Complete Marvel Only Checklist

Below is a complete listing of all cards from Marvel only.

 

 

O P   H E R O E S / C H A R A C T E R S    (Energy-Fighting-Strength-Intellect)

 

 Hero/Character Name  PreIQ (Tot)  Grid (Total)  Inherent Ability

 

 ABSORBING MAN                     5-5-7-1 (18)  “Molecular Mimic” from Reserve

 THE ACOLYTES                      7-6-3-3 (19)

 ADAM WARLOCK         7-2-5 (14)   7-2-5-6 (20)

 ALPHA FLIGHT                      4-7-4-6 (21)

 ANGEL: THE FALLEN              6-7-4-3 (20)

 ANGEL: HORSEMAN OF APOCALYPSE  5-7-6-2 (20)

 APOCALYPSE           6-4-4 (14)   5-5-7-6 (23)

 BANSHEE              7-4-3 (14)   7-5-3-5 (20)  Teammates’ Trainings +1

 BARON MORDO                       7-3-2-6 (18)

 BASTION                           3-2-4-7 (16)  Sentinels Sp, IPc not shifted

 BEAST                1-5-6 (12)   2-5-6-7 (20)

    BEAST: THE BRUTE               3-6-7-1 (17)

 BETA RAY BILL                     5-4-7-6 (22)  May play any Thor Specials

 BEYONDER                          i-i-i-i (28)  Play Teammate Specials, no OPD

 BISHOP               5-6-4 (15)   6-7-4-3 (20)

 BLACK CAT            3-7-3 (13)   3-6-3-4 (16)  Power cards +1 for defense

 BLACK KING                        3-3-6-7 (19)  Play Hellfire Club Specials

 BLACK PANTHER                     2-7-5-6 (20)

 BLACK WIDOW          2-7-2 (11)   4-7-3-6 (20)

 BLOB                 3-3-7 (13)   4-5-6-1 (16)  No Spect KO w/ S Power cards

 BROOD                4-7-5 (16)   3-6-6-4 (19)  May have dup “Brood Spawn”

 BULLSEYE                          4-8-4-2 (18)

 CABLE                6-5-6 (17)   7-7-4-5 (23)

 CALLISTO                          2-6-3-5 (16)  Morlocks Sp, “Caliban” fr Rsrv

 CAPTAIN AMERICA      1-7-5 (13)   2-8-4-6 (20)

 CAPTAIN BRITAIN                   4-4-7-6 (21)

 CAPTAIN MAR-VELL                  6-6-6-4 (22)  Energy Rating is 8 for defense

 CARNAGE              3-7-5 (15)   5-7-4-2 (18)  Team +5 to Venture when KO’d

 CEREBRO                           6-3-3-8 (20)

 COLOSSUS             4-4-7 (15)   1-5-7-4 (17)  No Cum KO w/ S Power cards

    COLOSSUS: AGE OF APOCALYPSE    2-5-7-3 (17)  Attacks w/ S Pc not shifted

 CRUX                              6-6-2-3 (17)  Avoid any attack w/ a 1I Pc

 CRYSTAL                           7-4-3-3 (17)  May play any Inhumans Specials

 CYCLOPS              7-4-3 (14)   7-4-4-5 (20)  “Fearless Leader” from Reserve

 DAREDEVIL            3-7-4 (14)   2-7-4-6 (19)

 DARK BEAST                        1-6-5-7 (19)  May play any Beast Specials

 DAZZLER                           7-3-3-3 (16)  Reserve defend D w/Power Cards

 DEADPOOL             3-7-4 (14)   3-7-5-3 (18)  No Spect KO w/ M Power cards

 DEATHBIRD                         3-7-3-3 (16)  Shi’ar Sp, defend FL w/ Pc f R

 DEATHLOK                          4-5-5-6 (20)  “Luther Manning” from Reserve

 DOC SAMSON           1-2-7 (10)   2-2-7-6 (17)

 DOCTOR DOOM          7-6-6 (19)   5-3-4-8 (20)

    DOCTOR DOOM: 2099              5-3-6-7 (21)

 DR./DOCTOR OCTOPUS   3-6-5 (14)   2-5-6-7 (20)

 DR. STRANGE          8-2-3 (13)   8-3-2-6 (19)

 DOMINO               3-8-3 (14)   4-7-3-5 (19)  E Power cards +2 for defense

 DONALD PIERCE                     4-2-6-7 (19)  May play any Reavers Specials

 DOPPELGANGER         1-3-6 (10)   3-6-6-1 (16)  May play Spider-Man Specials

 DRACULA                           3-5-6-8 (22)

 ELEKTRA              2-6-5 (13)   2-7-4-4 (17)  No Spect KO w/ F Power cards

 THE ENFORCERS                     3-6-4-3 (16)  2 Specials Placed, not dups

 FALCON                            3-6-5-4 (18)  Place/play any F BasicUniverse

 FORGE                             5-5-3-7 (20)  Team Basic Universes +1

 GALACTUS             8-8-8 (24)   

 GAMBIT               6-5-4 (15)   6-6-4-4 (20)  May have dup “Charge Object”

 GHOST RIDER          6-5-6 (17)   6-6-6-2 (20)  Only Spect KO by 4 Power Types

 GOBLYN QUEEN                      7-5-2-5 (19)  Attacks w/ E Pc not shifted

 GREEN GOBLIN                      4-4-6-6 (20)  I Power cards +1 to attack

 GREY KING                         6-3-5-7 (21)

 THE HAND                          2-8-3-6 (19)

 HAVOK                             7-3-4-5 (19)  +1 attacks vs. Energy 7 or 8

    HAVOK: MUTANT X                7-3-4-5 (19)  +3 VT when a teammate is KO’d

 HAWKEYE              1-7-4 (12)   4-7-4-2 (17)  “Dynamite Delivery” from Resrv

 THE HELLFIRE CLUB                 6-4-4-7 (21)

 HENRY PYM                         3-4-3-7 (17)  M Power cards +2 for defense

 HEROES FOR HIRE                   2-7-8-4 (21)

 HOBGOBLIN            2-6-3 (11)   4-6-6-3 (19)  S Power cards +1 to attack

 HOLOCAUST                         7-2-6-2 (17)

 HULK                 2-4-8 (14)   1-3-8-6 (18)

    HULK: MR. FIX-IT               2-6-6-6 (20)  +1 attacks vs. Strength 7 or 8

 HUMAN TORCH          6-3-3 (12)   7-4-4-4 (19)  No Cum KO w/ E Power cards

    HUMAN TORCH: INVADERS          7-6-4-3 (20)

 HYDRA                             5-6-5-5 (21)  17-Points for Deckbuilding

 ICEMAN               7-3-4 (14)   7-4-4-3 (18)  May have dup “Snow Blind”

    ICEMAN: THE ICE-MAN            7-5-3-3 (18)  +1 VT each Hit Current Battle

 THE INHUMANS                      8-4-5-4 (21)

 INVISIBLE WOMAN      6-3-3 (12)   6-4-3-6 (19)  Team +2 to Venture Total

    INVISIBLE WOMAN: MALICE        7-6-4-2 (19)

 IRON MAN             7-6-6 (19)   5-3-7-7 (22)

    IRON MAN: ORIGINAL ARMOR       4-3-5-7 (19)  May have dup “Radar Warning”

 JEAN GREY            7-4-3 (14)   7-3-2-4 (16)  “Telepathic Unity” from Resrv

    JEAN GREY: DARK PHOENIX        8-4-6-3 (21)

 JUBILEE              6-3-1 (10)   6-4-2-4 (16)  May have dup “Blinding Flare”

 JUGGERNAUT           3-4-7 (14)   4-5-8-2 (19)

 KA-ZAR                            1-7-5-5 (18)  +1 attacks vs. Fighting 7 or 8

 KINGPIN                           2-4-5-6 (17)  Teamworks from Reserve

 THE KREE                          6-5-4-7 (22)

 LANDSLIDE                         6-4-6-2 (18)  Opp -3 VT when L’s tmmate KO’d

 LEADER                            3-4-2-7 (16)  +2 defense “Twisted Mentality”

 LONGSHOT             4-7-3 (14)   3-7-4-3 (17)  Opp team -2 to Venture Total

 MAGGOT                            4-6-4-4 (18)  Play “Slugfest” from Reserve

 MAGNETO              8-1-2 (11)   8-5-3-6 (22)

 MANDARIN             6-5-3 (14)   7-4-3-5 (19)  F Power cards +2 for defense

 THE MARAUDERS                     7-7-3-2 (19)

 MARROW                            2-6-4-4 (16)  May have 1 Dup “Bone Snap”

 MAVERICK                          5-8-3-3 (19)

 MERCURY                           6-7-5-4 (22)

 MR. FANTASTIC        3-6-3 (12)   2-5-2-8 (17)

 MR. SINISTER         6-6-5 (17)   4-5-4-8 (21)

 MOJO                 5-6-2 (13)   6-3-1-6 (16)  M Power cards +1 to attack

 MOLE MAN                          4-4-2-6 (16)  +2 defense if “Social Outcast”

 MORBIUS              1-3-7 (11)   5-3-6-5 (19)  Only Cum KO by 30 or more pnts

 THE MORLOCKS                      6-3-8-2 (19)

 MORPH                1-6-3 (10)   4-5-3-6 (18)  No Spect KO w/ I Power cards

 MULTIPLE MAN                      6-6-3-3 (18)  May make 1/both followup to TW

 MYSTERIO             6-3-4 (13)   6-3-4-6 (19)  No Spect KO w/ E Power cards

 MYSTIQUE             6-4-2 (12)   5-6-3-6 (20)  F Power cards +1 to attack

 NAMOR                1-4-8 (13)   2-7-7-4 (20)

    NAMOR: SUB-MARINER             3-5-8-4 (20)

 NEW WARRIORS                      6-6-5-5 (22)  Draw 2 when KO’d. Keep Dups.

 NICK FURY                         3-7-4-6 (20)

 NIGHTCRAWLER         5-7-3 (15)   6-7-3-3 (19)

 OMEGA RED            2-6-4 (12)   6-7-5-2 (20)

 ONSLAUGHT                         8-2-6-7 (23)

 PHOENIX                           7-5-4-3 (19)  When KOd not discarded til eob

 POLARIS                           7-3-3-4 (17)  Attack w/ EPc while in Reserve

 POST                              1-6-4-6 (17)  May not be attackd by Location

 PROFESSOR X          8-2-1 (11)   8-2-1-7 (18)

 PSYCHO-MAN                        5-2-5-6 (18)  “Emotion Box” from Reserve

 PSYLOCKE             5-6-4 (15)   7-6-3-4 (20)

    PSYLOCKE: BETSY BRADDOCK       6-3-2-5 (16)  P’s Basic Univ count Damage/VT

 PUNISHER             4-7-4 (15)   3-7-4-4 (18)  No Cum KO w/ F Power cards

 PUPPET MASTER                     6-3-1-6 (16)  “Alicia Masters” from Reserve

 QUICKSILVER          6-6-4 (16)   7-6-3-2 (18)

 RAPTURE                           5-7-2-3 (17)  +1 attack vs. Intellect 7 or 8

 THE REAVERS                       5-7-6-3 (21)

 RED SKULL                         3-5-4-7 (19)  No Cum KO w/ I Power cards

 REYES                             6-2-2-6 (16)  Intellect Rating 8 for defense

 RHINO                1-4-7 (12)   2-6-7-1 (16)

 ROGUE                5-3-7 (15)   4-4-7-2 (17)  No Spect KO w/ Specials

    ROGUE: B/HOOD OF EVIL MUTANTS  6-5-3-2 (16)  Not Cumulative KOd w/ Specials

 SABRA                             3-7-6-3 (19)

 SABRETOOTH           1-8-5 (14)   2-8-6-3 (19)

 SCARLET SPIDER       5-7-6 (18)   3-7-6-5 (21)

 SCARLET WITCH        6-4-4 (14)   7-3-2-5 (17)  Opp team -5 to V when KO’d

 SCORPION                          5-5-7-2 (19)  +1 attack if opp 4,5,6 Compltd

 SENTINELS            7-5-6 (18)   7-5-7-1 (20)

 THE SERPENT SOCIETY               3-6-6-3 (18)  May play Tactics from Reserve

 SHADOW KING                       7-1-1-7 (16)

 SHADOWCAT                         6-3-3-6 (18)  May have dup “Ghostly Phase”

    SHADOWCAT: AGE OF APOCALYPSE   6-6-3-3 (18)  Attack Reserve w/I or S Power

 SHANG CHI: MASTER OF KUNG FU      2-7-5-5 (19)  “Elixir Vitae” from Reserve

 SHE HULK             2-5-7 (14)   1-4-7-5 (17)  May have dup “Public Defender”

 THE SHI’AR                        5-4-3-8 (20)

 SILVER SABLE         2-6-5 (13)   4-6-2-6 (18)  F Teamworks from Reserve

 SILVER SURFER        7-4-5 (16)   7-3-6-5 (21)

 SPIDER-GIRL                       4-6-5-3 (18)  Attk w/Pc not defend Activator

 SPIDER-MAN           6-7-6 (19)   3-7-6-5 (21)

    SPIDER-MAN: SYMBIOTIC COSTUME  6-5-7-2 (20)

 SPIDER-WOMAN         4-2-6 (12)   6-3-6-4 (19)  E Power cards +1 to attack

 THE STARJAMMERS                   3-7-4-5 (19)  2 Power cards Placed, not dups

 STORM                7-4-3 (14)   7-5-3-4 (19)  I Power cards +2 for defense

    STORM: BLOODSTORM              7-6-5-3 (21)

    STORM: NEUTRALIZED             1-6-4-5 (16)  May play any Morlocks non-OPD

 STRONG GUY           4-4-6 (14)   3-4-7-3 (17)  “Pile It On” from Reserve

 SUNFIRE                           7-5-4-4 (20)  “Solar Flare” from Reserve

 SUPER SKRULL         5-3-7 (15)   6-4-7-4 (21)

 SUPERPATRIOT                      3-6-7-2 (18)  Play Captain America Specials

 TASKMASTER                        3-7-4-5 (19)  Use I Pc to avoid any F attack

 TEAM X                            5-7-6-5 (23)  nonOPD Wolv,Sabre,Mav Specials

 THING                1-4-8 (13)   1-5-8-3 (17)

 THOR                 4-3-6 (13)   7-5-7-4 (23)

 THUNDERBIRD                       2-6-7-3 (18)

 THUNDERBOLTS                      7-5-4-6 (22)

 TYPHOID MARY                      5-7-3-2 (17)  Attacks w/ F Pc not shifted

 VENOM                6-6-7 (19)   5-6-7-2 (20)

 VISION               5-5-6 (16)   5-4-6-6 (21)  “Android Endurance” from Resrv

 WAR MACHINE          4-3-7 (14)   5-4-7-3 (19)

 WARLOCK                           7-6-4-6 (23)

 WHITE QUEEN                       7-2-2-6 (17)

 WOLVERINE            2-8-4 (14)   2-8-5-4 (19)

    WOLVERINE: AGE OF APOCALYPSE   2-8-4-5 (19)

    WOLVERINE, GOLDEN AGE          3-7-4-5 (19)  May play Wolverine Specials

 X-BABIES                          5-5-4-1 (15)  Not S/C KO’d with Power cards

 X-MAN                             8-3-3-3 (17)

 X-MEN: ORIGINAL TEAM              7-2-4-5 (18)  May play any Professor X OPD

 XAOS                              7-4-4-1 (16)  Draw 1 when X’s teammate KO’d

_______________________________________________________________________________

 

B R E A K D O W N   O F   M A R V E L   O V E R P O W E R   C A R D S

 

  156  Characters  ( 39 OverPower + 21 PowerSurge + 10 Mission Control + 8 IQ +

                     16 Monumental Team + 24 Classic + 26 X-Men OP +

                      4 OnSlaught Expansion + 3 Marvel Vs. Wildstorm Chromium +

                      1 Hillshire Farm + 1 Kay-Bee Action Figure +

                      2 OverPower Legion + 1 Wizard Magazine )

   94  Clone Characters ( 70 OP / PS / MC Heroes with Intellect ratings +

                           3 Monumental modified promo reprint + 8 Classic +

                          12 X-Men OP + 1 Marvel Vs. Wildstorm )

 1031  Special Cards  ( 10 Any Hero + 3 Any Character + 0 to 9 each Character )

   41  Location Cards ( 30 Monumental + 5 Classic + 5 X-Men OP + 1 MegaPower )

   23  Aspect Cards   (  1 Any Homebase + 1 each for some Locations )

   42  Power Cards    (  4 MultiPower w/o I + 4 MultiPower w/I + 2 Any-Power +

                         8 Energy + 8 Fighting + 8 Strength + 8 Intellect )

  130  Universe Cards ( 36 Basic + 12 Training + 36 Teamwork + 45 Ally +

                         1 Captain Universe )

   48  Tactic Cards   ( 12 Artifact + 36 Double Shot )

   91  Mission Cards  (  7 for each of 13 different Missions )

+  80  Event Cards    (  2 Any Mission + 6 for each of 13 Missions )

 —-

 1536  Functionally Different Playing Cards;

 

 —-

 1909  including “different” versions of Wizard’s OP Hero Placards ( 39 ),

       PowerSurge’s Power ( 28 ), Basic Universes ( 26 ), Trainings ( 6 ), &

       Teamworks ( 9 ), Mission Control’s Any Hero Specials ( 8 ), Hillshire

       Farm reprinted OverPower Hero Cards on PowerSurge cardstock ( 5 ),

       IQ OverPower’s Any Hero Alien Symbiote Special Card, and Monumental

       OverPower’s promo Heroes ( 3 ), promo Specials ( 3 ), Power ( 36 ), &

       Teamworks ( 9 )  [ 173 Reprints ]

 

 —-

 1922  including the Wolverine Level 6 Fighting Power Card Promo, the Scarlet

       Witch Error Card, the 2nd version of Longshot Roll With The Punches, the

       Age of Apocalypse and Infestation Incident Event Card Prototypes, the

       Hillshire Farm reprinted cards with new 1996 Copyright dates on back

       ( 4 PowerSurge Heroes & 1 Universe Card ), The Hellfire Club Tessa

       Special miscoded with AA instead of JA & Sebastian Shaw Special without

       tiny TM after SHAW, and The Shi’ar Lillandra Special with misplaced

       apostrophe (“against The Sh’iar”)  [ 13 Prototypes/Errors ]

 

       {Oddities not included: PowerSurge “Silver” Specials like Mr. Sinister

        Power Scheme, Namor Atlantis Attacks, Super Skrull Immitation;

        IQ “Pink” Specials like Beast Brilliant Deduction, Henry Pym

        Yellowjacket, Kingpin Crime Magnate, Magneto Magnetic Devastation,

        Spider-Man Science Whiz; Classic “Pink” cards like Superpatriot,

        Psycho-Man Fear, Thunderbolts Techno & “Yellow” cards like Bullseye

        Precision Shot, Black Panther Jungle Savvy, Kazar Jungle Savvy,

        ROM/Turbo Double Shot}

_______________________________________________________________________________

 

H E R O / C H A R A C T E R   C A R D S   A N D   S P E C I A L   C A R D S

 

    ANY CHARACTER

     * BASTION (ZZ) <MN> {VR} [OPD]

        Negate the effect of any 1 Special card. This card may be Placed. If

            Placed, may only negate an “Any Hero/Character” Special.

     * DEVOURER OF WORLDS (OD) <XM> {R} [OPD]

        Play during battle. Opponent cannot use Activator cards for remainder

            of game or until this Special has been attacked with 4 Activator

            card attacks. This Special may not be negated.

     * NEW UNIVERSE (EN) <CL> {VR} [OPD]

        Play to concede battle. All Mission cards Ventured this battle return

            to piles Ventured from. May be Placed. Counts as a duplicate of all

            “Any Hero/Character” EN Specials.

      ____________________________________________________________________

 

    ANY HERO

     * ALIEN SYMBIOTE (AL) <HF> {C}  Symbiote

        Symbiotic bonding! Remove 1 hit from the Permanent Record of any hero.

     * ALIEN SYMBIOTE (AL) <IQ> {R}  She-Venom

        Symbiotic Bonding! Remove 1 hit from the Permanent Record of any hero.

     * CONFUSION (DB) <MI> {R} [OPD]  Wolverine

     * CONFUSION (DB) <MC> {R} [OPD]  Rogue

        Avoids all attacks from 1 Teamwork card, or target hero must discard 1

            placed Teamwork card.

     * DEATH FROM ABOVE (AA) <CP> {R} [OPD]

        Sauron swoops in and makes a level 4 Fighting attack! Any hero may make

            1 additional attack

     * DEATH FROM ABOVE (AA) <MC> {R} [OPD]

        Green Goblin swoops in and makes a level 4 Fighting attack!  Any hero

            may make 1 additional attack.

     * GAMMA TERROR (AR) <CP> {R} [OPD]

        Abomination rampages! Acts as a level 7 Strength attack

     * GAMMA TERROR (AR) <MC> {R} [OPD]

        Doc Samson rampages! Acts as a level 7 Strength attack.

     * GOD OF MISCHIEF (AF) <CP> {R} [OPD]

        Loki’s Evil Magic! Opponent -3 to venture total for this battle

     * GOD OF MISCHIEF (AF) <MC> {R} [OPD]

        Mephisto’s Evil Magic! Opponent -3 to venture total for this battle.

     * GUARDIAN ANGEL (AG) <CP> {R} [OPD]

        Archangel gives warning. Any hero may avoid 1 attack

     * GUARDIAN ANGEL (AG) <MC> {R} [OPD]

        Guardian gives warning. Any hero may avoid 1 attack.

     * POWER LEECH (BY) <IQ> {VR} [OPD]

        Opponent must immediately discard 4 cards of opponent’s choice with

            icon of Leech’s choice currently placed or in hand.

     * SAVAGE LAND (DF)=>(BL) <MI> {R} [OPD]  Sauron

     * SAVAGE LAND (DF)=>(BL) <MC> {R} [OPD]  Ka-Zar

        On your turn, play before opponent concedes. Opponent may not concede

            battle. This card may be placed.

     * UNLUCKY AT LOVE (AM) <CP> {R} [OPD]

        Spurned by the Black Cat! Any 1 of opponent’s heroes is -2 to defense

            for remainder of battle

     * UNLUCKY AT LOVE (AM) <MC> {R} [OPD]

        Spurned by Typhoid Mary! Any 1 of opponent’s heroes is -2 to defense

            for remainder of battle.

     * WEB-HEADED WIZARD (BQ) <MI> {R} [OPD]

        Immediately exchange this card for any 1 card in Dead Pile

     * WEB-HEADED WIZARD (BQ) <MC> {R} [OPD]  Captain Universe Spider-Man

        Exchange this card for any 1 card in Dead Pile.

      ____________________________________________________________________

 

  * ABSORBING MAN  <CL> {R}                    E: 5   F: 5   S: 7   I: 1   (18)

       ~ May play “Molecular Mimic” from Reserve. ~

     * ABSORB PROPERTIES (DY) <CL> {R} [OPD]

        This Special acts identical to any Hit in Absorbing Man’s Hits from the

            Current Battle or Permanent Record.

     * CRUSHER CREEL (JH) <CL> {C}

        Acts as a level 5 Fighting attack. If successful, Target Character -2

            to defense for remainder of battle.

     * MOLECULAR MIMIC (KN) <CL> {U}

        Play with any Basic Universe card. Absorbing Man’s Power Grid gets

            Bonus in that Power Type for remainder of game.

     * REBUILD FORM (JJ) <CL> {U} [OPD]

        Discard 1 Power card usable by Absorbing Man to remove all Hits with

            same icon from Absorbing Man’s Permanent Record. May not discard a

            MultiPower card.

     * TITANIA (KH) <CL> {C}

        Opponent -3 to Venture Total for this battle. If opponent has “The

            Secret Wars” Mission, opponent -6 to Venture Total for this battle.

     * WRECKING BALL (JZ) <CL> {C}

        Acts as a level 5 Strength attack. May not be defended with a Special

            card.

