your Head" on other players.



== Noir ==

Charles Xavier
Charles Xavier gets +1 Attack for each Bystander in the HQ and city.
Always Leads: X-Men Noir
Master Strike: Four Heroes in the HQ capture Hidden Witnesses.
Attack: 8*
VP: 6

X-Con Men
Fight: Each other player reveals an X-Men Hero or gains a Wound.

Commit to the Asylum
Fight: Each other player Investigates their deck for a card with an Attack icon and KOs it. Players reveal all the cards they investigated.

Master Manipulator
Fight: Investigate the Hero Deck for an X-Men card and put it into your discard pile.

Corrupt Weak Minds
Fight: Each other player puts a random Bystander from their Victory Pile onto a Hero in the HQ as a Hidden Witness.


The Goblin, Underworld Boss
Start of Game: The Goblin captures 2 Hidden Witnesses.
Always Leads: Goblin's Freak Show
Master Strike: Two random Bystanders from each player's Victory Pile become Hidden Witnesses held by The Goblin. Any player who didn't have two Bystanders gains a Wound instead.
Attack: 10*
VP: 6

Sinister Dreams
Fight: Each other player reveals a Sinister Six or Spider-Friends Hero or gains a Wound.

Blackmail the Judges
Fight: For each Goblin's Freak Show Villain in the city, The Goblin captures 2 Hidden Witnesses.

Carnival of Carnage
Fight: For each Goblin's Freak Show Villain in the city, each other player discards a card.

Blind Loyalty
Fight: Investigate the Villain Deck for a Goblin's Freak Show Villain and put it into your Victory Pile.



== X-Men ==

Arcade
Start of Game: Arcade captures 5 Human Shields.
Always Leads: Murderworld
Master Strike: Arcade captures a random Bystander from each player's Victory Pile as a Human Shield. Each player who didn't have a Bystander gains a Wound instead.
Attack: 3*
VP: 5

Epic Arcade
Start of Game: Arcade captures 8 Human Shields. Play a random Horror.
Always Leads: Murderworld
Master Strike: Arcade captures two random Bystanders from each player's Victory Pile as a Human Shield. Each player who didn't have two Bystanders gains a Wound instead.
Attack: 4*
VP: 5

I Love a Parade!
Fight: Arcade captures two Human Shields. Play an extra card from the Villain Deck next turn.

I Need an Audience
Fight: Arcade captures Human Shields equal to the number of Villains in the city.

Roulette Wheel of Death
Fight: Arcade captures a random Bystander as a Human Shield from each of these places: The Bystander Stack, the Escape Pile, each city space, and each other player's Victory Pile.

Welcome to my Theme Park!
Fight: Arcade and each Murderworld Villain in the city capture two Human Shields.


Dark Phoenix
Always Leads: Hellfire Club
Master Strike: KO the top card of the Hero Deck and each card in the Hero Deck that shares a color with it. Shuffle the Hero Deck.
Dark Phoenix Wins: When the Hero Deck is empty.
13 Attack
VP: 7

Epic Dark Phoenix
Always Leads: Hellfire Club
Master Strike: KO the top card of the Hero Deck and each card in the Hero Deck that shares a color with it. Shuffle the Hero Deck. Then, each player plays a Hellfire Club card from their victory Pile. Next, play a random Horror.
Dark Phoenix Wins: When the Hero Deck is empty.
15 Attack
VP: 7

Burn the World to Ashes
Fight: Each other player discards each card from their hand that has the same name as any card in the KO pile.

Consume an Entire Galaxy
Fight: Each other player chooses a card from their discard pile that costs 1 or more and KOs it.

Fiery Reincarnation
Fight: Gain a Hero from the KO pile that costs 7 or more.

Worship Me as a God
Fight: Each other player gains two 0-cost cards from the KO pile.


Deathbird
Deathbird gets +1 Attack for each Shi'ar Villain in the city and Escape Pile.
Always Leads: Shi'ar Imperial Guard and a Shi'ar Henchmen Group.
Master Strike: If there are already any Shi'ar Villains in the city, each player gains a Wound. Then this strike enters the city as a Shi'ar Battle Cruiser Token Villain with 7 Attack worth 5 VP.
Attack: 8+
VP: 6

Epic Deathbird
Deathbird gets +2 Attack for each Shi'ar Villain in the city and Escape Pile.
Always Leads: Shi'ar Imperial Guard and a Shi'ar Henchmen Group.
Master Strike: If there are already any Shi'ar Villains in the city, play a random Horror. Then this strike enters the city as a Shi'ar Battle Cruiser Token Villain with 9 Attack worth 6 VP.
Attack: 8+
VP: 6

Shi'ar Elite Bodyguards
Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain whose only ability is "Escape: Shuffle this card back into Deathbird's Mastermind Tactics as another Tactic."

Shi'ar Extermination Legion
Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain whose only ability is: "Escape: Each player discards two cards."

Shi'ar Hovertake Battalion
Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain whose only ability is: "Escape: Each player gains a Wound."

Shi'ar Master Spies
Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain whose only ability is "Escape: This card becomes a Scheme Twist that takes effect immediately."


Mojo
Start of Game: Mojo captures 3 Human Shields. All Bystanders in Victory Piles are worth 3 VP.
Always Leads: Mojoverse
Master Strike: Mojo captures a Human Shield. Each player reveals a Tech Hero or discards a card at random.
Attack: 6*
VP: 5

Epic Mojo
Start of Game: Mojo captures 6 Human Shields. Play a random Horror. All Bystanders in Victory Piles are worth 4 VP.
Always Leads: Mojoverse
Master Strike: Mojo and each Mojoverse Villain capture a Human Shield. Each player reveals a Tech Hero or discards down to 4 cards each.
Attack: 7*
VP: 5

Billions of TV Viewers
Fight: Each player reveals a Tech Hero or chooses a random Bystander from their Victory Pile. Mojo captures those Bystanders as Human Shields.

Brain-Melting TV Marathon
Fight: Each other player without a Mojo Tactic in their Victory Pile gains a Wound.

Cross-Dimensional Marketing
Fight: You get +1 Recruit for each Bystander in your Victory Pile. Mojo captures a Human Shield.

Mojo Branding Opportunity
Fight: Draw a card for each Mojoverse Villain in your Victory Pile. Mojo captures a Human Shield.


Onslaught
Each player's hand size is 1 less.
Always Leads: Dark Descendants
Master Strike: KO all Heroes Dominated by Onslaught. Then each player reveals their hand and chooses one of their non-grey Heroes. Onslaught Dominates those Heroes.
Attack: 10+
VP: 7

Epic Onslaught
Each player's hand size is 1 less.
Always Leads: Dark Descendants
Master Strike: KO all Heroes Dominated by Onslaught. Then each player reveals their hand and chooses two of their non-grey Heroes. Onslaught Dominates those Heroes. Then play a random Horror.
Attack: 12+
VP: 7

Godlike Psionic Entity
Fight: Onslaught Dominates all five Heroes from the HQ.

Sins of X-Men Past
Fight: Each other player reveals the top six cards of their deck and chooses an X-Men Hero revealed this way. Onslaught Dominates those Heroes. Put the rest back in random order.

Xavier and Magneto Combined
Fight: Reveal the top three cards of the Hero Deck. Onslaught Dominates all the X-Men and Brotherhood Heroes you revealed. Put the rest back in random order.

Worldwide Mental Control
Fight: Onslaught Dominates four 0-cost Heroes from the KO pile. The next time a player fights Onslaught, KO those 0-cost Heroes.


Shadow King
Always Leads: Shadow-X
Master Strike: KO all Heroes Dominated by Shadow King. Then each player chooses a non-grey Hero from their discard pile. Shadow King Dominates those Heroes.
Attack: 7+
VP: 6

Epic Shadow King
Start of Game: Play two random Horrors.
Always Leads: Shadow-X
Master Strike: KO all Heroes Dominated by Shadow King. Then each player chooses a non-grey Hero from their discard pile. Shadow King Dominates those Heroes.
Attack: 9+
VP: 6

Fiend of the Astral Plane
Fight: Each other player reveals their hand and shuffles two cards with Recruit icons from their hand back into their deck.

Poison their Minds
Fight: Each other player reveals their hand and chooses one of their non-grey Heroes. Shadow King Dominates those Heroes.

Psychic Seduction
Fight: Shadow King Dominates each Hero that costs 5 or less from the HQ.

Telepathic Betrayal
Fight: If the "Betrayal of the Shadow" Trap is in any Victory Pile or the KO pile, put it on top of the Villain Deck.



== Spider-Man Homecoming ==

Adrian Toomes
Double Striker
Always Leads: Salvagers
Master Strike: Starting from the Sewers, each Villain in the city uses its "Escape" ability.
Attack: 5+
VP: 6

Epic Adrian Toomes
Triple Striker
Always Leads: Salvagers
Master Strike: Starting from the Sewers, each Villain in the city uses its "Ambush" ability, then its "Escape" ability.
Attack: 5+
VP: 6

Don't Interfere
Fight: Danger Sense 4. If this revealed any Bystanders, rescue them.

More Harm than Good
Fight: Each other player discards a Spider Friends Hero or gains a Wound.
Flavor: "Don't mess with me. Because I will kill you and everyone you care about."

Take Everything
Fight: You may put a card from your discard pile on top of your deck.
Flavor: "The world's changed. Time we change with it."

The World's Changed
Fight: Danger Sense 3. Put all Henchmen Villains revealed this way into your Victory Pile, then do their "Fight" abilities.


Vulture
Striker
Always Leads: Vulture Tech
Master Strike: Put a Wound from the Wound Stack below each HQ space as a "Winged Assault." Whenever a player gains or KOs a Hero from the HQ, the player on their right gains one of the Wounds below that HQ space.
Attack: 8+
VP: 6

Epic Vulture
Striker
Always Leads: Vulture Tech
Master Strike: Put a Wound from the Wound Stack or KO pile below each HQ space as a "Winged Assault." Whenever a player gains or KOs a Hero from the HQ, the player on their right gains one of the Wounds below that HQ space, putting it on top of their deck.
Attack: 10+
VP: 6

Bird of Prey
Fight: Each other player discards a Spider Friends Hero or discards two cards.

Lurking Shadow
Fight: Danger Sense 2. If the Rooftops are empty, a Villain you revealed enters the Rooftops.

Mid Air Heist
Fight: You get +5 Recruit usable only to recruit Tech Heroes.

Winged Assault
Fight: Put two "Winged Assault" Wounds from under the HQ into each other player's discard pile.



== Champions ==

Fin Fang Foom
Size-Changing: Strength, Instinct, Covert, Tech, Ranged
Always Leads: Monsters Unleashed
Master Strike: Demolish each player, then do it again for each Monsters Unleashed Villain in the city and Escape Pile.
Attack: 20*
VP: 7

Epic Fin Fang Foom
Size-Changing: Strength, Instinct, Covert, Tech, Ranged
Always Leads: Monsters Unleashed
Master Strike: Demolish each player, then do it again for each Monsters Unleashed Villain in the city and Escape Pile. KO all the Heroes Demolished this way.
Attack: 24*
VP: 7

Alien Dragon Technology
Fight: A Hero in the HQ gets Size-Changing: Strength, Instinct, Covert, Tech, Ranged this turn.

Flammable Acid Breath
Fight: KO the top card of the Hero Deck. Then each other player KOs a Hero of that Hero class from their discard pile (Strength Instinct Covert Tech Ranged).

Multipronged Assault
Fight: Each other player reveals at least 3 Hero Classes (Strength Instinct Covert Tech Ranged) or gains a Wound.

Supersonic Dive Attack
Fight: KO the top card of the Hero Deck. Then each other player reveals their hand and discards a Hero of that Hero Class (Strength Instinct Covert Tech Ranged).


Pagliacci
Always Leads: Wrecking Crew
Master Strike 1, 5: This card becomes a Scheme Twist that takes effect immediately.
Master Strike 2, 3, 4: Demolish each player.
Attack: 9
VP: 6

Epic Pagliacci
Always Leads: Wrecking Crew
Master Strike 1, 3, 5: This card becomes a Scheme Twist that takes effect immediately.
Master Strike 2, 4: Demolish each player.
Attack: 11
VP: 6

Commedia Dell'Morte
Fight: Each other player may gain two Wounds. Demolish each of those players who does not.

Creative Assassin
Fight: You get Versatile 3.
As killer clowns go, Pagliacci is not one you want to find under your bed.

Insane Clown Has a Posse
Fight: Each other player may KO a Wrecking Crew Villain from their Victory Pile. Demolish each of those players who does not.

Jester of a Twisted Opera
Fight: Each other player may KO a card from their discard pile that costs 1 or more. Demolish each of those players who does not.



== World War Hulk ==

General Ross

Start of Game: Stack 8 Bystanders next to General Ross as "Helicopter" Villains with 2 Attack. You can fight them to rescue them as Bystanders. You can't fight General Ross while he has any Helicopters.
Always Leads: Code Red
Master Strike: General Ross Transforms, then Cross-Dimensional Hulk Rampage.
Attack: 6*
VP: 6

Red Hulk (Mastermind, Transformed)

Wounded Fury
You can't fight Helicopters, and they don't stop you from fighting Red Hulk.
Master Strike: Red Hulk Transforms, then stack a random Bystander from each player's Victory Pile next to this as a Helicopter. Each player who didn't have a Bystander gains a Wound instead.
Attack: 9+
VP: 6

Bust You Down to Private
Fight: Each other player puts a non-grey Hero from their hand on the bottom of the Hero Deck, then puts a 0-cost Hero from the KO pile into their hand.
This Mastermind Transforms.

Call Out the Army
Fight: Put 3 Bystanders from the Bystander Stack next to this Mastermind as "Helicopters."
This Mastermind Transforms.

Personal Arsenal
Fight: For each Master Strike in the KO pile, put a Bystander from the Bystander Stack next to the Mastermind as a "Helicopter."
This Mastermind Transforms.

Urban Warfare
Fight: Put a random Bystander next to the Mastermind as a "Helicopter" from each of these places: The Bystander Stack, the Escape Pile, each city space, and each other player's Victory Pile.
This Mastermind Transforms.


Illuminati, Secret Society

This Mastermind gets +4 Attack unless you Outwit them.
Always Leads: Illuminati.
Master Strike: Each player reveals their hand and discards two cards that each cost between 1 and 4. The Illuminati Transform.
Attack: 11+
VP: 7

Illuminati, Open Warfare (Mastermind, Transformed)

Whenever a card effect causes a player to draw any number of cards, that player must then also discard a card.
Master Strike: Each player reveals their hand and discards two cards that each cost between 5 and 8. The Illuminati Transform.
Attack: 13
VP: 7

Black Bolt's Omni-Shout
Fight: Each other player reveals their hand and discards two cards with no rules text.
The Illuminati Transform.

Dr. Strange's Orb of Agamotto
Fight: Each other player reveals their hand and discards a Ranged or Instinct Hero.
The Illuminati Transform.

Hulkbuster's Hammer Fist
Fight: Each other player reveals their hand and KOs a Tech or Strength Hero from their hand or discard pile.
The Illuminati Transform.

Zom's Manacles of Living Bondage
Fight: Each other player reveals a Covert Hero or gains a Wound.
The Illuminati Transform.


King Hulk, Sakaarson

King Hulk gets +1 Attack for each Warbound Villain in the city and in the Escape Pile.
Always Leads: Warbound.
Master Strike: Each player KO's a Warbound Villain from their Victory Pile or gains a Wound. King Hulk Transforms.
Attack: 9+
VP: 6

King Hulk, Worldbreaker (Mastermind, Transformed}

Wounded Fury
Master Strike: Each player reveals their hand, then KO's a card from their hand or discard pile that has the same card name as a card in the HQ. King Hulk Transforms.
Attack: 10+
VP: 6

Fury of the Green Scar
Fight: Each other player reveals their hand and discards a Hero that isn't grey and isn't Strength.
King Hulk Transforms.

Oath of the Warbound
Fight: The Villain in the Escape Pile with the highest printed Attack enters the Sewers.
King Hulk Transforms.

Revenge From the Stars
Fight: After you put this in your Victory Pile, Cross-Dimensional Hulk Rampage.
King Hulk Transforms.

Rule By the Strongest
Fight: You get +1 Recruit for each of your Strength Heroes.
King Hulk Transforms.


M.O.D.O.K.
All cards' Outwit abilities require four different costs instead of three.
Always Leads: Intelligencia.
Master Strike: Each player who can't Outwit M.O.D.O.K. gains a Wound, then M.O.D.O.K. Transforms.
Attack: 9
VP: 6

M.O.D.O.K., Network Nightmare (Mastermind, Transformed)
You can only fight M.O.D.O.K with Recruit, not Attack.
Master Strike: Each player who can't Outwit M.O.D.O.K. KO's a non-grey Hero from their discard pile. M.O.D.O.K. Transforms.
Attack: 8*
VP: 6

Brain Scramble
Fight: Each other player discards their hand, then draws as many cards as they discarded.
M.O.D.O.K. Transforms.

Designed Only For...K.O.ING
Fight: Reveal the top three cards of your deck. KO one of them, draw one, and discard one.
M.O.D.O.K. Transforms.

Don't Get a Big head About It
Fight: Draw a card for each Intelligencia Villain in your Victory Pile.
M.O.D.O.K. Transforms.

Redundancy Algorithim
Fight: Each other player reveals their hand and discards two cards that hand the same cost.
M.O.D.O.K. Transforms.


The Red King
You can't fight the Red King while any Villains are in the city.
Always Leads: Sakaar Imperial Guard.
Master Strike: The Red King Transforms, then each player reveals a Tech card or gains a Wound.
Attack: 7*
VP: 6

The Red King, Power Armored (Mastermind, Transformed)
Master Strike: The Red King Transforms, then play another card from the Villain Deck.
Attack: 10
VP: 6

Haughty Spite
Fight: Each other player without a Red King Tactic in their Victory Pile gains a Wound.
The Red King Transforms.

Royal Bodyguard
Fight: Reveal cards from the Villain Deck until you reveal a Sakaar Imperial Guard. If you find one, play it. Either way, shuffle all the other revealed cards back into the Villain Deck.
The Red King Transforms.

Treasury of Sakaar
Fight: You get +1 Recruit for each Sakaar Imperial Guard and Red King Tactic in your Victory Pile, including this one.
The Red King Transforms.

Vast Armies of Sakaar
Fight: If this is not the final Tactic, reveal the top three cards of the Villain Deck. Play all the Villains you revealed. Put the rest back in random order.
The Red King Transforms.


The Sentry
Start of Game: Shuffle 2 Wounds into each player's deck before drawing starting hands.
Always Leads: Aspects of the Void.
Master Strike: The Sentry Transforms, then Cross-Dimensional Void Rampage.
Attack: 10
VP: 6

The Void (Mastermind, Transformed)
Wounded Fury
Master Strike: Feast on each player. If this feasts on a player's grey Hero, that player gains a Wound.
The Void Transforms.
Attack: 11+
VP: 6

Pacifying Light
Fight: Each other player reveals their hand and discard two cards with Recruit icons.
This Mastermind Transforms.

Power of a Million Exploding Suns
Fight: Put all Heroes from the HQ on the bottom of the Hero Deck. Each other player reveals their hand and discards each card with the same card name as any of those cards.
This Mastermind Transforms.

Reflexive Teleportation
Fight: Choose one of your Heroes that costs 5 or less. When you draw a new hand of cards at the end of this turn, add that Hero to your hand as an extra card.
This Mastermind Transforms.

Repressed Darkness
Fight: Each other player reveals a Ranged Hero or plays an Aspects of the Void Villain from their Victory Pile as if playing it from the Villain Deck.
This Mastermind Transforms.



== Marvel Studios Phase 1 ==

Iron Monger

Bank Conqueror 4
Always Leads: Iron Foes
Master Strike: If there is a Villain in the Bank, each player gains a Wound. Otherwise, put this Master Strike into the Bank as a 6 Attack “StaneTech Weaponry” Villain worth 4VP.
Attack: 9+
VP: 5

Hostile Takeover
Fight: If there are no Villains in the bank, reveal the top card of the Villain Deck. If it’s a Villain, it enters the Bank.

Overloaded Arsenal
Fight: Each other player reveals a Tech Hero or gains a Wound. Then each other player reveals a Ranged Hero or gains a Wound.

Sonic Stunner
Fight: Each other player reveals a Tech Hero or discards down to 4 cards.

Unexpected Betrayal
Fight: If the Bank is empty, the player on your right chooses a Villain from their Victory Pile. That Villain enters the Bank.[/q]


Loki

Always Leads: Enemies of Asgard
Master Strike: Each player reveals a Strength Hero or gains a Wound
Attack: 10
VP: 5

Cruel Ruler
Fight: Defeat a Villain in the City for free.

Maniacal Tyrant
Fight: KO up to four cards from your discard pile.

Vanishing Illusions
Fight: Each other player KOs a Villain from their Victory Pile.

Whispers and Lies
Fight: Each other player KOs two Bystanders from their Victory Pile.


Red Skull

Always Leads: HYDRA
Master Strike: Each player KOs a Hero from their hand.
Attack: 7
VP: 5

Endless Resources
Fight: You get +4 Recruit.

HYDRA Conspiracy
Fight: Draw two cards. Then draw another card for each HYDRA Villain in your Victory Pile.

Negablast Grenades
Fight: You get +3 Attack.

Ruthless Dictator
Fight: Look at the top three cards of your deck. KO one, discard one and put one back on top of your deck.



== Ant-Man ==

Ultron

Always Leads: Ultron's Legacy
Master Strike: Each player reveals a Tech Hero or puts a non-grey Hero from their discard pile into a "Threat Analysis pile" next to Ultron. Ultron is Empowered by each color in his Threat Analysis pile.
Attack: 9+
VP: 6

Epic Ultron

Always Leads: Ultron's Legacy
Master Strike: Each player reveals a Tech Hero or puts a non-grey Hero from their discard pile into a "Threat Analysis pile" next to Ultron. Ultron is Triple Empowered by each color in his Threat Analysis pile.
Attack: 10+
VP: 6

Arrogant Blindspot
Fight: You may gain a Hero from Ultron's Threat Analysis pile.

Paralyzing Encephalo-Ray
Fight: Each other player reveals their hand and discards each card that has the same card name as any card in Ultron's Threat Analysis pile.

Predictive Analysis
Fight: Put the top three cards of the Hero Deck into Ultron's Threat Analysis pile.

Self-Repairing Legions
Fight: Each other player in turn reveals a Tech Hero or puts an Ultron's Legacy Villain from the Victory Pile into an empty city space.


Morgana Le Fay

Chivalrous Duel
Always Leads: Queen's Vengeance
Master Strike: Each player in turn reveals a Covert Hero or gains a 0-cost Hero or Wound from the KO pile.
Attack: 7*
VP: 6


Epic Morgan Le Fay

Chivalrous Duel
Always Leads: Queen's Vengeance
Master Strike: Each player in turn gains a Wound, then gains a 0-cost Hero from the KO pile.
Attack: 9*
VP: 6

Reverse the Flow of Time
Fight: For the rest of the game, players take turns in the opposite order around the table.

Sorcerous Blasts
Fight: Each other player discards a Covert Hero or gains a Wound.

Stolen Tomes of Merlin
Fight: You get +4 Recruit usable only for recruiting Covert and/or Ranged Heroes.

Transmogrify
Fight: Each other player in turn KOs a non-grey Hero from their discard pile, then gains a card from the KO pile that has a lower cost.



== Venom ==

Hybrid
If you fight Hybrid while he's bonded to a Villain, defeat that Villain and rescue three Bystanders instead of taking a Tactic.
Always Leads: Life Foundation
Master Strike: A Villain from the city Symbiote Bonds with Hybrid, If Hybrid was already bonded, then each player gains a Wound instead.
Attack: 6
VP: 6

Epic Hybrid
If you fight Hybrid while he's bonded to a Villain, defeat that Villain and rescue three Bystanders instead of taking a Tactic.
Always Leads: Life Foundation
Master Strike: The highest Attack unbonded Villain from the city and/or Escape Pile Symbiote Bonds with Hybrid. If no new bond could occur, then each player gains a Wound instead.
Attack: 8
VP: 6

Alien Awakening
Fight: If this is not the final tactic, a Henchman Villain from any Victory Pile Symbiote Bonds with Hybrid.

Escaped Monstrosity
Fight: If this is not the final Tactic, a Villain from the city or Escape Pile Symbiote Bonds with Hybrid.

Life Foundation Research
Fight: You get +1 Recruit for each Life Foundation Villain in your Victory Pile.

Symbiotic Call
Fight: If this is not the final Tactic, reveal the top four cards of the Villain Deck. A Henchman Villain you revealed Symbiote Bonds with Hybrid. Put the rest back in any order.


Poison Thanos
Poison Thanos gets +1 Attack for each different cost among cards in his "Poisoned Souls" pile.
Always Leads: Poisons
Master Strike: Each player reveals their hand and puts one of their non-grey Heroes next to Thanos in a "Poisoned Souls: pile.
Attack: 12+
VP: 7

Epic Poison Thanos
Poison Thanos gets +2 Attack for each different cost among cards in his "Poisoned Souls" pile.
Always Leads: Poisons
Master Strike: Each player reveals their hand and puts half (round up) of their non-grey Heroes net to Thanos in a "Poisoned Souls" pile. Each player that lost no Heroes this way gains a Wound.
Attack: 13+
VP: 7

Desperate Rescue
Fight: You may gain a Hero from Poison Thanos' "Poisoned Souls" pile.

Poisoned Loyalties
Fight: Each other player puts a Poisons card from their discard pile into Poison Thanos' "Poisoned Souls" pile.

Searing Poisons
Fight: Each other player discards a Poisons card from their hand or gains a Wound.

Soul Seize
Fight: Put all Heroes that cost 5 or more from the HQ into Poison Thanos' "Poisoned Souls" pile.



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Villains and Adversaries
Villains and Adversaries


== Legendary ==

Brotherhood

Blob (2 copies)
You can't defeat Blob unless you have an X-Men Hero.
Attack: 4
VP: 2

Juggernaut (2 copies)
Ambush: Each player KOs two Heroes from their discard pile.
Escape: Each player KOs two Heroes from their hand.
Attack: 6
VP: 4

Mystique (2 copies)
Escape: Mystique becomes a Scheme Twist that takes effect immediately.
Attack: 5
VP: 3

Sabretooth (2 copies)
Fight: Each player reveals an X-Men Hero or gains a Wound.
Escape: Same effect.
Attack: 5
VP: 3


Enemies of Asgard

Destroyer (1 copy)
Fight: KO all your S.H.I.E.L.D. Heroes.
Escape: Each player KOs two of their Heroes.
Attack: 7
VP: 5

Enchantress (2 copies)
Fight: Draw three cards
Attack: 6
VP: 4

Frost Giant (3 copies)
Fight: Each player reveals a Ranged Hero or gains a Wound.
Escape: Same effect.
Attack: 4
VP: 2

Ymir, Frost Giant King (2 copies)
Ambush: Each player reveals a Ranged Hero or gains a Wound.
Fight: Choose a player. That player KOs any number of Wounds from their hand and discard pile.
Attack: 6
VP: 4


HYDRA

Endless Armies of HYDRA (3 copies)
Fight: Play the top two cards of the Villain Deck.
Attack: 4
VP: 3

HYDRA Kidnappers (3 copies)
Fight: You may gain a S.H.I.E.L.D. Officer.
Attack: 3
VP: 1

Supreme HYDRA (1 copy)
Supreme HYDRA is worth +3 VP for each other HYDRA Villain in your Victory Pile.
Attack: 6
VP: 3*

Viper (1 copy)
Fight: Each player without another HYDRA Villain in their Victory Pile gains a Wound.
Escape: Same effect.
Attack: 5
VP: 3


Masters of Evil

Baron Zemo (2 copies)
Fight: For each of your Avengers Heroes, rescue a Bystander.
Attack: 6
VP: 4

Melter (2 copies)
Fight: Each player reveals the top card of their deck. For each card, you choose to KO it or put it back.
Attack: 5
VP: 3

Ultron (2 copies)
Ultron is worth +1 VP for each Tech Hero you have among all your cards at the end of the game.
Escape: Each player reveals a Tech Hero or gains a Wound.
Attack: 6
VP: 2+

Whirlwind (2 copies)
Fight: If you fight Whirlwind on the Rooftops or Bridge, KO two of your Heroes.
Attack: 4
VP: 2


Radiation

Abomination (2 copies)
Fight: If you fight Abomination on the Streets or Bridge, rescue three Bystanders.
Attack: 5
VP: 3

The Leader (2 copies)
Ambush: Play the top card of the Villain Deck.
Attack: 4
VP: 2

Maestro (2 copies)
Fight: For each of your Strength Heroes, KO one of your Heroes.
Attack: 6
VP: 4

Zzzax (2 copies)
Fight: Each player reveals a Strength Hero or gains a Wound.
Escape: Same effect.
Attack: 5
VP: 3


Skrulls

Paibok the Power Skrull (1 copy)
Fight: Choose a Hero in the HQ for each player. Each player gains that Hero.
Attack: 8
VP: 3

Skrull Queen Veranke (1 copy)
Ambush: Put the highest-cost Hero from the HQ under this Villain. This Villain's Attack is equal to that Hero's Cost.
Fight: Gain that Hero.
Attack: *
VP: 4

Skrull Shapeshifters (3 copies)
Ambush: Put the rightmost Hero from the HQ under this Villain. This Villain's Attack is equal to that Hero's Cost.
Fight: Gain that Hero
Attack: *
VP: 2

Super-Skrull (3 copies)
Fight: Each player KOs one of their Heroes.
Attack: 4
VP: 2


Spider-Foes

Doctor Octopus (2 copies)
Fight: When you draw a new hand of cards at the end of this turn, draw eight cards instead of six.
Attack: 4
VP: 2

Green Goblin (2 copies)
Ambush: Green Goblin captures a Bystander.
Attack: 6
VP: 4

The Lizard (2 copies)
Fight: If you fight the Lizard in the Sewers, each other player gains a Wound.
Attack: 3
VP: 2

Venom (2 copies)
You can't defeat Venom unless you have a Covert Hero.
Escape: Each player gains a Wound.
Attack: 5
VP: 3



== Dark City ==

Emissaries of Evil

Egghead (2 copies)
Ambush: Reveal the top card of the Villain Deck. If it's a Villain, play it.
Attack: 4
VP: 2

Electro (2 copies)
Ambush: Reveal the top card of the Villain Deck. If it's a Scheme Twist, play it.
Attack: 6
VP: 4

Gladiator (2 copies)
Ambush: Reveal the top card of the Villain Deck. If it's a Bystander, Gladiator captures it.
Attack: 5
VP: 3

Rhino (2 copies)
Ambush: Reveal the top card of the Villain Deck. If it's a Master Strike, each player gains a Wound.
Escape: Each player gains a Wound.
Attack: 5
VP: 3


Four Horsemen

Death (2 copies)
Fight: Each other player reveals their hand and KOs one of their Heroes that costs 1 or more.
Escape: Each player does that same effect.
Attack: 7
VP: 5

Famine (2 copies)
Fight: Each other player reveals an Instinct Hero or discards a card.
Escape: Each player does that same effect.
Attack: 4
VP: 2

Pestilence (2 copies)
Fight: Each other player reveals the top three cards of their deck, discards each of those cards that costs 1 or more, and puts the rest back in any order.
Escape: Each player does that same effect.
Attack: 5
VP: 3

War (2 copies)
Fight: Each other player reveals an Instinct Hero or gains a Wound.
Escape: Each player does that same effect.
Attack: 6
VP: 4


Marauders

Blockbuster (2 copies)
Blockbuster gets +2 Attack for each Bystander he has.
Ambush: If there is a Villain in the Bank that Villain and Blockbuster each capture a Bystander.
Attack: 4+
VP: 2

Chimera (2 copies)
Chimera gets +3 Attack for each Bystander she has.
Ambush: Reveal the top three cards of the Villain Deck. Chimera captures all the Bystander cards you revealed. Put the rest back in random order.
Attack: 3+
VP: 3

Scalphunter (2 copies)
Scalphunter gets +1 Attack for each Bystander he has.
Ambush: Each player chooses a Bystander from their Victory Pile. Scalphunter captures those Bystanders.
Attack: 4+
VP:2

Vertigo (2 copies)
Fight: Each player discards all the cards in their hand, then draws as many cards as they discarded.
Attack: 5
VP: 3


MLF

Forearm (2 copies)
To fight Forearm, you must also reveal four Hero cards with different card names.
Attack: 4*
VP: 4

Reignfire (2 copies)
Escape: Reignfire becomes a Master Strike that takes effect immediately.
Attack: 6
VP: 4

Wildside (2 copies)
Fight: If you fight Wildside in the Sewers or Bank, KO two of your Heroes.
Attack: 5
VP: 3

Zero (2 copies)
To fight Zero, you must also discard three cards that cost 0.
Attack: 0*
VP: 2


Streets of New York

Bullseye (2 copies)
Fight: KO one of your Heroes with a Recruit icon and one of your Heroes with an Attack icon.
Attack: 6
VP: 4

Hammerhead (2 copies)
Bribe
Fight: KO one of your Heroes with a Recruit icon.
Attack: 5*
VP: 2

Jigsaw (2 copies)
Ambush: Each player discards three cards, then draws two cards.
Bribe
Attack: 11*
VP: 5

Tombstone (2 copies)
Bribe
Escape: Each player reveals a Strength Hero or gains a Wound.
Attack: 8*
VP: 4


Underworld

Azazel (2 copies)
Fight: A card in your hand gains Teleport this turn.
Attack: 4
VP: 2

Blackheart (2 copies)
Ambush: The player to your right reveals a Marvel Knights Hero or gains a Wound.
Fight: Same effect.
Escape: Same effect.
Attack: 6
VP: 4

Dracula (2 copies)
Ambush: Dracula captures the top card of the Hero Deck. Dracula gets + Attack equal to that card's Cost.
Fight: Gain that card.
Attack: 3+
VP: 4

Lilith, Daughter of Dracula (2 copies)
Escape: Each player without Dracula in their Victory Pile gains a Wound.
Attack: 5
VP: 3



== Fantastic Four ==

Heralds of Galactus

Firelord (2 copies)
Cosmic Threat: Ranged
Fight: Each player reveals a Ranged Hero or gains a Wound.
Escape: Same effect.
Attack: 9*
VP: 4

Morg (2 copies)
Cosmic Threat: Instinct
Ambush: Put each non-Instinct Hero from the HQ on the bottom of the Hero Deck.
Attack: 12*
VP: 6

Stardust (2 copies)
Cosmic Threat: Covert
Fight: Choose one of your Covert Heroes. When you draw a new hand of cards at the end of this turn, add that Hero to your hand as a seventh card.
Attack: 10*
VP: 5

Terrax the Tamer (2 copies)
Cosmic Threat: Strength
Ambush: For each Strength Hero in the HQ, Terrax captures a Bystander.
Attack: 11*
VP: 5


Subterranea

Giganto (2 copies)
Fight: When you draw a new hand of cards at the end of this turn, draw two extra cards.
Burrow
Attack: 7
VP: 4

Megataur (2 copies)
Ambush: Megataur captures two Bystanders.
Burrow
Attack: 6
VP: 4

Moloids (2 copies)
Fight: KO one of your Heroes.
Burrow
Attack: 3
VP: 2

Ra'ktar the Molan King (2 copies)
Ambush: Any Villain in the Streets moves to the Bridge, pushing any Villain already there to escape.
Burrow
Attack: 4
VP: 2



== Paint the Town Red ==

Maximum Carnage

Carrion (2 copies)
Feast
Whenever Carrion feasts on a Hero that costs 1 or more, put Carrion back in the city space where he was.
Attack: 4
VP: 3

Demogoblin (2 copies)
Ambush: Demogoblin captures a Bystander.
Feast
Attack: 5
VP: 3

Doppelganger (2 copies)
Doppelganger's Attack is equal to the Cost of the Hero in the HQ space under him.
Feast
Attack: *
VP: 3

Shriek (2 copies)
Feast
When Shriek feasts on a 0-cost Hero, each other player gains a Wound.
Escape: Each player gains a Wound.
Attack: 6
VP: 4


Sinister Six

Chameleon (1 copy)
Fight: Copy the effects of the Hero in the HQ space under Chameleon, including its Recruit and Attack.
Attack: 6
VP: 2

Hobgoblin (1 copy)
Ambush: Each Sinister Six Villain captures a Bystander.
Attack: 5
VP: 3

Kraven the Hunter (1 copy)
Kraven's Attack is equal to the Cost of the highest-cost Hero in the HQ.
Escape: (After you do the normal escape KO) KO a Hero from the HQ with the highest cost.
Attack: *
VP: 4

Sandman (1 copy)
Sandman's Attack is twice the number of Villains in the city.
Escape: Each player reveals an Instinct Hero or gains a Wound.
Attack: *
VP: 4

Shocker (2 copies)
Ambush: Each player reveals an Instinct Hero or discards a card.
Attack: 5
VP: 3

Vulture (2 copies)
Ambush: (After Vulture enters the city) If there is a Villain on the Rooftops or Bridge, swap Vulture with one of those Villains.
Escape: Each player reveals an Instinct Hero or gains a Wound.
Attack: 4
VP: 2



== Villains ==

Avengers

Ant-Man (2 copies)
Attack: 3*
VP: 2
Elusive 4

Captain America (1 copy)
Attack: 4+
VP: 5
Ambush: Each player reveals three colors of Allies or gains a Bindings. (Grey is a color.)
Fight: Same effect. Captain America gets +1 Attack for each color of Ally in the Lair.
Overrun: Demolish each player.

Hulk (1 copy)
Attack: 8
VP: 6
Ambush: Demolish each player twice.
Fight: Same effect.
Overrun: Same effect.

Iron Man (1 copy)
Attack: 7
VP: 5
Ambush: Each player reveals a Tech Ally or gains a Bindings.
Fight: Same effect.
Overrun: Demolish each player.

Thor (1 copy)
Attack: 7
VP: 5
Ambush: KO each Ally from the Lair that costs 7 Cost or more.
Fight: Same effect.
Overrun: Demolish each player.

Wasp (2 copies)
Attack: 1*
VP: 4
Elusive 7


Defenders

Daredevil (2 copies)
Attack: 5
VP: 3
Fight: The next Ally you recruit this turn goes on top of your deck.
Overrun: Each player reveals the top card of their deck and if it costs 1 Cost or more, discards it.

Iron Fist (2 copies)
Attack: 3*
VP: 2
To fight Iron Fist, you must also reveal three Allies with different costs.

Namor, The Sub-Mariner (2 copies)
Attack: 6
VP: 4
Ambush: If any other Defenders Adversaries are in the city, each player gains a Bindings.
Fight: Same Effect.
Overrun: Same Effects.

Luke Cage (2 copies)
Attack: 4
VP: 2
Fight: Each player reveals the top three cards of their deck. You choose which players discard them and which players put them back on top in the order of their choice.


Marvel Knights

Black Panther (2 copies)
Attack: 4
VP: 2
Fight: Each player draws a card.

Elektra (2 copies)
Attack: 4
VP: 2
Fight: KO one of your Allies. Then KO a Bindings from your hand or discard pile.

Punisher (2 copies)
Attack: 6
VP: 4
Fight: Reveal the top card of your deck. If it costs 0 Cost, KO it.
Overrun: Each player reveals the top card of their deck and if it costs 1 Cost or more, KOs it.

Ghost Rider (2 copies)
Attack: 5
VP: 3
Fight: You may KO another Adversary from your Victory Pile. If you do, you get +3 Recruit.
Overrun: Each player may KO an Adversary from their Victory Pile. Any player who does not do so gains a Bindings.


Spider Friends

Black Cat (2 copies)
Attack: 2*
VP: 2
Elusive 6.
Fight: Each player reveals the top card of their deck. Choose any number of those cards to be discarded.

Firestar (2 copies)
Attack: 5
VP: 3
Fight: Reveal the top card of your deck. If it has a Recruit icon, KO it.
Overrun: Each player reveals the top card of their deck, and if it has an Attack icon, KO it.

Moon Knight (2 copies)
Attack: 4
VP: 2
Fight: KO one of your Allies. Then, if you fought Moon Knight on the Rooftops, KO another of your Allies.

Spider-Man (2 copies)
Attack: 2
VP: 3
Fight: Reveal the top card of the Adversary Deck. If that card is worth 2 Victory Points or less, play it. If you play a card from the Adversary Deck this way, put Spider-Man back on top of the Adversary Deck.
Overrun: Each player gains a Bindings.


Uncanny Avengers

Havok (2 copies)
Attack: 4+
VP: 2
X-Treme Attack.
Ambush: Each player who does not reveal a Ranged Ally discards two cards, then draws a card.

Rogue (2 copies)
Attack: 4+
VP: 2
X-Treme Attack.
Fight: Each other player discards the top card of their deck. Play a copy of one of those Allies.

Scarlet Witch (2 copies)
Attack: 5
VP: 3
Fight: Reveal the top three cards of your deck. Put any that have odd-numbered costs into your hand and discard the rest. (0 is even.)

Wolverine (2 copies)
Attack: 7+
VP: 5
X-Treme Attack.
Wolverine gets +1 Attack for each card you've drawn this turn.
Overrun: Each player reveals an Instinct Ally or gains a Bindings. Then shuffle Wolverine back into the Adversary deck.


Uncanny X-Men

Colossus (2 copies)
Attack: 5+
VP: 3
X-Treme Attack.
Fight: You may KO a Bindings from your hand or discard pile. If you don't, each other player gains a Bindings.

Nightcrawler (2 copies)
Attack: 4+
VP: 2
X-Treme Attack.
Fight: Choose an Ally you played this turn. When you draw a new hand of cards at the end of this turn, add that Ally to your new hand as an extra card.