      ____________________________________________________________________

 

  * THE ACOLYTES  <MN> {R}                     E: 7   F: 6   S: 3   I: 3   (19)

     * AMELIA VOGHT (HK) <XM> {C}

        Target Character must make as many attacks as possible. Acolytes’ team

            may defend.

     * AMELIA VOGHT (KH) <CL> {U}

        Opponent -3 to Venture Total for this battle. If opponent has “Fatal

            Attractions” Mission, opponent -6 to Venture Total for this battle.

     * EXODUS (AE) <MN> {U}

        Acts as a level 4 Any-Power attack, may combine with 1 Energy,

            Fighting, Strength, or Intellect Power card for a single attack.

     * FABIAN CORTEZ (HX) <MN> {VR} [OPD]

        Acolytes team is +1 to all numeric Special cards for remainder of

            battle. Bonus not applied to damage or Venture total. May be played

            from Reserve.

     * RUSTY COLLINS (LC) <MN> {U}

        Acts as a level 4 Energy attack against Target Character, or a level 8

            Any-Power attack against Target Battlesite.

     * SENYAKA (JF) <MN> {VR} [OPD]

        All Any-Power cards on Target Character’s Permanent Record become

            Energy cards for remainder of game.

     * SKIDS (AD) <MN> {U}

        Avoid any attack made with a Power Card.

     * UNUSCIONE (LB) <MN> {U}

        Avoid 1 attack from a Battlesite. Acolytes may not be attacked from a

            Battlesite for remainder of battle.

      ____________________________________________________________________

 

  * ADAM WARLOCK  <AFP> {VR}                   E: 7   F: 2   S: 5          (14)

  * ADAM WARLOCK  <MN> {VR}                    E: 7   F: 2   S: 5   I: 6   (20)

     * COSMIC ALLIANCE (FE) <AFP> {VR}

     * COSMIC ALLIANCE (FE) <MN> {U}

        Acts as a level 3 Fighting attack. Each Front Line teammate may make 1

            additional attack.

     * ENERGY BARRAGE (AR) <AFP> {VR}

     * ENERGY BARRAGE (AR) <MN> {U}

        Acts as a level 7 Energy attack.

     * THE INFINITY WATCH (AD) <CL> {C}

        Avoid 1 Energy or Intellect attack.

     * SOUL GEM (FD) <AFP> {VR} [OPD]

        Only Adam Warlock and target opponent may attack or defend this battle.

     * SOUL GEM (FD) <MN> {VR} [OPD]

        Only Adam Warlock and Target Character may attack, be attacked, or

            defend this battle.

      ____________________________________________________________________

 

  * ALPHA FLIGHT  <MN> {R}                     E: 4   F: 7   S: 4   I: 6   (21)

     * AROURA (HF) <MN> {C}

        Acts as a level 4 Fighting or Energy attack.

     * GUARDIAN (AG)=>(AD) <MN> {U}

        Teammate may avoid 1 attack.

     * MURMUR (KD) <CL> {U} [OPD]

        All Energy Power Card Hits on Target Character are doubled when

            determining Cumulative K.O. for remainder of game. Does not count

            toward Venture Total.

     * PUCK (EJ) <MN> {U}

        Acts as a level 2 Strength attack. If successful, acts as a level 8

            Energy Power card.

     * SASQUATCH (HR) <MN> {VR} [OPD]

        Acts as a level 9 Strength or Intellect attack.

     * SHAMAN (CK) <MN> {VR} [OPD]

        Play in current battle to resurrect any KO’d teammate next battle.

            Teammate is discarded at end of next battle.

     * SNOWBIRD (FB) <MN> {U}

        Draw top card from Draw Pile. If drawn card is an attack. Alpha Flight

            may use it, if drawn card is not an attack, discard it to the Dead

            Pile.

     * VINDICATOR (MA) <XM> {C}

        Acts as a level 5 Strength or Intellect attack. May not be defended by

            a card from a Battlesite.

      ____________________________________________________________________

 

  * ANGEL: THE FALLEN  <XM> {U}                E: 6   F: 7   S: 4   I: 3   (20)

  * ANGEL: HORSEMAN OF APOCALYPSE  <CL> {C}    E: 5   F: 7   S: 6   I: 2   (20)

     * NEURO-TOXIN (HO) <XM> {C}

        Acts as a level 6 Energy attack. If successful, Opponent is -4 to

            Venture.

      ____________________________________________________________________

 

  * APOCALYPSE  <OP> {R}                       E: 6   F: 4   S: 4          (14)

  * APOCALYPSE  <OHP> {X}                      E: 6   F: 4   S: 4          (14)

  * APOCALYPSE  <IQ> {VR}                      E: 5   F: 5   S: 7   I: 6   (23)

     * AGELESS EVIL (AE) <IQ> {U}

        Acts as a level 4 Energy attack. May combine with 1 Intellect card for

            a single attack.

     * ENHANCE STRENGTH (AY) <OP> {U}

        Apocalypse’s Strength skill increases to 8 for remainder of battle

     * GENETIC ENGINEERING (BD) <OP> {U} [OPD]

        Target opponent may not use skill type of Apocalypse’s choice for

            remainder of battle

     * INSTANT EVOLUTION (CL) <PS> {U}

        Play in current battle. Apocalypse may play any KO’d teammate’s

            Specials in next battle.

     * MEGAMORPH (AS) <OP> {R} [OPD]

        Acts as a level 9 Fighting attack

     * SHAPE SHIFT (AC) <OP> {C}

        Attack made on teammate is now made on Apocalypse, who may defend it

     * SURVIVAL OF THE FITTEST (AC) <OP> {U}

        Attack made on Apocalypse is now made on teammate of his choice, who

            may defend it

     * TECHNO-VIRUS (HA) <IQ> {VR} [OPD]

        Target hero may not defend against level 1 or 2 Power cards for

            remainder of game. Level 1 or 2 Power card Hits do not count for

            Spectrum KO.

      ____________________________________________________________________

 

  * BANSHEE  <PS> {VR}                         E: 7   F: 4   S: 3          (14)

  * BANSHEE  <IQ> {R}                          E: 7   F: 5   S: 3   I: 5   (20)

       ~ Teammates’ Training card bonues (BONUSES) are an additionl

             (ADDITIONAL) +1. ~

     * CASSIDY KEEP (BR) <IQ> {U}

        Banshee may have 1 additional card Placed on him until Banshee is KO’d.

            May be played from Reserve.

     * INTERPOL (JC) <MN> {U}

        Acts as a level 5 Intellect attack. Banshee may play 1 additional

            Special card.

     * INTERPOL TRAINING (AA) <PS> {U}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * LUCK O’ THE IRISH (DS) <PS> {VR}

        Choose one Banshee Special from Draw Pile and place in hand. Cannot be

            a duplicate. Reshuffle Draw pile.

     * SHATTER SHRIEK (BY) <PS> {VR} [OPD]

        Opponent must immediately discard all cards with a Fighting icon

            currently held in hand.

     * SONIC GLIDE (AG) <PS> {VR}

        Avoid 1 attack.

     * SUPER SCREAM (AS) <PS> {VR} [OPD]

        Acts as a level 11 Energy attack. Banshee may not attack for remainder

            of battle.

     * VOCAL HYPNOSIS (AX) <PS> {VR}

        Banshee and target hero may not attack for remainder of battle.

      ____________________________________________________________________

 

  * BARON MORDO  <CL> {R}                      E: 7   F: 3   S: 2   I: 6   (18)

     * BARGAIN LIFEFORCE (JO) <CL> {U}

        Baron Mordo’s Hits to K.O. is reduced by 7 points. Baron Mordo’s Energy

            and Intellect Power Grid Ratings increase to 8 for the remainder of

            game.

     * DEMONIC SUMMONS (AQ) <CL> {R} [OPD]

        Acts as a level 8 Strength, Fighting, or Intellect attack.

     * ILLUSION CASTING (AG) <CL> {U}

        Avoid 1 attack.

     * JEALOUS DISCIPLE (LT) <CL> {C}

        Acts as a level 3 Intellect attack, +1 for each Mission card in Baron

            Mordo’s Defeated Missions Pile.

     * MYSTICAL MENACE (DO) <CL> {C}

        Negates the effect of any 1 Special card played by opponent against

            Baron Mordo only.

     * SPELL OF SILENCE (JY) <CL> {C}

        Acts as a level 5 Energy attack. May not be affected by a card with the

            word “teammate” on it.

      ____________________________________________________________________

 

  * BASTION  <XM> {U}                          E: 3   F: 2   S: 4   I: 7   (16)

       ~ May play any “Sentinels” Special cards. Attacks made with Intellect

             Power cards may not be moved or shifted from Target Character. ~

      ____________________________________________________________________

 

  * BEAST  <OP> {U}                            E: 1   F: 5   S: 6          (12)

  * BEAST  <OHP> {X}                           E: 1   F: 5   S: 6          (12)

  * BEAST  <IQ> {R}                            E: 2   F: 5   S: 6   I: 7   (20)

  * BEAST: THE BRUTE  <XM> {U}                 E: 3   F: 6   S: 7   I: 1   (17)

     * ACROBATICS (CD) <PS> {U}

        Only attacks made with Universe cards may be played against Beast for

            remainder of battle.

     * AMBIDEXTERITY (HC) <IQ> {U}

        Beast may combine multiple Basic Universe cards with each Power card

            attack for remainder of battle.

     * ANALYZE (AO) <OP> {C}

        Negates the effect of any 1 Special card played by opponent

     * ANIMAL DEXTERITY (AD) <OP> {C}

        Avoid 1 Fighting attack

     * BEASTIAL BRAWN (AA) <OP> {C}

        Acts as a level 4 Strength attack, may make 1 additional attack against

            a different opponent

     * BIOCHEMIST (AL) <OP> {U}

        Remove 1 hit from the permanent record of any 1 teammate

     * BRILLIANT DEDUCTION (HB) <IQ> {U}

        Sort through opponent’s Power Pack and remove any 3 cards of Beast’s

            choice. Discard chosen cards into Dead Pile.  Reshuffle Power Pack.

     * DROP KICK (AS) <OP> {U} [OPD]

        Acts as a level 9 Fighting attack

      ____________________________________________________________________

 

  * BETA RAY BILL  <CL> {C}                    E: 5   F: 4   S: 7   I: 6   (22)

       ~ May play any “Thor” Special cards. ~

      ____________________________________________________________________

 

  * BEYONDER  <OPL> {VR}                       E: i   F: i   S: i   I: i   (28)

       ~ May play any Special cards. ~     [iNFINITIES; match active teammates]

             (of active or KO’d Teammates, except any One Per Decks.)

      ____________________________________________________________________

 

  * BISHOP  <OP> {C}                           E: 5   F: 6   S: 4          (15)

  * BISHOP  <OHP> {X}                          E: 5   F: 6   S: 4          (15)

  * BISHOP  <IQ> {R}                           E: 6   F: 7   S: 4   I: 3   (20)

     * ABSORB ENERGY (AY) <OP> {C}

        Avoid 1 Energy attack – Bishop’s Energy skill is increased to 8 for

            remainder of battle

     * BODY ARMOR (AG) <PS> {U}

        Avoid 1 attack.

     * DRAW ENEMY FIRE (AC) <OP> {C}

        Attack made on teammate is now made on Bishop, who may defend it

     * PARAMILITARY SKILL (AR) <IQ> {C}

        Acts as a level 4 Intellect attack.

     * PLASMA GUN (AS) <OP> {U} [OPD]

        Acts as level 9 Energy attack

     * SPECTRUM BLAST (AQ) <OP> {R} [OPD]

        Acts as level 8 Energy, Strength, or Fighting attack

     * TEMPORAL ANOMALY (HD) <IQ> {VR} [OPD]

        Sort through Defeated Heroes Pile and remove 1 Event card. Put Event

            card into Draw Pile. Reshuffle Draw Pile.

     * XSE TACTICS (AA) <OP> {C}

        Acts as level 4 Fighting attack, may make 1 additional attack

      ____________________________________________________________________

 

  * BLACK CAT  <PS> {R}                        E: 3   F: 7   S: 3          (13)

  * BLACK CAT  <HF> {X}                        E: 3   F: 7   S: 3          (13)

  * BLACK CAT  <IQ> {R}                        E: 3   F: 6   S: 3   I: 4   (16)

       ~ Power cards are +1 when used for defense. ~

     * BAD LUCK (AI) <PS> {VR}

        Opponent must discard 1 placed Special card of Black Cat’s choice.

     * CAT BURGLAR (CB) <PS> {VR}

        Black Cat can combine 1 Power card with 1 of opponent’s placed Universe

            cards, excluding Teamwork, to attack.

     * CAT FIGHT (AA) <PS> {U}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * FELINE FORTUNE (CM) <IQ> {C}

        Opponent’s team is -2 to all attacks against Black Cat for remainder of

            battle.

     * FELINE FURY (CD) <IQ> {U}

        Only Fighting attacks may be played against Black Cat for remainder of

            battle.

     * FEMME FATALE (BY) <PS> {VR} [OPD]

        Opponent must immediately discard all cards with a Strength icon

            currently held in hand.

     * KISS OF DEATH (BA) <PS> {VR} [OPD]

        Acts as a level 3 Energy attack. Cannot be defended by a male hero.

     * NINE LIVES (AD) <PS> {U}

        Avoid 1 Fighting attack.

      ____________________________________________________________________

 

  * BLACK KING  <MW> {X}                       E: 3   F: 3   S: 6   I: 7   (19)

       ~ May play any Hellfire Club Special Cards. ~

      ____________________________________________________________________

 

  * BLACK PANTHER  <CL> {R}                    E: 2   F: 7   S: 5   I: 6   (20)

     * AFRICAN MONARCH (KM) <CL> {C}

        Play this Special card with any other Special card from Hand. Value of

           Special card is added to Black Panther’s Venture Total for this

           battle.

     * AGILE WARRIOR (AG) <CL> {U}

        Avoid 1 attack.

     * BLACK PANTHER POWER (LR) <CL> {R} [OPD]

        Acts as a level 4 Energy or Strength attack. May combine with 1

            Intellect card for a single attack.

     * HEART SHAPED HERB (AL) <CL> {C}

        Remove 1 Hit from Black Panther’s Permanent Record, and Black Panther’s

            Fighting Rating increases to 8 for remainder of Battle.

     * JUNGLE SAVVY (JZ) <CL> {C}

        Acts as a level 5 Fighting attack. May not be defended with a Special

            card.

     * WAKANDAN TECHNOLOGY (DQ) <CL> {U}

        Black Panther’s Battlesite’s Hits to K.O. number is increased by 5

            points for remainder of game.

      ____________________________________________________________________

 

  * BLACK WIDOW  <MC> {U}                      E: 2   F: 7   S: 2          (11)

  * BLACK WIDOW  <IQ> {R}                      E: 4   F: 7   S: 3   I: 6   (20)

     * AVENGING AGENT (BA) <MC> {R} [OPD]

        Acts as a level 2 Energy, Strength, or Fighting attack. Can only be

            defended by a defensive Special card.

     * CHAMPION (CQ) <IQ> {U}

        All Black Widow Special cards are doubled when determining Venture

            total this battle.

     * COMBAT GYMNAST (EL) <MC> {R} [OPD]

        Acts as a level 7 Fighting attack. If successful, target hero may not

            use cards with Fighting icon for remainder of battle.

     * DEFENSE TACTICS (AD) <MC> {U}

        Teammate may avoid 1 Energy attack. May be played while Black Widow is

            in reserve.

     * ESPIONAGE (AF) <MC> {U}

        Add 3 to Black Widow’s venture total, or opponent -3 to venture total

            for this battle.

     * KGB INTELLIGENCE (AN) <IQ> {U}

        Acts as a level 6 Intellect attack. May be used against opponent in

            Reserve, who may defend.

     * WIDOW’S BITE (AA) <MC> {C}

        Acts as a level 4 Energy attack. May make 1 additional attack.

     * WIDOW’S LINE (AG) <MC> {U}

        Avoid 1 attack.

      ____________________________________________________________________

 

  * BLOB  <PS> {VR}                            E: 3   F: 3   S: 7          (13)

  * BLOB  <IQ> {R}                             E: 4   F: 5   S: 6   I: 1   (16)

       ~ May not be Spectrum KO’d with Strength Power cards. ~

     * ABSORB IMPACT (CW) <PS> {U} [OPD]

        Avoid 1 attack. May not be attacked for remainder of battle.

     * AVALANCHE (AE) <MN> {U}

        Acts as a level 4 Energy attack. May combine with 1 Strength card for a

            single attack.

     * BLUBBER BLOCK (AD) <PS> {VR}

        Teammate may avoid 1 attack.

     * BOTTOMLESS BELLY (CE) <PS> {VR}

        Opponent must discard top card from Draw Pile into Dead Pile.

     * FLABBY FIGHTER (HE) <IQ> {VR} [OPD]

        Heroes on Opponent’s Team with Fighting 7 or 8 may not use cards with a

            Fighting icon to attack for remainder of battle.

     * HEAVY HITTER (AR) <PS> {R}

        Acts as a level 6 Fighting attack.

     * IMMOVABLE OBJECT (AX) <PS> {U}

        Blob and target hero may not attack for remainder of battle.

     * SUMO SLAM (CU) <PS> {VR} [OPD]

        Acts as a level 7 Strength attack. If successful, target hero must

            immediately discard 1 placed card.

      ____________________________________________________________________

 

  * BROOD  <MC> {U}                            E: 4   F: 7   S: 5          (16)

  * BROOD  <IQ> {R}                            E: 3   F: 6   S: 6   I: 4   (19)

       ~ May have duplicate “Brood Spawn” Specials. ~

     * ALIEN HUNGER (BW) <MC> {R} [OPD]

        Opponent must discard top 5 cards from Power Pack into Dead Pile.

     * BONY EXOSKELETON (AD) <MC> {C}

        Avoid 1 Strength or Fighting attack.

     * BROOD SPAWN (EB) <MC> {U}

        Play this card in front of Brood. Brood may not be attacked until this

            Special is attacked. Brood may not defend this card.

     * INSECTOID INCURSION (CN) <MC> {C}

        No Fighting Power cards may be played against Brood for remainder of

            battle.

     * OVERWHELM (AR) <MC> {U}

        Acts as a level 6 Energy attack. If successful, Brood gains skill

            levels of target opponent for remainder of battle.

     * PESTILENT HORDE (BF) <MC> {R} [OPD]

        Brood hits to K.O. number is increased to 30.

     * PLAN OF CONQUEST (AA) <IQ> {C}

        Acts as a level 4 Intellect attack. May make 1 additional attack.

     * POWER HUNGRY MONSTERS (BY) <IQ> {VR} [OPD]

        Opponent must immediately discard all cards with an Energy icon

            currently held in hand.

      ____________________________________________________________________

 

  * BULLSEYE  <CL> {R}                         E: 4   F: 8   S: 4   I: 2   (18)

     * ASSASSIN FOR HIRE (DD) <CL> {U}

        Discard 1 Intellect Power card usable by Bullseye. Bullseye is +2 to

            all Power card attacks against Target Character for remainder of

            game.

     * CAREFREE KILLER (JH) <CL> {C}

        Acts as a level 5 Intellect attack. If successful, Target Character -2

            to defense for remainder of battle.

     * EVERYTHING’S A WEAPON! (JR) <CL> {R} [OPD]

        Bullseye may attack with any Special cards or Power cards in Hand for

            remainder of battle.

     * MURDERER (JX) <CL> {C}

        Acts as a level 4 Fighting attack. If Target Character is K.O.’d by

            this Hit, Bullseye may move 1 Mission card from the Defeated Pile

            to the Completed Pile.

     * PRECISION SHOT (AN) <CL> {C}

        Acts as a level 4 Energy, Fighting, Strength, or Intellect attack.

            May be used against Character in Reserve, who may defend.

     * RELENTLESS ASSAULT (KB) <CL> {U}

        Acts as a level 7 Fighting attack. If successful, acts as a level 3

            Strength Hit. Hit goes on Target Character’s Permanent Record. Does

            not count toward Venture Total.

      ____________________________________________________________________

 

  * CABLE  <OP> {R}                            E: 6   F: 5   S: 6          (17)

  * CABLE  <OHP> {X}                           E: 6   F: 5   S: 6          (17)

  * CABLE  <IQ> {VR}                           E: 7   F: 7   S: 4   I: 5   (23)

     * ASKANI’SON (AW) <IQ> {VR} [OPD]

        Add 6 to Venture total for this battle.

     * BATTLE TACTICS (AT) <OP> {U} [OPD]

        Draw 1 card, do not discard if duplicate

     * BIONIC EYE (AN) <OP> {U}

        Acts as a level 6 Fighting attack, may be used against opponent in

            reserve, who may defend

     * BLAQUESMITH (EL) <MN> {VR} [OPD]

        Acts as a level 7 Intellect attack. If successful, Target Character may

            not use cards with an Intellect icon for remainder of battle.

     * BODYSLIDE (AG) <OP> {C}

        Avoid 1 attack

     * COVER FIRE (AG)=>(AD) <OP> {U}

        Teammate may avoid 1 attack of 9 or less

     * CUSTOM FIREARMS (AA) <OP> {U}

        Acts as a level 4 Fighting attack, may make 1 additional attack

     * REALLY BIG GUN (AS) <PS> {R} [OPD]

        Acts as a level 9 Strength attack.

      ____________________________________________________________________

 

  * CALLISTO  <XM> {C}                         E: 2   F: 6   S: 3   I: 5   (16)

       ~ May play any “Morlocks” Special cards. May play “Caliban” from

             Reserve. ~

      ____________________________________________________________________

 

  * CAPTAIN AMERICA  <OP> {R}                  E: 1   F: 7   S: 5          (13)

  * CAPTAIN AMERICA  <OHP> {X}                 E: 1   F: 7   S: 5          (13)

  * CAPTAIN AMERICA  <IQ> {R}                  E: 2   F: 8   S: 4   I: 6   (20)

     * AVENGER (AC) <OP> {U}

        Attack made on teammate is now made on Captain America, who may defend

            it

     * INSPIRATION (CQ) <PS> {U}

        All Captain America Special cards are doubled when determining Venture

            total this battle.

     * MIGHTY SHIELD (AG)=>(AD) <OP> {U}

        Teammate may avoid 1 attack of 9 or less

     * RICOCHET SHIELD (AB) <OP> {U}

        Acts as a level 4 Fighting attack, may make 1 additional Fighting

            attack against a different opponent

     * SENTINEL OF LIBERTY (GB) <IQ> {VR} [OPD]

        Acts as a level 7 Intellect attack. If successful, Captain America may

            move 1 Mission Card from the Defeated Missions Pile to the Reserve

            Missions Pile.

     * SHARON CARTER (JC) <MN> {U}

        Acts as level 5 Energy attack. Captain America may play 1 additional

            Special card.

     * STARS & STRIPES (AG) <OP> {U}

        Avoid 1 attack

     * SUPER SOLDIER (BA) <OP> {U} [OPD]

        Acts as a level 3 Fighting attack, can only be defended by a defensive

            Special card

      ____________________________________________________________________

 

  * CAPTAIN BRITAIN  <XM> {U}                  E: 4   F: 4   S: 7   I: 6   (21)

     * BATTLEWORTHY (KL) <XM> {U}

        Opponent must immediately discard all Special cards in play that affect

            the “remainder of the battle” or the “remainder of the game.”

     * PHYSICS GENIUS (NP) <XM> {C}

        Captain Britain’s team’s Basic Universe cards used to attack count

            toward Damage and Venture Total for remainder of game.

     * PRODIGIOUS STRENGTH (NG) <XM> {U}

        Acts as a level 5 Fighting attack. If successful, Target Character

            loses Inherent Ability and is considered to have no Inherent

            Ability for remainder of battle.

     * SUPER ENDURANCE (FL) <XM> {R} [OPD]

        For remainder of game, cards on Captain Britain’s Hits to Current

            Battle with Energy or Fighting icons do not count towards

            Opponent’s Venture Total.

     * SUPERSONIC (HR) <XM> {R} [OPD]

        Acts as a level 9 Energy or Strength attack.