Shadowcat (2 copies)
Attack: 2*+
VP: 2
X-Treme Attack.
Elusive 5

Storm (2 copies)
Attack: 4+
VP: 2
X-Treme Attack.
Ambush: (After Storm enters the city.) Move Storm to the Rooftops. If another Adversary is already there, swap them.
Fight: If you fight Storm on the Rooftops, each other player gains a Bindings.


X-Men First Class

Angel (2 copies)
Attack: 4+
VP: 2
X-Treme Attack.
Fight: Draws two cards, then discard a card.

Iceman (2 copies)
Attack: 5+
VP: 3
X-Treme Attack.
Fight: Draw a card for each Ranged Ally you played this turn.

Jean Grey (1 copy)
Attack: 6+
VP: 4
X-Treme Attack.
Ambush: Jean Grey guards a Bystander for each Adversary in the city with X-Treme Attack (including Jean).
Fight: You get +1 Recruit for each Bystander you kidnapped this turn.

Beast (2 copies)
Attack: 5+
VP: 3
X-Treme Attack.
Fight: KO one of your Allies. Then KO another of your Allies if there are any other Adversaries in the city with X-Treme Attack.

Cyclops (1 copy)
Attack: 6+
VP: 4
X-Treme Attack. To Fight Cyclops, you must also discard a card.
Overrun: Each player reveals a Brotherhood Ally or discards a card.



== Guardians of the Galaxy ==

Kree Starforce

Captain Atlas (1 copy)
Captain Atlas gets +1 Attack for each Shard on the Mastermind.
Escape: Each player loses a Shard. Each player that cannot do so gains a Wound.
Attack: 6+
VP: 4

Demon Druid (1 copy)
Ambush: Another Villain in the city gains two Shards.
Attack: 5
VP: 3

Dr. Minerva (1 copy)
Ambush: Each Kree Villain in the city gains a Shard (including this Villain).
Attack: 5
VP:3

Korath the Pursuer (1 copy)
Ambush: Each player may draw a card. Korath gains a Shard for each card drawn this way.
Escape: If Korath had any Shards, each player gains a Wound.
Attack: 5
VP: 3

Ronan the Accuser (1 copy)
Ambush: Each player simultaneously points their finger to accuse another player. Each player who was accused the most gains a Wound.
Escape: Same effect.
Attack: 7
VP: 5

Shatterax (1 copy)
Fight: Put a Shard on each Hero in the HQ. When a player gains that Hero, they gain that Shard. If that Hero leaves the HQ some other way, return that Shard to the supply.
Attack: 5
VP: 3

Supremor (2 copies)
Ambush: Supremor and the Mastermind each gain a Shard.
Attack: 3
VP: 2


Infinity Gems

Mind Gem (1 copy)
Ambush: Mind Gem gains a Shard for each Scheme Twist in the KO pile and/or stacked next to the Scheme.
Fight: Put this into your discard pile as an Artifact.
Artifact - Once per turn, you get +2 Recruit.
Attack: 6
VP: 0

Power Gem (1 copy)
Ambush: Power Gem gains a Shard for each Master Strike in the KO pile and/or stacked next to the Mastermind.
Fight: Put this into your discard pile as an Artifact.
Artifact - Once per turn, you get +2 Attack.
Attack: 7
VP: 0

Reality Gem (2 copies)
Ambush: Reality Gem gains a Shard for each Infinity Gem Villain card in the city and/or Escape pile.
Fight: Put this into your discard pile as an Artifact.
Artifact - Before you play a card from the Villain Deck, you may first reveal the top card of the Villain Deck. If it's not a Scheme Twist, you may put it on the bottom of the Villain Deck. If you do, gain a Shard.
Attack: 5
VP: 0

Soul Gem (1 copy)
Ambush: Soul Gem gains a Shard for each Villain in the city.
Fight: Put this into your discard pile as an Artifact.
Artifact - Whenever you defeat a Villain, put a Shard on Soul Gem from the supply. Once per turn, you get + Attack equal to the number of Shards on Soul Gem.
Attack: 6
VP: 0

Space Gem (2 copies)
Ambush: Space Gem gains a Shard for each empty space in the city.
Fight: Put this into your discard pile as an Artifact.
Artifact - Once per turn, you may move a Villain to another city space. If another Villain is already there, swap them. If you moved any Villains this way, gain a Shard.
Attack: 5
VP: 0

Time Gem (1 copy)
Ambush: Play another card from the Villain Deck. Time Gem gains Shards equal to that card's printed Victory Points.
Fight: Put this into your discard pile as an Artifact.
Artifact - When you play this Artifact, take another turn after this one. Use this ability only if this is the fist time any player has played the Time Gem this game.
Attack: 6
VP: 0



== Fear Itself ==

The Mighty

Black Widow (1 copy)
2 Uru-Enchanted Weapons
Fight or Fail: If her Uru-Enchanted Weapons revealed any Bystanders, kidnap them.
Attack: 3*
VP: 4

Dr. Strange (1 copy)
Uru-Enchanted Weapon
Ambush: Reveal the top three cards of the Adversary Deck. Put the Adversary you revealed with the highest printed VP on top of that deck. Put the rest on the bottom of that deck in random order.
Fight or Fail: You get +2 Recruit.
Attack: 5*
VP: 4

Hawkeye (1 copy)
Uru-Enchanted Weapon
Fight or Fail: Choose one: Each other player draws a card, or each other player discards a card.
Attack: 3*
VP: 2

Iron Fist (1 copy)
Uru-Enchanted Weapon
If his Uru-Enchanted Weapon revealed an Adversary, KO one of your Allies.
Attack: 3*
VP: 2

Ms. Marvel (1 copy)
Uru-Enchanted Weapon
Fight or Fail: If her Uru-Enchanted Weapon revealed a Command Strike or Plot Twist, play it.
Overrun: Each player reveals a Ranged Ally or gains a Bindings.
Attack: 4*
VP: 3

Red She-Hulk (1 copy)
Uru-Enchanted Weapon
Fight or Fail: If her Uru-Enchanted Weapon revealed an Adversary, put that Adversary into your Victory Pile.
Attack: 4*
VP: 2

Spider-Man (1 copy)
2 Uru-Enchanted Weapons
Fight or Fail: Play all the cards revealed by his Uru-Enchanted Weapon that are worth 2 VP or less.
Overrun: Each player gains a Bindings.
Attack: 2*
VP: 3

Wolverine (1 copy)
2 Uru-Enchanted Weapons
Fight or Fail: Draw two cards.
Overrun: Each player reveals an Instinct Ally or gains a Bindings. Then put Wolverine on top of the Adversary Deck.
Attack: 5*
VP: 6



== Secret Wars Volume 1 ==

The Deadlands

Zombie Baron Zemo (1 copy)
Ambush: Rise of the Living Dead
Fight: For each of your Avengers Heroes, rescue a Bystander.
Attack: 6
VP: 4

Zombie Loki (1 copy)
Ambush: Rise of the Living Dead
Escape: Loki ascends to become a new Mastermind. He gains the ability, "Master Strike: Each player reveals a Strength Hero or gains a Wound."
Attack: 8
VP: 6

Zombie Madame Hydra (1 copy)
Ambush: Rise of the Living Dead
Fight: KO one of your S.H.I.E.L.D. Heroes or HYDRA Allies.
Attack: 4
VP: 2

Zombie Mr. Sinister (1 copy)
Ambush: Rise of the Living Dead
Escape: Sinister ascends to become a new Mastermind. He gains the ability, "Master Strike: Sinister captures a Bystander. Then, each player with exactly 6 cards reveals a Covert Hero or discards cards equal to the number of Bystanders Sinister has."
Attack: 7
VP: 5

Zombie M.O.D.O.K. (1 copy)
Ambush: Rise of the Living Dead
Fight: KO one of your heroes with a Recruit icon.
Attack: 5
VP: 3

Zombie Mysterio (1 copy)
Ambush: Rise of the Living Dead
Escape: Shuffle this card into the Mastermind's face-down Tactics. It becomes a Mastermind Tactic that says "Fight: Draw two cards."
Attack: 6
VP: 6

Zombie Thanos (1 copy)
Ambush: Rise of the Living Dead
Escape: Thanos ascends to become a new Mastermind. He gains the ability, "Master Strike: Each player reveals their hand and KOs one of their non-grey Heroes."
Attack: 9
VP: 6

Zombie Venom (1 copy)
Ambush: Rise of the Living Dead
You can't defeat Zombie Venom unless you have a Covert Hero.
Escape: Each player gains a Wound.
Attack: 5*
VP: 3


Domain of Apocalypse

Apocalyptic Blink (3 copies)
Fight: Reveal the top card of your deck. Draw it or Teleport it.
Attack: 5
VP: 3

Apocalyptic Magneto (1 copy)
Fight: Gain an X-Men Hero from the HQ for free.
Escape: Magneto ascends to become a new Mastermind. He gains the ability, "Master Strike: Each player reveals an X-Men Hero or discards down to four cards."
Attack: 8
VP: 6

Apocalyptic Rogue (2 copies)
Fight: Reveal the top card of the Hero deck. The player of your choice gains it.
Escape: Reveal the top card of the Hero deck. Each player reveals their hand and discards a card of that class.
Attack: 6
VP: 4

Apocalyptic Weapon X (2 copies)
Fight: KO one of your heroes.
Escape: Cross-Dimensional Wolverine Rampage
Attack: 7
VP: 5


Limbo

Inferno Colossus (2 copies)
Ambush: The Mastermind captures a Bystander.
Fight: KO one of your Heroes.
Attack: 5
VP: 3

Inferno Cyclops (2 copies)
Ambush: Inferno Cyclops captures a Bystander.
Escape: The Mastermind captures all the Bystanders this Villain had.
(Players still discard for the Bystander being carried away.)
Attack: 6
VP: 4

Inferno Darkchilde (2 copies)
Fight: Reveal the top card of your deck. KO it or Teleport it.
Escape: Each player Teleports a random card from their hand.
Attack: 5
VP: 3

Inferno Nightcrawler (2 copies)
Fight: Up to two cards in your hand that have a Recruit icon gain Teleport this turn.
Attack: 4
VP: 2


Manhattan (Earth-1610)

Ultimate Captain America (2 copies)
Fight: Gain this as a Hero.
Attack: 6
-----------------
Strength
You get +1 Attack for each color of Hero you have
0+ Attack

Ultimate Captain Marvel (2 copies)
Fight: Gain this as a Hero.
Attack: 4
-----------------
Ranged
Teleport
2 Recruit

Ultimate Thor (2 copies)
Fight: Gain this as a Hero.
Escape: Cross-Dimensional Thor Rampage
Attack: 7
-----------------
Ranged
Ranged: You get +3 Attack.
3+ Attack

Ultimate Wasp (2 copies)
Fight: Gain this as a Hero.
Attack: 5
-----------------
Covert
Covert: You get +2 Attack.
2+ Attack


Sentinel Territories

Colossus of Future Past (2 copies)
Fight: Colossus changes the future: Don't play a Villain card at the beginning of next turn.
Attack: 5
VP: 3

Kate Pryde of Future Past (2 copies)
Fight: You get +1 Recruit. Then, Kate Pryde alters the future: At the beginning of the next player's turn, that player gets +1 Recruit.
Attack: 4
VP: 2

Rachel Summers of Future Past (2 copies)
Fight: Rachel Summers alters the future: During the next player's turn, all Villains and the Mastermind get -1 Attack. Escape: This turn, All Villains and the Mastermind get +1 Attack.
Attack: 6
VP: 4

Wolverine of Future Past (2 copies)
Fight: Wolverine alters the future: At the start of the next player's turn, you draw a card, and that player draws a card.
Escape: Cross-Dimensional Wolverine Rampage
Attack: 7
VP: 5


Wasteland

The Hulk Gang (3 copies)
Fight: Cross-Dimensional Hulk Rampage Escape: Same effect.
Attack: 5 VP: 3

Wasteland Kingpin (1 copy)
Bribe (2 copies)
Escape: Kingpin ascends to become a new Mastermind. He gains the ability, "Master Strike: Each player reveals an Instinct Hero or discards their hand and draws 5 cards."
Attack: 11*
VP: 6

Wasteland Hawkeye (2 copies)
Ambush: Wasteland Hawkeye captures a Bystander. Fight: Choose one: Each other player draws a card, or each other player discards a card.
Attack: 6
VP: 4

Wasteland Spider-Girl (2 copies)
Fight: Reveal the top card of your deck. If it costs 2 or less, KO it.
Attack: 4
VP: 2



== Secret Wars Volume 2 ==

Deadpool's Secret Secret Wars

Deadpool (1 copy)
5th Circle of Kung-Fu (2 copies)
Fight: Fateful Resurrection
Escape: Deadpool ascends to become a new Mastermind. He gains the ability, "Master Strike: Each player reveals a Hero with an odd-numbered cost or gains a Wound." (0 is even).
Attack: 5+
VP: 5

Doop (2 copies)
You can't fight Doop if there is a Villain in an adjacent city space.
Attack: 2*
VP: 2

Howard the Duck (2 copies)
Ambush: Howard the Duck captures (the heart of) a Bystander.
7th Circle of Quack-Fu
Attack: 1+
VP: 4

Pink Sphinx (3 copies)
Fight: Spectrum: KO one of your Heroes.
Attack: 4
VP: 2


Guardians of Knowhere

Angela (1 copy)
Fight: Fateful Resurrection
Escape: Angela ascends to become a new Mastermind. She gains the ability, "Master Strike: Each player KOs a Hero from their discard pile that costs 1 or more."
Attack: 7
VP: 5

Drax the Destroyer (2 copies)
Fight: Reveal the top card of your deck. KO it or put it back. Fateful Resurrection.
Attack: 5
VP: 4

Gamora (1 copy)
Ambush: Charge one space.
Fight: (After this goes to your victory pile.) Patrol the Sewers: If it's empty, each other player gains a Wound.
Escape: Each player gains a Wound.
Attack: 6
VP: 4

Groot (2 copies)
Fight: Fateful Resurrection. If Groot resurrects this way, then he becomes Tiny Dancing Groot with Attack 1 and no abilities for the rest of the turn.
Attack: 5
VP: 4

Rocket Raccoon (2 copies)
Fight: (After this goes to your Victory Pile.) Patrol the Bank: If it's empty, draw a card. If it's not empty, KO one of your Heroes.
Attack: 4
VP: 2


K'un-lun

Laughing Skull (2 copies)
5th Circle of Kung-Fu
Escape: Each player reveals a Hero that costs 5 or more, or they discard a card.
Attack: 5+
VP: 5

Rand K'ai (2 copies)
6th Circle of Kung-Fu
Escape: Each player reveals a Hero that costs 6 or more, or they gain a wound.
Attack: 6+
VP: 6

Razor Fist (2 copies)
3rd Circle of Kung-Fu
Fight: For each of your Heroes that costs 3, KO one of your Heroes.
Attack: 3+
VP: 3

Red Sai (2 copies)
4th Circle of Kung-Fu
Fight: Draw a card for each of your Heroes that costs 4.
Attack: 4+
VP: 4


Monster Metropolis

Bug, Shiklah's Dragon (2 copies)
Fight: KO a card from your discard pile. Fateful Resurrection
Attack: 4
VP: 3

Ghost Deadpool (2 copies)
Fight: Fateful Resurrection. Then, Cross-Dimensional Deadpool Rampage
Escape: Cross-Dimensional Deadpool Rampage
Attack: 5
VP: 5

Man-Thing (2 copies)
Ambush: Each Monster Metropolis Villain captures a Bystander.
Fight: Fateful Resurrection
Attack: 5
VP: 4

Marcus Symbiote Centaur (2 copies)
Ambush: Charge two spaces.
When in the Sewers, Rooftops or Bridge, he is in "wolf form" and gets +3 Attack.
Attack: 3+
VP: 3


Utopolis

Doctor Spectrum (3 copies)
Ambush: Charge one space.
Fight: Spectrum: KO a card from your discard pile. Escape: Each player who doesn't have Spectrum discards a card.
Attack: 6
VP: 4

Nighthawk (2 copies)
While in the Sewers, Rooftops or Bridge, Nighthawk gains +4 Attack.
Escape: Nighthawk becomes a Scheme Twist that takes effect immediately.
Attack: 4+
VP: 4

Warrior Woman (1 copy)
Ambush: Charge one space.
Escape: Warrior Woman ascends to become a new Mastermind. She gains the ability, "Master Strike: Patrol the Bank: If there's a Villain there, each player discards a card with a Recruit icon."
Attack: 8
VP: 6

Whizzer (2 copies)
Ambush: Charge three spaces.
Fight (After he goes to your victory pile.) Patrol the Bridge: If there's a Villain there, each other player gains a Wound.
Escape: Each player gains a Wound.
Attack: 5
VP: 3


X-Men '92

'92 Beast (2 copies)
Ambush: Charge one space.
Fight: Gain this as a Hero.
Attack: 5
-----------------
Strength
Tech: Draw a card.
2 Attack

'92 Jubilee (3 copies)
Fight: Gain this as a Hero.
4 Attack
-----------------
Ranged
Spectrum: You get +2 Attack.
2+ Attack

'92 Professor X (1 copy)
Escape: '92 Professor X ascends to become a new Mastermind. He gains the ability, "Master Strike: Stack the two heroes from the HQ with the highest cost next to '92 Professor X. He gets +1 Attack for each Hero stacked there. Players can recruit the top card of the stack."
Attack: 8+
VP: 6

'92 Wolverine (2 copies)
Fight: Gain this as a Hero.
Escape: Cross-Dimensional Wolverine Rampage
Attack: 7
-----------------
Instinct
Instinct: Draw two cards.
2 Attack



== Captain America 75th Anniversary ==

Zola's Creations

Captain Zolandia (2 copies)
Abomination
Fight: You get +1 Recruit for each Hero Class you have.
Attack: 6+
VP: 5

Doughboy (2 copies)
Abomination
Fight: KO one of your Heroes.
Attack: 4+
VP: 3

Man-Fish (2 copies)
Abomination
Fight: If you fought Man-Fish in the Sewers or Bridge, then each other player gains a Wound.
Escape: Each player gains a Wound.
Attack: 5+
VP: 4

Primus (2 copies)
To fight Primus, you must also discard a card that costs 2, 3, 5, or 7.
Escape: each player discards a Hero that costs 2, 3, 5, or 7.
Attack: 3*
VP: 3


Masters of Evil (WWII)

Black Knight (2 copies)
Ambush: Black Knight captures a Bystander.
Fight: Savior: KO one of your Heroes.
Attack: 4
VP: 2

Executioner (2 copies)
Ambush: Executioner captures a Bystander
Fight: Savior: Draw a card.
Escape: KO a Bystander from each player's Victory Pile.
Attack: 6
VP: 4

Melter (WWII) (2 copies)
Ambush: Melter captures a Bystander.
Fight: Savior: Each player reveals the top card of their deck. For each card, you choose to KO it or put it back.
Attack: 5
VP: 3

Radioactive Man (2 copies)
Ambush: Radioactive Man captures a Bystander.
Fight: Each player who is not a Savior gains a Wound.
Escape: Same effect.
Attack: 5
VP: 3



== Civil War ==

CSA Special Marshals

Bullseye (2 copies)
Fight: KO one of your heroes with a Recruit icon.
Escape: Each player KOs one of their Heroes that has printed Attack of 2 or more.
Attack: 6
VP: 4

Moonstone (2 copies)
Fight: Each other player discards two cards, and then draws a card.
Attack: 4
VP: 2

Penance (2 copies)
Penance gets +1 Attack for each Villain in your Victory Pile.
Attack: 2+
VP: 3

Venom (2 copies)
Size-Changing: Covert
Escape: Fortify the Bystander Stack. While it's fortified, if a Bystander would be rescued from there, KO that Bystander instead.
Attack: 7*
VP: 4


Great Lakes Avengers

Big Bertha (2 copies)
Size-Changing: Strength
Fight: Each player reveals a Strength Hero or gains a Wound.
Escape: Same effect.
Attack: 7*
VP: 4

Flatman (2 copies)
Size-Changing: Covert
Fight: KO a card from your discard pile.
Attack: 5*
VP: 2

Mr. Immortal (2 copies)
Fight: Reveal the top card of the Villain Deck. If it's a Villain or Bystander, Mr. Immortal reenters the Sewers.
Attack: 2
VP: 2

Squirrel Girl (2 copies)
You can't fight Squirrel Girl if you played more than one card this turn.
Escape: Fortify the Sidekick Stack. While it's fortified, Sidekicks can't be recruited or gained.
Attack: 3*
VP: 2


Heroes for Hire

Colleen Wing (2 copies)
Bribe
Escape: Fortify the Mastermind. While it's fortified, the Mastermind can't be fought.
Attack: 9*
VP: 5

Humbug (2 copies)
Bribe
Fight: KO one of your Heroes.
Attack: 5*
VP: 3

Shang-Chi (2 copies)
Bribe
Fight: If you have any cards in your discard pile, then shuffle them into your deck, and Shang-Chi reenters the Sewers.
Attack: 3*
VP: 2