      ____________________________________________________________________

 

  * CAPTAIN MAR-VELL  <CL> {U}                 E: 6   F: 6   S: 6   I: 4   (22)

       ~ Energy Power Grid Rating is 8 for defense. ~

     * COSMIC AWARENESS (HF) <CL> {C}

        Acts as a level 4 Energy or Intellect attack.

     * KREE STRATAGEM (AF) <CL> {C}

        Add 3 to Captain Mar-Vell’s Venture Total, or opponent -3 to Venture

            Total for this battle.

     * NEGA-BANDS (JH) <CL> {U}

        Acts as a level 5 Fighting attack. If successful, Target Character -2

            to defense for remainder of battle.

     * PROTECTOR OF THE UNIVERSE (AD) <CL> {C}

        Captain Mar-Vell or teammate may avoid 1 attack of 9 or less.

     * RICK JONES (JB) <CL> {R} [OPD]

        Remove all Hits from Captain Mar-Vell’s Permanent Record and Current

            Battle, and switch places with the Reserve.

     * UNIVERSAL ALIGNMENT (KK) <CL> {R} [OPD]

        Play during battle. Both players move all Mission cards to Reserve

            Missions Pile. Mission cards Ventured this battle are now Ventured

            from Reserve Missions Pile.

      ____________________________________________________________________

 

  * CARNAGE  <OP> {C}                          E: 3   F: 7   S: 5          (15)

  * CARNAGE  <OHP> {X}                         E: 3   F: 7   S: 5          (15)

  * CARNAGE  <IQ> {R}                          E: 5   F: 7   S: 4   I: 2   (18)

       ~ Team +5 to Venture Total when KO’d. ~

     * ALIEN HEALING (DJ) <PS> {R}

        Carnage may switch a hit from his “hits from current battle” with a hit

            from his “permanent record”. Affects Venture total.

     * ANARCHY (HE) <IQ> {VR} [OPD]

        Heroes on opponent’s team with Intellect 7 or 8 may not use cards with

            an Intellect icon to attack for remainder of battle.

     * BLADE HAND (AE) <OP> {C}

        Acts as a level 4 Fighting attack, may combine with 1 Energy card for a

            single attack

     * CLIMB (AD) <OP> {C}

        Avoid 1 Strength attack

     * COMBAT CHAOS (BT) <HF> {C}

        Opponent’s Energy Power cards do not count in the Venture total for

            this battle.

     * DESTRUCTIVE MIND (CU) <IQ> {U}

        Acts as a level 3 Intellect attack. If successful, Target Hero must

            discard 1 Placed card of opponent’s choice.

     * INSANE RAGE (AA) <OP> {C}

        Acts as a level 4 Energy attack, may make 1 additional attack

     * RUTHLESS (BE) <OP> {R} [OPD]

        Carnage may make 1 attack after opponent has conceded the battle,

            opponent may defend

     * SYMBIOTIC WEB (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

      ____________________________________________________________________

 

  * CEREBRO  <XM> {R}                          E: 6   F: 3   S: 3   I: 8   (20)

     * CATALOGUE (NI) <XM> {U}

        Acts as a level 5 Fighting attack. If successful, Opponent must discard

            all Activator cards from Hand.

     * COMPUTER ORIGIN (BS) <XM> {R} [OPD]

        For remainder of battle, if Cerebro can block a Power card attack with

            an equal value Power card, Cerebro’s Power card hits attacker.

     * THE FOUNDER (HU) <XM> {C}

        Cerebro may Place and play Professor X’s “Cerebro,” “Psychic Shield,”

            and “X-Men Founder” Special cards for remainder of game.

     * MUTANT SEEKER (NO) <XM> {C}

        Acts as a level 2 Intellect attack. If successful, attacks made on

            Target Character may not be moved to any of Target’s teammates for

            remainder of game.

     * SENTINEL EVOLUTION (FM) <XM> {C}

        Opponent may not play any Aspect cards for remainder of battle.

      ____________________________________________________________________

 

  * COLOSSUS  <OP> {U}                         E: 4   F: 4   S: 7          (15)

  * COLOSSUS  <OHP> {X}                        E: 4   F: 4   S: 7          (15)

  * COLOSSUS  <IQ> {R}                         E: 1   F: 5   S: 7   I: 4   (17)

       ~ May not be Cumulative KO’d with Strength Power cards. ~

  * COLOSSUS: AGE OF APOCALYPSE  <XM> {U}      E: 2   F: 5   S: 7   I: 3   (17)

       ~ Attacks made with Strength Power cards may not be moved or shifted

             from Target Character. ~

     * FASTBALL SPECIAL (BI) <OP> {U} [OPD]

        Teammate may make 1 Strength or Fighting attack at +4

     * HAYMAKER (AR) <OP> {C}

        Acts as a level 7 Fighting attack

     * IRON CURTAIN (AX) <PS> {R}

        Colossus and target hero may not attack for remainder of battle.

     * METAL BARRIER (AC) <OP> {C}

        Attack made on Teammate is now made on Colossus, who may defend it

     * MIGHTY METAL (AA) <IQ> {C}

        Acts as a level 4 Strength attack. May make 1 additional attack.

     * ORGANIC STEEL (ET) <IQ> {U}

        Remove up to 2 Hits that each have more than one icon each from

            Colossus’ Permanent Record.

     * SIBERIAN STRENGTH (OC) <MP> {X} [OPD]

        Opponent must discard 3 cards from Hand. Cards chosen by Opponent.

     * SKIN OF STEEL (AG) <OP> {U}

        Avoid 1 attack

     * SMASH OBJECT (AI) <OP> {C}

        Opponent must immediately discard 1 placed Universe card of Colossus’

            choice

      ____________________________________________________________________

 

  * CRUX  <XM> {C}                             E: 6   F: 6   S: 2   I: 3   (17)

       ~ Crux may avoid any attack with a level 1 Intellect Power card. ~

     * COLDFORCE (GJ) <XM> {C}

        Acts as a level 4 Energy or Strength attack. May make 1 additional

            attack.

     * HEATFORCE (GJ) <XM> {C}

        Acts as a level 4 Fighting or Intellect attack. May make 1 additional

            attack.

     * PAYBACK (BL) <XM> {R} [OPD]

        Play when Opponent concedes battle. Opponent may not concede battle.

     * PRECISION AGILITY (NO) <XM> {C}

        Acts as a level 2 Energy attack. If successful, attacks made on Target

            Character may not be moved to any of Target’s teammates for

            remainder of game.

     * THERMODYNAMICS (NU) <XM> {C}

        Acts as a level 0 Strength attack. May only be defended using a Power

            card with a Value of 5 or greater.

      ____________________________________________________________________

 

  * CRYSTAL  <MW> {X}                          E: 7   F: 4   S: 3   I: 3   (17)

       ~ May play any Inhumans Special Cards. ~

      ____________________________________________________________________

 

  * CYCLOPS  <OP> {C}                          E: 7   F: 4   S: 3          (14)

  * CYCLOPS  <OHP> {X}                         E: 7   F: 4   S: 3          (14)

  * CYCLOPS  <IQ> {R}                          E: 7   F: 4   S: 4   I: 5   (20)

       ~ May play “Fearless Leader” from Reserve. ~

     * BATTLE SAVVY (AG) <IQ> {U}

        Avoid 1 attack.

     * FEARLESS LEADER (AF) <OP> {C}

        Add 3 to venture total for this battle

     * GROUND BLAST (AU) <OP> {R} [OPD]

        Opponent must immediately discard all placed Universe cards

     * OPTIC OBLITERATION (AD) <OP> {C}

        Avoid 1 attack made with a Universe card

     * REMOVE VISOR (BO) <PS> {VR} [OPD]

        Acts as a level 6 Energy attack. May combine with 1 Energy card for a

            single attack.

     * VISUAL SWEEP (AA) <OP> {C}

        Acts as a level 4 Energy attack, may make 1 additional attack against a

            different opponent

     * WIDE BEAM (AR) <OP> {C}

        Acts as Level 7 Fighting attack

     * X-MEN STRATEGY (EN) <IQ> {U}

        Acts as a level 4 Intellect attack. If attack succeeds, add +2 to

            damage.

      ____________________________________________________________________

  

  * DAREDEVIL  <PS> {VR}                       E: 3   F: 7   S: 4          (14)

  * DAREDEVIL  <IQ> {R}                        E: 2   F: 7   S: 4   I: 6   (19)

     * AGILITY (AB) <PS> {VR}

        Acts as a level 4 Fighting attack. May make 1 additional Fighting

            attack.

     * ALERTNESS (AG) <PS> {U}

        Avoid 1 attack.

     * BILLY CLUB (AS) <PS> {VR} [OPD]

        Acts as a level 9 Strength attack.

     * BLIND JUSTICE (ET) <IQ> {U}

        Remove up to 2 hits with an Intellect icon from one teammate’s

            Permanent Record.

     * BLIND MAN’S BLUFF (BK) <PS> {U} [OPD]

        Daredevil plays numerical attacks face down for remainder of battle.

            Opponent must guess defense.

     * HYPERSENSES (CN) <PS> {VR}

        No Universe cards may be played against Daredevil for remainder of

            battle.

     * MAN WITHOUT FEAR (DN) <PS> {VR}

        Daredevil gains +2 to all actions for remainder of battle if

            Daredevil’s team is outnumbered.

     * RADAR COMBAT (HF) <IQ> {C}

        Acts as a level 4 Energy or Fighting attack.

      ____________________________________________________________________

 

  * DARK BEAST  <OS> {R}                       E: 1   F: 6   S: 5   I: 7   (19)

       ~ Dark Beast may play any Beast Specials. ~

  * DARK BEAST  <MN> {R}                       E: 1   F: 6   S: 5   I: 7   (19)

       ~ May play any Beast Specials. ~

      ____________________________________________________________________

 

  * DAZZLER  <CL> {U}                          E: 7   F: 3   S: 3   I: 3   (16)

       ~ Reserve may defend Dazzler with Power Cards, without Universe. ~

     * ABSORB SOUND (BY) <CL> {R} [OPD]

        Dazzler must discard all cards with an Energy icon currently in Hand.

            Opponent must discard all cards with an Energy icon currently

            Placed and in Hand.

     * DISCO DIVA (JH) <CL> {C}

        Acts as a level 5 Intellect attack. If successful, Target Character -2

            to defense for remainder of battle.

     * FOCUS ENERGY (FE) <CL> {R} [OPD]

        Acts as a level 6 Energy attack. Each Front Line teammate may make 1

            additional Energy attack.

     * LONGSHOT LOVE (HI) <CL> {U}

        Dazzler may Place and play any Longshot Special cards for remainder of

            game.

     * MOJOWORLD REBEL (LT) <CL> {C}

        Acts as a level 3 Fighting attack, +1 for each Mission card in

            opponent’s Completed Missions Pile.

     * PINPOINT LASER (NJ) <XM> {C}

        Acts as a level 4 Strength or Energy attack. Attack is not affected by

            Special cards already in play.

     * ROLLER QUEEN (AD) <CL> {C}

        Dazzler may avoid any numerical attack.

      ____________________________________________________________________

 

  * DEADPOOL  <OP> {C}                         E: 3   F: 7   S: 4          (14)

  * DEADPOOL  <OHP> {X}                        E: 3   F: 7   S: 4          (14)

  * DEADPOOL  <IQ> {R}                         E: 3   F: 7   S: 5   I: 3   (18)

       ~ May not be Spectrum KO’d with MultiPower Power cards. ~

     * ASSASSIN (BA) <OP> {R} [OPD]

        Acts as a level 3 Fighting attack, can only be defended by a defensive

            Special card

     * BUSHWACK (AE) <PS> {U}

        Acts as a level 4 Energy attack. May combine with 1 Fighting card for a

            single attack.

     * DISTRACTING CHATTER (AG) <IQ> {U}

        Avoid 1 attack.

     * DON’T LOSE YOUR HEAD! (AS) <IQ> {VR} [OPD]

        Acts as a level 10 Fighting attack.

     * HIGH THRESHOLD OF PAIN (BF) <OP> {R} [OPD]

        Deadpool’s hits to K.O. number is increased to 30

     * KILLING MACHINE (AA) <OP> {C}

        Acts as a level 4 Fighting attack, may make 1 additional attack

     * REGENERATION (AL) <OP> {C}

        Remove 1 hit from Deadpool’s permanent record

     * SUPER SPY (AJ) <OP> {C}

        Opponent must reveal two cards chosen at random from his hand

      ____________________________________________________________________

 

  * DEATHBIRD  <XM> {U}                        E: 3   F: 7   S: 3   I: 3   (16)

       ~ May play any “Shi’Ar” Special cards. May defend Front Line with Power

             cards from Reserve. ~

      ____________________________________________________________________

 

  * DEATHLOK  <CL> {U}                         E: 4   F: 5   S: 5   I: 6   (20)

       ~ May play “Luther Manning” from Reserve. ~

     * CYBERCORPSE (JW) <CL> {C}

        Acts as a level 3 Strength attack. May make 1 additional Power card

            attack. Neither attack may be defended with a Special card.

     * INTERNAL ‘PUTER (KH) <CL> {C}

        Opponent -3 to Venture Total for this battle. If opponent has “Maximum

            Carnage” Mission, opponent -6 to Venture Total for this battle.

     * JOHN “SIEGE” KELLY (AY) <CL> {R} [OPD]

        Deathlok’s Strength Rating increases to 7 for remainder of game.

     * LUTHER MANNING (AY) <CL> {R} [OPD]

        Deathlok’s Fighting Rating increases to 7 for remainder of game.

     * MICHAEL COLLINS (AY) <CL> {R} [OPD]

        Deathlok’s Intellect Rating increases to 7 for remainder of game.

     * REALLY STRONG LASER (KB) <CL> {C}

        Acts as a level 7 Energy attack. If successful, acts as a level 3

            Strength Hit. Hit goes on Target Character’s Permanent Record.

            Does not count toward Venture Total.

      ____________________________________________________________________

 

  * DOC SAMSON  <MC> {U}                       E: 1   F: 2   S: 7          (10)

  * DOC SAMSON  <IQ> {R}                       E: 2   F: 2   S: 7   I: 6   (17)

     * ANALYTICAL ASSAULT (EC) <MC> {U}

        Opponent must discard any 1 Special card currently held in his hand,

            opponent’s choice.

     * CAUTIOUS ADVISOR (AM) <IQ> {U}

        Doc Samson or teammate gains +2 to defense for remainder of battle.

     * GAMMA MUSCLE (AB) <MC> {C}

        Acts as a level 4 Strength attack. May make 1 additional Strength

            attack.

     * GREEN HAIRED HERO (DV) <MC> {R} [OPD]

        Doc Samson may make 1 attack at +4. May not be combined with Universe

            cards.

     * HEAD SHRINKER (AR) <IQ> {U}

        Acts as a level 7 Intellect attack.

     * POWER PUNCH (AE) <MC> {U}

        Acts as a level 4 Strength attack. May combine with 1 Energy or

            Fighting Power card for a single attack.

     * PSYCHOANALYZE (BZ) <MC> {R} [OPD]

        Opponent must reveal hand and play open handed for remainder of battle.

     * THEORETICAL TREATMENT (AL) <MC> {U}

        Remove 1 hit from the Permanent Record of any 1 teammate.

      ____________________________________________________________________

  

  * DOCTOR DOOM  <OP> {C}                      E: 7   F: 6   S: 6          (19)

  * DOCTOR DOOM  <OHP> {X}                     E: 7   F: 6   S: 6          (19)

  * DOCTOR DOOM  <IQ> {VR}                     E: 5   F: 3   S: 4   I: 8   (20)

  * DOCTOR DOOM: 2099  <CL> {R}                E: 5   F: 3   S: 6   I: 7   (21)

     * CONCUSSION BEAMS (AA) <OP> {C}

        Acts as a level 4 Energy attack, may make 1 additional attack

     * DIPLOMATIC IMMUNITY (HG) <IQ> {VR} [OPD]

        Doctor Doom may use Intellect Power cards level 6 through 8 to avoid

            any attack made against Doctor Doom or teammate for remainder of

            battle.

     * DOOMBOTS (DU) <IQ> {VR} [OPD]

        Doctor Doom may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2

            each, or 1 attack at +3. Bonus not applied to damage, or Venture

            total.

     * ENERGY DAMPENING FIELD (AH) <OP> {C}

        No Energy cards may be played against Doctor Doom for remainder

            of battle

     * EXPENDABLE ALLY (AC) <PS> {U}

        Attack made on Doctor Doom is now made on teammate of his choice, who

            may defend it.

     * SUPER GENIUS (AT) <OP> {R} [OPD]

        Draw 1 card, do not discard if duplicate

     * TIME MACHINE (AJ) <OP> {C}

        You may look at top 2 cards in opponent’s Draw Pile

     * VILLAINOUS PLOT (AW) <OP> {R} [OPD]

        Opponent -6 to venture total for this battle

      ____________________________________________________________________

  

  * DR. OCTOPUS  <OP> {C}                      E: 3   F: 6   S: 5          (14)

  * DR. OCTOPUS  <OHP> {X}                     E: 3   F: 6   S: 5          (14)

  * DR. OCTOPUS  <HF> {X}                      E: 3   F: 6   S: 5          (14)

  * DOCTOR OCTOPUS  <IQ> {R}                   E: 2   F: 5   S: 6   I: 7   (20)

     * BIG PLANS (EJ) <IQ> {U}

        Acts as a level 2 Energy attack. If successful, acts as a level 8

            Intellect Power card.

     * CRIMINAL MASTERMIND (AF) <OP> {C}

        Opponent -3 to venture total for this battle

     * EVASIVE ACTION (AG) <OP> {U}

        Avoid 1 attack

     * GRASPING TENTACLES (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

     * KILLER CRUSH (AP) <HF> {C}

        Acts as a level 6 Strength attack. Cannot be defended by a card with an

            Energy icon.

     * MASTER INVENTOR (AT) <PS> {VR} [OPD]

        Draw 1 card. Do not discard if duplicate.

     * MULTI-ARMED MENACE (AB) <OP> {C}

        Acts as a level 4 Fighting attack, may make 1 additional Fighting

            attack

     * VILLAINOUS SHIELD (AC) <OP> {C}

        Attack made on Dr. Octopus is now made on teammate of his choice, who

            may defend it

      ____________________________________________________________________

 

  * DR. STRANGE  <PS> {VR}                     E: 8   F: 2   S: 3          (13)

  * DR. STRANGE  <IQ> {R}                      E: 8   F: 3   S: 2   I: 6   (19)

     * CATASTROPHE MAGIC (CY) <IQ> {U}

        Acts as a level 4 Energy attack. Dr. Strange may make 1 additional

            Fighting and/or 1 additional Intellect Power card attack.

     * CRIMSON BANDS OF CYTORAK (AV) <PS> {VR} [OPD]

        Target hero may not attack for remainder of battle.

     * DEFENDER (HG) <IQ> {VR} [OPD]

        Dr. Strange may use Energy Power cards level 6 through 8 to avoid any

            attack made against Dr. Strange or teammate for remainder of

            battle.

     * ELDRITCH BLASTS (DG) <PS> {U}

        Acts as a level 2 Energy attack. May make 2 additional attacks.

     * EYE OF AGAMOTTO (AA)=>(AJ) <PS> {VR}

        Opponent must reveal any Special cards currently held in hand.

     * MISTS OF MORPHEUS (DA) <PS> {R}

        Target hero may not defend with power type of Doctor Strange’s choice

            for remainder of battle.

     * NECROMANCY (CK) <PS> {VR} [OPD]

        Play in current battle to resurrect any KO’d teammate next battle.

            Teammate is discarded at end next of battle.

     * SORCERER SUPREME (AF) <PS> {VR}

        Add 3 to Venture total for this battle.

      ____________________________________________________________________

  

  * DOMINO  <PS> {VR}                          E: 3   F: 8   S: 3          (14)

  * DOMINO  <IQ> {R}                           E: 4   F: 7   S: 3   I: 5   (19)

       ~ Energy Power cards are +2 when used for defense. ~

     * BATTLE MEDIC (ET) <IQ> {U}

        Remove up to 2 hits with a Fighting icon from one teammate’s Permanent

            Record.

     * DOUBLE DOWN (AB) <PS> {U}

        Acts as a level 4 Fighting attack. May make 1 additional Fighting

            attack.

     * DUMB LUCK (AP) <IQ> {U}

        Acts as a level 6 Energy attack. Cannot be defended by a card with an

            Intellect icon.

     * FALL INTO PLACE (AM) <PS> {R}

        Domino gains a +2 to all actions for remainder of battle.

     * LADY LUCK (AG) <PS> {VR}

        Avoid 1 attack.

     * SHRAPNEL BOMB (BV) <PS> {VR} [OPD]

        Domino may make as many Power card attacks as possible. Opponent may

            defend.

     * SIX PACK ATTACK (CS) <PS> {U}

        Choose 1 Universe card, excluding Teamwork or Training, from Draw Pile

            and place in hand. Reshuffle Draw Pile.

     * TRIPWIRE (BS) <PS> {VR} [OPD]

        For remainder of battle, if Domino can block a Power card attack with

            an equal value Power card, Domino’s Power card hits attacker.

      ____________________________________________________________________

 

  * DONALD PIERCE  <XM> {C}                    E: 4   F: 2   S: 6   I: 7   (19)

       ~ May play any “Reavers” Special cards. ~

      ____________________________________________________________________

 

  * DOPPELGANGER  <HF> {C}                     E: 1   F: 3   S: 6          (10)

       ~ Doppelganger may play any Spider-Man Specials. ~

  * DOPPELGANGER  <MN> {VR}                    E: 3   F: 6   S: 6   I: 1   (16)

       ~ May play any Spider-Man Specials. ~

      ____________________________________________________________________

 

  * DRACULA  <CL> {R}                          E: 3   F: 5   S: 6   I: 8   (22)

     * CHILDREN OF THE NIGHT (KT) <CL> {C}

        Target Character may not attack for remainder of battle until Target or

            teammate attacks this Special. Attack does not count toward Venture

            Total.

     * DENY VICTORY (LT) <CL> {C}

        Acts as a level 3 Energy attack, +1 for each Mission card in opponent’s

            Completed Missions Pile.

     * LIFEBLOOD (KO) <CL> {U}

        Play with any Fighting Power Card attack. If attack is successful,

            remove all Hits of equal or lesser value from Dracula’s Permanent

            Record.

     * LORD OF THE VAMPIRES (IC) <CL> {R} [OPD]

        Dracula’s “Mesmerize” and “Lifeblood” become Any Character Specials for

            remainder of game.

     * MESMERIZE (JH) <CL> {C}

        Acts as a level 5 Energy attack. If successful, Target Character -2 to

            defense for remainder of battle.

     * SUMMON THUNDER (KB) <CL> {U}

        Acts as a level 7 Strength attack. If successful, acts as a level 3

            Strength Hit. Hit goes on Target Character’s Permanent Record. Does

            not count toward Venture Total.

      ____________________________________________________________________

 

  * ELEKTRA  <OP> {R}                          E: 2   F: 6   S: 5          (13)

  * ELEKTRA  <OHP> {X}                         E: 2   F: 6   S: 5          (13)

  * ELEKTRA  <IQ> {R}                          E: 2   F: 7   S: 4   I: 4   (17)

       ~ May not be Spectrum KO’d with Fighting Power cards. ~

     * ANTICIPATE (AG) <OP> {U}

        Avoid 1 attack

     * INFILTRATION (DB) <IQ> {U}

        Avoids all attacks from 1 Teamwork card, or target hero must discard 1

            Placed Teamwork card.

     * MARTIAL ARTIST (BP) <OP> {R} [OPD]

        Acts as a level 6 Fighting attack, may be made while Elektra is in

            reserve

     * NINJA MASTER (AB) <OP> {U}

        Acts as a level 4 Fighting attack, may make 1 additional Fighting

            attack against a different opponent

     * NINJA TRAP (BS) <IQ> {VR} [OPD]

        For remainder of battle, if Elektra can block a Power card attack with

            an equal value Power card, Elektra’s Power card hits attacker.

     * RESURRECTION (AL) <OP> {U}

        Remove 1 hit from Elektra’s Permanent Record

     * SAI (AE) <OP> {U}

        Acts as a level 4 Fighting attack, may combine with 1 Strength card for

            single attack

     * SHURIKEN (AP) <PS> {U}

        Acts as a level 6 Fighting attack. Cannot be defended by a card with a

            Fighting icon.