Tarantula (2 copies)
Bribe
Fight: Each player discards two cards or gains a Wound.
Escape: Same effect.
Attack: 7*
VP: 5


Registration Enforcers

Blade (2 copies)
Fight: If you fight Blade in the Sewers or Rooftops, you get +2 Recruit.
Attack: 4
VP: 2

Captain Marvel (2 copies)
Fight: Each player swaps a card from their hand with the top card of their deck.
Escape: Each player swaps their hand with the top four cards of their deck.
Attack: 6
VP: 4

Deadpool (2 copies)
Ambush: Each player reveals a card that costs 5 or discards down to 5 cards.
Fight: Same effect.
Escape: Same effect.
Attack: 5
VP: 5

Micromax (2 copies)
Size-Changing: Instinct
Fight: KO one of your Heroes.
Attack: 6*
VP: 3


S.H.I.E.L.D. Elite

Agent Eric Marshall (2 copies)
S.H.I.E.L.D. Clearance
Ambush: A S.H.I.E.L.D. Officer enters the city as a 3 Attack Villain. When you fight it, gain it as a Hero.
Attack: 1*
VP: 2

Agent Gabe Jones (2 copies)
S.H.I.E.L.D. Clearance
Fight: A S.H.I.E.L.D. Officer enters the city as a 3 Attack Villain. When you fight it, gain it as a Hero.
Attack: 2*
VP: 2

Dum Dum Dugan (2 copies)
S.H.I.E.L.D. Clearance
Fight: Each player with no S.H.I.E.L.D. Officers in their discard pile gains a Wound.
Escape: Same effect.
Attack: 4*
VP: 3

Sharon Carter, Agent 13 (2 copies)
S.H.I.E.L.D. Clearance
Escape: Fortify the S.H.I.E.L.D. Officer stack. While it's fortified, whenever any number of S.H.I.E.L.D. Officers become Villains, an extra one becomes a Villain.
Attack: 6*
VP: 5


Superhuman Registration Act

Iron Spider (2 copies)
Ambush: Fortify your deck. While Iron Spider fortifies a players deck, that player draws one fewer card at the end of their turn.
Fight: Reveal the top card of the Villain Deck. If that card is worth 2 VP or less, Iron Spider fortifies the deck of the player on your left.
Attack: 2
VP: 3

Ms. Marvel (2 copies)
Escape: Fortify an HQ space. While its fortified, Heroes can't be gained from that space.
Attack: 5
VP: 3

She-Hulk (2 copies)
Size-Changing: Strength
Escape: Fortify the Villain Deck. When a Master Strike is completed from that deck, each player gains a Wound and She-Hulk enters the Sewers.
Attack: 8*
VP: 5

Yellowjacket (2 copies)
Size-Changing: Tech
Escape: Fortify the Hero Deck. While it's fortified, whenever a Hero in the HQ costs 7 or more, KO that Hero.
Attack: 7*
VP: 4


Thunderbolts

Fixer (2 copies)
Fight: Look at the top three cards of your deck. KO one and put the rest back in any order.
Attack: 4
VP: 2

Mach-IV (2 copies)
Fight: Each player reveals a Tech Hero or gains a Wound.
Escape: Same effect.
Attack: 5
VP: 3

Radioactive Man (2 copies)
Escape: Fortify the Wound Stack. While it's fortified, whenever a player gains a Wound, that player gains an extra Wound.
Attack: 6
VP: 4

Songbird (2 copies)
Fight: Each player without another Thunderbolts Villain in their Victory Pile gains a Wound.
Escape: Same effect.
Attack: 5
VP: 3



== Deadpool ==

Deadpool's "Friends"

Blind Al and Deuce (2 copies)
Revenge for Deadpool's "Friends"
To fight Blind Al, you also gotta drop a Deuce (discard a card with a "2" printed anywhere on it). Deuce is her dog, obviously.
Escape: Everybody drop a Deuce.
Attack: 2+
VP: 3

Sluggo (2 copies)
Revenge for Deadpool's "Friends"
Fight: Excessive Violence: Gain the Hero from the HQ with the lowest cost (or tied for lowest).
Escape: Each player gains a Wound.
Attack: 5+
VP: 4

Taskmaster (2 copies)
Ambush: Taskmaster captures a Bystander.
During your turn, Taskmaster gets + Attack equal to the cost of the highest-cost Hero you played this turn.
Attack: 3+
VP: 4
Flavor: They call it Photographic Reflexes: I can copy any fighting move I've ever seen. And I've seen Howard the Duck."

Weasel (2 copies)
Revenge for Deadpool's "Friends"
Ambush: Each player simultaneously passes a card from their hand to the player on their left.
Fight: Same effect.
Attack: 4+
VP: 3


Evil Deadpool Corpse

D.E.A.D.P.O.O.L. (2 copies)
Revenge for Evil Deadpool Corpse
Fight: Excessive Violence: KO one of your Heroes. Remind them that if they were better at hero-ing, these accidents wouldn't happen.
Attack: 4+
VP: 3
Flavor: Destructive Engine of Assassination Despite Panpygoptosis Obsessed with Opponent Liquidation.

The Deadpool Kid (2 copies)
Revenge for Evil Deadpool Corpse
Escape: Old West Shootout. Each player reveals the top card of their deck. KO the card with the highest cost (or tied for highest.)
Attack: 5+
VP: 4
Flavor: If you're going to lose an 8-coster, distract the other players and cheat, varmint!

Ultimate Deadpool (2 copies)
Revenge for Evil Deadpool Corpse
Fight: Excessive Violence: Draw a card for each "Ultimate" in the HQ. You know, those totally kickass cards that cost 7 or more.
Escape: KO all Ultimates from the HQ.
Attack: 5+
VP: 4

Wolverinepool (2 copies)
Revenge for Evil Deadpool Corpse
Ambush: Each player reveals a card with an odd-numbered cost or gains a Wound. Ya know, the number 0 is pretty weird, but it's not odd.
Fight: Same effect.
Escape: Same effect. Then, shuffle me back into the Villain Deck so I can kick your ass again!
Attack:7+
VP: 6



== Noir ==

Goblin's Freak Show

Vulture, Carnival Cannibal (2 copies)
Ambush: The Vulture captures 2 Hidden Witnesses.
Fight: Each other player KOs a Bystander from their Victory Pile or gains a Wound.
Escape: Each player gains a Wound.
Attack: 5*
VP: 3

The Chameleon (2 copies)
Ambush: Chameleon captures a Hidden Witness.
Fight: Reveal the top card of the Villain Deck. If it's a Villain, it enters the city space where the Chameleon was.
Attack: 4*
VP: 2

Kraven, Animal Trainer (1 copy)
Ambush: For each Hero in the HQ that costs 7 or more, Kraven captures a Hidden Witness. Kraven's Attack is equal to the cost of the highest-cost card in the HQ.
Attack: *
VP: 3

Ox (1 copy)
Ambush: Each other player reveals a Strength Hero or Ox captures a random Bystander from their Victory Pile as a Hidden Witness.
Attack: 5*
VP: 3

Montana (1 copy)
Ambush: Each Goblin's Freak Show Villain captures a Hidden Witness.
Attack: 4*
VP: 2

Fancy Dan (1 copy)
Ambush: Fancy Dan captures 3 Hidden Witnesses.
Fight: KO one of your Heroes.
Attack: 1*
VP: 2


X-Men Noir

Bobby "Iceman" Drake (1 copy)
Fight: Investigate for a card with a Recruit icon.
Attack: 4
VP: 2

Comrade Rasputin, Steel Wall (2 copies)
Fight: Investigate for a Hero that costs 0 and KO it.
Attack: 5
VP: 3

Henry "Beast" McCoy (1 copy)
Fight: Investigate for any card that's Tech or Strength.
Attack: 5
VP: 3

Jean Grey Noir (1 copy)
Fight: When you draw a new hand of cards at the end of your turn, Investigate for an extra card.
Attack: 5
VP: 3

Scott "Cyclops" Summers (1 copy)
Escape: Each player Investigates their deck for a card that costs 1 or more and KOs it. Players reveal the cards they investigated.
Attack: 6
VP: 4

Warden Emma Frost (1 copy)
Escape: Investigate the Villain Deck for a Scheme Twist and play it. Reveal all the cards you Investigated.
Attack: 6
VP: 4

Ororo Munroe, Storm-Tossed (1 copy)
Fight: KO a Hero from the HQ. Investigate the Hero Deck for a card to put in that emptied HQ space.
Attack: 4
VP: 2



== X-Men ==

Dark Descendants

Fatale (2 copies)
Fight: KO one of your Heroes.
Escape: The Mastermind Dominates the top card of the Hero Deck.
Attack: 5
VP: 3

Havok, Brainwashed (2 copies)
Fight: Gain this as a Hero.
Escape: Havok becomes a Hero Dominated by the Mastermind.
Attack: 6
---------
X-Men
Ranged
X-Gene Ranged: You get +2 Attack.
2+ Attack

Nemesis (1 copy)
Ambush: Each player reveals their hand and chooses one of their non-grey Heroes. Nemesis Dominates those Heroes.
Attack: 5
VP: 5

Psychic Subjugation (1 copy)
Trap!
By End of Turn: Recruit the left-most and right-most Heroes in the HQ.
Or Suffer: Each of those Heroes you didn't recruit enters the city as a Villain with Attack equal to that Hero's cost. When you fight one, you gain it.
VP: 3

Random (2 copies)
Ambush: Random Dominates the top card of the Hero Deck. Then, each player reveals their hand and chooses one of their Heroes with that same cost. Random Dominates those Heroes.
Attack: 4+
VP: 3


Hellfire Club

Corrupt the Phoenix Force (1 copy)
Trap!
By End of Turn: Have no Hellfire Villains in the city.
Or Suffer: This Trap becomes a 6 Attack "Phoenix Force" Token Villain taht enters the city and Dominates all the Heroes in the HQ that cost 6 or less.
VP: 3

Emma Frost (White Queen) (2 copies)
Ambush: Each player chooses an X-Men Hero from their discard pile. Emma Frost Dominates those Heroes.
Attack: 4+
VP: 4

Harry Leland (Black Bishop) (2 copies)
Ambush: Heroes cost 1 more to recruit this turn.
Escape: Same effect.
Attack: 5
VP: 3
Flavor: Increasing his opponents' mass to 20,000 pounds puts a real weight on their shoulders.

Mastermind (Jason Wyngarde) (1 copy)
Ambush: The Villain ascends to become a new Mastermind. He gains the ability "Master Strike: Each player simultaneously reveals a non-grey Hero. Mastermind dominates the revealed Hero with the highest cost (and tied for highest.)
Attack: 8+
VP: 6

Sebastian Shaw (Black King) (2 copies)
Sebastian Shaw has +1 Attack for each card you've played from your hand this turn.
Escape: Each player gains a Wound.
Attack: 3+
VP: 4


Mojoverse

Mindwarping TV Broadcast (1 copy)
Trap!
Ambush: A Villain captures a Bystander.
By End of Turn: Have no Bystanders in the city captured by Villains.
Or Suffer: After you draw your new hand at end of turn, each player discards down to four cards in hand.
VP: 3

Minor Domo (2 copies)
Ambush: Minor Domo captures 2 Human Shields.
Escape: Each player simultaneously reveals a card from their hand. Whoever revealed the lowest cost card (or tied for lowest) gains a Wound.
2* Attack
VP: 2

Major Domo (2 copies)
Ambush: Major Domo captures a Human Shield.
Escape: Each player simultaneously reveals a card from their hand. Whoever reveals the highest-costing card (or tied for highest) gains a Wound.
4* Attack
VP: 3

Spiral (1 copy)
Ambush: Each player reveals a Covert Hero or discards their hand. Each player who discarded their hand this way draws 5 cards.
Escape: Same effect.
6 Attack
VP: 4

Warwolves (2 copies)
Ambush: These Warwolves capture a Human Shield.
Fight: KO one of your Heroes.
3* Attack
VP: 2


Murderworld

Animatronic Killer Clowns (2 copies)
Trap!
By End of Turn: Recruit two Heroes.
Or Suffer: This Trap enters the city as a 3 Attack "Animatronic Killer Clown" Token Villain that captures a Human Shield.
VP: 2

Guillotine Rollercoaster (1 copy)
Trap!
By End of Turn: Have at least four different costs of Heroes in the HQ.
Or Suffer: After you draw your new hand at the end of this turn, each palyer reveals their hand and discards each card with the same cost as the cards in the HQ.
VP: 3

Miss Locke (2 copies)
Ambush: Miss Locke captures 2 Human Shields. Then reveal the top card of the Villain Deck. If it's a Trap or Master Strike, play it.
Attack: 2*
VP: 2

Monstrous Pinball Machine (1 copy)
Trap!
By End of Turn: Pay any amount of Recruit. Then you must reveal the top card of the Hero Deck. If you paid enough, recruit that Hero and put this Trap in your Victory Pile.
Or Suffer: KO that Hero. Play two extra cards from the Villain Deck next turn.
VP: 3

Sulfuric Acid Water Slide (2 copies)
Trap!
Ambush: Play another card from the Villain Deck.
By End of Turn: Have no Villains in the Sewers.
Or Suffer: Each player gains a Wound.
VP: 2


Shadow-X

Betrayal of the Shadow (1 copy)
By End of Turn: You may pay 6 Recruit.
Or Suffer: Each player reveals their hand. Then, each player chooses a Shadow-X card from their hand or discard pile to enter the city as a Villain.

Dark Angel (2 copies)
Fight: Gain this as a Hero.
Attack: 4
---------
Instinct
X-Gene Instinct: The next Hero you recruit from the HQ has Soaring Flight.
2 Attack

Dark Beast (1 copy)
Fight: Gain this as a Hero.
Attack: 5
---------
Tech
X-Gene Tech: You may KO a card from your hand or discard pile.
2 Attack

Dark Cyclops (1 copy)
Ambush: Each player reveals a Ranged Hero or discards a card.
Fight: Gain this as a Hero.
Attack: 7
---------
Ranged
X-Gene Ranged: Return a Ranged Hero from your discard pile to your hand.
3 Attack

Dark Iceman (2 copies)
Fight: Gain this as a Hero.
Attack: 5
---------
Strength
X-Gene Strength: Draw a card.
2 Attack

Dark Marvel Girl (1 copy)
Ambush: Dark Marvel Girl Dominates each X-Men Hero that costs 4 or less from the HQ.
Fight: Gain this as a Hero.
Attack: 4+
---------
Covert
X-Gene Covert: Rescue a Bystander.
2 Attack


Shi'ar Imperial Guard

Blackthorn (2 copies)
Fight: If you fought Blackthorn in the Sewers or Streets, each other player gains a Wound.
Escape: Each player gains a Wound.
Attack: 5
VP: 3

Gladiator (1 copy)
Ambush: Each player discards an X-Men Hero or gains a Wound.
Escape: Same effect.
Attack: 7
VP: 5

Oracle (2 copies)
Ambush: Each player discards the top four cards of their deck and chooses one of those cards that costs 1 to 4. Oracle Dominates those Heroes.
Attack: 4+
VP: 4

Shi'ar Trial by Combat (1 copy)
Trap!
Ambush: If the Bridge is empty, reveal the top card of the Villain Deck. If it's a Villain, put it on the Bridge.
By End of Turn: Have no Villains on the Bridge.
Or Suffer: After you draw a new hand at end of turn, each player KOs a non-grey Hero from their discard pile.
VP: 2

Smasher (2 copies)
Ambush: Each player reveals a Strength Hero or discards a card.
Fight: KO a card from your discard pile.
Attack: 5
VP: 3


Sisterhood of Mutants

Lady Deathstrike (2 copies)
Fight: KO one of your Heroes.
Escape: Each player reveals an Instinct Hero or gains a Wound.
Attack: 6
VP: 4

Lady Mastermind (1 copy)
Ambush: This Villain ascends to become a new Mastermind. She gains the ability "Master Strike: Each player simultaneously reveals a non-grey Hero. Lady Mastermind Dominates the revealed Hero with the lowest cost (and tied for lowest.)
Attack: 7+
VP: 5

Resurrect Madelyne Pryor (1 copy)
Trap!
By End of Turn: You may pay 3 Recruit. If you do, shuffle this Trap back into the Villain Deck, then play a card from the Villain Deck.
Or Suffer: This Trap becomes a Scheme Twist that takes effect immediately.
VP: 0

Selene (2 copies)
Ambush: Selene Dominates all of the 0-cost Heroes from the KO pile.
Fight: KO all the Heroes Dominated by Selene.
Escape: Put one Hero Dominated by Selene into each player's discard pile.
Attack: 3+
VP: 3

Typhoid Mary (2 copies)
Ambush: Each player reveals their hand and chooses a 3-cost Hero from it. Typhoid Mary Dominates those Heroes.
Attack: 3+
VP: 3


Token Villains

Animatronic Killer Clown (2 copies)
Villain --- Murderworld
Ambush: Animatronic Killer Clown captures a Human Shield.
Attack: 4
VP: 2

Master Plan (1 copy)
Mastermind
Master Strike: Each player reveals a Tech Hero or gains a Wound.
Attack: 9
VP: 5

Phoenix Force (1 copy)
Villain --- Hellfire Club
Ambush: Phoenix Force Dominates all of the Heroes in the HQ that cost 6 or less.
Attack: 6
VP: 3

Shi'ar Battlecruiser (5 copies)
Villain --- Shi'ar Imperial Guard
Attack: 7
VP: 5



== Spider-Man Homecoming ==

Salvagers

Hybrid Alien Tech (2 copies)
Striker
Fight: KO one of your 0-cost Heroes.
Escape: The current player reveals a Ranged Hero or gains a 0-cost Hero from the KO pile.
Attack: 4+
VP: 4

Shocker #1 (2 copies)
Striker
Escape: Each player reveals an Instinct Hero or discards a card.
Attack: 3+
VP: 3

Shocker #2 (2 copies)
Ambush: Each player reveals their hand and discards all cards with the same card name as a card in the HQ.
Escape: (After the normal HQ KO for this escaping) Same effect.
Attack: 5
VP: 3

Tinkerer (2 copies)
Fight: You get +1 Recruit for each Tech Hero in the HQ.
Escape: Each player reveals a Tech Hero or gains a Wound.
Attack: 4
VP: 2


Vulture Tech

Chitauri Weapon Assault (2 copies)
Striker
Fight: KO one of your Heroes with a Recruit icon.
Escape: Each player discards a card with a Recruit icon.
Attack: 4+
VP: 4

High Tech Helmet (2 copies)
Striker
Fight: Danger Sense 3
Attack: 3+
VP: 3

Razor Talons (2 copies)
Striker
Fight: The next Hero you gain this turn has Wall Crawl.
VP: 2
Attack: 2+

Turbine Powered (2 copies)
Striker
Ambush: Turbine Powered captures a Bystander. Then move this Villain to the Rooftops. If there's already a Villain there, swap them.
Attack: 5+
VP: 5



== Champions ==

Monsters Unleashed

Goom (1 copy)
Ambush: Goom captures a Bystander.
Fight: KO one of your Heroes.
VP: 4
Attack: 6

Groot from Planet X (1 copy)
Size-Changing: Strength, Covert
Fight: Two Bystanders from the Bystander Stack enter the city as 3 Attack "Splintered Half-Groot" Villains. When you fight one, rescue it as a Bystander.
Attack: 6*
VP: 2

Monsteroso (1 copy)
Size-Changing: Strength, Instinct
Fight: When you draw a new hand of cards at the end of this turn, draw an extra card.
Attack: 5*
VP: 2

Orrgo (1 copy)
You can't fight Orrgo unless you have already defeated another Villain this turn.
Attack: 2*
VP: 2

Sporr (1 copy)
Size-Changing: Tech, Ranged
Fight: A Hero in the HQ gains Size-Changing: Tech, Ranged Recruit this turn.
Attack: 7*
VP: 3

Tim Boo Ba (1 copy)
Size-Changing: Strength, Instinct, Covert, Tech, Ranged
Fight: All Heroes currently in the HQ cost 1 less this turn.
Attack: 12*
VP: 5

Trull the Unhuman (1 copy)
Size-Changing: Covert, Tech
Ambush: Trull captures a Bystander. Then Demolish each player.
Attack: 8*
VP: 4
Flavor: Why yes, that is an alien entity possessing the world's most terrifying steam shovel.