      ____________________________________________________________________

 

  * THE ENFORCERS  <MN> {R}                    E: 3   F: 6   S: 4   I: 3   (16)

       ~ May have 2 Special cards Placed. May not be duplicates. ~

     * THE EEL (KD) <CL> {U} [OPD]

        All MultiPower Power card Hits on Target Character are doubled when

            determining Cumulative K.O. for remainder of game. Does not count

            toward Venture Total.

     * FANCY DAN (GD) <MN> {U}

        Acts a level 5 Fighting attack. If successful, acts as a level 1

            Strength or Intellect Power Card.

     * HAMMER HARRISON (AB) <MN> {C}

        Acts as a level 4 Fighting attack. May make 1 additional Fighting

            attack.

     * MR. BIG (AW) <MN> {VR} [OPD]

        Play in the current battle. Enforcers are +6 to Venture total for next

            battle.

     * MONTANA (AX) <MN> {U}

        Enforcers and Target Character may not attack for remainder of battle.

     * OX (AP) <MN> {U}

        Acts as a level 6 Strength attack. Cannot be defended by a card with an

            Intellect icon.

     * SNAKE MARSTON (CD) <MN> {U}

        Only attacks made with Universe cards may be played against Enforcers

            for remainder of battle.

      ____________________________________________________________________

 

  * FALCON  <CL> {U}                           E: 3   F: 6   S: 5   I: 4   (18)

       ~ May Place and play any Fighting Basic Universe card. ~

     * AERIAL MANEUVERS (KL) <CL> {C}

        Opponent must immediately discard all Special cards in play that affect

            the “remainder of the battle” or the “remainder of the game.”

     * FLYBY (AN) <CL> {C}

        Acts as a level 6 Energy attack. May be used against Character in

            Reserve, who may defend.

     * MECHANICAL WINGS (AD) <CL> {U}

        Avoid 1 Strength or Fighting attack.

     * POWER DIVE (HT) <CL> {VR} [OPD]

        Discard any number of cards from Hand to appropriate Discard Piles.

           Sort through Power Pack and draw an equal number of cards. May not

           be duplicates.

     * REDWING (LQ) <CL> {R} [OPD]

        Acts as a level 4 Fighting attack. If successful, may make 1 additional

            Fighting attack against same Character. Additional attack may not

            be defended.

     * SNAP WILSON (JS) <CL> {C}

        Falcon may combine MultiPower or Fighting Power cards with Fighting

            Basic Universe cards usable by Falcon to avoid any attack, for

            remainder of game.

      ____________________________________________________________________

 

  * FORGE  <IQ> {R}                            E: 5   F: 5   S: 3   I: 7   (20)

       ~ Team Basic Universe card bonuses are an additional +1. ~

     * CHEROKEE MAGIC (HE) <IQ> {VR} [OPD]

        Heroes on Opponent’s Team with Strength 7 or 8 may not use cards with a

            Strength icon to attack for remainder of battle.

     * CYBERNETIC LIMBS (BR) <IQ> {C}

        Forge may have 1 additional card Placed on him until Forge is KO’d. May

            be played from Reserve.

     * FOOTSOLDIER TRAINING (HF) <IQ> {C}

        Acts as a level 4 Fighting or Intellect attack.

     * THE MAKER (IF) <IQ> {C}

        Play when opponent concedes battle. Forge’s team may discard any number

            of cards to top of Draw Pile.

     * NAZE (JI) <MN> {U}

        Play during battle. At end of battle, Opponent may not move any Mission

            cards from the Defeated Missions Pile.

     * THE NEUTRALIZER (GA) <IQ> {C}

        Target character may not play Specials for remainder of battle.

     * SPIRITUAL PURGING (KA) <CL> {R} [OPD]

        Acts as a level 5 Energy, Fighting, Strength, or Intellect attack, +1

            for each Character K.O.’d this game.

      ____________________________________________________________________

  

  * GALACTUS  <OPL> {VR}                       E: 8   F: 8   S: 8          (24)

       (Galactus has no Special Cards)

      ____________________________________________________________________

  

  * GAMBIT  <OP> {C}                           E: 6   F: 5   S: 4          (15)

  * GAMBIT  <OHP> {X}                          E: 6   F: 5   S: 4          (15)

  * GAMBIT  <IQ> {R}                           E: 6   F: 6   S: 4   I: 4   (20)

       ~ May have duplicate “Charge Object” Specials. ~

     * ACE IN THE HOLE (AT) <PS> {R} [OPD]

        Draw 1 card. Do not discard if duplicate.

     * CHARGE OBJECT (AK) <OP> {C}

        Play with 1 action involving a Universe card, Universe card bonus is

            doubled

     * CHARM (BJ) <OP> {R} [OPD]

        Gambit may not be attacked for remainder of battle

     * 52 CARD PICKUP (AA) <OP> {C}

        Acts as a level 4 Energy attack, may make 1 additional attack against a

            different opponent

     * FULL HOUSE (HN) <MP> {X}

        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

     * INTERCEPT OBJECT (AD) <OP> {C}

        Avoid 1 attack made with a Universe card

     * KINETIC DETONATION (EJ) <IQ> {U}

        Acts as a level 2 Energy attack. If successful, acts as a level 8

            Fighting Power card.

     * SINISTER CONNECTION (CF) <IQ> {U}

        Gambit may increase either his team’s or opponent’s ventured Mission

            cards by 1.

     * STAFF ATTACK (AE) <OP> {U}

        Acts as a level 4 Fighting attack, may combine with 1 Strength card for

            a single attack

      ____________________________________________________________________

  

  * GHOST RIDER  <PS> {R}                      E: 6   F: 5   S: 6          (17)

  * GHOST RIDER  <IQ> {R}                      E: 6   F: 6   S: 6   I: 2   (20)

       ~ May only be Spectrum KO’d by four Power Types. ~

     * BAT OUT OF HELL (AI) <PS> {VR}

        Opponent must discard 1 placed card of Ghost Rider’s choice.

     * DEMON CHAIN (AA) <PS> {U}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * FIRE AND BRIMSTONE (AD) <PS> {U}

        Avoid 1 Fighting or Energy attack.

     * HELL ON WHEELS (AQ) <PS> {VR} [OPD]

        Acts as a level 8 Energy, Strength, or Fighting attack.

     * PENANCE STARE (CH) <PS> {VR} [OPD]

        Target hero must discard all placed cards and may not attack for

            remainder of battle.

     * SKELETAL SUMMONING (DS) <IQ> {U}

        Choose one Ghost Rider Special from Draw Pile and place in hand.

            Cannot be a duplicate. Reshuffle Draw Pile.

     * SPIRIT OF VENGEANCE (AR) <PS> {VR}

        Acts as a level 6 Energy attack.

     * SPIRITUAL DUALITY (FC) <IQ> {C}

        Play with any Energy, Fighting, or Strength Power card attack. Power

            card must be blocked twice.

      ____________________________________________________________________

 

  * GOBLYN QUEEN  <XM> {U}                     E: 7   F: 5   S: 2   I: 5   (19)

       ~ Attacks made with Energy Power cards may not be moved or shifted from

            Target Character. ~

     * CLONAL ORIGIN (HU) <XM> {C}

        Goblyn Queen may Place and play Jean Grey’s “Phoenix Effect,” “Mental

            Deflection,” and “Mind Over Matter” Special cards for remainder of

            game.

     * DARK MAGIC (NG) <XM> {U}

        Acts as a level 5 Energy attack. If successful, Target Character loses

            Inherent Ability and is considered to have no Inherent Ability for

            remainder of battle.

     * GOBLYN ARMADA (NS) <XM> {C}

        Opponent may not play any Special cards that affect “the remainder of

            the battle” or the “remainder of the game” for the remainder of the

            battle.

     * INFERNO (MB) <XM> {R} [OPD]

        Acts as a level 6 Any-Power attack. If successful, Target Character is

            KO’d by next level 2 Energy Power card Hit, regardless of Inherent

            Abilities and other Special cards.

     * PHOENIX LIFEFORCE (NY) <XM> {R} [OPD]

        Play during battle. On your turn, after Goblyn Queen is KO’d, discard

            this Special to move Goblyn Queen from Defeated Characters Pile to

            Reserve. Play as normal.

      ____________________________________________________________________

 

  * GREEN GOBLIN  <IQ> {U}                     E: 4   F: 4   S: 6   I: 6   (20)

       ~ Intellect Power cards are +1 when used to attack. ~

     * EXPLOSIVE PUMPKINS (AR) <IQ> {U}

        Acts as a level 7 Strength attack.

     * FLYING PLATFORM (AG) <IQ> {C}

        Avoid 1 attack.

     * GAUNTLET BLASTERS (ID) <IQ> {C}

        Acts as a level 1 Energy attack. May make 2 additional attacks at +1,

            or 1 additional attack at +2. Bonus not applied to damage, or

            Venture Total.

     * GOBLIN LEGACY (IC) <IQ> {VR} [OPD]

        Green Goblin’s “Explosive Pumpkins” and “Gauntlet Blasters” become Any

            Hero Specials for remainder of game

     * HARRY OSBORNE (LI) <MN> {VR} [OPD]

        Discard all cards Placed to Green Goblin and remove all Hits in Green

            Goblin’s Permanent Record.

     * MURDEROUS PLOY (IB) <IQ> {U}

        Opponent must discard all placed Ally cards, and is -3 to Venture

            total.

     * REVELATIONS (BZ) <CL> {U}

        Target Character must reveal any cards in Hand playable by Target

            Character, and play those cards open-handed for remainder of

            battle.

      ____________________________________________________________________

 

  * GREY KING  <XM> {U}                        E: 6   F: 3   S: 5   I: 7   (21)

     * ANALYTICAL GENIUS (NL) <XM> {C}

        Play in current battle. Next battle, neither player may Venture more

            than 2 Mission cards.

     * CARRIER WAVE (AG) <XM> {C}

        Avoid 1 attack.

     * LEADER (BK)=>(CF) <XM> {C}

        Grey King may increase either his team’s or Opponent’s Ventured Mission

            cards by 1.

     * PSYCHIC NEUTRALIZER (NG) <XM> {U}

        Acts as a level 5 Intellect attack. If successful, Target Character

            loses Inherent Ability and is considered to have no Inherent

            Ability for remainder of battle.

     * TK BEAM (AS) <XM> {R} [OPD]

        Acts as a level 8 Intellect attack, +1 for each Hit on Grey King’s

            Permanent Record.

      ____________________________________________________________________

 

  * THE HAND  <MN> {VR}                        E: 2   F: 8   S: 3   I: 6   (19)

     * DISSOLVING CORPSES (JJ) <MN> {VR} [OPD]

        Discard 1 Power card usable by The Hand to remove all Hits from The

            Hand’s Permanent Record of equal or lesser value.

     * ERYNYS (LT) <CL> {C}

        Acts as a level 3 Energy attack, +1 for each Mission card in The Hand’s

            Defeated Missions Pile.

     * KIRIGI (LG) <MN> {U}

        Play during battle. In the battle that The Hand is KO’d The Hand may

            continue to fight and are not discarded until the end of the

            battle.

     * LORD DAITO (DM) <MN> {U}

        The Hand’s Intellect Power cards are +2 for remainder of battle.

     * NINJA (CC) <MN> {U}

        Acts as a level 6 Any-Power card. May be used to attack or defend. May

            not be combined with Universe cards.

     * SHINOBI SHAW (JF) <MN> {VR} [OPD]

        All Any-Power cards on Target Character’s Permanent Record become

            Intellect cards for remainder of game.

     * SNAKEROOT (HN) <MN> {U}

        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

      ____________________________________________________________________

 

  * HAVOK  <CL> {U}                            E: 7   F: 3   S: 4   I: 5   (19)

       ~ +1 to all attacks vs. Characters with Energy Power Grid 7 or 8. ~

  * HAVOK: MUTANT X  <XM> {U}                  E: 7   F: 3   S: 4   I: 5   (19)

       ~ Team +3 to Venture Total when a teammate is KO’d. ~

     * ANNIHILATE (AS)=>(HR) <CL> {R} [OPD]

        Acts as a level 9 Energy or Strength attack.

     * THE BROTHERHOOD (HE) <CL> {R} [OPD]

        Opponent’s Team with Power Grid of 7 or 8 in Power Type of Havok’s

            choice may not use Power cards of that Power Type to attack for

            remainder of battle.

     * COSMIC BATTERY (JS) <CL> {C}

        Havok may combine MultiPower or Energy Power cards with Energy Basic

            Universe cards usable by Havok to avoid any attack, for remainder

            of game.

     * GEO-KNOWLEDGE (KQ) <CL> {U}

        Remove 1 Hit from Havok’s Battlesite.

     * MUTANT X (FI) <XM> {C}

        Acts as a level 3 Intellect attack. If successful, Havok may

            immediately draw 2 cards from top of Draw Pile. Discard if

            duplicate.

     * PLASMA FLARE (AA) <CL> {C}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * SIBLING RIVALRY (LT) <CL> {C}

        Acts as a level 3 Intellect attack, +1 for each Mission card in

            opponent’s Completed Missions Pile.

      ____________________________________________________________________

 

  * HAWKEYE  <MC> {U}                          E: 1   F: 7   S: 4          (12)

  * HAWKEYE  <IQ> {R}                          E: 4   F: 7   S: 4   I: 2   (17)

       ~ May play “Dynamite Delivery” from Reserve. ~

     * ARROW ASSAULT (AA)=>(GJ) <MC> {U}

        Acts as a level 4 Energy, Strength, or Fighting attack. May make 1

            additional attack.

     * AVENGING ARCHER (BP) <MC> {R} [OPD]

        Acts as a level 6 Energy attack. May be made while Hawkeye is in

            reserve.

     * COMBAT READY (EF) <MC> {R} [OPD]

        Discard all cards not usable by Hawkeye from hand. Replace with same

            number of cards from Draw Pile. May keep duplicates.

     * DYNAMITE DELIVERY (EJ) <MC> {U}

        Acts as a level 2 Fighting attack. If successful, acts as a level 8

            Strength Power card.

     * FIELD DRESSING (AL) <IQ> {U}

        Remove 1 Hit from Hawkeye’s Hits From the Current Battle. Affects

            Venture Total.

     * PINPOINT ACCURACY (AD) <MC> {C}

        Avoid 1 attack that contains a Fighting icon.

     * QUIVER OF ARROWS (HH) <IQ> {U}

        Hawkeye may have an unlimited number of Special cards Placed on him

            until Hawkeye is KO’d. Specials may not be duplicates

     * TRIPLE SHOT (DH) <MC> {C}

        Acts as a level 2 Fighting attack. May make up to 2 additional Fighting

            attacks.

      ____________________________________________________________________

 

  * THE HELLFIRE CLUB  <MN> {R}                E: 6   F: 4   S: 4   I: 7   (21)

     * EMMA FROST (KH) <CL> {C}

        Opponent -3 to Venture Total for this battle. If opponent has “The Dark

            Phoenix Saga” Mission, opponent -6 to Venture Total for this

            battle.

     * HELLFIRE SOLDIERS (AA) <MN> {C}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * MADELYNE PRYOR (HI) <MN> {VR} [OPD]

        The Hellfire Club may Place and play any Jean Grey Special cards for

            remainder of game.

     * SEBASTIAN SHAW (LO) <MN> {U}

     * SEBASTIAN SHAW (LO) <MN> <SD> {U} (ERROR: no tiny TM after SHAW)

        Avoid 1 attack with a Strength icon. Sebastian Shaw may draw 1 card

            from the top of the Draw Pile. Discard duplicates.

     * SELENE (EL) <MN> {VR} [OPD]

        Acts as a level 7 Energy attack. If successful Target Character may not

            use cards with an Energy icon for remainder of battle.

     * TESSA (JA) <MN> {VR} [OPD]

     * TESSA (AA) <MN> <SD> {VR} [OPD] (ERROR: miscoded AA bottom left corner)

        Discard one MultiPower Power card usable by The Hellfire Club to draw 4

            cards from top of the Draw Pile. Keep duplicates.

     * TREVOR FITZROY (IB) <MN> {U}

        Opponent must discard all Placed Tactic cards, and is -3 to Venture

            total.

     * VON ROEHM (MB) <XM> {R} [OPD]

        Acts as a level 6 Any-Power attack. If successful, Target Character is

            KO’d by next level 2 Strength Power card Hit, regardless of

            Inherent Abilities and other Special cards.

      ____________________________________________________________________

 

  * HENRY PYM  <IQ> {R}                        E: 3   F: 4   S: 3   I: 7   (17)

       ~ MultiPower Power cards are +2 when used for defense. ~

     * ANT-MAN (AD) <IQ> {C}

        Henry Pym may avoid any numerical attack

     * FOUNDING AVENGER (JZ) <CL> {C}

        Acts as a level 5 Intellect attack. May not be defended with a Special

            card.

     * GIANT-MAN (AY) <IQ> {C} [OPD]

        Henry Pym’s Strength Rating increases to 7 for remainder of game.

     * GOLIATH (EQ) <IQ> {C}

        For remainder of battle, Henry Pym’s Strength and Fighting actions are

            +3, Intellect actions are -2.

     * MEDICAL KNOWLEDGE (ET) <IQ> {U}

        Remove up to 2 hits with a Strength icon from one teammate’s Permanent

            Record.

     * ULTRON 1 (JC) <MN> {U}

        Acts as a level 1 Energy, Fighting, Strength, or Intellect attack.

            Henry Pym may play 1 additional Special card.

     * YELLOWJACKET (AA) <IQ> {C}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

      ____________________________________________________________________

  

  * HEROES FOR HIRE  <CL> {R}                   E: 2   F: 7   S: 8   I:4   (21)

     * THE BLACK KNIGHT (JW) <CL> {C}

        Acts as a level 3 Fighting attack. May make 1 additional Power card

            attack. Neither attack may be defended with a Special card.

     * HERCULES (JP) <CL> {C}

        Heroes For Hire’s Hits to K.O. is increased by 4 and Heroes For Hire is

            -1 to all actions for remainder of game.

     * THE HULK (JC) <CL> {U}

        Acts as a level 5 Strength attack. Heroes For Hire may play 1

            additional Special card.

     * IRON FIST (AS) <CL> {R} [OPD]

        Acts as a level 11 Fighting attack. Heroes For Hire may not attack for

            remainder of battle.

     * POWER MAN (AD) <CL> {U}

        Avoid 1 Strength or Energy attack.

     * WHITE TIGER (HY) <CL> {C}

        Acts as a level 6 Fighting attack. If successful, Target Character must

            discard 2 cards of opponent’s choice. Cards may be Placed or in

            Hand.

      ____________________________________________________________________

 

  * HOBGOBLIN  <OP> {C}                        E: 2   F: 6   S: 3          (11)

  * HOBGOBLIN  <OHP> {X}                       E: 2   F: 6   S: 3          (11)

  * HOBGOBLIN  <HF> {X}                        E: 2   F: 6   S: 3          (11)

  * HOBGOBLIN  <IQ> {U}                        E: 4   F: 6   S: 6   I: 3   (19)

       ~ Strength Power cards are +1 when used to attack. ~

     * CONCUSSION GRENADE (AI) <OP> {C}

        Opponent must immediately discard 1 placed Power card of Hobgoblin’s

            choice

     * CYBERNETIC UPGRADE (ET) <IQ> {U}

        Remove up to 2 hits with a Fighting icon from Hobgoblin’s Permanent

            Record.

     * FRIGHTENING VISAGE (AI) <HF> {C}

        Target hero must discard 1 placed Universe card of Hobgoblin’s choice.

     * GOBLIN CACHE (HI) <IQ> {U}

        Hobgoblin may Place and play any Green Goblin Special cards for

            remainder of game.

     * GOBLIN GLIDER (AG) <OP> {U}

        Avoid 1 attack

     * PUMPKIN BOMB (AR) <OP> {C}

        Acts as a level 7 Energy attack

     * RAZOR BATS (AA) <OP> {C}

        Acts as a level 4 Fighting attack, may make 1 additional attack against

            a different opponent

     * SECRET POUCHES (AT) <PS> {VR} [OPD]

        Draw 1 card. Do not discard if duplicate.

     * STUN GAS (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

      ____________________________________________________________________

 

  * HOLOCAUST  <OS> {R}                        E: 7   F: 2   S: 6   I: 2   (17)

  * HOLOCAUST  <MN> {R}                        E: 7   F: 2   S: 6   I: 2   (17)

     * APOCALYPTIC MINION (GF) <OS> {VR}

        Move all hits from Holocaust’s Hits from Current Battle into Permanent

            Record. Affects Venture Total.

     * CONSUME LIFEFORCE (AL) <OS> {VR}

        Acts as a level 5 Energy attack. If successful, remove 1 hit from

            Holocaust’s Permanent Record.

     * DEATH CANNON (AQ) <OS> {VR} [OPD]

        Acts as a level 8 Energy, Strength, Fighting, or Intellect attack.

     * DEVASTATE (GG) <OS> {VR} [OPD]

        All cards currently in opponent’s Dead Pile are removed from game.

     * HORRIFYING IMAGE (AR) <IQ> {C}

        Acts as a level 4 Intellect attack.

     * IMPERVIOUS CRYSTAL (AG) <OS> {VR}

        Avoid 1 attack.

     * NEMESIS (KH) <CL> {C}

        Opponent -3 to Venture Total for this battle. If opponent has “The Age

            of Apocalypse” Mission, opponent -6 to Venture Total for this

            battle.

     * OTHERWORLDLY EVIL (AO) <OS> {VR}

        Negate the effect of any 1 Special card played by opponent.

      ____________________________________________________________________

  

  * HULK  <OP> {U}                             E: 2   F: 4   S: 8          (14)

  * HULK  <OHP> {X}                            E: 2   F: 4   S: 8          (14)

  * HULK  <IQ> {R}                             E: 1   F: 3   S: 8   I: 6   (18)

  * HULK: MR. FIX-IT  <CL> {R}                 E: 2   F: 6   S: 6   I: 6   (20)

       ~ +1 to all attacks vs. Characters with Strength Power Grid 7 or 8. ~

     * BETTY BANNER (CN) <MN> {C}

        No Intellect Power cards may be played against Hulk for remainder of

            battle.

     * ENRAGED (AS) <OP> {R} [OPD]

        Acts as a level 8 Strength attack +1 for each hit on Hulk’s permanent

            record

     * GAMMA TRANSFUSION (HJ) <IQ> {VR} [OPD]

        Hulk may switch any two cards with an Intellect icon on the Permanent

            Record of any two Front Line heroes on his team.

     * GREEN GOLIATH (AE) <OP> {U}

        Acts as a level 4 Strength attack, may combine with 1 Fighting card for

            a single attack

     * HULK SMASH (AI) <OP> {C}

        Opponent must immediately discard 1 placed Universe card of Hulk’s

            choice

     * INTIMIDATE (BC) <OP> {R} [OPD]

        Play when opponent brings in reserve, reserve may not enter until next

            battle

     * POWER LEAP (AS) <PS> {R} [OPD]

        Acts as a level 9 Fighting attack.

     * SHRUG OFF (AD) <OP> {C}

        Avoid 1 Fighting attack

      ____________________________________________________________________

  

  * HUMAN TORCH  <OP> {R}                      E: 6   F: 3   S: 3          (12)

  * HUMAN TORCH  <OHP> {X}                     E: 6   F: 3   S: 3          (12)

  * HUMAN TORCH  <IQ> {R}                      E: 7   F: 4   S: 4   I: 4   (19)

       ~ May not be Cumulative KO’d with Energy Power cards. ~

  * HUMAN TORCH: INVADERS  <CL> {U}            E: 7   F: 6   S: 4   I: 3   (20)

     * FIRE CAGE (AX) <IQ> {U}

        Human Torch and target Hero may not attack for remainder of battle.

     * FIRE SHIELD (AM) <OP> {U}

        Human Torch gains +2 to defense for remainder of battle

     * FIRE STORM (AB) <OP> {C}

        Acts as a level 4 Energy attack, may make 1 additional Energy attack

            against a different opponent

     * FLAME ON (AG) <PS> {R}

        Avoid 1 attack.

     * HOT HEAD (EI) <IQ> {U}

        Acts as a level 2 Energy attack. May be made after opponent has

            conceded the battle. Opponent may defend.

     * INFERNO (AE) <OP> {U}

        Acts as a level 4 Energy attack, may combine with 1 Fighting card for a

            single attack

     * NOVA BURST (AS) <OP> {R} [OPD]

        Acts as a level 11 Energy attack, Human Torch may not attack for

            remainder of battle

     * SEARING HEAT (AI) <OP> {U}

        Opponent must immediately discard 1 placed Universe card of Human

            Torch’s choice

      ____________________________________________________________________

 

  * HYDRA  <MN> {R}                            E: 5   F: 6   S: 5   I: 5   (21)

       ~ Counts as 17-Points for Tournament Deckbuilding. ~

     * A.I.M. (AT) <MN> {VR} [OPD]

        Draw 1 card, do not discard if duplicate.

     * BARON VON STRUCKER (AY) <MN> {VR} [OPD]

        Hydra’s Fighting and Intellect Ratings increase to 7 for remainder of

            game.

     * FENRIS (LC) <MN> {U}

        Acts as a level 4 Energy attack against Target Character, or a level 8

            Any-Power attack against Target Battlesite.

     * FORTUNATO (DQ) <CL> {R} [OPD]

        Target Character’s Hits to K.O. number is decreased by 5 points for

            remainder of game.

     * HYDRA AGENTS (LF) <MN> {C}

        Target Character must discard 1 Placed Tactic card.

     * MADAME HYDRA (IE) <MN> {VR} [OPD]

        Play during battle. At end of battle, opponent may only move 1 Mission

            card. Other Mission cards return to pile Ventured from.

     * M.O.D.O.K. (AA) <MN> {C}

        Acts as a level 4 Intellect attack. May make 1 additional attack.

      ____________________________________________________________________

 

  * ICEMAN  <PS> {VR}                          E: 7   F: 3   S: 4          (14)

  * ICEMAN  <IQ> {R}                           E: 7   F: 4   S: 4   I: 3   (18)

       ~ May have duplicate “Snow Blind” Specials. ~

  * ICEMAN: THE ICE-MAN  <XM> {U}              E: 7   F: 5   S: 3   I: 3   (18)

       ~ +1 to Venture Total for each Hit in Iceman: The Ice-Man’s Hits to

             Current Battle. ~

     * BLOOD CHILL (AS) <PS> {VR} [OPD]

        Acts as a level 10 Energy attack.

     * FROSTBITE (AE) <PS> {R}

        Acts as a level 4 Energy attack. May combine with 1 Fighting card for a

            single attack.

     * HAIL STORM (AD) <PS> {U}

        Teammate may avoid any numerical attack.

     * ICE ARMOR (AG) <PS> {VR}

        Avoid 1 attack.

     * ICE TACTICS (AI) <IQ> {C}

        Target hero must discard 1 Placed card of Iceman’s choice.

     * OPAL TANAKA (AF) <MN> {U}

        Add 3 to Venture total for this battle.

     * SNOW BLIND (CM) <PS> {R}

        Opponent’s heroes are -1 to all actions for remainder of battle.

     * SUB-ZERO (AR) <PS> {VR}

        Acts as a level 6 Strength attack.

      ____________________________________________________________________

 

  * THE INHUMANS  <MN> {R}                     E: 8   F: 4   S: 5   I: 4   (21)

     * BLACK BOLT (AQ) <MN> {VR} [OPD]

        Acts as a level 8 Energy, Strength, Fighting, or Intellect attack.

     * GORGON (CZ) <MN> {VR} [OPD]

        Acts as a level 4 Strength attack. If successful, Target Character must

            discard all Placed cards into Dead Pile.

     * KARNAK (LC) <MN> {U}

        Acts as a level 4 Fighting attack against Target Character, or a level

            8 Any-Power attack against Target Battlesite.

     * LOCKJAW (DS) <MN> {U}

        Choose one Inhumans Special from Draw Pile and place in hand. Cannot be

            a duplicate. Reshuffle Draw Pile.

     * MAXIMUS THE MAD (AS) <CL> {C} [OPD]

        Acts as a level 9 Intellect attack.

     * MEDUSA (AV) <MN> {VR} [OPD]

        Target Character may not attack for remainder of battle.

     * TRITON (LE) <MN> {U}

        Target Character may not use Tactic cards for the remainder of battle.

      ____________________________________________________________________

  

  * INVISIBLE WOMAN  <OP> {R}                  E: 6   F: 3   S: 3          (12)

  * INVISIBLE WOMAN  <OHP> {X}                 E: 6   F: 3   S: 3          (12)

  * INVISIBLE WOMAN  <IQ> {R}                  E: 6   F: 4   S: 3   I: 6   (19)

       ~ Team is +2 to Venture Total per battle. ~

  * INVISIBLE WOMAN: MALICE  <CL> {U}          E: 7   F: 6   S: 4   I: 2   (19)

     * BUBBLE SHIELD (BH) <OP> {U} [OPD]

        Team gains +2 to defense for remainder of battle

     * FORCE FIELD (AG) <OP> {U}

        Avoid 1 attack

     * INVISIBILITY (AM) <OP> {U}

        Invisible Woman gains +2 to defense for remainder of battle

     * INVISIBLE RAM (AS) <OP> {R} [OPD]

        Acts as a level 9 Strength attack

     * INVISIBLE SABOTEUR (CO) <PS> {U}

        Opponent may not play any Universe cards from his hand this battle.

     * PROTECTIVE WALL (AD) <IQ> {U}

        Invisible Woman or teammate may avoid 1 attack of 9 or less.

     * TEAM COORDINATION (FE) <IQ> {U}

        Acts as a level 3 Intellect attack. Each Front Line teammate may make

            1 additional attack.

     * UNSEEN ASSAILANT (AB) <OP> {U}

        Acts as a level 4 Fighting attack, may make 1 additional Fighting

            attack

      ____________________________________________________________________

  

  * IRON MAN  <OP> {R}                         E: 7   F: 6   S: 6          (19)

  * IRON MAN  <OHP> {X}                        E: 7   F: 6   S: 6          (19)

  * IRON MAN  <IQ> {VR}                        E: 5   F: 3   S: 7   I: 7   (22)

  * IRON MAN: ORIGINAL ARMOR  <CL> {C}         E: 4   F: 3   S: 5   I: 7   (19)

       ~ May have duplicate “Radar Warning” Special cards. ~

     * CONCEALED ARSENAL (AA) <OP> {U}

        Acts as a level 4 Energy attack, may make 1 additional attack

     * HEAT SEEKING MISSILE (AQ) <OP> {R} [OPD]

        Acts as a level 8 Energy, Strength, or Fighting attack

     * INDUSTRIAL WASTE (BW) <PS> {R} [OPD]

        Opponent must discard top 5 cards from Draw Pile into Dead Pile.

     * IN THE LINE OF FIRE (AC) <OP> {U}

        Attack on Teammate is now made on Iron Man, who may defend it

     * RADAR WARNING (AG) <OP> {U}

        Avoid 1 attack

     * STEALTH ARMOR (AI) <IQ> {C}

        Target Hero must discard 1 Placed card of Iron Man’s choice.

     * TACTICAL COMPUTER (AT) <OP> {R} [OPD]

        Draw 1 card, do not discard if duplicate

     * WEAPONS INVENTOR (AE) <IQ> {U}

        Acts as a level 4 Intellect attack. May combine with 1 Energy card for

            a single attack.

      ____________________________________________________________________

  

  * JEAN GREY  <OP> {C}                        E: 7   F: 4   S: 3          (14)

  * JEAN GREY  <OHP> {X}                       E: 7   F: 4   S: 3          (14)

  * JEAN GREY  <IQ> {R}                        E: 7   F: 3   S: 2   I: 4   (16)

       ~ May play “Telepathic Unity” from Reserve. ~

  * JEAN GREY: DARK PHOENIX  <XM> {R}          E: 8   F: 4   S: 6   I: 3   (21)

     * MENTAL DEFLECTION (AG) <OP> {C}

        Avoid 1 attack

     * MIND OVER MATTER (AX) <OP> {U}

        Jean Grey and target opponent may not attack for remainder of battle

     * MIND SCAN (AJ) <OP> {C}

        Opponent must reveal 2 cards chosen at random from his hand

     * MUTANT MOTIVATION (CF) <PS> {U}

        Jean Grey may increase either her team’s or opponent’s ventured Mission

            cards by 1.

     * PHOENIX EFFECT (AE) <IQ> {U}

        Acts as a level 4 Any-Power attack. May combine with 1 Energy,

            Fighting, Strength or Intellect Power card for a single attack.

     * PSYCHIC SOOTHING (ET) <IQ> {U}

        Remove up to 2 Hits with an Energy icon from one teammate’s Permanent

            Record.

     * TELEKINESIS (AS) <OP> {C} [OPD]

        Acts as a level 9 Strength attack

     * TELEPATHIC UNITY (BH) <OP> {R} [OPD]

        Team gains +2 to defense for remainder of battle

      ____________________________________________________________________

 

  * JUBILEE  <OP> {C}                          E: 6   F: 3   S: 1          (10)

  * JUBILEE  <OHP> {X}                         E: 6   F: 3   S: 1          (10)

  * JUBILEE  <IQ> {R}                          E: 6   F: 4   S: 2   I: 4   (16)

       ~ May have duplicate “Blinding Flare” Specials. ~

     * BLINDING FLARE (AG) <OP> {C}

        Avoid 1 attack

     * DISTRACTING BURST (AG)=>(AD) <OP> {C}

        Teammate may avoid 1 attack

     * FIREWORKS (AB) <OP> {C}

        Acts as a level 4 Energy attack, may make 1 additional Energy attack

     * PLASMOID FLASH (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

     * PRISMATIC FLARE (AQ) <PS> {VR} [OPD]

        Acts as a level 7 Energy, Strength, or Fighting attack.

     * SPECTRUM TEASE (AC) <OP> {C}

        Attack made on teammate is now made on Jubilee, who may defend it

     * TROUBLEMAKER (DB) <IQ> {U}

        Avoids all attacks from 1 Teamwork card, or target hero must discard 1

            Placed Teamwork card.

     * WISECRACK (HK) <IQ> {U}

        Target hero must make as many attacks as possible. Jubilee’s team may

            defend.

      ____________________________________________________________________

  

  * JUGGERNAUT  <PS> {VR}                      E: 3   F: 4   S: 7          (14)

  * JUGGERNAUT  <IQ> {R}                       E: 4   F: 5   S: 8   I: 2   (19)

     * BATTERING RAM (CU) <PS> {VR} [OPD]

        Act as a level 8 Strength attack. If successful target must immediately

            discard 1 placed card.

     * FOXFIRE (JC) <MN> {U}

        Acts as a level 5 Energy attack. Juggernaut may play 1 additional

            Special card.

     * HEAD BUTT (AR) <PS> {U}

        Acts as a level 7 Fighting attack.

     * IGNORE BLOW (AD) <PS> {R}

        Avoid 1 Strength attack.

     * MAGIC HELM (CM) <IQ> {C}

        Opponent’s team is -3 to all Intellect attacks against Juggernaut for

            remainder of battle.

     * RAZE (AU) <PS> {U} [OPD]

        Opponent must discard all Universe cards held in hand or all placed

            Universe cards, whichever is a greater number.

     * SMASH INCOMING OBJECT (AD) <PS> {VR}

        Avoid 1 attack made with a Universe card.

     * UNSTOPPABLE FORCE (DQ) <PS> {VR}

        Juggernaut’s hits to K.O. number is increased by 2 points for remainder

            of game.

      ____________________________________________________________________

 

  * KA-ZAR  <CL> {U}                           E: 1   F: 7   S: 5   I: 5   (18)

       ~ +1 to all attacks vs. Characters with Fighting Power Grid 7 or 8. ~

     * JUNGLE SAVVY (JH) <CL> {C}

        Acts as a level 5 Intellect attack. If successful, Target Character -2

            to defense for remainder of battle.

     * KING OF THE SAVAGE LAND (EN) <CL> {R}

        Play on your turn to Concede battle. Ka-Zar’s Mission cards Ventured

            this battle return to pile Ventured from. Opponent’s Mission cards

            advance as normal.

     * LORD KEVIN PLUNDER (KG) <CL> {U}

        Ka-Zar may not be attacked by a card with a Value of 7 or greater for

            remainder of battle.

     * PRIMITIVE ARSENAL (AQ) <CL> {R} [OPD]

        Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.

     * SHANNA THE SHE-DEVIL (KS) <CL> {C}

        Remove a Power card Hit from Ka-Zar’s or Teammate’s Permanent Record.

     * ZABU (JC) <CL> {C}

        Acts as a level 5 Fighting attack. Ka-Zar may play 1 additional Special

            card.

      ____________________________________________________________________

 

  * KINGPIN  <IQ> {R}                          E: 2   F: 4   S: 5   I: 6   (17)

       ~ May play Teamwork cards from Reserve. ~

     * ASIAN CONNECTIONS (HE) <CL> {R} [OPD]

        Opponent’s Team with Power Grid of 7 or 8 in Power Type of Kingpin’s

            choice may not use Power cards of that Power Type to attack for

            remainder of battle.

     * BUSINESS SAVVY (HQ) <IQ> {U} =>[OPD]

        Draw 3 cards. Discard duplicates.

     * CRIME MAGNATE (HX) <IQ> {VR} [OPD]

        Kingpin’s team is +1 to all numeric Special cards for remainder of

            battle. Bonus not applied to damage of (=>OR) Venture total. May be

            played from Reserve

     * THE ROSE (JC) <MN> {U}

        Acts as a level 5 Fighting attack. Kingpin may play 1 additional

            Special card.

     * SUMO KNOWLEDGE (AS)=>(HR) <IQ> {VR} [OPD]

        Acts as a level 9 Strength or Intellect attack

     * UNDERWORLD HENCHMEN (HL) <IQ> {C}

        Opponent’s team may not use Fighting Power cards level 6 through 8 to

            attack for remainder of battle.

     * WALKING STICK (HF) <IQ> {C}

        Acts as a level 4 Energy or Strength attack.

      ____________________________________________________________________

 

  * THE KREE  <MN> {R}                         E: 6   F: 5   S: 4   I: 7   (22)

     * COLONEL YON-ROGG (GF) <MN> {VR} [OPD]

        Move all Hits from Current Battle into the Permanent Records of all

            Characters. Affects Venture total.

     * DR. MINERVA (JV) <CL> {U}

        Acts as a level 3 Energy attack. If successful, opponent must reveal

            Hand and play open-handed for remainder of battle.

     * INTERSTELLAR EMPIRE (AR) <MN> {U}

        Acts as a level 7 Fighting attack.

     * PRIME MINISTER ZAREK (LP) <MN> {U}

        Play in the current battle. Negates the effect of all Event cards in

            the next battle. Both players may still redraw for played Event

            cards

     * RONAN THE ACCUSER (EL) <MN> {VR} [OPD]

        Acts as a level 7 Strength attack. If successful, Target Character may

            not use cards with a Strength icon for remainder of battle.

     * SENTRY (DT) <MN> {VR} [OPD]

        Kree may not be attacked by a Power card with the same value as any

            Power cards on Kree’s Permanent Record for remainder of game.

     * SUPREME INTELLIGENCE (IF) <MN> {U}

        Play when opponent concedes battle. Kree’s team may discard any number

            of cards to top of Draw Pile.

      ____________________________________________________________________

 

  * LANDSLIDE  <XM> {C}                        E: 6   F: 4   S: 6   I: 2   (18)

       ~ Opponent is -3 to Venture Total when Landslide’s teammate is KO’d. ~

     * APPETITE FOR DESTRUCTION (NN) <XM> {C}

        Play during battle. For remainder of battle, any Special card played

            must be a Special card that acts as an attack. Other Special cards

            may not be played.

     * BIG BULLY (NV) <XM> {U}

        Acts as a level 5 Fighting attack. If successful, Target Character may

            not play Activator cards for remainder of battle.

     * MASSIVE SPEED (MA) <XM> {C}

        Acts as a level 5 Energy or Strength attack. May not be defended by a

            card from a Battlesite.

     * SHORT FUSE (BV) <XM> {R} [OPD]

        Landslide may make as many Power card attacks as possible. Opponent may

            defend.

     * WALLOP (NU) <XM> {C}

        Acts as a level 0 Intellect attack. May only be defended using a Power

            card with a Value of 5 or greater.

      ____________________________________________________________________

 

  * LEADER  <CL> {U}                           E: 3   F: 4   S: 2   I: 7   (16)

       ~ Power cards are +2 for defense if “Twisted Mentality” is in play. ~

     * FREEHOLD (BR) <CL> {C}

        Leader may have 1 additional card Placed on him until Leader is K.O.’d.

            May be played from Reserve.

     * GREEN ‘N MEAN (KH) <CL> {C}

        Opponent -3 to Venture Total for this battle. If opponent has

            “Annihilation Affair” Mission, opponent -6 to Venture Total for

            this battle.

     * OMNIBUS (BY) <CL> {R} [OPD]

        Leader must discard all cards with an Intellect icon currently in Hand.

            Opponent must discard all cards with an Intellect icon currently

            Placed and in Hand.

     * THE REGENERATION CRYSTAL (KF) <CL> {R} [OPD]

        For every Hit in Leader’s Permanent Record, move 1 Mission card from

            the Defeated Missions Pile to the Reserve Missions Pile.

     * TECHNO-ARSENAL (JH) <CL> {U}

        Acts as a level 5 Energy attack. If successful, Target Character -2 to

            defense for remainder of battle.

     * TWISTED MENTALITY (KC) <CL> {C}

        All attacks by opponent’s team must be made against Leader until Leader

            is K.O.’d or cannot be attacked.

      ____________________________________________________________________

 

  * LONGSHOT  <PS> {VR}                        E: 4   F: 7   S: 3          (14)

  * LONGSHOT  <IQ> {R}                         E: 3   F: 7   S: 4   I: 3   (17)

       ~ Opponent’s team is -2 to Venture Total per battle. ~

     * FORTUNATE ACCIDENT (HL) <IQ> {U}

        Opponent’s team may not use Energy Power cards level 6 through 8 to

            attack for remainder of battle.

     * FOUR-FINGERED FURY (BU) <PS> {VR}

        Longshot may combine Fighting Power cards level 1 thru 4 for a single

            attack. May be blocked as a whole or in parts.

     * FREEDOM FIGHTER (AC) <PS> {U}

        Attack made on teammate is now made on Longshot, who may defend it.

     * HOLLOW BONES (AG) <PS> {VR}

        Avoid 1 attack.

     * LUCKY BOUNCE (CJ) <PS> {VR} [OPD]

        Play when Longshot makes a Power card attack. If defended, Longshot’s

            Power card is returned to top of Draw Pile.

     * ONE IN A MILLION (AV)=>(CV) <PS> {VR} [OPD]

        Acts as a level 3 Fighting attack. Can only be defended by a level 3

            Power card. If defended, Power card hits Longshot.

     * PURITY OF THOUGHT (HM) <IQ> {VR} [OPD]

        Draw one card for each card discarded this battle, including duplicate

            and unusable cards. Do not discard if duplicate.

     * ROLL WITH THE PUNCHES (DO) <PS> {R} Ver 1: “1” at end of 1st text line

     * ROLL WITH THE PUNCHES (DO) <PS> {R} Ver 2: “1” at start of 2nd text line

        Negates the effect of any 1 Special card played by opponent against

            Longshot only.

      ____________________________________________________________________

  

  * MAGGOT  <CL> {R}                           E: 4   F: 6   S: 4   I: 4   (18)

       ~ May play “Slugfest” from Reserve. ~

     * AWESOME AUSSIE (DO) <CL> {C}

        Negates the effect of any 1 Special card played by opponent against

            Maggot only.

     * INTESTINAL FORTITUDE (OA) <XM> {R} [OPD]

        Acts as a level 7 Strength attack. If successful, Opponent must sort

            through Draw Pile and discard first 3 Special cards into Dead Pile.

            Reshuffle Draw Pile.

     * SLUGFEST (AY) <CL> {R} [OPD]

        Maggot’s Strength Rating increases to 7 for remainder of game.

     * TUNNEL WORMS (HY) <CL> {U}

        Acts as a level 6 Energy attack. If successful, Target Character must

            discard 2 cards of opponent’s choice. Cards may be Placed or in

            Hand.

      ____________________________________________________________________

 

  * MAGNETO  <OP> {R}                          E: 8   F: 1   S: 2          (11)

  * MAGNETO  <OHP> {X}                         E: 8   F: 1   S: 2          (11)

  * MAGNETO  <IQ> {R}                          E: 8   F: 5   S: 3   I: 6   (22)

     * EVIL GENIUS (AF) <OP> {U}

        Opponent -3 to venture total for this battle

     * GRAVITY ALTERATION (AI) <OP> {U}

        Opponent must immediately discard 1 placed Universe card of Magneto’s

            choice

     * MAGNETIC DEVASTATION (GJ) <IQ> {C}

        Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May

            make 1 additional attack.

     * MAGNETIC SHIELD (AM) <OP> {U}

        Magneto gains +2 to defense for remainder of battle

     * MASTER OF MAGNETISM (HN) <IQ> {VR} [OPD]

        Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.

     * PARALYZE OPPONENT (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

     * POWER FLUX (AR) <PS> {R}

        Acts as a level 6 Energy attack.

     * REPEL OBJECT (AD) <OP> {U}

        Avoid 1 attack made with a Universe card

      ____________________________________________________________________

  

  * MANDARIN  <PS> {VR}                        E: 6   F: 5   S: 3          (14)

  * MANDARIN  <IQ> {R}                         E: 7   F: 4   S: 3   I: 5   (19)

       ~ Fighting Power cards are +2 when used for defense. ~

     * ARCH VILLAIN (AF) <PS> {VR}

        Opponent -3 to Venture total for this battle.

     * DISINTEGRATE (AI) <PS> {VR}

        Opponent must discard 1 placed card of Mandarin’s choice.

     * ELECTROMAGNETIC SHIELD (AD) <PS> {U}

        Teammate may avoid 1 attack of 9 or less.

     * ENERGY VOID (HE) <IQ> {VR} [OPD]

        Heroes on Opponent’s Team with Energy 7 or 8 may not use cards with an

            Energy icon to attack for remainder of battle.

     * MASTERMIND (AT) <PS> {VR} [OPD]

        Draw 1 card. Do not discard if duplicate.

     * MASTER TACTICIAN (AE) <IQ> {U}

        Acts as a level 4 Fighting attack. May be combined with 1 Intellect

            card for a single attack.

     * MIND CONTROL (CT) <PS> {VR} [OPD]

        All attacks made on Mandarin are made on target teammate until teammate

            is KO’d. Teammate may defend.

     * VORTEX BEAM (AR) <PS> {R}

        Acts as a level 6 Strength attack.

      ____________________________________________________________________

 

  * THE MARAUDERS  <MN> {R}                    E: 7   F: 7   S: 3   I: 2   (19)

     * ARC LIGHT (LM) <MN> {U}

        Acts as a level 7 Any-Power attack. +3 when used to attack a

            Battlesite. Bonus counts toward damage.

     * BLOCKBUSTER (AR) <MN> {U}

        Acts as a level 7 Strength attack.

     * HARPOON (EG) <MN> {VR} [OPD]

        Acts as a level 5 Energy attack. If successful, opponent must discard

            all Special cards from hand.

     * MALICE (BQ) <MN> {VR} [OPD]

        Play during battle. Marauders may exchange this card for any 1 Special

            card in Dead Pile not playable by Marauders and play it

            immediately.

     * PRISM (KB) <XM> {C}

        Acts as a level 7 Strength attack. If successful, acts as a level 3

            Energy Hit. Hit goes on Permanent Record. Does not count towards

            Venture Total.

     * RIPTIDE (DQ) <CL> {U} [OPD]

        Opponent’s team’s Hits to K.O. number is decreased by 3 points for

            remainder of battle.

     * SCALPHUNTER (LK) <MN> {U}

        Marauders may attack the Reserve Character for the remainder of battle.