Zzutak (1 copy)
Size-Changing: Ranged, Instinct
Escape: Demolish each player.
Attack: 9*
VP: 5


Wrecking Crew

Bulldozer (2 copies)
Ambush: Bulldozer moves an extra space forward. If this pushes any Villains forward, Demolish each player.
Attack: 4
VP: 2

Piledriver (2 copies)
Fight: KO one of your Heroes.
Escape: Demolish each player.
Attack: 6
VP: 4

Thunderball (2 copies)
Fight: If you fight THunderball in the Sewers or Bank, Demolish each other player.
Attack: 5
VP: 3

The Wrecker (2 copies)
Ambush: For each Wrecking Crew Villain in the city, (including this one), Demolish each player.
Attack: 7
VP: 5



== World War Hulk ==

Aspects of the Void

Black Anti-Hurricane (2 copies)
Fight: Each player simultaneously puts a card from their discard pile into the discard pile of the player to their right.
Escape: Same effect.
Attack: 6
VP: 4

Demonform (1 copy)
Fight: Feast. If Demonform feasts on a non-grey Hero, gain a Hero from the HQ of that cost or less.
Attack: 7
VP: 5

Infini-Tendrils (2 copy)
Wounded Fury
Ambush
: Infini-Tendrils captures a Bystander.
Attack: 6+
VP: 3

Psychotic Break (1 copy)
Trap!
Ambush
: Play another card from the Villain Deck.
By End of Turn: Defeat a Villain.
Or Suffer: (After you draw your new hand) Psychotic Break becomes a Master Strike that takes effect immediately.
VP: 2

Shadow Man (2 copies)
Fight: You get +2 Recruit.
Attack: 5
VP: 3
Some briefly think the Shadow Man is the heroic Sentry. The thought doesn't last long.


Code Red

Caught Red-Handed (1 copy)
Trap!
By End of Turn
: Recruit a Covert Hero or recruit any two Heroes.
Or Suffer: (After you draw your new hand) Each player reveals a Covert Hero or gains a Wound.
VP: 3

Crimson Dynamo (2 copies)
Fight: Choose a Covert Hero in the HQ. It costs 2 less this turn.
Attack: 4
VP: 2

Elektra, Red Blades (2 copies)
Fight: If you played a Covert Hero this turn, KO one of your Heroes.
Attack: 5
VP: 3

Punisher, Red Dot Sniper (1 copy)
Fight: Reveal the top card of your deck. If it costs 0, KO it. If it's Covert, draw it.
Attack: 6
VP: 4

Red She-Hulk (1 copy)
Wounded Fury
Fight
: Each player reveals a Covert Hero or gains a Wound.
Escape: Same effect.
Attack: 6+
VP: 5

Thundra (1 copy)
Thundra gets +2 Attack if there are any number of Covert Heroes in the HQ.
Ambush: Put each non-Covert Hero from the HQ on the bottom of the Hero Deck.
Attack: 4+
VP: 3


Illuminati

Black Bolt (2 copies)
During your turn, any number of times, you may discard a card that has no rules text to give Black Bolt -2 Attack this turn.
Escape: Each player discards a card with no rules text.
Attack: 13*
VP: 5

Dr. Strange (2 copies)
Ambush: Each player who can't Outwit Dr. Strange discards a card.
Attack: 5
VP: 3

Dr. Strange, Possessed by Zom (1 copy)
This Villain gets +1 Attack for each Bystander in the city.
Ambush: This Villain captures 3 Bystanders.
Attack: 5+
VP: 3

Enchain the Hulk (1 copy)
Trap!
By End of Turn
: Discard two cards of the same Hero Class or recruit two cards of the same Hero Class. (Strength, Instinct, Covert, Tech, Ranged, but not grey)
Or Suffer: (After you draw your new hand) Cross-Dimensional Hulk Rampage
VP
: 4

Hulkbuster Iron Man (2 copies)
Hulkbuster Iron Man gets +3 Attack unless you Outwit him.
Escape: Cross-Dimensional Illuminati Rampage
Attack
: 6+
VP: 4


Intelligencia

Battle of Wits (2 copies)
Trap!
By the End of the Turn
: Outwit this trap.
Or Suffer: (After you draw your new turn) Each player discards down to 4 cards.
VP: 3

Cosmic Hulk Robot (2 copies)
Wounded Fury
Ambush
: Each player who can't Outwit Cosmic Hulk Robot gains a Wound.
Escape: Same effect.
Attack: 5+
VP: 4

Doc Samson (2 copies)
Doc Samson has +4 Attack unless you Outwit him.
Fight: KO one of your Heroes.
Attack: 4+
VP: 3

The Leader, Gamma Fiend (2 copies)
Ambush: If you can't Outwit the Leader, play the top card of the Villain Deck.
Fight: Same effect.
Attack: 5
VP: 3


Sakaar Imperial Guard

Gladiators' Colosseum (1 copy)
Trap!
By the End of the Turn
: Only play cards from a single Team of your choice this turn (e.g. S.H.I.E.L.D., AVENGERS, X-MEN, WARBOUND, etc.)
Or Suffer: (After you draw your new hand) Each player reveals their hand, chooses a Team, and discards all cards that don't belong to that Team.
VP: 4

Great Devil Corker (2 copies)
Fight: Look at the top three cards of your deck. Put them back in any order. Then Feast.
Attack: 6
VP: 4

Headman Charr (2 copies)
During your turn, Headman Charr gets +1 Attack for each Villain in your Victory Pile.
Escape: Each player gains a Wound.
Attack: 2+
VP: 2

Lieutenant Caiera (1 copy)
Fight: If you Outwit Lieutenant Caiera draw two cards.
Attack: 7
VP: 5

Primus Vand (2 copies)
Primus Vand gets +1 Attack for each Villain next to him.
Fight: KO one of your Heroes.
Attack: 3+
VP: 3


U-Foes

Ironclad (1 copy)
Fight: Each player reveals a Strength Hero of KO's a Hero that costs 1 or more from their discard pile.
Escape: Same effect.
Attack: 6
VP: 4

Vapor (2 copies)
Fight: Each player reveals a Covert Hero or gains a Wound.
Escape: Same effect.
Attack: 4
VP: 2

Vector (2 copies)
Fight: Each player who reveals an Instinct Hero draws a card.
Attack: 4
VP: 2

Unidentified Flying U-Foes (1 copy)
Trap!
By End of Turn
: Discard a Tech Hero or discard three cards.
Or Suffer: Play two extra cards from the Villain Deck next turn.
VP: 3

X-Ray (2 copies)
Fight: Each player who reveals a Ranged Hero may KO a card from their discard pile.
Attack: 5
VP: 3


Warbound

Elloe Kaifi (1 copy)
Fight: Draw a card. Another player of your choice also draws a card.
Attack: 5
VP: 3

Hiroim (1 copy)
Fight: KO a card from the HQ. Each player reveals their hand and KO's a card with that same cost.
Escape: Same effect.
Attack: 7
VP: 5

Korg (1 copy)
Ambush: KO a Hero from the HQ. Each player reveals their hand and discards a card with that same cost.
Escape: Same effect.
Attack: 6
VP: 4

Miek The Unhived (2 copies)
Fight: Look at the top two cards of your deck. Put them back on the top and/or bottom. Then Feast.
Attack: 5
VP: 3

No-Name, Brood Queen )2 copies)
Wounded Fury
Fight
: Feast. If this feasts on a non-grey Hero, draw two cards.
Attack: 4+
VP: 3

Warbound Rescue (1 copy)
Trap!
By End of Turn
: Put a Warbound Villain and Henchman Villain from your Victory Pile back into the city.
Or Suffer: Each player gains a Wound.
VP: 7



== Marvel Studios Phase 1 ==

Chitauri

Chitauri Soldier (2 copies)
Rooftops Conqueror 2
Ambush: Chitauri Soldier captures a Bystander.
Attack: 3+
VP: 2

Chitauri Commander (2 copies)
Rooftops Conqueror 2
Ambush: (After this enters the city) If the rooftops are empty, reveal the top card of the villain deck. If it's a villain, that villain enters the rooftops.
Attack: 3+
VP: 2

Chitauri Leviathan (2 copies)
Rooftops Conqueror 2
Fight: Each player with no Bystanders in their Victory Pile gains a wound.
Escape: Same effect.
Attack: 5+
VP: 4

Chitauri Chariot (2 copies)
Rooftops Conqueror 2
Ambush: (After this enters the city) If the rooftops are empty, move this Villain there.
Attack: 4+
VP: 3


Enemies of Asgard

Destroyer (1 copy)
Fight: KO all your S.H.I.E.L.D. Heroes.
Escape: Each player KOs two of their Heroes.
Attack: 7
VP: 5

Enchantress (2 copies)
Fight: Draw three cards
Attack: 6
VP: 4

Frost Giant (3 copies)
Fight: Each player reveals a Ranged Hero or gains a Wound.
Escape: Same effect.
Attack: 4
VP: 2

Ymir, Frost Giant King (2 copies)
Ambush: Each player reveals a Ranged Hero or gains a Wound.
Fight: Choose a player. That player KOs any number of Wounds from their hand and discard pile.
Attack: 6
VP: 4


Gamma Hunters

Sonic Cannon (2 copies)
Ambush: Each Player discards two cards, then draws a card.
Escape: Same Effect
Attack: 4
VP: 2

Lt. Gen “Thunderbolt” Ross (2 copies)
Ambush:
Each Player reveals their hand. Each player with any Strength cards must discard one of them or gain a wound.
Escape: Same effect.
Attack: 5
VP: 3

Abomination, Raging Monster (2 copies)
Streets Conqueror 3
Ambush: (After this enters the city.) If the streets are empty, move another villain from any city space to the streets.
Attack: 4+
VP: 4

Fighter Jet (2 copies)
Streets Conqueror 2
Fight: KO one of your heroes.
Attack: 3+
VP: 2


HYDRA

Endless Armies of HYDRA (3 copies)
Fight: Play the top two cards of the Villain Deck.
Attack: 4
VP: 3

HYDRA Kidnappers (3 copies)
Fight: You may gain a S.H.I.E.L.D. Officer.
Attack: 3
VP: 1

Supreme HYDRA (1 copy)
Supreme HYDRA is worth +3 VP for each other HYDRA Villain in your Victory Pile.
Attack: 6
VP: 3*

Viper (1 copy)
Fight: Each player without another HYDRA Villain in their Victory Pile gains a Wound.
Escape: Same effect.
Attack: 5
VP: 3


Iron Foes

Hammer Drone Marine (2 copies)
Fight: Look at the top three cards of your deck. KO one of them and put the rest back in any order.
Attack: 4
VP: 2

Raza, Ten Rings Leader (2 copies)
Raza gets +1 Attack for each Bystander he has.
Ambush: Raza captures a Bystander from the Bystander stack and a random Bystander from each player’s Victory Pile.
Attack: 4+
VP: 3

Whiplash (2 copies)
Fight: Each player reveals a Tech hero or gains a wound.
Escape: Same effect.
Attack: 6
VP: 4

Justin Hammer (2 copies)
Bank Conqueror 2
Fight: You get +2 Recruit usable only to recruit heroes in the HQ space under the bank.
Attack: 3+
VP: 2



== Ant-Man ==

Ultron's Legacy

Ultron Roboticks (1 copy)
Microscopic Size-chaning: Tech Tech Tech
Fight: KO one of your Heroes.
Attack: 3*
VP: 2

Original Ultron-1 (1 copy)
Empowered by Ranged
Fight: KO one of your Heroes.
Attack: 3+
VP: 2

Legions of Ultron (1 copy)
Empowered by Tech
Fight: Draw a card.
Attack: 4+
VP: 3

Alkhema (1 copy)
Empowered by Instinct
Fight: KO a card from your discard pile.
Attack: 4+
VP: 3

Ultron-Pym (1 copy)
Microscopic Size-Changing: Tech Tech Tech Tech Tech
Fight: A Hero in the HQ with no Size-Changing abilites gains Size-Changing: Tech this turn.
Attack: 6*
VP: 3

Future Ultron Prime (1 copy)
Double Empowered by Tech
Ambush: Put all non-Tech Heroes from the HQ on the bottom of the Hero Deck.
Attack: 5+
VP: 5

Brutish Ultron-14 (1 copy)
Empowered by Strength
Fight: Each player reveals a Strength Hero or gains a Wound.
Escape: Same effect.
Attack: 5+
VP: 4

Crimson Cowl (1 copy)
Empowered by Covert
Ambush: Crimson Cowl captures a Bystander.
Attack: 5+
VP: 4


Queen's Vengeance

Daystar (1 copy)
Microscopic Size-Changing: Ranged Ranged Ranged Ranged Ranged
Fight: Reveal the top card of your deck. You may KO it.
Attack: 5*
VP: 2

Blackbird (1 copy)
Chivalrous Duel
Fight: KO one of your Heroes.
Attack: 3*
VP: 3

Gigantus (1 copy)
Microscopic Size-Changing: Strength Strength Strength Strength Strength
Fight: KO one of your Heroes.
Attack: 7*
VP: 4

Iron Knight (1 copy)
Chivalrous Duel
Escape: Each player reveals a Tech Hero or gains a Wound.
Attack: 4*
VP: 4

Yoeman America (1 copy)
Chivalrous Duel
Fight: You get +1 Recruit for each color of Hero you have (including grey).
Attack: 5*
VP: 5

Star-Knight (1 copy)
Chivalrous Duel
Fight: KO a card from your discard pile.
Attack: 3*
VP: 3

Pixie (1 copy)
Microscopic Size-Changing: Covert Covert Covert Covert.
Fight: Reveal a Covert Hero or play another card from the Villain Deck.
Attack: 3*
VP: 2

Mordred the Evil (1 copy)
Fight: Choose a card in your discard pile. The player to your right gains it.
Escape: Each player simultaneously does that same effect.
Attack: 5
VP: 3



== Venom ==

Life Foundation

Agony (1 copy)
Ambush: Reveal the top three cards of the Villain Deck. A Villain you revealed Symbiote Bonds with Agony. Put the rest back in any order.
Escape: Each player reveals a Covert Hero or gains a Wound.
Attack: 3
VP: 3

Dr. Carlton Drake (1 copy)
Fight: Each Instinct and Tech Hero currently in the HQ costs 1 less this turn.
Attack: 5
VP: 3

Lasher (2 copies)
Ambush: A Henchman Villain from your Victory Pile Symbiote Bonds with Lasher.
Attack: 2
VP: 2

Phage (1 copy)
Ambush: A Villain from the Escape Pile or your Victory Pile Symbiote Bonds with Phage.
Attack: 3
VP: 3

Riot (2 copies)
Ambush: Reveal the top card of the Villain Deck. If it's a Villain, it Symbiote Bonds with Riot.
Fight: KO one of your Heroes.
Attack: 2
VP: 2

Scream (1 copy)
Ambush: Reveal the top card of the Villain Deck. If it's a Henchman or Life Foundation Villain, it Symbiote Bonds with Scream.
Attack: 4
VP: 4


Poisons

Poison Captain America (1 copy)
Fight: This Symbiote Bonds with another Villain in the city. If already bonded or unable to bond, gain this as a Hero instead.
Attack: 4
-----------------
Instinct
You get +1 Attack for each color of Hero you have. (including Instinct and grey)
Attack: 0+


Poison Dr. Octopus (1 copy)
Fight: This Symbiote Bonds with a Villain in the Bank. If already bonded or unable to bond, gain this as a Hero instead.
Attack: 3
-----------------
Tech
Draw a card.
Attack: 1

Poison Hulk (1 copy)
Fight: This Symbiote Bonds with a Henchman Villain in the city. If already bonded or unable to bond, gain this as a Hero instead.
Attack: 5
-----------------
Strength
Strength: You get +2 Attack.
Attack: 2+


Poison Sabretooth (1 copy)
Fight: This Symbiote Bonds with a Villain in the Streets. If already bonded or unable to bond, gain this as a Hero instead.
Attack: 4
-----------------
Instinct
Instinct: Look at the top card of your deck. You may KO it.
Attack: 2

Poison Scarlet Witch (1 copy)
Fight: This Symbiote Bonds with another Villain in the city with an odd-numbered Attack. If already bonded or unable to bond, gain this as a Hero instead.
Attack: 3
-----------------
Covert
Reveal the top card of your deck. If it has an odd-numbered cost, draw it. (0 is even.)
Attack: 2

Poison Spider-Man (1 copy)
Fight: This Symbiote Bonds with another Villain in the city. If already bonded or unable to bond, gain this as a Hero instead.
Attack: 2
-----------------
Covert
Reveal the top card of your deck. If it costs 2 or less, draw it.
Attack: 2

Poison Storm (1 copy)
Fight: This Symbiote Bonds with a Villain on the Rooftops or Bridge. If already bonded or unable to bond, gain this as a Hero instead.
Attack: 3
-----------------
Ranged
Ranged: You get +2 Attack usable only against the Mastermind.
Attack: 2+

Symbiotic Armor (1 copy)
Ambush: This Symbiote Bonds with the Mastermind. When you fight the Mastermind, defeat Symbiotic Armor and KO one of your Heroes instead of taking a Tactic.
Attack: 1
VP: 6



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Henchmen and Backup Adversaries
Henchmen and Backup Adversaries

== Legendary ==

Doombot Legion
Fight: Look at the top two cards of your deck. KO one of them and put the other back.
Attack: 3
VP: 1

Hand Ninjas
Fight: You get +1 Recruit.
Attack: 3
VP: 1

Savage Land Mutates
Fight: When you draw a new hand of cards at the end of this turn, draw an extra card.
Attack: 3
VP: 1

Sentinel
Fight: KO one of your Heroes.
Attack: 3
VP: 1


== Dark City ==

Maggia Goons
Bribe
Fight: KO one of your Heroes.
Attack: 4*
VP: 1

Phalanx
Fight: Reveal a Tech Hero or KO one of your Heroes with an Attack icon.
Attack: 3
VP: 1


== Villains ==

Asgardian Warriors
Fight: Draw a card.
Attack: 3
VP: 1

Cops
Fight: Gain a New Recruit.
Attack: 3
VP: 1

Multiple Man
Fight: KO one of your Allies for each other Multiple Man in your Victory Pile.
Attack: 3
VP: 1

S.H.I.E.L.D. Assault Squad
Fight: Discard the top card of your deck. Then KO an Ally from your discard pile.
Attack: 3
VP: 1


== Secret Wars Volume 1 ==

Ghost Racers
Ambush: Rise of the Living Dead
Fight: Reveal a Covert Hero or KO one of your Heroes with an Attack icon.
Attack: 3
VP: 1

M.O.D.O.K.s
Fight: KO a Hero from your discard pile or the HQ. If that Hero has a Recruit icon, you get +1 Recruit.
Attack: 3
VP: 1

Thor Corps
Fight: Gain this as a Hero.
Attack: 3
-----
Team: Avengers
Class: Strength/Ranged
2+ Recruit
Strength Ranged: You get +1 Recruit.