            Reserve may defend.

     * VERTIGO (LN) <MN> {U}

        Any attack made on Marauders or teammate may be made on Front Line

            Character of Marauders’ choice for remainder of battle. Character

            may defend.

      ____________________________________________________________________

 

  * MARROW  <CL> {R}                           E: 2   F: 6   S: 4   I: 4   (16)

       ~ May have 1 Duplicate “Bone Snap” Special card. ~

     * BATTLEBONES (NK) <XM> {C}

        Acts as a level 3 Strength attack. If attack is defended, Marrow may

            draw 1 card from top of Draw Pile. Discard duplicates.

     * BONE SNAP (CC) <CL> {C}

        Acts as a level 5 Energy Power card. May be used to attack or defend.

            May not be combined with Universe cards.

     * DOUBLEHEART (CG) <CL> {U} [OPD]

        Marrow cannot be Spectrum K.O.’d for remainder of game.

     * MORLOCK HISTORY (KD) <CL> {R} [OPD]

        All Intellect Power Card Hits on Target Character are doubled when

            determining Cumulative K.O. for remainder of game. Does not count

            toward Venture Total.

     * SKELETAL PLATES (LO) <MP> {X}

        Marrow or teammate may avoid 1 attack of 4 or less. Marrow may draw 1

            card from the top of the Draw Pile. Discard duplicates.

      ____________________________________________________________________

 

  * MAVERICK  <XM> {R}                         E: 5   F: 8   S: 3   I: 3   (19)

     * COMBAT ARMOR (MA) <XM> {C}

        Acts as a level 5 Fighting or Intellect attack. May not be defended by

            a card from a Battlesite.

     * FREELANCE SPY (BG) <XM> {R} [OPD]

        Team gains +2 to all actions.

     * KINETIC ABSORPTION (LO) <XM> {C}

        Avoid 1 attack made with a Power card. Maverick may draw 1 card from

            the top of the Draw Pile. Discard duplicates.

     * LEGACY REGRESSION (GI) <XM> {C}

        Maverick is not affected by Event cards for remainder of game.

     * POWER CHANNEL (NZ) <XM> {U}

        Remove 1 Hit from Maverick’s Hits to Current Battle. Maverick may make

            1 attack with any card, usable by Maverick and in Hand, of equal or

            less Value than removed Hit.

      ____________________________________________________________________

 

  * MERCURY  <XM> {U}                          E: 6   F: 7   S: 5   I: 4   (22)

     * COMBAT EXPERIENCE (KL) <XM> {U}

        Opponent must immediately discard all Special cards in play that affect

            the “remainder of the battle” or the “remainder of the game”.

     * MERCENARY CODE (NT) <XM> {C}

        Acts as a level 6 Intellect attack. If successful, Opponent must

            discard from Hand until both players have an equal number of cards

            in Hand. Opponent’s choice.

     * MERCURIC BLADES (AB) <XM> {C}

        Acts as a level 5 Fighting attack. May make 1 additional Fighting

            attack.

     * METALLIC CONTROL (AD) <XM> {C}

        Avoid 1 attack made with an Aspect card.

     * SOLDIER-OF-FORTUNE (NM) <XM> {R} [OPD]

        Sort through Draw Pile card by card. Remove first card with an attack

            Value. Add Value to Mercury’s Venture Total for current battle.

            Reshuffle Draw Pile.

      ____________________________________________________________________

 

  * MR. FANTASTIC  <OP> {R}                    E: 3   F: 6   S: 3          (12)

  * MR. FANTASTIC  <OHP> {X}                   E: 3   F: 6   S: 3          (12)

  * MR. FANTASTIC  <IQ> {VR}                   E: 2   F: 5   S: 2   I: 8   (17)

     * FANTASTIC MIND (AR) <IQ> {U}

        Acts as a level 7 Intellect attack.

     * INGENUITY (AK) <OP> {C}

        Play with 1 action involving a Universe card, Universe card bonus is

            doubled

     * INVENTIVE GENIUS (HQ) <IQ> {U} =>[OPD]

        Draw 3 cards. Discard duplicates.

     * OBJECT BOUNCE (DI) <PS> {U}

        Opponent’s team may not use Universe cards to attack or defend against

            Mr. Fantastic.

     * PROTECT TEAMMATE (AG)=>(AD) <OP> {U}

        Teammate may avoid 1 attack of 9 or less

     * PYTHON HOLD (AV) <OP> {U} [OPD]

        Target opponent may not attack for remainder of battle

     * STRETCH ATTACK (AB) <OP> {U}

        Acts as a level 4 Fighting attack, may make 1 additional Fighting

            attack against a different opponent

     * TEAM LEADER (AF) <OP> {U}

        Add 3 to venture total for this battle

      ____________________________________________________________________

 

  * MR. SINISTER  <PS> {VR}                    E: 6   F: 6   S: 5          (17)

  * MR. SINISTER  <IQ> {VR}                    E: 4   F: 5   S: 4   I: 8   (21)

     * BACKSTAB (AR) <PS> {R}

        Acts as a level 6 Strength attack.

     * CLONING PROCESS (HS) <IQ> {VR} [OPD]

        Play in current battle. Do not discard duplicates in next battle.

     * HIDDEN AGENDA (DL) <PS> {VR}

        Target hero is -2 to attacks/+2 to defense for remainder of battle.

     * INSIDE INFORMATION (BZ) <PS> {R} [OPD]

        Opponent must reveal hand and play open handed for remainder of battle.

     * MALEABLE MANEUVER (AG) <PS> {VR}

        Avoid 1 attack.

     * MARAUDER (HR) <IQ> {VR} [OPD]

        Acts as a level 9 Energy or Intellect attack.

     * MERCILESS MUTANT (DH) <PS> {U}

        Acts as a level 2 Fighting attack. May make up to 2 additional Fighting

            attacks against the same hero.

     * POWER SCHEME (BT) <PS> {R}

        Opponent’s Energy Power cards do not count in the Venture total for

            this Battle.

      ____________________________________________________________________

  

  * MOJO  <PS> {VR}                            E: 5   F: 6   S: 2          (13)

  * MOJO  <IQ> {U}                             E: 6   F: 3   S: 1   I: 6   (16)

       ~ MultiPower Power cards are +1 when used to attack. ~

     * BODYGUARD (CC) <PS> {VR}

        Acts as a level 5 Strength Power card. May be used to attack or defend.

            May not be combined with Universe Cards.

     * CAUGHT ON FILM (HO) <IQ> {U}

        Acts as a level 6 Intellect attack. If successful, opponent -4 to

            Venture total.

     * DIRECTOR’S CUT (AO) <IQ> {U}

        Negates the effect of any 1 Special card played by opponent.

     * IT’S A RAP (CI) <PS> {U}

        Play with an Energy Power card attack. If attack succeeds, add +2 to

            damage.

     * PRIME TIME (CX) <PS> {VR} [OPD]

        Acts as a level 5 Fighting attack. May combine with any 1 Power card

            for a single attack.

     * REWRITE SCRIPT (CP) <PS> {VR} [OPD]

        May exchange remaining cards in hand with equal number of cards from

            top of Draw Pile. May keep duplicates.

     * SPINELESS PLOT (AJ) <PS> {VR}

        Opponent must reveal any Power cards currently held in hand.

     * SUPREME EDITS (AG) <PS> {R}

        Avoid 1 attack.

      ____________________________________________________________________

 

  * MOLE MAN  <CL> {U}                         E: 4   F: 4   S: 2   I: 6   (16)

       ~ Power cards are +2 for defense if “Social Outcast” is in play. ~

     * ENERGY STAFF (JZ) <CL> {U}

        Acts as a level 5 Energy attack. May not be defended with a Special

            card.

     * THE MOLE MEN (JU) <CL> {C}

        Mole Man may make 1 follow-up attack after Mole Man plays a Universe:

            Teamwork card for remainder of game.

     * MONSTER ISLAND (FD) <CL> {VR} [OPD]

        Only Mole Man and Target Character may attack, be attacked, or defend

            this battle.

     * SOCIAL OUTCAST (KC) <CL> {C}

        All attacks by opponent’s team must be made against Mole Man until

            Mole Man is K.O.’d or cannot be attacked.

     * STRATEGIC TUNNELING (AO) <CL> {C}

        Negates the effect of any 1 Special card played by opponent.

     * UPROOT EARTH (LC) <CL> {R} [OPD]

        Acts as a level 1 MultiPower attack against Target Character, or a

            level 11 Any Power attack against Target Battlesite.

      ____________________________________________________________________

 

  * MORBIUS  <MC> {U}                          E: 1   F: 3   S: 7          (11)

  * MORBIUS  <IQ> {R}                          E: 5   F: 3   S: 6   I: 5   (19)

       ~ May only be Cumulative KO’d by 30 or more points. ~

     * BLOOD HUNGER (EG) <MC> {R} [OPD]

        Acts as a level 5 Fighting attack. If successful, opponent must discard

            all cards with an Energy icon from hand.

     * DREAD CHAMPION (DU) <MC> {R} [OPD]

        Morbius may make 2 Power card attacks at +2 each, or 1 Power card

            attack at +3. Bonus not applied to damage, or Venture Total.

     * INDUCE PANIC (HL) <IQ> {U}

        Opponent’s team may not use Intellect Power cards level 6 through 8 to

            attack for remainder of battle.

     * LIVING VAMPIRE (AL) <MC> {U}

        Acts as a level 5 Energy attack. If successful, remove 1 hit from

            Morbius’s Permanent Record.

     * SAVAGE COMBAT (AR) <MC> {U}

        Acts as a level 7 Fighting attack.

     * SHADOWY ESCAPE (AD) <IQ> {C}

        Morbius may avoid any numerical attack.

     * SUPERNATURAL STRENGTH (AL) <MC> {U}

        Remove 1 hit from Morbius’s Permanent Record.

     * UNDEAD STAMINA (ED) <MC> {C}

        Negates the effects of any 1 Special card. May not be used to avoid a

            numerical attack, or remove a numerical hit.

      ____________________________________________________________________

 

  * THE MORLOCKS  <MN> {VR}                    E: 6   F: 3   S: 8   I: 2   (19)

     * CALIBAN (LJ) <MN> {VR}

        Choose one Activator card from Draw Pile and place in hand. Cannot be a

            duplicate. Reshuffle Draw Pile.

     * CALLISTO (BA) <MN> {U}

        Acts as a level 3 Strength attack. Can only be defended by a card with

            an Energy icon.

     * ERG (AN) <MN> {U}

        Acts as a level 6 Energy attack. May be used against Character in

            Reserve, who may defend.

     * LEECH (JT) <CL> {C} [OPD]

        Morlocks may discard up to 4 cards from Hand. Opponent must discard an

            equal number of cards from Hand, and 1 Placed card of opponent’s

            choice.

     * MASQUE (DQ) <MN> {VR} [OPD]

        Target Character’s hits to K.O. number is decreased by 5 points for

            remainder of game.

     * RUN FROM SLAUGHTER (AL) <XM> {C}

        Remove 1 Hit from Morlocks’ or teammate’s Permanent Record or Hits from

            Current Battle.

     * SUNDER (AA) <MN> {C}

        Acts as a level 5 Any-Power attack. May make 1 additional attack.

     * TAR BABY (EX) <MN> {U}

        Target Character may not use cards with a Strength icon for remainder

            of battle.

      ____________________________________________________________________

 

  * MORPH  <MC> {U}                            E: 1   F: 6   S: 3          (10)

  * MORPH  <IQ> {R}                            E: 4   F: 5   S: 3   I: 6   (18)

       ~ May not be Spectrum KO’d with Intellect Power cards. ~

     * AMAZING X-MAN (DG) <MC> {C}

        Acts as a level 2 Fighting attack. May make 2 additional attacks.

     * CHANGELING (DX) <MC> {U}

        Morph gains the Power Grid of any active hero for remainder of battle.

     * COPY TEAMMATE (CL) <MC> {U}

        Play in current battle. Morph may play any 1 KO’d teammate’s Specials

            in next battle.

     * MAXIMUM MORPH (DW) <MC> {R} [OPD]

        Morph may combine 1 Fighting Power card with 1 Strength or Energy

            Power card for a single attack, for remainder of battle.

     * ONE BIG FIST (AR) <MC> {U}

        Acts as a level 6 Strength attack.

     * POWER MIMIC (DY) <MC> {R} [OPD]

        This Special acts identical to any Special currently on the table.

     * RIDICULOUS BEHAVIOR (AD) <IQ> {C}

        Avoid 1 attack that contains an Intellect icon.

     * SUBSTITUTE DEATH (HP) <IQ> {VR} [OPD]

        Play in current battle, after one teammate is KO’d. Immediately

            exchange KO’d teammate and Morph. Discard all Placed cards. All

            Hits remain.

      ____________________________________________________________________

   

  * MULTIPLE MAN  <XM> {C}                     E: 6   F: 6   S: 3   I: 3   (18)

       ~ May make one or both follow up attacks to any Universe: Teamwork

             card. ~

     * DUPLICATE SELF (EB) <XM> {C}

        Play during battle. For remainder of battle, any attack made on

            Multiple Man may be moved to Duplicate Self. Multiple Man’s team

            may not defend. Duplicate Self is KO’d with 1 Hit.

     * LEGACY SURVIVOR (JB) <XM> {R} [OPD]

        Remove all Hits from Multiple Man’s Permanent Record and Current

            Battle, and switch places with Reserve.

     * MULTIPLY AND CONQUER (NR) <XM> {R} [OPD]

        Discard 1 Strength Power card usable by Multiple Man. Show Opponent up

            to 5 cards usable by Multiple Man from Hand. Draw equal number from

            Draw Pile. Discard duplicates.

     * OUTNUMBER (NH) <XM> {C}

        Acts as a level 3 Fighting attack. If successful, Target Character may

            not make any follow up attacks from Teamwork or Special cards for

            remainder of battle.

     * TEAM MADROX (BV) <XM> {C}

        Play with any Power card attack. Multiple Man may make as many

            additional Fighting or Strength Power card attacks as possible.

            Opponent may defend.

      ____________________________________________________________________

 

  * MYSTERIO  <PS> {VR}                        E: 6   F: 3   S: 4          (13)

  * MYSTERIO  <HF> {X}                         E: 6   F: 3   S: 4          (13)

  * MYSTERIO  <IQ> {U}                         E: 6   F: 3   S: 4   I: 6   (19)

       ~ May not be Spectrum KO’d with Energy Power cards. ~

     * ALTER PERCEPTION (BK) <PS> {VR} [OPD]

        Mysterio plays numerical attacks face down for remainder of battle.

            Opponent must guess defense.

     * HOLLYWOOD HORROR (AV) <PS> {VR} [OPD]

        Target hero may not attack for remainder of battle.

     * HOLOGRAPHIC DECOY (AD) <IQ> {C}

        Mysterio may avoid any numerical attack.

     * MISDIRECTION (AD) <HF> {C}

        Avoid 1 Energy attack.

     * MIST AND MIRRORS (AM) <PS> {U}

        Mysterio gains +1 to all actions for remainder of battle.

     * MYSTERYVISION (AP) <IQ> {U}

        Acts as a level 6 Intellect attack. Cannot be defended by a card with

            an Intellect icon.

     * NOW YOU SEE IT… (AU) <PS> {VR} [OPD]

        Target hero must immediately discard all placed cards.

     * POISON PROPS (AE) <PS> {VR}

        Acts as a level 4 Energy attack. May combine with 1 Strength card for a

            single attack.

     * STUNTMAN (CC) <PS> {VR}

        Acts as a level 5 Fighting Power card. May be used to attack or defend.

            May not be combined with Universe cards.

      ____________________________________________________________________

  

  * MYSTIQUE  <OP> {R}                         E: 6   F: 4   S: 2          (12)

  * MYSTIQUE  <OHP> {X}                        E: 6   F: 4   S: 2          (12)

  * MYSTIQUE  <IQ> {U}                         E: 5   F: 6   S: 3   I: 6   (20)

       ~ Fighting Power cards are +1 when used to attack. ~

     * COMMANDO RAID (AN) <OP> {U}

        Acts as a level 6 Energy attack, may be used against opponent in

            reserve, who may defend

     * COOL UNDER FIRE (AG) <OP> {U}

        Avoid 1 attack

     * FATAL MARKSMAN (EI) <IQ> {U}

        Acts as a level 2 Fighting Attack. May be made after opponent has

            conceded the battle, opponent may defend.

     * GOVERNMENT AGENT (GD) <IQ> {U}

        Acts as a level 5 Intellect attack. If successful, acts as a level 1

            Energy or Strength Power card.

     * ILLUSION OF ALLY (AZ) <OP> {U}

        Target opponent may not attack Mystique for remainder of battle unless

            she attacks him first

     * INFILTRATION (AJ) <OP> {C}

        Opponent must reveal 2 cards chosen at random from his hand

     * MISTAKEN IDENTITY (CA) <PS> {R}

        Mystique may switch entire permanent record with any front line

            teammate.

     * SURPRISE ATTACK (AT) <OP> {R} [OPD]

        Draw 1 card, do not discard if duplicate

      ____________________________________________________________________

  

  * NAMOR  <PS> {R}                            E: 1   F: 4   S: 8          (13)

  * NAMOR  <IQ> {R}                            E: 2   F: 7   S: 7   I: 4   (20)

  * NAMOR: SUB-MARINER  <XM> {R}               E: 3   F: 5   S: 8   I: 4   (20)

     * ATLANTIS ATTACKS (AA) <PS> {U}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * BOUNTY OF THE SEA (BR) <PS> {VR}

        Namor may have one additional Power, Universe, or Special card placed

            on him until Namor is KO’d.

     * IMPERIOUS REX (AQ) <PS> {VR} [OPD]

        Acts as a level 7 Energy, Strength, or Fighting attack.

     * LAND, SEA, AND AIR (CY) <PS> {VR}

        Acts as a level 4 Energy attack. Namor may make 1 additional Strength

            and/or 1 additional Fighting Power card attack.

     * NEPTUNE’S ARMOR (CD) <IQ> {U}

        Only Energy attacks may be played against Namor for remainder of

            battle.

     * SUB-MARINER (HG) <IQ> {VR} [OPD]

        Namor may use Strength Power cards level 6 through 8 to avoid any

            attack made against Namor or teammate for remainder of battle.

     * WATERY GRAVE (CR) <PS> {VR} [OPD]

        Hero (=>NAMOR) may switch any two Power cards of equal value on any two

            of opponent’s heroes.

     * WINGED FEET (AD) <PS> {U}

        Avoid 1 Energy attack.

      ____________________________________________________________________

 

  * NEW WARRIORS  <MN> {R}                     E: 6   F: 6   S: 5   I: 5   (22)

       ~ Draw 2 Cards from Draw Pile when KO’d. Keep Duplicates. ~

     * FIRESTAR (LQ) <MN> {VR} [OPD]

        Acts as a level 4 Energy attack. If successful, may make 1 additional

            Energy attack against same Character. Additional attack may not

            be defended.

     * JUSTICE (AG) <MN> {U}

        Avoid 1 attack

     * KYMAERA (AA) <MN> {C}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * NIGHT THRASHER (HF) <MN> {C}

        Acts as a level 4 Intellect or Strength attack.

     * NOVA (LA) <MN> {VR} [OPD]

        Target Battlesite must discard 1 Placed card chosen at random.

     * SPEEDBALL (LC) <MN> {U}

        Acts as a level 4 Strength attack against Target Character, or a level

            8 Any-Power attack against Target Battlesite.

     * TURBO (JW) <CL> {C}

        Acts as a level 3 Energy attack. May make 1 additional Power card

            attack. Neither attack may be defended with a Special card.

      ____________________________________________________________________

 

  * NICK FURY  <IQ> {R}                        E: 3   F: 7   S: 4   I: 6   (20)

     * AGENT OF S.H.I.E.L.D. (CM) <IQ> {C}

        Opponent’s Team is -2 to all attacks against Nick Fury for remainder of

            battle.

     * BATTLE STRATEGY (IE) <IQ> {VR} [OPD]

        Play during battle. At end of battle, opponent may only move 1 Mission

            card. Other Mission cards return to pile Ventured from.

     * DUM DUM DUGAN (LO) <MN> {U}

        Avoid 1 attack with an Energy icon. Nick Fury may draw 1 card from the

            top of the Draw Pile. Discard duplicates.

     * HOWLING COMMANDO (HN) <IQ> {U}

        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

     * INFINITY FORMULA (ET) <IQ> {U}

        Remove up to 2 Hits with an Energy icon from Nick Fury’s Permanent

            Record.

     * LMD (EB) <CL> {U} [OPD]

        Play during battle. For remainder of game, any attack made on Nick Fury

            may be moved to LMD. Nick Fury’s team may not defend. LMD K.O.’d

            with 1 Hit.

     * WAR HERO (AA) <IQ> {C}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

      ____________________________________________________________________

 

  * NIGHTCRAWLER  <MC> {U}                     E: 5   F: 7   S: 3          (15)

  * NIGHTCRAWLER  <IQ> {R}                     E: 6   F: 7   S: 3   I: 3   (19)

     * ACROBATIC PRECISION (HF) <IQ> {C}

        Acts as a level 4 Intellect or Strength attack.

     * BAMF! (AG)=>(AD) <MC> {U}

        Nightcrawler or teammate may avoid 1 attack of 6 or less.

     * BLINDSIDE (DG) <MP> {X} [OPD]

        Acts as a level 3 Strength attack. May make 2 additional attacks at +2.

            Bonus not applied to damage, or Venture Total.

     * DISAPPEARING ACT (CC) <MC> {R} [OPD]

        Acts as a level 5 MultiPower card. May be used to attack or defend.

     * POWER ‘PORT (HT) <IQ> {VR} [OPD]

        Choose 1 Power card not usable by Nightcrawler from Draw Pile and place

            in hand. May be duplicate. Reshuffle Draw Pile.

     * PREHENSILE TAIL (BR) <MC> {C}

        Nightcrawler may have 1 additional Universe card placed on him until

            Nightcrawler is KO’d.

     * SWASHBUCKLER (AA) <MC> {C}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * TRICK TRANSPORT (DZ) <MC> {U}

        Target hero may not attack or be attacked for remainder of battle.

     * VICIOUS TELEPORT (AS) <MC> {R} [OPD]

        Acts as a level 9 Energy attack.

      ____________________________________________________________________

 

  * OMEGA RED  <OP> {U}                        E: 2   F: 6   S: 4          (12)

  * OMEGA RED  <OHP> {X}                       E: 2   F: 6   S: 4          (12)

  * OMEGA RED  <IQ> {R}                        E: 6   F: 7   S: 5   I: 2   (20)

     * CARBONADIUM COILS (AR) <OP> {C}

        Acts as a level 7 Strength attack

     * CARBONADIUM SYNTHESIZER (EZ) <IQ> {VR} [OPD]

        Play in the current battle. Omega Red’s Energy and Strength ratings are

            increased to 7 in the next battle.

     * DRAIN LIFEFORCE (AL) <OP> {C}

        Acts as a level 5 Energy attack, if successful remove 1 hit from Omega

            Red’s permanent record

     * KGB TRAINING (AB) <OP> {C}

        Acts as a level 4 Fighting attack, may make 1 additional Fighting

            attack

     * SACRIFICIAL LAMB (AC) <OP> {C}

        Attack made on Omega Red is now made on teammate of his choice, who may

            defend it

     * SECRETE PHEROMONES (DP) <PS> {VR} [OPD]

        Target hero may not use cards with icon of Omega Red’s choice for

            remainder of battle.

     * TENDRIL TACTICS (AU) <OP> {R} [OPD]

        Opponent must immediately discard 2 placed Universe cards of Omega

            Red’s choice

     * TWIN TENTACLES (FC) <IQ> {C}

        Play with any Strength or Energy Power card attack. Power card must

            be blocked twice.

      ____________________________________________________________________

 

  * ONSLAUGHT  <OS> {R}                        E: 8   F: 2   S: 6   I: 7   (23)

  * ONSLAUGHT  <MN> {R}                        E: 8   F: 2   S: 6   I: 7   (23)

     * BAPTISM BY FIRE (GC) <OS> {VR} [OPD]

        Remove 1 hit from the Permanent Record of Onslaught or teammate for

            every card in the Defeated Missions Pile.

     * CANNON FODDER (CT) <IQ> {VR} [OPD]

        All attacks made on Onslaught are made on target teammate until

            teammate is KO’d. Teammate may defend.

     * DARK ENIGMA (GB) <OS> {VR} [OPD]

        Acts as a level 7 Intellect attack. If successful, opponent must move

            1 Mission card from the Completed Missions Pile to the Reserve

            Missions Pile.

     * DARK THOUGHTS (EI) <CL> {C}

        Acts as a level 2 Intellect attack. May be made after opponent has

            conceded the battle. Opponent may defend.

     * MERCILESS CONQUEROR (GE) <OS> {VR}

        KO any one of Onslaught’s teammates. All of teammates’ (=>TEAMMATE’S)

            Hits from Current Battle are discarded and do not get added to

            Venture Total for this battle.

     * MUTANT GESTALT (GD) <OS> {VR}

        Acts as a level 5 Fighting attack. If successful, acts as a level 1

            Energy and (=>OR) Strength Hit.

     * PSYCHIC ABSORPTION (GA) <OS> {VR}

        Target opponent may not play Specials for remainder of battle.

     * RAW POWER (AR) <OS> {VR}

        Acts as a level 7 Fighting attack.

      ____________________________________________________________________

 

  * PHOENIX  <XM> {U}                          E: 7   F: 5   S: 4   I: 3   (19)

       ~ When KO’d, Phoenix may continue to fight and is not discarded until

             end of battle. ~

     * ASKANI FOUNDER (CW) <XM> {R} [OPD]

        Avoid 1 attack. May not be attacked for remainder of battle.

     * CHILD OF THE FUTURE (BZ) <XM> {R} [OPD]

        Opponent must reveal Hand and play open handed for remainder of battle.

     * MANIFEST PHOENIX (MC) <XM> {R} [OPD]

        Acts as a level 11 Energy, Strength, or Intellect attack. Phoenix’s

            team may not attack for remainder of battle.

     * MUTANT HOUND (MI) <XM> {C}

        Play on Target Character as an attack. Attacks made on Target

            Character, including “Mutant Hound,” may not be moved to any of

            Target’s teammates for remainder of game.

     * TELEPATHIC POWER (AR) <XM> {C}

        Acts as a level 7 Fighting attack.

      ____________________________________________________________________

 

  * POLARIS  <XM> {U}                          E: 7   F: 3   S: 3   I: 4   (17)

       ~ May attack with Energy Power cards while in Reserve. ~

     * ENERGY WARP (GF) <XM> {C}

        Acts as a level 4 Energy attack. If successful, move all Hits from

            Polaris’s Hits from Current Battle into Permanent Record. Affects

            Venture Total.

     * ENSNARE (FN) <XM> {U} [OPD]

        Target Character may not attack or play Special cards for remainder of

            battle.

     * MAGNETIC FIELD (JW)=>(JZ) <XM> {C}

        Acts as a level 5 Fighting attack. Attack may not be defended with a

            Special card.

     * MANIPULATE MAGNETISM (DB) <XM> {C}

        Avoids all attacks from 1 Teamwork card, or Target Character must

            discard 1 Placed Teamwork card.

     * REVERSE POLARITY (KB) <XM> {C}

        Acts as a level 2 Energy attack. If successful, acts as a level 8

            Fighting Hit. Hit goes on Target Character’s Permanent Record. Does

            not count for Venture Total.

      ____________________________________________________________________

 

  * POST  <OS> {R}                             E: 1   F: 6   S: 4   I: 6   (17)

  * POST  <MN> {R}                             E: 1   F: 6   S: 4   I: 6   (17)

       ~ May not be attacked by any card from a Location. ~

     * COVERT MANIPULATIONS (AF) <IQ> {U}

        Opponent -2 to Venture total for this battle. May be played from

            Reserve.

     * GATHER INFO (GK) <OS> {VR}

        Move all of target opponent’s Hits from Permanent Record into Hits from

            Current Battle. Affects Venture total.

     * HERALD OF ONSLAUGHT (GJ) <OS> {VR}

        Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May

            make 1 additional attack.

     * LETHAL TESTER (GH) <OS> {VR}

        Post may attack any Front Line teammate using 1 of opponent’s Placed

            cards. Teammate may defend.

     * MYSTERIOUS PAST (KB) <CL> {C}

        Acts as a level 7 Intellect attack. If successful, acts as a level 3

            Strength Hit. Hit goes on Target Character’s Permanent Record. Does

            not count toward Venture Total.

     * OBFUSCATE (GI) <OS> {VR}

        Post is not affected by Event cards for remainder of game.

     * PROTECTIVE PLATES (CW) <OS> {VR} [OPD]

        Avoid 1 attack. Post may not be attacked for remainder of battle.

     * STRATEGIC ASSAULT (GL) <OS> {VR} [OPD]

        Sort through opponent’s Draw Pile. Choose any 1 card and remove it from

            game. Reshuffle Draw Pile.

      ____________________________________________________________________

  

  * PROFESSOR X  <OP> {C}                      E: 8   F: 2   S: 1          (11)

  * PROFESSOR X  <OHP> {X}                     E: 8   F: 2   S: 1          (11)

  * PROFESSOR X  <IQ> {R}                      E: 8   F: 2   S: 1   I: 7   (18)

     * CEREBRO (AB) <OP> {C}

        Acts as a level 4 Energy attack, may make 1 additional Energy attack

     * MINDWIPE (AQ) <IQ> {VR} [OPD]

        Acts as a level 8 Energy, Strength, Fighting or Intellect attack.

     * PSIONIC HOLD (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

     * PSYCHIC SCAN (AJ) <OP> {C}

        Opponent must reveal 2 cards chosen at random from hand

     * PSYCHIC SHIELD (AH) <IQ> {U}

        No Special cards may be played against Professor X for remainder of

            battle.

     * READ MIND (AG) <PS> {R}

        Avoid 1 attack.

     * SHI’AR BATTLE ARMOR (EQ) <MP> {X}

        For remainder of battle, Professor X’s Fighting and Strength actions

            are +2. Energy actions are -2.

     * TELEPATHIC COORDINATION (BG) <OP> {R} [OPD]

        Team gains +2 to all actions for remainder of battle

     * X-MEN FOUNDER (AF) <OP> {C}

        Add 3 to Venture total for this battle

      ____________________________________________________________________

  

  * PSYCHO-MAN  <CL> {U}                       E: 5   F: 2   S: 5   I: 6   (18)

       ~ May play “Emotion Box” from Reserve. ~

     * DOUBT (BD) <CL> {R} [OPD]

        Target opponent may not use Power Type of Psycho-Man’s choice for

            remainder of battle.

     * EMOTION BOX (HH) <CL> {C}

        Psycho-Man may have an unlimited number of Special cards Placed on him

            until Psycho-Man is K.O.’d. Specials may not be duplicates.

     * FEAR (CM) <CL> {U}

        Opponent’s team is -2 to all attacks against Psycho-Man for remainder

            of battle.

     * HATE (KI) <CL> {C}

        Opponent’s team may not play any cards with the word “teammate” for

            remainder of battle. Affected cards do not have to be discarded.

     * MALICE (HI) <CL> {R}

        Psycho-Man may Place and play any Invisible Woman Special cards for

            remainder of game.

     * MICROVERSE MENACE (JS) <CL> {C}

        Psycho-Man may combine MultiPower or Intellect Power cards with

            Intellect Basic Universe cards usable by Psycho-Man to avoid any

            attack for remainder of game.

      ____________________________________________________________________

 

  * PSYLOCKE  <OP> {R}                         E: 5   F: 6   S: 4          (15)

  * PSYLOCKE  <OHP> {X}                        E: 5   F: 6   S: 4          (15)

  * PSYLOCKE  <IQ> {R}                         E: 7   F: 6   S: 3   I: 4   (20)

  * PSYLOCKE: BETSY BRADDOCK  <XM> {C}         E: 6   F: 3   S: 2   I: 5   (16)

       ~ Psylocke’s Basic Universe cards count toward Damage and Venture

             Total. ~

     * COMBAT PROWESS (AB) <OP> {U}

        Acts as a level 4 Fighting attack, may make 1 additional Fighting

            attack against a different opponent

     * CRIMSON DAWN (EV) <IQ> {VR} [OPD]

        Psylocke may remove all hits with icon of Psylocke’s choice from her

            Permanent Record.

     * ILLUSION (AG) <PS> {U}

        Avoid 1 attack.

     * LADY MANDARIN (HF) <IQ> {C}

        Acts as a level 4 Intellect or Strength attack.

     * MENTAL HOLD (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

     * PSI-FIGHTING (AE) <OP> {U}

        Acts as a level 4 Energy attack, may combine with 1 Strength card for a

            single attack

     * PSYCHIC KNIFE (BM) <OP> {R} [OPD]

        Acts as a level 7 Energy attack, if successful target opponent may not

            attack for remainder of battle

     * THOUGHT PROBE (AJ) <OP> {U}

        Opponent must reveal 2 cards chosen at random from his hand

      ____________________________________________________________________

 

  * PUNISHER  <OP> {U}                         E: 4   F: 7   S: 4          (15)

  * PUNISHER  <OHP> {X}                        E: 4   F: 7   S: 4          (15)

  * PUNISHER  <IQ> {R}                         E: 3   F: 7   S: 4   I: 4   (18)

       ~ May not be Cumulative KO’d with Fighting Power cards. ~

     * DODGE (AD) <IQ> {U}

        Avoid any attack made with a Power card

     * FLAME THROWER (AE) <PS> {R}

        Acts as a level 4 Energy attack. May combine with 1 Fighting card for a

            single attack.

     * FULL AUTO (AB) <OP> {C}

        Acts as a level 4 Fighting attack, may make 1 additional Fighting

            attack

     * OUTWIT (ET) <IQ> {U}

        Remove up to 2 Hits with an Intellect icon from Punisher’s Permanent

            Record.

     * SECRET WEAPON (AT) <OP> {R} [OPD]

        Draw 1 card, do not discard if duplicate

     * SMOKE SCREEN (AD) <OP> {C}

        Teammate may avoid 1 Energy attack

     * SNIPER (AN) <OP> {C}

        Acts as a level 6 Fighting attack. May be used against an opponent in

            reserve, who may defend

     * VENDETTA (BB) <OP> {R} [OPD]

        Play after Punisher takes a hit. Punisher is +2 for remainder of battle

            vs. opponent who just hit him

      ____________________________________________________________________

 

  * PUPPET MASTER  <CL> {U}                    E: 6   F: 3   S: 1   I: 6   (16)

       ~ May play “Alicia Masters” from Reserve. ~

     * ALICIA MASTERS (JQ) <CL> {C}

        Puppet Master +3 to Venture Total for this battle. If opponent has “The

            Coming of Galactus” Mission, Puppet Master +6 to Venture Total for

            this battle.

     * AUTOMATONS (AR) <CL> {U}

        Acts as a level 7 Strength attack.

     * CRIMINAL MASTERMIND (HB) <CL> {C}

        Sort through opponent’s Power Pack and remove any 3 cards of Puppet

            Master’s choice. Discard chosen cards into Dead Pile. Reshuffle

            Power Pack.

     * LIDDLEVILLE (LS) <CL> {R} [OPD]

        Play during battle. Next Battle, opponent may not play any Activator

            cards.

     * MENTAL DOMINATION (BQ) <CL> {R} [OPD]

        Play during battle. Puppet Master may exchange this card for any 1

            Special card in Dead Pile not playable by Puppet Master and play it

            immediately.

     * MYSTIC CLAY (KL) <CL> {C}

        Opponent must immediately discard all Special cards in play that affect

            the “remainder of the Battle” or the “remainder of the game.”

      ____________________________________________________________________

 

  * QUICKSILVER  <MC> {U}                      E: 6   F: 6   S: 4          (16)

  * QUICKSILVER  <IQ> {R}                      E: 7   F: 6   S: 3   I: 2   (18)

     * AGILE AVENGER (CN) <MC> {C}

        No Energy Power cards may be played against Quicksilver for remainder

            of battle.

     * FAST AND FURIOUS (BV)=>(BX) <MC> {R} [OPD]

        Acts as a level 5 MultiPower attack. May be combined with a Universe

            card, excluding Teamwork. Universe not added to damage or venture

            total.

     * HIGH SPEED IMPACT (AS) <IQ> {VR} [OPD]

        Acts as a level 11 Strength attack. Quicksilver may not attack for

            remainder of battle.

     * HIT AND RUN (EH) <MC> {U}

        Acts as a level 4 Fighting attack. If successful, Quicksilver may not

            attack or be attacked for remainder of battle.

     * MUTANT MOMENTUM (AG) <MC> {U}

        Avoid 1 attack.

     * RAPID-FIRE PUNCHES (DG)=>(ID) <IQ> {C}

        Acts as a level 1 Fighting attack. May make 2 additional attacks at +1,

            or 1 additional attack at +2. Bonus not applied to damage, or

            Venture total.

     * RAPID RIP OFF (AU) <MC> {R} [OPD]

        Opponent must immediately discard all placed Universe cards.

     * SUPERSPEED (EI) <MC> {U}

        Acts as a level 2 Strength Attack. May be made after opponent has

            conceded the battle. Opponent may defend.

      ____________________________________________________________________

 

  * RAPTURE  <XM> {U}                          E: 5   F: 7   S: 2   I: 3   (17)

       ~ +1 to all attacks vs. Characters with Intellect Power Grid 7 or 8. ~

     * AVIAN MUTATION (BR) <XM> {C}

        Rapture may have 1 additional Special card Placed on her until KO’d.

            May not be duplicate.

     * FLIGHTPATH (LO) <XM> {C}

        Avoid 1 attack made with a Power card. Rapture may draw 1 card from the

            top of the Draw Pile. Discard duplicates.

     * MERCY KILLING (NW) <XM> {R} [OPD]

        Acts as a level 5 Strength attack. If successful and Target has Hits

            totaling 15 or more, then Target is KO’d regardless of Inherent

            Abilities and other Special cards.

     * PSYCHIC SWORD (BA) <XM> {C}

        Acts as a level 0 Fighting or Strength attack. May only be defended by

            a Special card.

     * RELEASE SOUL (KB) <XM> {C}

        Acts as a level 2 Fighting attack. If successful, acts as a level 8

            Intellect Hit. Hit goes on Target Character’s Permanent Record.

            Does not count for Venture Total.

      ____________________________________________________________________

 

  * THE REAVERS  <MN> {R}                      E: 5   F: 7   S: 6   I: 3   (21)

     * BONE BREAKER (AR) <MN> {U}

        Acts as a level 7 Energy attack.

     * CYBERNETIC REBIRTH (LG) <XM> {U}

        Play during battle. In the battle that Reavers are KO’d, Reavers may

            continue to fight and are not discarded until the end of the

            battle.

     * CYBORGS (AA) <MN> {C}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * DEATHSTRIKE (GL) <MN> {VR} [OPD]

        Sort through opponent’s Draw Pile. Choose any 1 card and remove it from

            game. Reshuffle Draw Pile.

     * DONALD PIERCE (AO) <MN> {U}

        Negates the effect of any 1 Special card played by opponent.

     * GATEWAY (LI) <CL> {R} [OPD]

        Discard all cards Placed on 1 Front Line teammate and remove all Hits

            on teammate’s Permanent Record.

     * PRETTY BOY (BJ) <MN> {VR} [OPD]

        Reavers may not be attacked for remainder of battle.

     * SKULL BUSTER (BA) <MN> {VR} [OPD]

        Acts as a level 2 Energy, Strength, or Fighting attack. Can only be

            defended by a defensive Special card.

      ____________________________________________________________________

 

  * RED SKULL  <IQ> {R}                        E: 3   F: 5   S: 4   I: 7   (19)

       ~ May not be Cumulative KO’d with Intellect Power cards. ~

     * COSMIC CUBE (FD) <IQ> {VR} [OPD]

        Only Red Skull and target hero may attack, be attacked or defend this

            battle.

     * CROSSBONES (JC) <MN> {U}

        Acts as a level 5 Strength attack. Red Skull may play 1 additional

            Special card.

     * DEPRAVED EVIL (HZ) <IQ> {U}

        Sort through opponent’s Dead Pile. Choose any 2 cards and put them into

            opponent’s Draw Pile. Reshuffle Draw Pile.

     * DUST OF DEATH (HY) <IQ> {U}

        Acts as a level 6 Energy attack. If successful, target hero must

            discard 2 cards of opponent’s choice. Cards may be Placed or in

            hand.

     * EVIL SUPER SOLDIER (BA) <IQ> {VR} [OPD]

        Acts as a level 3 Strength attack. Can only be defended by a defensive

            Special card.

     * MASTER RACIST (AG) <IQ> {U}

        Avoid 1 attack.

     * THE SCOURGE (KD) <CL> {C} [OPD]

        All Strength Power Card Hits on Target Character are doubled when

            determining Cumulative K.O. for remainder of game. Does not count

            toward Venture Total.

      ____________________________________________________________________

  

  * REYES  <CL> {R}                            E: 6   F: 2   S: 2   I: 6   (16)

       ~ Intellect Power Grid Rating is 8 for defense. ~

     * FORCE PROJECTION (BJ) <CL> {R} [OPD]

        Reyes may not be attacked for remainder of battle.

     * MEDICAL BACKGROUND (KR) <CL> {C}

        Remove 1 Hit of 5 or less from the Permanent Record or Hits From

            Current Battle of Reyes or teammate. May affect Venture Total.

     * RELUCTANT HERO (AL)=>(AI) <CL> {U}

        Target Character must discard 1 Placed card of Reyes’ choice.

     * TRIAGE (EE) <XM> {C}

        Avoid 1 attack made with a Power card or remove 1 Power card Hit from

            Reyes or teammate.

      ____________________________________________________________________

 

  * RHINO  <OP> {C}                            E: 1   F: 4   S: 7          (12)

  * RHINO  <OHP> {X}                           E: 1   F: 4   S: 7          (12)

  * RHINO  <HF> {X}                            E: 1   F: 4   S: 7          (12)

  * RHINO  <IQ> {R}                            E: 2   F: 6   S: 7   I: 1   (16)

     * ANIMAL STAMINA (DQ) <IQ> {C}

        Rhino’s hits to KO number is increased by 2 points for remainder of

            game.

     * BOWL OVER (AI) <OP> {C}

        Opponent must immediately discard 1 placed Universe card of Rhino’s

            choice

     * PINBALL BLOW (AB) <OP> {C}

        Acts as a level 4 Strength attack, may make 1 additional Strength

            attack against a different opponent

     * RHINO CHARGE (AP) <OP> {C}

        Acts as a level 6 Strength attack, cannot be defended by an Energy card

     * RHINO HIDE (AG) <OP> {U}

        Avoid 1 attack

     * ROMP N’ STOMP (AE) <OP> {C}

        Acts as a level 4 Strength attack, may combine with 1 Fighting card for

            a single attack

     * SCARE TACTICS (BC) <PS> {R} [OPD]

        Play when opponent’s hero is KO’d. Reserve must skip a battle before

            entering.

     * STAMPEDE (BU) <HF> {C}

        Rhino may combine Strength Power cards level 1 thru 4 for a single

            attack. May be blocked as a whole or in parts.

      ____________________________________________________________________

 

  * ROGUE  <OP> {C}                            E: 5   F: 3   S: 7          (15)

  * ROGUE  <OHP> {X}                           E: 5   F: 3   S: 7          (15)

  * ROGUE  <IQ> {R}                            E: 4   F: 4   S: 7   I: 2   (17)

       ~ May not be Spectrum KO’d with Special cards. ~

  * ROGUE: BROTHERHOOD OF EVIL MUTANTS <XM>{C} E: 6   F: 5   S: 3   I: 2   (16)

       ~ May not be Cumulative KO’d with Special cards. ~

     * COMBINATION PUNCH (AE) <IQ> {C}

        Acts as a level 4 Any-Power attack. May combine with 1 Energy,

            Fighting, Strength or Intellect Power card for a single attack.

     * INTERCEPT ATTACK (AC) <OP> {C}

        Attack made on teammate is now made on Rogue, who may defend it

     * MUTAGENIC DRAIN (BD) <OP> {R} [OPD]

        Target opponent may not use 1 skill type of Rogue’s choice for

            remainder of battle

     * MUTANT MISSILE (AS) <PS> {R} [OPD]

        Acts as a level 9 Fighting attack.

     * NIGH INVULNERABLE (FL) <MP> {X} [OPD]

        For remainder of game, cards on Rogue’s Hits to Current Battle with

            Fighting or Strength icons do not count towards Opponent’s Venture

            Total.

     * POWER TRANSFER (AR) <OP> {C}

        Acts as level 6 Strength attack. If successful, Rogue gains skill

            levels of target opponent for remainder of battle

     * SKY SOAR (AG) <OP> {C}

        Avoid 1 attack

     * SOUTHERN BELLE (AZ) <IQ> {C}

        Target opponent may not attack Rogue for remainder of battle unless she

            attacks him first.

     * SUPER STRENGTH (AI) <OP> {U}

        Opponent must immediately discard 1 placed Universe card of Rogue’s

            choice

      ____________________________________________________________________

 

  * SABRA  <XM> {U}                            E: 3   F: 7   S: 6   I: 3   (19)

     * BLADEFIRE (HR) <XM> {R} [OPD]

        Acts as a level 9 Energy or Fighting attack.

     * HIGH DURABILITY (EK) <XM> {R} [OPD]

        Sabra may not be Cumulative KO’d for remainder of game.

     * LETHAL AGENT (NW) <XM> {R} [OPD]

        Acts as a level 5 Energy attack. If successful and Target has Hits

            totaling 15 or more, then Target is KO’d regardless of Inherent

            Abilities and other Special cards.

     * MOSSAD (NV) <XM> {U}

        Acts as a level 5 Intellect attack. If successful, Target Character may

            not play Activator cards for remainder of battle.

     * MUTANT MUSCULATURE (AB) <XM> {C}

        Acts as a level 5 Strength attack. May make 1 additional Strength

            attack.

      ____________________________________________________________________

 

  * SABRETOOTH  <OP> {C}                       E: 1   F: 8   S: 5          (14)

  * SABRETOOTH  <OHP> {X}                      E: 1   F: 8   S: 5          (14)

  * SABRETOOTH  <IQ> {R}                       E: 2   F: 8   S: 6   I: 3   (19)

     * BLOOD HUNT (BE) <OP> {R} [OPD]

        Sabretooth may make 1 attack after opponent has conceded the battle,

            opponent may defend

     * BLOODLUST (AA) <OP> {C}

        Acts as a level 4 Fighting attack, may make 1 additional attack

     * DANGER SCENT (AD) <OP> {C}

        Avoid 1 Fighting attack

     * DANGEROUS MIND (EJ) <IQ> {C}

        Acts as a level 2 Fighting attack. If successful, acts as a level 8

            Intellect Power card.

     * GOVERNMENT OPERATIVE (AD) <IQ> {U}

        Teammate may avoid 1 Fighting attack. May be played while Sabretooth

            is in Reserve.

     * HEALING FACTOR (AL) <OP> {C}

        Remove 1 hit from Sabretooth’s permanent record

     * RABID BEAST (DK) <PS> {U}

        Play when Sabretooth is wounded. Sabretooth gains +2 to all attacks for

            remainder of battle.

     * WILDCAT ATTACK (AR) <OP> {C}

        Acts as a Level 7 Strength attack

      ____________________________________________________________________

  

  * SCARLET SPIDER  <PS> {VR}                  E: 5   F: 7   S: 6          (18)

  * SCARLET SPIDER  <HF> {X}                   E: 5   F: 7   S: 6          (18)

  * SCARLET SPIDER  <IQ> {R}                   E: 3   F: 7   S: 6   I: 5   (21)

     * ARACHNID GIZMOS (BQ) <PS> {R} [OPD]

        On his turn, Scarlet Spider may exchange this card for any 1 card in

            Dead Pile and play it immediately.