== Secret Wars Volume 2 ==

Khonshu Guardians
While in the Sewers, Rooftops or Bridge, this is in "wolf form" and gets +2 Attack.
Fight: KO one of your Heroes.
Attack: 3
VP: 1

Magma Men
Fight: KO one of your Heroes.
Fateful Resurrection
Attack: 3
VP: 1

Spider-Infected
Ambush: This captures a Bystander.
Fight: The next Hero you gain this turn has Wall-Crawl.
Attack: 3
VP: 1


== Civil War ==

Mandroid
This gets +1 Attack for each other Mandroid in your Victory Pile.
Fight: KO one of your Heroes.
Attack: 2+
VP: 1

Cape-Killers
S.H.I.E.L.D. Clearance
Fight: KO a card from your discard pile.
Attack: 3*
VP: 1


== X-Men ==

The Brood
This Villain gets +1 Attack for each Bystander in the KO pile.
Fight: KO one of your Heroes. Then KO a Bystander from the Bystander Stack.
Attack: 1+
VP: 1

Hellfire Cult
Fight: Reveal the top card of your deck. If it costs 0, KO it. Otherwise, you get +1 Recruit.
Attack: 3
VP: 1

Sapien League
Fight: KO one of your Heroes. Then, reveal the top card of the Villain Deck. If it's a Henchman Villain, play it.
Attack: 3
VP: 1

Shi'ar Death Commandos
Ambush: The Villain captures a Human Shield.
Fight: KO one of your Heroes.
Attack: 2*
VP: 1

Shi'ar Patrol Craft
Fight: The next Hero you recruit this turn has Soaring Flight.
Attack: 3
VP: 1


== 3D ==

Circus of Crime
Fight: Reveal the top card of your deck. If it costs 0, KO it. Otherwise, draw it.
Attack: 3
VP: 1

Spider Slayer
Fight: Reveal the top two cards of your deck. Put any that cost 2 or less into your hand. Put the rest back in any order.
Attack: 3
VP: 1



== World War Hulk ==

Cytoplasm Spikes
Fight: Feast. If Cytoplasm Spikes feasts on a non-grey Hero, you get +2 Recruit.
Attack: 3
VP: 1

Death's Heads
Fight: If you Outwit these Death's Heads, KO one of your cards that costs 0.
Attack: 3
VP: 1

Sakaaran Hivelings
Fight: Look at the top card of your deck. Put it back on the top or bottom. Then Feast.
Attack: 3
VP: 1



== Marvel Studios Phase 1 ==

Hammer Drone Army
Fight: KO one of your Heroes.
Attack: 3
VP: 1

HYDRA Pilots
Fight: You get +1 Recruit.
Attack: 3
VP: 1

HYDRA Spies
Fight: When you draw a new hand of cards at the end of this turn, draw an extra card.
Attack: 3
VP: 1

Ten Rings Fanatics
Fight: Look at the top two cards of your deck. KO one of them and put the other back.
Attack: 3
VP: 1


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Ambitions
Ambitions

== Secret Wars Volume 1 ==

Pure Evil
Starting Ambition
Play a card from the Villain Deck. Keep this card in the Ambition Row.
(This card starts the game in the Ambition Row and cannot be discarded from the Ambition Row. You can use this card multiple times in the same turn.)
Attack: 5

Crackdown
Choose a class. Each other player reveals their hand and discards all cards of that class.
Attack: 7

Tide of Destruction
Play two cards from the Villain Deck.
Attack: 8

Abduction
Put a Hero from the HQ on the bottom of the Hero Deck.
Attack: 2

Secret Plans
Put this card under a Villain in the Sewers or Bank. When that Villain escapes, this card becomes a Scheme Twist that takes effect immediately. If that Villain leaves the city another way, discard this.
Attack: 4

Wipe Out
Choose a class. Put all heroes of that class from the HQ on the bottom of the Hero Deck.
Attack: 2

Crush the Weak
The other player with the fewest Villains in their Victory Pile gains a Wound. (You choose how to break a tie.)
Attack: 3

Identity Theft
Each other player that has exactly six cards reveals a Tech Hero or puts two cards from their hand on top of their deck.
Attack: 4

Wave of Punishment
Each other player reveals a Ranged Hero or gains a Wound to the bottom of their deck.
Attack: 5

Force Field
Put this card under the Mastermind card. That Mastermind gets +3 Attack until the start of your next turn. Then, discard this card.
Attack: 3

Breakout
Choose a Villain from the Escape Pile. It enters the city.
Attack: 4

Last-Minute Escape
Pick a random Mastermind Tactic from all the ones in players' Victory Piles. Shuffle it back into the Mastermind's Tactics.
Attack: 9

Empower
Put this card under a Villain in the city. Until the start of your next turn, that Villain gets +3 Attack. Then, discard this card.
Attack: 3

Deceive
Each other player reveals a Covert Hero or discards their hand and draws five cards.
Attack: 4

Inflict Pain
Each other player puts a Wound from their discard pile on top of their deck.
Attack: 2

Bank Robbery
KO the Hero in the HQ space under the Bank. You get + Recruit equal to that Hero's printed Recruit.
Attack: 3

Pressure Point
Each other player reveals a Instinct Hero or gains a Wound to the top of their deck.
Attack: 6

Cleave
Choose a number besides 0. Each other player reveals their hand and discards all cards of that cost.
Attack: 6

Entrap
Put this card on a Hero in the HQ. Players can't recruit that Hero until the start of your next turn. Then, discard this card.
Attack: 1

Insane Twist
This card becomes a Scheme Twist that takes effect immediately.
Attack: 9

Kidnap
A Villain in the city captures a Bystander.
Attack: 2

Thirst for Power
Reveal the top two cards of the Villain Deck. Play a Scheme Twist you revealed. Put the rest back on the top and/or bottom in any order.
Attack: 7

Painful Choice
Each other player chooses Recruit or Attack, then discard all their cards with that icon.
Attack: 8

Crime Surge
Each Villain on the Rooftops and Streets captures a Bystander.
Attack: 3

Dark Apprentice
Add a random new Mastermind to the game with one Tactic.
Attack: 10

Collateral Damage
Each other player KOs a Bystander from their Victory Pile or gains a Wound.
Attack: 4

Ruthless Strike
This card becomes a Master Strike that takes effect immediately.
Attack: 4

Infiltrate S.H.I.E.L.D.
Choose a 0-cost Hero from the KO pile for each other player. Those players gain those Heroes.
Attack: 4

Thirst for Vengeance
Reveal the top two cards of the Villain Deck. Play a Master Strike you revealed. Put the rest back on the top and/or bottom in any order.
Attack: 6

Pummel
Each other player reveals a Strength Hero or gains a Wound.
Attack: 4


== Secret Wars Volume 2 ==

Puzzle Trap
Choose a class. Other players can't recruit heroes of that class until the start of your next turn. Then, discard this card.
Attack: 6

Seize the High Ground
Patrol the Rooftops: If there's a Villain there, then all Villains everywhere get +1 Attack until the start of your next turn.
Then, discard this card.
Attack: 3

Hostage Situation
Patrol the Streets: If there's a Villain there, then each Villain in the city captures a Bystander.
Attack: 2

This is a Stickup
Patrol the Bank: If there's a Villain there, each other player reveals their hand and discards a card with a Recruit icon.
Attack: 4

Shadowy Disciple
This ambition ascends to become a new 9 Attack Mastermind worth 5 VP. It gains the ability: "Master Strike: Each player reveals a Ranged Hero or gains a Wound."
Attack: 9

Detonate the Bridge
Patrol the Bridge: If there's a Villain there, each player gains a Wound.
Attack: 4

Short Escape Tunnels
Patrol the Sewers: If there's a Villain there, it escapes.
Attack: 5

Crazed Charge
A Villain in the city charges two spaces.
Attack: 3

Devastate S.H.I.E.L.D.
Every other player reveals their hand and discards all their cards that cost 0.
Attack: 7

Rack and Ruin
This card becomes a Master Strike that takes effect immediately. Then, this card becomes a Scheme Twist that takes effect immediately.
Attack: 10



Horrors

== X-Men ==

The Apprentice Rises
Ambush: Add a random new Mastermind to the game with one Tactic.

Army of Evil
Each non-Henchman Villain has +1 Attack.

The Blood Thickens
Ambush: Shuffle an additional Master Strike into the Villain Deck. Then, play another card from the Villain Deck.

Empire of Oppression
Each players hand size is one less. (This applies when they draw a new hand.)

Endless Hatred
Whenever you complete a Scheme Twist, also play the Mastermind's Master Strike ability

Enraged Mastermind
The Mastermind has +2 Attack.

Fight to the End
After you defeat the Mastermind's four Tactics, you must still fight the Mastermind a fifth time to put the Mastermind card in your Victory Pile and win.

Growing Thread
The Mastermind has +1 Attack for each Mastermind Tactic among all players' Victory Piles.

Legions upon Legions
Whenever you play a Henchman Villain from the Villain Deck, play another card from the Villain Deck.

Manical Mastermind
The Mastermind has +1 Attack.

Misery upon Misery
Whenever you play a Bystander from the Villain Deck, play another card from the Villain Deck.

Opening Salvo
Ambush: Each player gains a Wound.

Pain upon Pain
Whenever you complete a Master Strike, play another card from the Villain Deck.

The Plot Thickens
Ambush: Shuffle an additional Scheme Twist into the Villain Deck.

Plots upon Plots
Whenever you complete a Scheme Twist, play another card from the Villain Deck.

Psychic Infection
Ambush: Put this into your discard pile. If this is in your hand at the start of your turn, the player on your left gains this card, then each player discards a card.

Shadow of the Disciple
This Horror Ascends to become a new 9-Attack "Master Plan" Token Mastermind worth 5 VP. It gains the ability "Master Strike: Each player reveals a Tech Hero or gains a Wound."

Surprise Assault
Ambush: Play two cards from the Villain Deck.

Viral Infection
Ambush: Put this into your discard pile. If this is in your hand at the start of your turn, the player on your left gains this card and the player on your right gains a Wound.

Tyrant Mastermind
The Mastermind as +3 Attack.


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Keywords
Keywords

== Dark City ==

Teleport: Instead of playing it, you may set aside a card with the keyword "Teleport". If you do, add it to your new hand at the end of your turn as an extra card.

Bribe: You can fight villains with the keyword "Bribe" by spending any combination of Attack and/or Recruit. For example, you may play two S.H.I.E.L.D. Agents and two S.H.I.E.L.D. Troopers to fight the +4 Attack Maggia Goons."

Versatile: When you play a card with the keyword "Versatile" you must first choose between Recruit and Fight. Once you have chosen, the card provides recruit or fight equal to the Versatile value. For example, Versatile 3 gives you +3 Recruit or +3 Attack.

== Fantastic Four ==

Focus: When you play a card with a Focus ability, you can pay the cost on the left side of the arrow to get the effect on right side of the arrow. You can use that Focus ability as many times as you want for the rest of the turn. You can even play more Heroes, recruit, fight, then use the Focus ability more.
Note: You can use Focus abilities and still use the "Healing" ability on Wounds.

Burrow: This means "Fight: If the Streets were empty, put this Villain back into the Streets." When you fight a Villain with Burrow, do all of that Villain's Fight effects. You rescue any Bystanders the Villain may have captured as normal. Then, if the "Streets" city space was empty, put that Villain back into the Streets space. If you fight a Villain with Burrow twice in a turn, you'll do that Villain's Fight effects twice. Cards that do something "when you defeat" a Villain still work if the Villain burrows to the Streets. When a Villain burrows to the Streets, it does not do any Ambush effects

Cosmic Threat: If an enemy has Cosmic Threat: Ranged, that means: "For each Ranged card you reveal, this Enemy gets -3 Attack this turn." (An asterisk next to an Enemy's Attack number is to remind you that their Attack can change. The asterisk doesn't mean anything else.)

Galactus' Cosmic Threat means "Once per turn, choose Strength, Instinct, Covert, Tech or Ranged. For each card of that color you reveal, this Enemy gets -3 Attack for one fight this turn." If you try to fight Galactus a second time in the same turn, he will return to his full attack and you cannot use his Cosmic Threat ability a second time that turn.

== Paint the Town Red ==

Wall-Crawl: "When you recruit this Hero, you may put it on top of your deck."
Remember: When you use Wall-Crawl to put a card on top of your deck, don't use any other abilities on that card until it gets drawn from your deck. If you "gain" a Hero through some special ability like Skrull Shapeshifters, you can't use Wall-Crawl because you didn't "recruit" that Hero.

Feast: "Fight: KO the top card of your deck."
Carnage's Master Strike starts with "Feast on each player." That means each player does the "Feast" effect.
Note that Carnage's Master Strike is the only effect that feasts on every player. The "Maximum Carnage" Villains and Carnage's Mastermind Tactic each feast on only one player.

== Villains ==

Demolish: Reveal the top card of the Ally (Hero) Deck, note its cost, and put it on the bottom of the Ally Deck. Each player reveals their hand and discards a card with that cost.

Dodge: "During your turn, you may discard this card from your hand to draw another card." When you Dodge a card from your hand, ignore all the other text on that card. When you Dodge a card from your hand, you didn't "play" that card, so the Dodged card's Ally (Hero) Class/color doesn't help you use the Superpower abilities of other cards you play that turn. Some Allies in the Villains set count the number of cards you discarded this turn; this includes cards you discarded with Dodge.

Elusive: "Elusive 6" means "You can only fight this Adversary if you have made at least 6 Recruit this turn." You don't have to spend that Recruit to fight this Adversary, you just have to have made that much Recruit this turn. You can still spend that Recruit on recruiting Allies (Heroes).

X-Treme Attack: "This Adversary gets +1 Attack for each other Adversary in the city with X-Treme Attack."

== Guardians of the Galaxy ==

Artifact: When you gain a Hero Artifact, put it in your discard pile like any other Hero card. When you draw that Artifact later in the game, you may play it in front of you and use its effects, usually once one each of your turns. This means you "control" that Artifact. At the end of your turn, when you discard all the cards you played that turn, the Artifacts you control stay in.
If a card effect during any player's turn asks you to "Reveal a Ranged Hero," you may reveal a Ranged Hero Artifact you control. Card effects that say "your Heroes" or "Heroes you have" include Hero Artifacts you control as well.
However, you only "played" an Artifact on the turn you put it out, so it only activates Superpower Abilities on the turn you play the Artifact, not every turn of the game.
If a card effect like Rogue, Chameleon, or Star-Lord would let you "copy" an Artifact card, then you can use that Artifact's "Once per turn" ability once, and there is no other effect.

== Fear Itself ==

Thrown Artifact: These are Artifact cards that the player can "throw" at the perfect moment. To "throw" a Thrown Artifact, put it on the bottom of your deck and use its ability.
You can throw as many Artifacts as you want in a turn. You can only throw during your turn.
If a card effect like Rogue, Chameleon, or Star-Lord would let you "copy" a Thrown Artifact card, use that Artifact's "When you throw this" ability once, and there is no other effect. (Don't put anything on the bottom of your deck.)

Uru-Enchanted Weapons: When you try to fight an enemy that has some number of Uru-Enchanted Weapons, reveal that many cards from the top of the Adversary Deck. That enemy immediately gains +Attack equal to the total Victory Points of all the cards you revealed. If you have enough Attack points to match the enemy's improved Attack, use them and defeat the enemy as normal. If you don't have enough Attack points, you don't defeat this enemy, you lose all your Attack points, and you can't fight anymore this turn.
Whether you defeat that enemy or not, put all the cards you revealed from the Adversary Deck on the bottom of that deck in random order.
Many of these enemies have a "Fight or Fail:" effect. Do this effect if you defeat them or if the Uru-Enchanted Weapons cause you to fail to defeat them.
Once you start to fight an enemy, you can't play any more cards or throw any Artifacts until after that fight is complete. So remember to generate all the Attack points you can before you attack an enemy with Uru-Enchanted Weapons!
Flipping cards for Uru-Enchanted Weapons cannot end the game. If you run out of cards in the Adversary Deck, shuffle the cards you've revealed so far and keep revealing. (If there are no cards left in the Adversary Deck there is no Attack bonus.)

== Secret Wars Volume 1 ==

Rise of the Living Dead: "Each player checks the top card of their Victory Pile. If that card is a Villain with a 'Rise of the Living Dead' ability, that Villain reenters the city."
(Mastermind Tactics never return this way.)
If you put a Villain with Bystanders into your Victory Pile, you choose the order.

Cross-Dimensional Rampage: "Cross-Dimensional (Character) Rampage" means "Each player reveals one of their (Character) Heroes or a (Character) card in their Victory pile or gains a Wound." (Character) cards include any card with "(Character)" in its card name or Hero name.
"Hulk" cards additionally include "Maestro" and "Nul, Breaker of Worlds."
"Wolverine" cards additionally include any card with "Weapon X" or "Old Man Logan".

== Secret Wars Volume 2 ==

Spectrum: Some cards have abilities like "Spectrum: Draw a card." You can use a card's Spectrum abilities only if you have at least 3 classes of Hero.
Grey S.H.I.E.L.D. Heroes, HYDRA Allies, New Recruits and Sidekicks don't have classes, so they don't help.
You can count all the classes you have among cards you played this turn and cards in your hand.

Patrol: Some cards have abilities like "Patrol the Sewers: If it's empty, rescue a Bystander." When you play that card, you can use that ability only if that city space has no cards in it.
If that city space becomes empty later in the turn, it's too late to use the Patrol ability.
This can also say "Fight: Patrol the Bank: If it's empty, you get +2 Recruit. If it's not, you get +2 Attack."
Other cards let you patrol even stranger places, like the Escape Pile or a Victory Pile. Similarly, you can use those Patrol abilities if that place has no cards in it.
If a Mastermind or Scheme causes a city space not to exist, you can't patrol that space.

Circle of Kung-Fu (and Quack-Fu): "5th Circle of Kung-Fu" means "During your turn, this Villain has +5 Attack unless you reveal a Hero that costs 5 or more."
Likewise, the 7th Circle gets +7 Attack unless you reveal a Hero that costs 7 or more, etc.
If a Villain or Mastermind already has a Circle of Kung-Fu, and a Scheme gives them another one, only count the highest circle - don't add them up.

Fateful Resurrection: On a Villain card, "Fight: Fateful Resurrection" means "Fight: Reveal the top card of the Villain Deck. If it's a Scheme Twist or Master Strike, this Villain reenters the city."
If a Villain resurrects this way, you still rescue its Bystanders and do its other Fight effects.
The Villain pushes into the Sewers and does any Ambush abilities as normal.
If a Mastermind Tactic resurrects this way, shuffle it back into the other face down Tactics.
If a Villain that has ascended to become a Mastermind resurrects this way, it stays a Mastermind and does not reenter the city.

Charge: "Ambush: Charge one space" means "(After this Villain enters the Sewers,) it charges forward an extra space, pushing other Villains forward."

== Captain America 75th Anniversary ==

Man/Woman Out of Time: "After you use this card's abilities, set it aside. At the beginning of your next turn, play this card a second time then discard it."
The card is discarded the second time you play it, so you play the card only twice total.
Play your returning Man Out of Time cards after the "Play a Villain Card" part of your turn and before you start playing out your hand.
You "played" a Man Out of Time card on both the first turn you played it and the second turn when you replayed it, so it can help activate your Superpower Abilities on both turns.

Savior: "Use this ability if you have at least 3 Bystanders in your Victory Pile."
If you defeat a Villain with Bystanders, put those Bystanders into your Victory Pile before checking any Savior ability on that Villain.
If a Hero card rescues a Bystander, that Bystander counts towards any Savior ability on that Hero.

Abomination: "This Villain gets +Attack equal to the printed Attack of the Hero in the HQ space under this Villain's city space."
"Ultimate Abomination" means "This Mastermind gets +Attack equal to the total printed Attack of all the Heroes in the HQ."
An Abomination Villain's Attack can go up and down as the Villain moves through the city.

== Civil War ==

Divided
Matching the theme of division and duality, Civil War introduces "Divided Cards," which have two miniature cards printed on the same card.
* You recruit a Divided Card from the HQ as normal by paying its cost. Each side of a Divided Card shows the same cost. (If it costs "3" on each side, you pay only 3 Recruit, not 6.)
* When you play a Divided Card, you choose which side to play. You generate all the Recruit, Attack, and special abilities of that side as normal. You ignore the other side, as if it doesn't exist.
* Each side of a Divided Card has a different Hero Class, like Strength or Ranged. You can play the Strength side to get ready to use a Superpower Ability that triggers on Strength cards later in your turn.
* Different sides of Divided Cards often let you choose between Recruit, Attack, drawing cards, and other effects. Choose carefully which side to play!
* While a Divided Card is in your hand or the HQ, it counts as all its Hero Classes, Teams and Hero Names. But once you play it, the card only counts as the side you chose.
* When sorting and setting up, always use the Hero Name on the left side of a Divided Card.
* A Divided Card is one card, not two. So if you have to "discard two cards," "draw two cards," or count the number of cards in your hand, a Divided Card only counts as one card.

Size-Changing
This keyword represents Heroes and Villains using superpowers to massively change their size.
* Some Hero cards say, "Size-Changing: Covert." This means "You can recruit this card for 2 Recruit less if you played a Covert card this turn."
* Likewise, some Villain cards say, "Size-Changing: Tech." This means "You can fight this Villain for 2 Attack less if you played a Tech card this turn."
* Some Divided Cards say "Size-Changing: Tech" on one side and "Size-Changing: Strength" on the other side. You can recruit either side of the card with its own Size-Changing discount, but you can't get both discounts at once.

Phasing
This keyword represents Heroes becoming insubstantial and moving through solid objects.
* During your turn, if a card with Phasing is in your hand, you may swap it with the top card of your deck.
* This lets you get a different card instead, save a crucial Phasing card for the next turn, or set up a combo that cares about the top card of your deck.
* Swapping cards this way isn't "playing a card" or "drawing a card," so it doesn't count for other abilities that trigger on those things.

Fortify
This keyword represents Villains setting up nasty traps for the players.
* Some Villains say things like "Escape: Fortify the Mastermind. While it's fortified, the Mastermind can't be fought."
* Put this Villain on or near the specified place. While it's there, it has the listed effect. Any player can fight that Villain as normal to end that Fortify effect and put that Villain into their Victory Pile.
* If a card would fortify a place, don't do anything if there's already a Villain fortifying that place.

S.H.I.E.L.D. Clearance
This keyword represents pro-registration S.H.I.E.L.D. forces that can be only defeated with the help of S.H.I.E.L.D. information.
* If a Villain says "S.H.I.E.L.D. Clearance," then you must discard a S.H.I.E.L.D. Hero as an additional cost to fight that Villain.
* Likewise, if a Mastermind has "Double S.H.I.E.L.D. Clearance," then you must discard two S.H.I.E.L.D. Heroes each time you fight them.
* If you are playing with HYDRA Heroes, you may discard them instead of S.H.I.E.L.D. Heroes.

== Deadpool ==

Excessive Violence
* Once per turn, you can spend one Attack point more than you need to fight a bad guy "using Excessive Violence." If you do, you get to use all the Excessive Violence abilities on Cards you've already played this turn.
* If you've played multiple Heroes (even multiple copies of the same Hero) with the Excessive Violence keyword they would all trigger at the same time. And no, you don't get to save it for later. Stop trying to find loopholes. It's annoying.
* If you fight with Excessive Violence, then draw or play more cards with Excessive Violence abilities later in the turn, it will be too late to use those abilities.
* Some bad guys also have Excessive Violence abilities that let you do something awesome. If you spend one more attack point than you need to fight them, you can do that awesome thing!

Revenge
* For Villain groups that have the Revenge ability, each Villain gets +1 Attack for every Villain of that group in your Victory Pile.
* Revenge is player specific. It will change based on the damage each player has caused to a Villain group. If you've KO'd 2 members of the Deadpool's 'Friends' Villain group then every other member of that group, that enters or is already in the city, will get +2 Attack during your turns. If another player has yet to KO'd a member of that group then the group doesn't gain any Attack. The more damage YOU do, the more that group hates YOU.
* Revenge is not limited to just Villains either. Masterminds can also hold a grudge. Big surprise there.

== Noir ==

Investigate
This keyword represents hard-bitten Noir detectives investigating mysteries and searching for evidence and allies.
* Some cards say things like "Investigate for a Tech card." That means "Look at the top two cards of your deck. Reveal a Tech card from among them and draw it. Put the rest of those cards back on the top and/or bottom of your deck in any order." Other abilities let you investigate for cards with certain costs, teams, icons, or other traits. (You only get to draw one card even if both cards match the Investigation. If at least one card matches, you must reveal and draw one card.)
* Whether your investigation finds the right kind of card or not, you can still decide which cards go back on the top or bottom of your deck. This lets you set up your next Investigation or make powerful combos with other abilities that care about the top card of your deck. (The cards that that you put back can be broken up between the top and bottom of your deck.)
* Some abilities tell you to investigate entirely different decks, like the Villain, Hero, and Bystander Decks. They will tell you what to do with the card you find. Like before, put the rest of the cards you looked at back on the top and/or bottom of that deck in any order.

Hidden Witness
This keyword represents Villains and Masterminds hiding behind layers of informants, victims, and stooges. To find these Villains, you must track down and interview Hidden Witnesses who know their locations.
* Some Villains say things like "Ambush: This Villain captures 2 Hidden Witnesses." This means the Villain captures the top 2 cards of the Bystander Stack, face-down, as Hidden Witnesses. You can't fight a Villain while it has a Hidden Witness.
* During your turn you can pay 2 Recruit to rescue a Hidden Witness any number of times and put it in your Victory Pile.
* Hidden Witnesses still count as Bystanders. When you rescue one, you get any special "When you rescue this Bystander ..." effect written on it. It stays in your Victory Pile as a normal, face-up Bystander.
* A Villain can have face-up Bystanders and face-down Hidden Witnesses at the same time. You'll need to pay to rescue the face-down Hidden Witnesses. Then, you can fight the Villain, which will automatically rescue the face-up Bystanders.
* If a Villain escapes with any number of Bystanders, including Hidden Witnesses, it will cause all players to discard a single card, just like a Villain escaping with any normal Bystanders. Hidden Witnesses carried away by escaping Villains stay in the Escape Pile as normal, face-up Bystanders.
* You can pay to rescue Hidden Witnesses even if you're not going to fight that Villain during that turn. You can also rescue just some of the Hidden Witnesses and leave others for later.
* If a special ability lets you "Defeat a Villain for free," you automatically rescue all the Hidden Witnesses on it without paying Recruit.
* Masterminds and Schemes can have Hidden Witnesses on them too. They work the same way.

== X-Men ==

X-Gene: This keyword represents X-Men combining unique mutant powers with their
signature teamwork.
* Some Heroes say things like "X-Gene Ranged: You get +2 Attack." This means "If you have a Ranged card in your discard pile, you get +2 Attack." You can use a card's X-Gene ability only if you have the specified kind of card in your discard pile.
* You can only use a card's X-Gene ability once, no matter how many matching cards you have in your discard pile.
* Remember: when you play a card during your turn, it stays in front of you until the end of turn. Then all the cards you played that turn go to the discard pile. So if you have an empty discard pile, you can't play a Tech card from your hand, then immediately play a card with "X-Gene Tech" and use that X-Gene ability.
* One cool combo is to recruit a Strength Hero into your discard pile, then play your "X-Gene Strength" card, and you'll get to use its X-Gene ability.

Piercing Energy: This keyword represents X-Men using psychic knives & sonic screams to pierce enemy defenses.
* Some Heroes give you a new kind of points called "Piercing Energy," using the Piercing icon. You can fight a Villain or Mastermind by spending Piercing points equal to that enemy's printed Victory Points value (VP). You ignore that enemy's Attack and any Attack modifiers.
* You can also ignore any special conditions for fighting that enemy, automatically rescuing any Human Shields.
* You can't use Piercing Energy against cards that have no printed VP value, like Shadow-X Villains, or Master Strikes that become Villains.

Berserk: This keyword represents some X-Men going into a berserker rage of unpredictable violence.
* "Berserk" means "Discard the top card of your deck. You get +Attack equal to the discarded card's printed Attack." (So if the discarded card gives "2+ Attack", you just count 2.)
* Some cards say "Berserk, Berserk, Berserk" so you discard three cards in a row.
* Some cards say things like "Berserk. X-Gene Tech: You get +1 Attack." You do the card abilities in order, so Berserk might discard a Tech card from your deck, letting you use your X-Gene ability.
* Berserk gives no benefit from discarding printed Recruit or Piercing values.

Soaring Flight: This ability represents X-Men flying into action as rapid reinforcements.
* "Soaring Flight" means "When you recruit this Hero, set it aside. At the end of this turn, add it to your new hand as an extra card."

Lightshow: This keyword represents X-Men using fireworks and blinding bursts in spectacular combinations.
* Some Heroes say things like "Lightshow: You get +3 Attack." Once per turn, if you played at least two Lightshow cards this turn, you can use a single Lightshow ability from any of those cards.
* If you play three, four, or more Lightshow cards you still use only a single Lightshow ability.

Dominate: This keyword represents Villains using telepathy, sorcery, or illusions to twist Heroes' minds to evil.
* Some Villains and Masterminds say they "Dominate" Hero cards from various places. This means "Put those Heroes under this enemy. This enemy gets +1 Attack for each Hero it's Dominating."
* When you fight that enemy, put one of those Dominated Heroes into each player's discard pile. You choose which player gets which Hero, including yourself. There might not be enough for every player to get one. KO any excess Dominated Heroes.
* If a Villain escapes, any Heroes Dominated by that Villain go to the Escape Pile too.

Human Shields: This keyword represents enemies hiding behind innocent people to prevent Heroes' attacks.
* "Ambush: This Villain captures 2 Human Shields" means the Villain captures the top 2 cards of the Bystander Stack face-down. You can't fight a Villain while it has any Human Shields. During your turn, any number of times, you can pay Attack equal to that Villain's Attack value to rescue one of its Human Shields at random and put it in your Victory Pile. (The * on their Attack is a reminder.)
* A Villain can have face up Bystanders and face-down Human Shields at the same time. You'll need to pay to rescue the face-down Human Shields. Then you can fight the Villain, which will rescue the face-up Bystanders automatically.
* Human Shields still count as Bystanders. Villains escaping with Human Shields still make players discard as normal.

Traps: The Legendary® X-Men set adds a completely new card type to Legendary®: Traps. Every Villain Group in the set contains at least one Trap.
* When a Trap is played from the Villain Deck, it gives you a challenge to complete this turn to avoid the Trap. If you complete the challenge, put the Trap in your Victory Pile and get its VP. A Trap is not a Villain and doesn't enter the city.
* If you fail to complete the challenge, then at the end of the turn you must KO the trap and suffer the listed consequences! (Do this after you draw a new hand).

Token Cards: Sometimes game play will cause additional Villains or Masterminds to be added during play. For example, a Master Strike may cause a special Villain to enter the city. Token cards represent these special characters that would otherwise be represented by the card that drew them out. Tokens are all identified by a Token icon in the upper right of the card. These new cards are optional so have fun with them!

== Spider-Man Homecoming ==

Danger Sense: This keyword represents Spider-Man using his famous "Spider-Sense" superpower to detect danger and evade it. It also covers Tony Stark, Happy Hogan, and Vulture watching for threats and rapidly reacting to them.
* Some cards say things like "Danger Sense 2." This means "Reveal the top 2 cards of the Villain Deck. You get +1 Attack for each Villain you revealed. Put all the cards back on top in any order."
* Cards can say Danger Sense 1, 2, 3, or even 4, revealing that many cards.
* Several Danger Sense cards also say they have additional effects when they reveal particular kinds of cards.
* Sometimes you can use one Danger Sense card to put a particular card on top of the Villain Deck, and then use a different Danger Sense card to benefit from that card being on top of that deck.
* Danger Sense can also be a good way to delay nasty Scheme Twists, Master Strikes, and powerful Villains. But you won't be able to avoid them forever!

Striker: This keyword represents Villains and Masterminds that get more confident and powerful as the Mastermind smashes Heroes. It means "This gets +1 Attack for each Master Strike in the KO pile and/or stacked next to the Mastermind."
* A couple of Hero cards also have the Striker ability and give you +Attack the same way.
* A couple of cards say "Double Striker," meaning they get +2 Attack per Strike, or even "Triple Striker" meaning +3 Attack per Strike.
By default, most Master Strikes go to the KO pile when they occur. However, some Masterminds specifically put their Master Strikes in unusual places. Striker also counts all face-up Master Strike cards in any of these unusual places. For example, for these Masterminds:
* Galactus - Count Master Strikes in the city.
* Macho Gomez - Count Master Strikes in front of all players.
* Deathbird - Count Master Strikes in the city, Escape Pile, and all players' Victory Piles.
* Mysterio - Count Master Strikes in all players' Victory Piles. Don't count Master Strikes shuffled into his Tactics, since they're not face up.

Coordinate: This keyword represents how Tony Stark and May Parker act as mentors to Spider-Man in the movie, helping him reach his full potential and become a true hero.
Coordinating allows you to let another player "borrow" one of your cards. It is a critical way to help other players defeat tough enemies. During another player's turn, you can Coordinate with them like this:
* Discard a Coordinate card from your hand and then draw a new card to replace it.
* That player can now play a copy of the card you coordinated with them. (A copy counts as playing the exact same card including its Attack, Recruit, special abilities, and Hero Class symbol.)
You can only Coordinate one card to each player on their turn. However, multiple players can each Coordinate one card to the player whose turn it is, in order to give that player a huge advantage.
* If you are playing a solo game, once per turn, you may discard a card with Coordinate to draw a card.
* Coordinate is printed on cards in red text to make it easier to notice during other players' turns.
* When you offer to Coordinate a card to another player, that player can decline. If so, you don't discard that card and that player doesn't play a copy of it.
* If you are playing with the Final Showdown, you can't Coordinate during that Showdown.

== Champions ==

Cheering Crowds: This keyword represents the Champions being inspired to redouble their efforts by adoring fans.
* Several Hero cards say "Cheering Crowds." This means "You may play this card twice in a row if you return a Bystander from your Victory Pile to the bottom of the Bystander Stack."
Example 1: Say you have a Hero that gives 1 Recruit and says "Draw a card. Cheering Crowds." As you play this Hero, you could return a Bystander to play the Hero twice in a row, getting 2 Recruit and drawing two cards.
* Essentially you play the card itself, and then you play a bonus copy of that card.
Example 2: Say your first play of the turn was an Instinct card that gives 2 Attack and says "Instinct: Draw a card. Cheering Crowds." You decide to return a Bystander to play this card twice in a row. The first play wouldn't get to use the "Instinct: Draw a card" ability, since you haven't played an Instinct card earlier in the turn. However, the second play would get to use that Superpower ability, since you have now played an Instinct card earlier in the turn. So you would end up getting 4 Attack and drawing one card.
* If you had played a different Instinct card before doubling the Cheering Crowds card, then you could would get to use the "Instinct: Draw a card" ability both times, getting 4 Attack and drawing two cards.
Example 3: Say your first play is using Cheering Crowds to play a Tech card twice. Then, you play another card that says "Tech: You get +1 Attack for each other Tech Hero you played this turn." That ability would count both plays of your Cheering Crowds card, giving you +2 Attack total.
* When playing out a big turn, some people like to put the Bystander they're returning temporarily on the Cheering Crowds card to remind themselves they've played it twice.
...
* If you use Cheering Crowds to play a Versatile card twice, you could get Recruit with one play and get Attack with the other play, or choose the same for both.

Size-Changing: This keyword represents Heroes and Villains using superpowers to stretch or massively change their size. It's also used by characters that can change the size of a weapon, technology, or energy. It first appeared in Legendary: Civil War, but in this set it has a new twist.
...
* As a new Twist, some Heroes and Villains in this set say things like "Size-Changing: Strength, Covert." If you played any Strength Heroes this turn, the cost is 2 less. If you played any Covert Heroes, the cost is 2 less. If you played both a Strength Hero and a Covert Hero this turn, then the cost is 4 less.
* Fin Fang From and one of his Monsters Unleashed even say "Size-Changing: Strength, Instinct, Covert, Tech, Ranged". You can pay 2 Attack less to fight them for each of these Hero Classes you played this turn.
* Note: For any Size-Changing card, it doesn't matter how many Heroes you played -- it only maters whether or not you played any Heroes of that Hero class.
* After you've recruited a card, Size-Changing doesn't do anything else on that card.
* If a Hero in the HQ already has "Size-Changing: Tech" and it gains "Size-Changing: Tech, Ranged" from another special ability like the Sporr Villain, it just ends up with "Size-Changing: Tech, Ranged." A card can't have Size-Changing for the same Hero Class twice.


== World War Hulk ==

Transform: This keyword represents the themes of duality and transformation in Hulk stories.
Heroes:
* Each Hero in this set has some special "Transformed" cards that go along with it. When you use these Heroes, don't shuffle their "Transformed" cards into the Hero Deck. Instead, set them aside in a special Transformation Pile. You can't recruit cards from this pile. Instead, you transform other cards into them.
* Some Hero cards like "Bruce Banner: Gamma Ray Experiments" say things like "...Transform this into Savage Hulk Unleashed."
* When you play a Hero card that says it transforms into another card, you complete all effects on the card you played and get its normal Recruit and Attack.
* Then remove the transforming card from the game (putting it in the Transformation Pile) and put the newly transformed card into your hand instead (from the Transformation Pile). You can play the new Transformed card immediately that same turn.
* You still count as having played the transforming card you played and removed from the game, including effects like "You get +1 Attack for each Tech card you played this turn." But if an effect asks you to reveal one of your cards, you can only reveal the new, transformed card, not the old card that you removed from the game.
* Some transforming cards tell you to put the new card on top of your deck or in your discard pile instead.
* You can look through the Transformation Pile at any time.
* At the end of the game, store a Hero's Transformed cards with the rest of that Hero's cards. To start a game, you only need to bring out the Transformed cards for the Heroes you're using. Don't bring out all the Transformed cards in the entire game.
* If you sleeve your cards, you can put the Transformed version of the card in the same sleeve, behind the Transforming card. When it's time to transform, you just pull the back card to the front of the sleeve. It's a little thicker in the sleeve, but it still shuffles well.

Masterminds: Each Mastermind in this set is a double-sided "Transforming Mastermind" that transforms back and forth between two forms during the game.
* The side with the "Always Leads" ability starts face up.
* When a Master Strike or Mastermind Tactic ability occurs, it will tell you to "Transform" the Mastermind, meaning flip it over to its other side. (Don't also do the Master Strike ability of the new side.)
* A Mastermind only uses the abilities and Attack of its currently face up side. Ignore the special abilities and values on the currently face down side.

Outwit: This keyword represents how Bruce Banner, Amadeus Cho, the Illuminati, and the Intelligencia are among the smartest characters in the Marvel universe.
* Some Heroes say things like "Outwit: Draw a card."
* You can use this Outwit ability only if you reveal Heroes with 3 different costs.
* You can count the Outwit card itself. So you can reveal a 2-cost Hero in your hand, plus a 6-cost Outwit card and 0-cost S.H.I.E.L.D. Agent Hero you already played.
* Some Villains and Masterminds also say they get stronger or harm you in special ways if you fail to Outwit them. For example: "Ambush: If you can't Outwit the Leader, play the top card of the Villain Deck."
* You can choose not to Outwit, even if you are able.

Smash: This keyword represents how when Hulks get angry, they SMASH hard, no matter what they have to toss aside.
* Some Heroes say things like "Smash 3." This means "You may discard another card from your hand. If you do, you get +3 Attack."

Wounded Fury: This keyword represents how wounding a Hulk often just makes it ANGRIER and STRONGER! It also includes Villains attacking with more furious bloodlust as they wound you.
* When a Hero card says "Wounded Fury", it means "You get +1 Attack for each Wound in your discard pile."
* Likewise, when a Villain or Mastermind says "Wounded Fury", it means "It gets +1 Attack for each Wound in your discard pile."

Cross-Dimensional Rampage: As different Hulks rampage across planets and dimensions, only another Hulk can stop them! This keyword debuted in Legendary: Secret Wars.
* "Cross-Dimensional Hulk Rampage" means "Each player reveals one of their Hulk Heroes or a Hulk card in their Victory Pile or gains a Wound."
* You can reveal any card that includes the word "Hulk" in its card name, Hero name, Villain Group name, or Tactics for Hulk Masterminds. This includes any Red Hulk, She-Hulk, Red She-Hulk, Skaar, Son of Hulk, Joe Fixit Grey Hulk, Hulkling, Hulk Gang, Cosmic Hulk Robot, Hulkbuster, Enchain the Hulk, and so on.
* You don't need to know the whole history of Marvel comics to judge who counts as a Hulk – just rely on whether the card says Hulk in its name or not. There are only a few, very specific exceptions we have to make to stay true to the characters:
** "Nul, Breaker of Worlds" from Fear Itself and "Maestro" (core set) count as Hulks for this.
** "Weapon X" and "Old Man Logan" count as Wolverines for "Cross-Dimensional Wolverine Rampage" in other sets.
* Some Heroes in this set can transform into Hulks, like Bruce Banner and Amadeus Cho. A puny "Bruce Banner" card doesn't say "Hulk" on it, so it can't stop a Hulk Rampage. But revealing the transformed Bruce Banner card named "Savage Hulk Unleashed" works.
* When a Cross-Dimensional Hulk Rampage happens, you can choose to gain the Wound, even if you have a Hulk that you already played or could otherwise reveal. You might want the Wound if you have Wounded Fury cards.
* There are also Cross-Dimensional Void Rampages, etc.

== Marvel Studios Phase 1 ==

Conqueror
Some Villain cards have a special ability called "Conqueror," representing their desire to conquer and hold a specific part of the city. For example, the Chitauri Soldier Villain has the ability "Rooftops Conqueror 2." This ability means This Villain gets +2 [Attack] while any Villain is in the rooftops." So the Chitauri Soldier gets this [Attack] bonus while it itself on the Rooftops, or when a completely different Villain is on the Rooftops. The Chitauri Soldier doesn't care if the Villain on the Rooftops has a Conqueror ability or not. Other Villains and the Iron Monger Mastermind have different Conqueror abilities, with different [Attack] bonus numbers and referring to different city spaces.

== Ant-Man ==

Size-Changing
This keyword represents Heroes and Villains using superpowers to shrink, grow, or massively change their size. It's also used by characters that can change the size of a weapon, technology, or energy. It first debuted in Legendary Civil War and also appeared in Legendary Champions.

* Some Hero cards say things like "Size-Changing Covert." This means "You can recruit this card for 2 Recruit less if you played any Covert cards this turn."
* Likewise, some Villain cards say things like "Size-Changing Tech." This means "You can fight this Villain for 2 Attack less if you played any Tech cards this turn."
* Note: For a typical Size-Changing card, it doesn't matter how many Heroes of that Hero Class you played – it only matters if you played any Heroes of that Hero Class or not.
* After you've recruited a card, Size-Changing doesn't do anything else on that card.

Microscopic Size-Changing
Far beyond other Heroes that can stretch or grow, Ant-Man and Wasp can change their size to a whole new scale. They can shrink down smaller than an atom, to the quantum Microverse. Here, the very laws of physics can be broken and even reversed! This ability works like regular Size- Changing, but with a couple of twists.
* Some Heroes and Villains in this set say things like "Microscopic Size-Changing Tech Tech Tech. "
* This means "You can recruit this card for 2 Recruit less for each Tech card you played this turn, counting up to three Tech cards."
* So if you played one Tech Hero this turn, this card costs 2 less. If you played two Tech Heroes, it costs 4 less. If you played three or more Tech Heroes, it costs 6 less.
* Playing a fourth Tech card wouldn’t reduce this cost any further since there are only three Tech icons listed in this particular Microscopic Size- Changing ability.
* The second twist is that Microscopic Size- Changing can actually reduce a card’s Recruit cost to zero or even a negative number!
When you recruit a Microscopic Size-Changing Hero with a negative cost, you actually gain that many Recruit points!
* Some Villains also have Microscopic Size- Changing. It works the same way, letting you fight that Villain for 2 Attack less for each card of the correct color you played this turn, counting up to the number of icons shown in the Microscopic Size-Changing ability.
* Likewise, if you fight a Villain with Microscopic Size-Changing and reduce its Attack value to a negative number, you actually gain that many Attack points when you fight it. You don’t even need to have any Attack points before you fight them.
* For example, say you play five Covert Heroes, then fight a Villain with 3 Attack and "Microscopic Size-Changing Covert Covert Covert Covert." The Villain's Attack decreases to -5, and you actually gain 5 Attack when you fight them! (The 5th Covert Hero you played didn’t reduce the Attack, since the Microscopic Size- Changing ability only had 4 icons.)
* Building the right deck and shrinking down to the crazy backwards physics of the Microverse can create some very powerful turns!

Empowered
This keyword represents Heroes and Villains who
draw power from ambient energy, technology, or
superpowers around them.
* Some Heroes say things like "You get Empowered by Strength." This means "You get +1 Attack for each Strength card in the HQ."
* Likewise, some Villains and Masterminds say things like "Empowered by Tech". This means "This gets +1 Attack for each Tech card in the HQ."
* As cards enter and leave the HQ, an Empowered card can get stronger or weaker. You only check the Attack bonus at the moment you play your Empowered Hero or at the moment you fight the Empowered enemy.
* One clever move is to recruit a Hero from the HQ at the right time, changing the colors in the HQ to weaken an Empowered enemy or try to strengthen an Empowered Hero in your hand.
* Some cards are even "Double Empowered" or "Triple Empowered" meaning that they get +2 Attack or +3 Attack for each appropriate card in the HQ.
* (A multicolored or divided card from other sets counts if either half is the correct color. For example, an "Empowered by Ranged and Strength" ability can get +1 Attack from a Covert Ranged card or from a Instinct Strength card. However, a "Ranged Strength" card in the HQ would only give +1 Attack, not +2 Attack.)

Chivalrous Duel
This keyword represents how Morgan le Fay and the knights of her "Queen's Vengeance" hail from a realm of honorable single combat. You can't gang up on an enemy in a Chivalrous Duel – you have to pick just one Hero Name to duel the enemy.
* To fight an enemy with "Chivalrous Duel," you can only use Attack from a single Hero Name.
* For example, to fight a 3 Attack Villain with Chivalrous Duel, you can spend 3 Attack from two different Black Knight hero cards. But you can't combine 2 Attack from Black Knight cards and 1 Attack from a Wasp card.
* If a Hero like "S.H.I.E.L.D. Trooper" doesn't have a Hero Name listed, then its Hero Name is the same as its card name. So you can play three S.H.I.E.L.D. Troopers then fight a 3 Attack Villain with Chivalrous Duel. But you can't spend 2 Attack from Black Knight cards and 1 Attack from a S.H.I.E.L.D. Trooper to fight an enemy with Chivalrous Duel.
* (You can't use Attack you get from anything that's not a Hero card, including Microscopic Size-Changing Villains, Mastermind Tactics, Shard tokens from other sets, etc. You can use Attack from Hero Artifacts in other sets with the right Hero Name, since those are Hero cards.)
* In a setup with lots of Chivalrous Duels, like fighting Morgan le Fay or the Scheme "Pull Earth into Medieval Times," you will want to build your deck to concentrate your Attack cards into just one or two Hero Names!

== Venom ==

Symbiote Bonds
This keyword represents how symbiotes like Hybrid, Riot, and Lasher bond with other characters, enhancing them with a dark shell. You must fight the combined strength of the host and symbiote to split them apart, then finish what remains in a second fight.
* Some Villains say things like "Ambush: A Henchman Villain from your Victory Pile Symbiote Bonds with Lasher."
* This means stack this card onto the specified Villain, combining them into a single Villain with both cards' Attack and text added together.
* To fight a Combined Villain, you must spend the total Attack of both Villain cards combined. Rescue all the Bystanders that Combined Villain had. Then put either one of the Villain cards from that Combined Villain into your Victory Pile and do that card's Fight effect. The other card from that Combined Villain stays in that city space, and you don't do its Fight effect.
* If a Combined Villain escapes, it's only a single escape, so it only KOs one Hero that costs 6 or less from the HQ. (If it's carrying any number of Bystanders, it makes all players discard a single card as normal.) Do the Escape abilities of both those Villain cards in any order. Once in the Escape Pile, they are two unattached Villains again.
* Keep one card of the Combined Villain tucked under the other, so you can see both cards' Attack and text.
* Since a Combined Villain has the text of both its Villain cards, it can get extra Attack or restrictions from various special abilities on either of its cards. It also counts as both cards' Villain Groups.
* Symbiote Bonds never combine more than two Villains in the same city space. Ignore any effect that would combine a third Villain in that space.
* Once two Villains are bonded, only fighting can break them up. Other Symbiote Bonds abilities can't break up a Combined Villain to attach one of the cards to something else.
* If a Symbiote Bonds ability puts a new Villain card into the city from the Villain Deck, Escape Pile, Victory Pile, etc., do any Ambush ability on the newly entering card. However, that Ambush ability won't be able to break up a Combined Villain or add a third card to it.
* If a special ability automatically "defeats" a Combined Villain, you still put just one of its cards into your Victory Pile and do that card's Fight effect.
* A combined Villain has the VP of both its cards combined. So you can spend Piercing Energy (from Legendary: X-Men) equal to both cards' total combined VP to fight the Combined Villain, putting one of its cards into your Victory Pile as normal.

Poison Villains
* Poison Villains use Symbiote Bonds in a special way. For example, Poison Dr. Octopus says "Fight: This Symbiote Bonds with a Villain in the Bank. If already bonded or unable to bond, gain this as a Hero instead."
* So Dr. Octopus enters the city as a normal Villain. When you fight him, if there's a Villain in the Bank, then Poison Dr. Octopus will bond with that Villain. If there's no Villain in the Bank, then you gain Poison Dr. Octopus as a Hero instead, putting him in your discard pile.
* Once Poison Dr. Octopus becomes bonded, if you fight that Combined Villain, you choose one of the two Villains and do its Fight effect. If you choose Poison Dr. Octopus, then since he is currently bonded, you gain him as a Hero.
* When facing Poison Villains, be careful about when you fight them, so you can turn them into Heroes as soon as possible!

Digest
This grisly keyword represents how the Venom and Carnage symbiotes get stronger as they devour people and absorb their energy.
* Some Heroes say things like "Digest 2: Draw a card."
* Use this Digest ability only if you have at least that many cards in your Victory Pile.
* All kinds of cards in your Victory Pile count for Digest. This includes Henchman Villains, regular Villains, Bystanders, Mastermind Tactics, Traps from other sets, etc.
* You don't have to remove any cards from your Victory Pile to use Digest.
* Even if you have 10 cards in your Victory Pile, you can't use a card's "Digest 2" ability five times -- just once.

Indigestion
* If you don't have enough cards in your Victory Pile to use a card's Digest ability, use its Indigestion ability instead.
* For example, some Heroes say things like: "Digest 4: Draw two cards.
Indigestion: You get +2 Recruit."
* When you play this card, if you have at least 4 cards in your Victory Pile, then you use the Digest ability and draw two cards.
* If you have zero to three cards in your Victory Pile, then you use the Indigestion ability instead, getting +2 Recruit.
* If you have enough cards in your Victory Pile to use the Digest ability, you cannot choose to use the Indigestion ability instead.

Indigestion
See Deadpool.


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Atnier Rodriguez
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Re: Complete Card Text - all cards
Drax's The Destroyer has a 4 printed attack. I was reading your spoiler and was very confused as to why an uncommon would be so crappy.
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Re: Complete Card Text - all cards
Probably because he has the ability to gain a shard to increase the attack. There are a couple of cards in the earlier sets that have high cost for lower benefit than you expect
 
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Erik Hatinen
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Re: Complete Card Text - all cards

I transcribed the Fear Itself cards to a word file. I probably mutated some of the wording, and I write the Recruit, Cost and Attack values like math formulas, but they should be understandable. And if not, at least I've lessened the work of others. Here it is

Fear Itself
Card Text

Allies

Greithoth, Breaker of Wills (Absorbing Man)
Enemy of Asgard

Mace of Chains. Cost 3, Instincts. When you throw this, you get +2 Recruit.

Absorb Metal. Cost 3, 1+2 Attack. Covert. If you control an Artifact, you get +2 Attack.

Break the Will to Resist. Cost 5, 3+1X Attack. Strength. Covert: Each player discards the bottom card of their deck. You get +1 Attack per non-grey card discarded this way.

Body of Uru. Cost 7, 4 + 1X Attack. Covert. You gain Attack equal to the number of Artifacts controlled by all players and in the Lair.


Kuurth, Breaker of Stone (Juggernaut)
Enemy of Asgard

Unstoppable Sledge. Cost 4. Ranged. Thrown Artifact. When you throw this, you get +2 Attack.

Reach for Power. Cost 4. 2+2 Recruit. Strength. Reveal the top or bottom card of your deck. If it costs four or more, you get +2 Recruit.

Contest of Strength. Cost 5. 3+2 Attack. Strength. Enemy of Asgard: Discard the top card of any player’s deck, then reveal the top or bottom card of your deck. If the latter revealed card is equal to or greater than the first card in cost, you get +2 Attack.

Break Every Bone. Cost 7. 0+X Attack. Reveal a card in your hand, the top card of your deck and bottom card of your deck. You get Attack equal to their combined Cost.


Nerkkod, Breaker of Oceans (Attuma)
Enemy of Asgard

Pull of the Tides. Cost 3, 2 Recruit. Strength. You may move an Adversary to an adjacent city space. If there’s another Adversary there, swap them.

Feed My Undersea Legions. Cost 4, 2 Attack. Covert. Whenever you defeat an Adversary on the Bridge this turn, you may KO a card in your hand or discard pile. If you do, gain a New Recruit.

Cudgel of the Deep. Cost 5. Ranged. Thrown Artifact. When you throw this Artifact, you get +3 Attack usable only against an Adversary on the Bridge or the Commander.

Break Their Loyalties. Cost 7, 5 Attack. Instincts. Enemy of Asgard: Each other player reveals their hand. Choose a New Recruit or Madame Hydra from each hand and put it in yours.


Nul, Breaker of World (Hulk)
Enemy Hydra

Demolition Derby. Cost 3, 2 Recruit. Strength. Strength: Choose a player to Demolish. If he/she discards a card this way, draw a card.

Otherworldly Mace. Cost 4. Instincts. Thrown Artifact. When you throw this, you get +2 Attack per Strength card you played this turn.

Nul Smarsh! Cost 6, 4 Attack. Say “Nul Smash!” Then each player slaps a hand to the table. The last player to do so other than you gets a Bindings.

Break the World. Cost 8, Attack 6. Knock out two cards from your hand and/or discard pile. For each Bindings knocked out this way, demolish each other player.


Skadi (Sin)
Hydra

Dark Prophecy. Cost 3, 2 Recruit. Tech. Tech: gain a Madame Hydra.

Ancient Oath of Hydra. Cost 5, 1 Attack. Tech. You may discard a Hydra card. If you do, draw two cards.

Hammer of the Serpent. Cost 5. Strength. Thrown Artifact. When thrown, you get +2 Attack per card you discarded this turn.

War Banner of Hydra. Cost 7. Thrown Artifact. When thrown, you get +1 Attack per Hydra card you played this turn.



Skirn, Breaker of Men (Titania)
Enemy of Asgard

Towering Leader. Cost 3, Instincts. Gain two New Recruits. Instincts: gain a third New Recruit.

Underhanded Dealings. Cost 4, 2 Attack. Covert. Look at the bottom card of your deck. Discard it or put it back. Covert: Draw a card from the bottom of your deck.

Titanic Bludgeon. Cost 2. Ranged. Thrown Artifact. When you throw this, you get +1 Attack per card you’ve drawn this turn.

Break Your Hopes. Cost 7, 4 Attack. Strength. Each player reveals a Covert Ally or discards a card. For each card discarded this way, you draw a card.


Adversaries

The Mighty
Black Widow

3* Attack
4 VP

Two Uru Weapons.

Fight or Fail: If Black Widow’s Weapons revealed any Bystanders, kidnap them.


Doctor Strange

5* Attack
4 VP

One Uru Weapon

Ambush: Reveal the top three cars of the Adversary. Put the one with the highest VP on top and the other two on bottom in any order.

Fight or Fail: Get +2 Recruit.


Hawkeye

3* Attack
2 VP

One Uru Weapon

Fight or Fail: Choose one: either each other player draws a card or each other player discards a card.


Iron Fist

3* Attack
2 VP

One Uru Weapon

If his Uru weapon revealed an Adversary, knock out one of your allies.


Ms. Marvel

4* Attack
3 VP

One Uru Weapon

Fight or Fail: if her weapon revealed a Strike or Twist, play it.

Overrun: each player reveals a Ranged ally or gains a Bindings.


Red She-Hulk

4* Attack
2 VP

One Uru Weapon

Fight or Fail: if her Weapon revealed an Adversary, put it in your victory pile.



Spider-Man

2* Attack
3 VP

Two Uru Weapons

Fight or Fail: play all cards revealed by Spider-Man’s weapon that are worth two or less VP.

Overrun: Each player gains a Bindings.


Wolverine

5* Attack
6 VP

Two Uru Weapons

Fight or Fail: Draw two cards.

Overrun: Each player reveals an Instincts ally or gains a Bindings. Then put Wolverine on top of the Adversary Deck.


Commander

Uru-Enchanted Iron Man

Attack: 7*
6 VP

Always leads the Mighty.

Strike: Demolish each player. Then stack this Strike next to Uru-Enchanted Iron Man. He has 1 Uru weapon per Strike.

Armor of the Destroyer. For each Tech Ally you have, demolish each other player.

Pepper Potts in Rescue Armor. A Bystander from the stack becomes a Strike that takes effect immediately.

Quantum Inventions. Draw two cards. Then if you reveal a Tech card, draw two more cards.

Repulsor Coils. Each other player reveals a Tech ally or gains a Bindings.


Plot: Fear Itself

10 Twists.

Earth’s Fear Level starts at 8. The number of Allies in the Lair is always equal to the Fear Level.

Twist: Earth’s Fear Level drops by one.

Good Wins: When the Fear Level reaches 0.


Last Stand at Avengers’ Tower

8 Twists.

Twists: Stack this Twist above the Rooftops as Stark Tech Defenses. If there’s an Adversary in the Rooftops, the current player chooses three Allies in the Lair and knocks them out.

Adversaries on the Rooftops get +1 Attack per Stark Tech Defenses.

Good Wins: If 13 non-grey allies are knocked out.

Traitor

Two or more players only. 8 Twists, plus a Betrayal deck of three Bindings per player plus a ninth Twist.

Twists 1-3: If the Traitor hasn’t been revealed, each player gets a card from the Betrayal deck face down and looks at it.

During their turn, any player can reveal the Plot Twist from their Betrayal hand to reveal himself or herself as the Traitor. All other players gain the Bindings from their Betrayal hands. During his/her turn, the Traitor can spend 4 Attack to play the next card from the Adversary Deck any number of times.

Twist 8: Good wins, as does the Traitor, who reveals himself if he or she hasn’t.

If another player wins, the Traitor reveals himself or herself and loses.



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Darth Ed
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Re: Complete Card Text - all cards
Tsallak wrote:
I probably mutated some of the wording...

Not sure what you mean, Erik, but getting the wording exactly right is very important, otherwise this is kind of useless. Please go over the text in the previous post and edit it to be exactly what is written on the cards. I would also urge you to format the text in the same manner that Michael Brandt did in the previous posts. Thanks!
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Re: Complete Card Text - all cards
I meant that since I had to look at a computer screen, go to a different one and then type what I read, I often mentally reword things. My home computer's screen isn't big enough to have the word and image programs open at the same time. To my knowledge I didn't change any of the meaning of what I read, but I plan to have a text version of what I wrote on this thread printed and compare it to what's on the cards.

I also intend to print a selection of the card text here to make sure my text is consistent with the other text versions.

Like I wrote on the card text request thread on Fear Itself, I can do these things but have a notoriously bad short-term memory (it's better right now, however, now that I'm back on a superior med for treating ADD). If a week or so has passed without me doing anything, feel free to give me the email equivalent of a boot to the rear. I probably have more spare time than any two others here combined.
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Re: Complete Card Text - all cards
I took the time to make sure that my current text version of Fear Itself's Ally cards are exactly what is written on the cards. I just tried to print a page of the correct way to write those here, but my folks' printer is malfunctioning. They really need to learn how to protect their computers.

I did a copy & paste for a sheet from the text version of the cards, and intend to print it when I next visit my local Library. Like I've written before, my memory is very fallible. Then I will resubmit the text version of Fear Itself so it corresponds with the previous text versions. I won't just edit my previous post since others might want to be alerted when I finally get off my butt and take care of this.

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Re: Complete Card Text - all cards
Allies from Legendary Villains: Fear Itself added.

Missing:
- type for Nul, Breaker of Worlds: Nul Smash!
- type for Nul, Breaker of Worlds: Break the World
- type for Skadi: War Banner of Hydra
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Re: Complete Card Text - all cards
Added Adversary group "The Mighty" from Legendary Villains: Fear Itself.
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Re: Complete Card Text - all cards
michaeljb wrote:
Allies from Legendary Villains: Fear Itself added.

Missing:
- type for Nul, Breaker of Worlds: Nul Smash!
- type for Nul, Breaker of Worlds: Break the World
- type for Skadi: War Banner of Hydra

Thanks, Michael! For the missing stuff, check the card images in this post.
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Re: Complete Card Text - all cards
DarthEd wrote:
michaeljb wrote:
Allies from Legendary Villains: Fear Itself added.

Missing:
- type for Nul, Breaker of Worlds: Nul Smash!
- type for Nul, Breaker of Worlds: Break the World
- type for Skadi: War Banner of Hydra

Thanks, Michael! For the missing stuff, check the card images in this post.


Thanks! I wasn't aware of that post. It will be most helpful

edit: I have taken care of the missing types.
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Re: Complete Card Text - all cards
The Commander and Plots from Legendary Villains: Fear Itself have been added.

Tsallak wrote:
I meant that since I had to look at a computer screen, go to a different one and then type what I read, I often mentally reword things.


While I did make small changes on many cards, I am only confident in the Plots having fully correct text. (I still don't have the set myself, and it's easier to work with something that's already there than typing it all up from images in another browser window )

I wasn't paying enough to attention to note what (if anything) would affect how fast the Villain/Adversary Deck runs out; when I do that work for Countdown, I'll double check all of the current text.
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Re: Complete Card Text - all cards
More updates applied to the Fear Itself cards; the text presented here should all match the cards now.

The git diff for the changes can be seen here (old version in red, new version in green): https://github.com/michaeljb/legendary-complete-card-txt/com...
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Re: Complete Card Text - all cards
3D card Set

== HEROES ==

Howard the Duck

Traveling Companion (5 copies)
cost: 3
Instinct
-----
2 Recruit Points
Reveal the top card of the Bystander Deck. If it's a special Bystander, rescue it. Otherwise, put it on the bottom of that deck.

Rebel Without a Cause (5 copies)
cost: 4
Covert
-----
2 attack
Reveal the top card of your deck if it costs 0 or has no team icon, draw it.

Right Place, Wrong Time (3 copies)
cost: 5
Instinct
-----
3+ attack
You get +1 attack for each other Hero you played this turn with no team icon.

Interplantary Visitor (1 copy)
cost: 7
Tech
-----
4 attack
Reveal the top three cards of your deck. Draw one of them, discard one, and KO one.

Man Thing

Form From Ooze (5 copies)
cost: 2
Strength
-----
0+ attack
Teleport
You get +2 attack usable only against villains in the Sewers or the Mastermind.

Burn The Fearful (5 copies)
cost: 4
Instinct
-----
2 attack
Choose a Villain or Mastermind. If there are no other Villains adjacent to it, it gets -1 attack this turn.

Travel The Nexus Of Realities (3 copies)
cost: 5
Covert
-----
3 Recruit Points
Teleport
You may move a Villain to another city space. If another Villain is already there, swap them.

Eternity of Solitude (1 copy)
cost: 7
Strength
-----
5+ attack
Strength: You get +1 attack for each empty city space.


== Henchmen ==

Spider Slayer (10 copies)
3 attack
Fight: Reveal the top two cards of your deck. Put any that cost 2 or less into your hand. Put the rest back in any order.

Circus of Crime (10 copies)
3 attack
Fight: Reveal the top card of your deck. If it costs 0, KO it. Otherwise, draw it.


== Bystanders ==

Stan Lee (? copies)
victory points: 1
When you rescue this Bystander, say a Hero name. Then reveal the top three cards of your deck. Put one of those cards with that exact Hero name into your hand. Put the rest back in any order.

Photographer (? copies)
victory points: 1*
This Bystander is worth +1 victory point for each Hero you have that costs 7 or more among all your cards at the end of the game.

Double Agent Of S.H.I.E.L.D. (? copies)
victory points: 1
When you rescue this Bystander, play a copy of one of your SHIELD Heroes or HYDRA allies.

Bulldozer Driver (? copies)
victory points: 1
When you rescue this Bystander, you may move a Villain to an adjacent city space. If another Villain is already there, swap them.

Fortune Teller (? copies)
victory points: 1
When you rescue this Bystander, guess "zero" or "not zero." Then reveal the top card of your deck and check its cost. If you guessed right, draw that card.
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Atnier Rodriguez
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Re: Complete Card Text - all cards
Thanks!

Form from Ooze is 0+ Attack.
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M D
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Re: Complete Card Text - all cards
okami31 wrote:
Thanks!

Form from Ooze is 0+ Attack.


Thanks fixed.
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