     * CLONAL CONFUSION (HU) <IQ> {C}

        Scarlet Spider may Place and play Spider-Man “Wall Crawl” and

            “Spider-Sense” Special cards for remainder of game.

     * HIDDEN POUCHES (BR) <PS> {VR}

        Scarlet Spider may have 1 additional Power, Universe, or Special card

            placed on him until Scarlet Spider is KO’d.

     * IMPACT WEBBING (BV) <PS> {VR} [OPD]

        Scarlet Spider may make as many Power card attacks as possible.

            Opponent may defend.

     * NEW WARRIOR (AB) <PS> {U}

        Acts as a level 4 Fighting attack. May make 1 additional Fighting

            attack.

     * SCARLET SAVIOR (AD) <HF> {C}

        Teammate may avoid 1 attack.

     * SPIDER WEB (AV) <PS> {VR} [OPD]

        Target hero may not attack for remainder of battle.

     * STICKY FINGERS (CB) <PS> {VR}

        Scarlet Spider can combine 1 Power card with 1 of opponent’s placed

            Universe cards, excluding Teamwork, to attack.

      ____________________________________________________________________

  

  * SCARLET WITCH  <PS> {VR}                   E: 6   F: 4   S: 4          (14)

  * SCARLET WITCH  <IQ> {R}                    E: 7   F: 3   S: 2   I: 5   (17)

       ~ Opponent’s team -5 to Venture Total when KO’d. ~

     * CHANGE OUTCOME (AO) <PS> {VR}

        Negates the effect of any 1 Special card played by opponent.

     * HEX POWER (AQ) <PS> {VR} [OPD]

        Acts as a level 8 Energy, Strength or Fighting attack.

     * IMPROBABILITY HEX (HL) <IQ> {U}

        Opponent’s team may not use Strength Power cards level 6 through 8 to

            attack for remainder of battle.

     * MUTANT MAGIC (BT) <PS> {R}

        Opponent’s Strength Power cards do not count in the Venture total for

            this battle.

     * SORCERESS SLAM (AR) <PS> {R}

     * SORCERESS SLAM (AR) <PS> {R} (ERROR: 6 Fighting icon in top left corner)

        Acts as a level 6 Strength attack.

     * SPELL OF DESTRUCTION (DR) <PS> {U}

        Opponent must draw one card from Draw pile. Drawn card and any

            duplicate of it, placed or in hand, must be discarded.

     * SPONTANEOUS COMBUSTION (AI) <PS> {VR}

        Opponent must discard 1 placed card of Scarlet Witch’s choice.

     * WITCHCRAFT (AD) <IQ> {C}

        Scarlet Witch may avoid any numerical attack.

      ____________________________________________________________________

 

  * SCORPION  <CL> {U}                         E: 5   F: 5   S: 7   I: 2   (19)

       ~ +1 to attack if opponent has 4, 5, or 6 Mission cards in Completed

             Pile. ~

     * ACID SPRAY (JH) <CL> {C}

        Acts as a level 5 Energy attack. If successful, Target Character -2 to

            defense for remainder of battle.

     * ARACHNID STRENGTH (JS) <CL> {C}

        Scorpion may combine MultiPower or Strength Power cards with Strength

            Basic Universe cards usable by Scorpion to avoid any attack for

            remainder of game.

     * THE JAMESON CONNECTION (HE) <CL> {R} [OPD]

        Opponent’s Team with Power Grid of 7 or 8 in Power Type of Scorpion’s

            choice may not use Power cards of that Power Type to attack for

            remainder of battle.

     * MAC GARGAN: PRIVATE EYE (BY) <CL> {R} [OPD]

        Scorpion must discard all cards with a Strength icon currently in Hand.

            Opponent must discard all cards with a Strength icon currently

            Placed and in Hand.

     * SAVAGE INSANITY (LT) <CL> {C}

        Acts as a level 3 Intellect attack, +1 for each Mission card in

            Scorpion’s Defeated Missions Pile.

     * SCORPION STING (AR) <CL> {U}

        Acts as a level 7 Fighting attack.

      ____________________________________________________________________

 

  * SENTINELS  <MC> {U}                        E: 7   F: 5   S: 6          (18)

  * SENTINELS  <IQ> {R}                        E: 7   F: 5   S: 7   I: 1   (20)

     * HUNTER/KILLER (AB) <MC> {C}

        Acts as a level 4 Energy attack. May make 1 additional Energy attack.

     * LEARNING CIRCUITS (DT) <MC> {R} [OPD]

        Sentinels may not be attacked by a Power card with the same value as

            any Power cards on Sentinels Permanent Record for remainder of

            game.

     * MASTER MOLD (EE) <MC> {U}

        Avoid 1 attack made with a Power card or remove 1 Power card hit from

            Sentinels or teammate.

     * MUTANT COUNTERMEASURES (GA) <IQ> {C}

        Target character may not play Specials for remainder of battle.

     * NIMROD (CZ) <MC> {R} [OPD]

        Acts as a level 4 Fighting attack. If successful, target must discard

            all placed cards into Dead Pile.

     * OVERHAUL (EA) <MC> {U}

        Remove all hits with a Strength icon from Sentinels Permanent Record.

     * REACTION PROGRAM (CN) <MC> {R} [OPD]

        Play with any Power card usable by Sentinels. No cards of that Power

            type may be played against Sentinels for remainder of battle.

     * ROBOT MENTALITY (AR) <IQ> {C}

        Acts as a level 7 Intellect attack.

      ____________________________________________________________________

 

  * THE SERPENT SOCIETY  <MN> {R}              E: 3   F: 6   S: 6   I: 3   (18)

       ~ May play Tactic cards from Reserve. ~

     * ANACONDA (JF) <MN> {VR} [OPD]

        All Any-Power cards on Target Character’s Permanent Record become

            Strength cards for remainder of game.

     * ASP (BM) <MN> {VR} [OPD]

        Acts as a level 7 Strength attack. If successful, Target Character may

            not attack for remainder of battle.

     * COBRA (AO) <MN> {U}

        Negates the effect of any 1 Special card played by opponment.

     * DEATH ADDER (EJ) <MN> {U}

        Acts as a level 2 Strength attack. If successful, acts as a level 8

            Energy Power card.

     * DIAMOND BACK (AA) <MN> {C}

        Acts as a level 5 Any-Power attack. May make 1 additional attack.

     * FER-DE-LANCE (EI) <CL> {C}

        Acts as a level 2 Energy Attack. May be made after opponent has

            conceded the battle. Opponent may defend.

     * SIDEWINDER (AG)=>(AD) <MN> {U}

        Teammate may avoid 1 attack.

      ____________________________________________________________________

 

  * SHADOW KING  <XM> {U}                      E: 7   F: 1   S: 1   I: 7   (16)

     * ASTRAL LIFEFORM (HY) <XM> {C}

        Acts as a level 6 Intellect attack. If successful, Target Character

            must discard 2 cards of Opponent’s choice. Cards may be Placed or

            in Hand.

     * POSSESS OTHERS (MF) <XM> {R} [OPD]

        Target teammate may play any Shadow King Special cards for remainder of

            game.

     * PSI-SCREEN (LO) <XM> {C}

        Avoid 1 attack made with a Special card. Shadow King may draw 1 card

            from the top of the Draw Pile. Discard duplicates.

     * TELEPATHIC MANIPULATOR (NU) <XM> {C}

        Acts as a level 0 Fighting attack. May only be defended using a Power

            card with a Value of 5 or greater.

     * TWIST DESIRE (KK) <XM> {R} [OPD]

        Play during Battle. Both players move all Mission cards to Reserve

            Missions Pile. Mission cards Ventured this battle are now

            Ventured from Reserve Missions Pile.

      ____________________________________________________________________

 

  * SHADOWCAT  <IQ> {U}                        E: 6   F: 3   S: 3   I: 6   (18)

       ~ May have duplicate “Ghostly Phase” Specials. ~

  * SHADOWCAT: AGE OF APOCALYPSE  <CL> {VR}    E: 6   F: 6   S: 3   I: 3   (18)

       ~  May attack the Reserve with Intellect or Strength Power cards. ~

     * CAT CLAWS (HO) <CL> {C}

        Acts as a level 5 Fighting attack. If opponent has “The Age of

            Apocalypse” Mission, opponent also -3 to Venture Total for this

            battle.

     * COMPUTER GENIUS (HQ) <IQ> {C} =>[OPD]

        Draw 3 cards. Discard duplicates.

     * DOUG RAMSEY (BZ) <MN> {VR} [OPD]

        Opponent must reveal hand and play open handed for remainder of battle.

     * ELECTRONIC SCRAMBLE (AD) <IQ> {U}

        Teammate may avoid 1 Intellect attack. May be played while Shadowcat

            is in Reserve.

     * GHOSTLY PHASE (AG) <IQ> {U}

        Avoid 1 attack.

     * NINJA ADEPT (CC) <MP> {X}

        Acts as a level 6 Any-Power card. May be used to attack or defend. May

            not be combined with Universe cards.

     * PRYDE AND WISDOM (AE) <IQ> {C}

        Acts as a level 4 Energy attack. May combine with 1 Intellect card for

            a single attack.

     * SOULSWORD (EJ) <IQ> {C}

        Acts as a level 2 Energy attack. If successful acts as a level 10

            Any-Power card.

      ____________________________________________________________________

  

  * SHANG CHI: MASTER OF KUNG FU  <CL> {U}     E: 2   F: 7   S: 5   I: 5   (19)

       ~ May play “Elixir Vitae” from Reserve. ~

     * THE ELIXIR VITAE (KJ) <CL> {U} [OPD]

        Play during battle. After being K.O.’d, Shang-Chi is resurrected at

            beginning of next battle, remains in play until end of battle, and

            is discarded at end of battle.

     * FU MANCHU (HE) <CL> {R} [OPD]

        Opponent’s Team with Power Grid of 7 or 8 in Power Type of Shang-Chi’s

            choice may not use Power cards of that Power Type to attack for

            remainder of battle.

     * KUNG FU SECRETS (DG) <CL> {C}

        Acts as a level 2 Intellect attack. May make 2 additional attacks.

     * MEDITATIVE FOCUS (BY) <CL> {R} [OPD]

        Shang-Chi must discard all cards with a Fighting icon currently in

            Hand. Opponent must discard all cards with a Fighting icon

            currently Placed and in Hand.

     * MI-6 (LT) <CL> {C}

        Acts as a level 3 Energy attack, +1 for each Mission card in opponent’s

            Completed Missions Pile.

     * SUDDEN STRIKE (AR) <CL> {C}

        Acts as a level 6 Strength attack.

      ____________________________________________________________________

 

  * SHE HULK  <PS> {R}                         E: 2   F: 5   S: 7          (14)

  * SHE HULK  <IQ> {R}                         E: 1   F: 4   S: 7   I: 5   (17)

       ~ May have duplicate “Public Defender” Specials. ~

     * BRAINS & BRAWN (CC) <IQ> {C}

        Acts as a level 5 Intellect Power card. May be used to attack or

            defend. May not be combined with Universe cards.

     * ELBOW GREASE (CD) <PS> {VR}

        Only attacks made with Universe cards may be played against She Hulk

            for remainder of battle.

     * EMERALD ALLURE (AC) <PS> {U}

        Attack made on teammate is now made on She Hulk, who may defend it.

     * GAMMA GIRL (AQ) <PS> {R} [OPD]

        Acts as a level 8 Energy, Strength, or Fighting attack.

     * POWER PROXY (AI) <PS> {U}

        Target hero must discard 1 placed Power card of She Hulk’s choice.

     * PUBLIC DEFENDER (AD) <IQ> {C}

        Teammate may avoid 1 Intellect attack. May be played while She Hulk is

            in Reserve.

     * SHE-HULK SMASH (BX) <PS> {VR}

        Acts as a level 4 Strength attack. May combine with a Universe card.

            Universe bonus added to Venture total for this battle.

     * VITAMIN “G” (AL) <PS> {R}

        Remove 1 hit from She Hulk’s permanent record.

      ____________________________________________________________________

 

  * THE SHI’AR  <MN> {R}                       E: 5   F: 4   S: 3   I: 8   (20)

     * DEATHBIRD (AA) <MN> {C}

        Acts as a level 5 Any-Power attack. May make 1 additional attack.

     * D’KEN (AF) <MN> {U}

        Add 3 to Shi’ar Venture total, or opponent -3 to Venture total for this

            battle.

     * FANG (JW)=>(JZ) <XM> {C}

        Acts as a level 5 Strength attack. Attack may not be defended with a

            Special card.

     * GLADIATOR (CC) <MN> {VR} [OPD]

        Acts as a level 8 Strength Power card. May be used to attack or defend.

            May not be combined with Universe cards.

     * LILLANDRA (AH) <MN> <SD> {U}

        No cards with an Intellect icon may be played against The Shi’ar for

            remainder of battle.

     * LILLANDRA (AH) <MN> {U} (ERROR: apostrophe misplaced in text’s Shi’ar)

        No cards with an Intellect icon may be played against The Sh’iar for

            remainder of battle.

     * M’KRANN CRYSTAL (AJ) <MN> {VR} [OPD]

        Shi’ar may look at top 6 cards in opponent’s Draw Pile.

     * NIGHTSIDE (LT) <CL> {C}

        Acts as a level 3 Fighting attack, +1 for each Mission card in Shi’ar’s

            Defeated Missions Pile.

     * WARSTAR (JF) <MN> {VR} [OPD]

        All Any-Power cards on Target Character’s Permanent Record become

            Fighting cards for remainder of game.

      ____________________________________________________________________

  

  * SILVER SABLE  <PS>{VR}                     E: 2   F: 6   S: 5          (13)

  * SILVER SABLE  <HF> {X}                     E: 2   F: 6   S: 5          (13)

  * SILVER SABLE  <IQ> {U}                     E: 4   F: 6   S: 2   I: 6   (18)

       ~ May play Fighting Teamwork cards from Reserve. ~

     * BATTLE PLANS (HV) <IQ> {C}

        Silver Sable may have an unlimited number of Teamwork cards placed on

            her until Silver Sable is KO’d. Teamwork cards may not be

            duplicates.

     * CHIA (AP) <PS> {U}

        Acts as a level 6 Fighting attack. Cannot be defended by a card with a

            Strength icon.

     * HIDDEN WEAPON (AT) <PS> {VR} [OPD]

        Draw 1 card. Do not discard if duplicate.

     * KATANA (AA) <PS> {R}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * KEVLAR (AG) <PS> {VR}

        Avoid 1 attack.

     * LEADERSHIP (CQ) <PS> {U}

        All Silver Sable Special cards are doubled when determining Venture

            total for this battle.

     * ONE WITH THE SWORD (AA) <PS> {R}

        Acts as a level 5 Energy attack. May make 1 additional attack.

     * SANDMAN (EB) <IQ> {C}

        Play this card in front of Silver Sable. Silver Sable may not be

            attacked until this Special is attacked. Silver Sable may not

            defend this card.

      ____________________________________________________________________

  

  * SILVER SURFER  <OP> {U}                    E: 7   F: 4   S: 5          (16)

  * SILVER SURFER  <OHP> {X}                   E: 7   F: 4   S: 5          (16)

  * SILVER SURFER  <IQ> {R}                    E: 7   F: 3   S: 6   I: 5   (21)

     * COSMIC AWARENESS (HF) <IQ> {C}

        Acts as a level 4 Energy or Intellect attack.

     * COSMIC HEALING (AL) <OP> {C}

        Remove 1 hit from the permanent record of any 1 teammate

     * DOUBLE POWER BLAST (AE) <PS> {R}

        Acts as a level 4 Energy attack. May combine with 1 Energy card for a

            single attack.

     * ENERGY PROTECTION (AG)=>(AD) <OP> {C}

        Teammate may avoid 1 attack of 9 or less

     * FORCE SHIELD (AG) <OP> {C}

        Avoid 1 attack

     * POWER COSMIC (AQ) <OP> {R} [OPD]

        Acts as a level 8 Energy, Strength or Fighting attack

     * REARRANGE MATTER (AI) <OP> {C}

        Opponent must immediately discard 1 placed Universe card of Silver

            Surfer’s choice

     * SHALLA BAL (AL) <MN> {U}

        Remove 1 hit from Silver Surfer’s Permanent Record.

      ____________________________________________________________________

  

  * SPIDER-GIRL  <XM> {C}                      E: 4   F: 6   S: 5   I: 3   (18)

       ~ Attacks made with Power cards may not be defended using Activator

             cards. ~

     * CLEVER FIGHTER (LY) <XM> {C}

        Play with any Power card usable by Spider-Girl. For remainder of game,

            Spider-Girl does not have to discard duplicates of chosen Power

            card’s Power Type and Value.

     * MAYDAY (FL) <XM> {R} [OPD]

        For remainder of game, cards on Spider-Girl’s Hits to Current Battle

            with Strength or Intellect icons do not count towards Opponent’s

            Venture Total.

     * SPIDER MOBILITY (AD) <XM> {C}

        Spider-Girl or teammate may avoid 1 attack of 9 or less.

     * WALL WALKER (BJ) <XM> {R} [OPD]

        Teammate may not be attacked for remainder of battle.

     * WEB ACTION (NG) <XM> {U}

        Acts as a level 5 Strength attack. If successful, Target Character

            loses Inherent Ability and is considered to have no Inherent

            Ability for remainder of battle.

      ____________________________________________________________________

 

  * SPIDER-MAN  <OP> {R}                       E: 6   F: 7   S: 6          (19)

  * SPIDER-MAN  <OHP> {X}                      E: 6   F: 7   S: 6          (19)

  * SPIDER-MAN  <HF> {X}                       E: 6   F: 7   S: 6          (19)

  * SPIDER-MAN  <IQ> {VR}                      E: 3   F: 7   S: 6   I: 5   (21)

  * SPIDER-MAN: SYMBIOTIC COSTUME  <CL> {R}    E: 6   F: 5   S: 7   I: 2   (20)

     * ARACHNID AGILITY (AA) <OP> {U}

        Acts as a level 4 Fighting attack, may make 1 additional attack

     * CLONAL CONFUSION (HU) <IQ> {C}

        Spider-Man may Place and play Scarlet Spider “Sticky Fingers” and

            “Scarlet Savior” Special cards for remainder of game.

     * OVER THE EDGE (AE) <HF> {C}

        Acts as a level 4 Fighting attack. May combine with 1 Strength card

            for a single attack.

     * SCIENCE WHIZ (DM) <IQ> {C}

        Spider-Man’s Intellect Power cards are +2 for remainder of battle.

     * SPIDER SENSE (AJ) <OP> {U}

        Opponent must immediately reveal any Special cards currently held in

            his hand

     * TAUNT (BL) <PS> {R} [OPD]

        Play when opponent concedes battle. Opponent may not concede battle.

     * WALL CRAWL (AG) <OP> {C}

        Avoid 1 attack

     * WEB (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

     * WEB SHIELD (AD) <OP> {U}

        Avoid 1 attack made with a Universe card

      ____________________________________________________________________

  

  * SPIDER-WOMAN  <OP> {C}                     E: 4   F: 2   S: 6          (12)

  * SPIDER-WOMAN  <OHP> {X}                    E: 4   F: 2   S: 6          (12)

  * SPIDER-WOMAN  <IQ> {U}                     E: 6   F: 3   S: 6   I: 4   (19)

       ~ Energy Power cards are +1 when used to attack. ~

     * ARACHNOPHOBIA (AI) <OP> {C}

        Opponent must immediately discard 1 placed Power card of Spider-Woman’s

            choice

     * FORCE WORKS (AF) <IQ> {C}

        Add 3 to Venture total for this battle.

     * PSIONIC ATTACK (AQ) <PS> {R} [OPD]

        Acts as a level 7 Energy, Strength, or Fighting attack.

     * PSI-WEB (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

     * RESCUE OPERATION (AD) <IQ> {C}

        Teammate may avoid 1 attack of 9 or less. May be played while

            Spider-Woman is in Reserve.

     * SPIDER ATTACK (AE) <OP> {C}

        Acts as a level 4 Strength attack, may combine with 1 Strength card for

            a single attack

     * SPIDER STRENGTH (AA) <OP> {C}

        Acts as a level 4 Strength attack, may make 1 additional attack

     * WEB LINES (AG) <OP> {C}

        Avoid 1 attack

      ____________________________________________________________________

 

  * THE STARJAMMERS  <MN> {R}                  E: 3   F: 7   S: 4   I: 5   (19)

       ~ May have 2 Power cards placed. May not be duplicates. ~

     * BINARY (HN) <MN> {VR} [OPD]

        Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.

     * CH’OD (AE) <MN> {U}

        Acts as a level 4 Strength attack. Teammate may combine with 1 Energy

            card for a single attack.

     * CORSAIR (AE) <MN> {U}

        Acts as a level 4 Energy attack. May combine with 1 Intellect card for

            a single attack.

     * HEPZIBAH (AD) <MN> {C}

        Starjammers may avoid any numerical attack.

     * KEEYAH (HQ) <MN> {U} [OPD]

        Draw 3 cards. Discard duplicates.

     * MAJESTRIX LILANDRA (KB) <XM> {C}

        Acts as a level 2 Intellect attack. If successful, acts as a level 8

            Intellect Hit. Hit goes on Target Character’s Permanent Record.

            Does not count for Venture Total.

     * PROFESSOR X (HN) <CL> {R}

        Acts as a level 8 Any-Power attack. Does not count toward Spectrum K.O.

     * RAZA (CH) <MN> {VR} [OPD]

        Target Character must discard all Placed cards and may not attack for

            remainder of battle.

      ____________________________________________________________________

 

  * STORM  <OP> {C}                            E: 7   F: 4   S: 3          (14)

  * STORM  <OHP> {X}                           E: 7   F: 4   S: 3          (14)

  * STORM  <IQ> {R}                            E: 7   F: 5   S: 3   I: 4   (19)

       ~ Intellect Power cards are +2 when used for defense. ~

  * STORM: BLOODSTORM  <XM> {U}                E: 7   F: 6   S: 5   I: 3   (21)

  * STORM: NEUTRALIZED  <XM> {C}               E: 1   F: 6   S: 4   I: 5   (16)

       ~ May play any “Morlocks” non-One-Per-Deck Special cards. ~

     * CHAIN LIGHTNING (AA) <OP> {C}

        Acts as a level 4 Energy attack, may make 1 additional attack against a

            different opponent

     * EMOTIONAL OUTBURST (AQ) <OP> {R} [OPD]

        Acts as a level 8 Energy, Strength, or Fighting attack

     * FLIGHT (AD) <OP> {C}

        Avoid 1 Strength attack

     * GATHERING WINDS (OE) <MP> {X} [OPD]

        Sort through Power Pack card by card. Put the first 3 cards with Energy

            icons in Hand. May keep duplicates. Reshuffle Power Pack.

     * HURRICANE WINDS (AH) <OP> {C}

        No Universe cards may be played against Storm for remainder of battle

     * MORLOCK COMBAT (CD) <IQ> {C}

        Only Strength attacks may be played against Storm for remainder of

            battle.

     * SUMMON ELEMENTAL POWER (AT) <OP> {R} [OPD]

        Draw 1 card, do not discard if duplicate

     * WEATHER MANIPULATION (CF) <PS> {R}

        Storm may increase either her team’s or opponent’s ventured Mission

            cards by 1.

     * X-MEN LEADER (HF) <IQ> {C}

        Acts as a level 4 Intellect or Strength attack.

      ____________________________________________________________________

  

  * STRONG GUY  <PS> {VR}                      E: 4   F: 4   S: 6          (14)

  * STRONG GUY  <IQ> {R}                       E: 3   F: 4   S: 7   I: 3   (17)

       ~ May play “Pile It On” from Reserve. ~

     * BODYGUARD (AD) <IQ> {C}

        Teammate may avoid 1 Strength attack. May be played while Strong Guy is

            in Reserve.

     * FIT OF LAUGHTER (AV) <PS> {R} [OPD]

        Target hero may not attack for remainder of battle.

     * KINETIC ABSORPTION (CN) <PS> {U}

        No Strength cards may be played against Strong Guy for remainder of

            battle.

     * KNUCKLE SANDWICH (AA) <PS> {U}

        Acts as a level 4 Fighting attack. May make 1 additional attack.

     * MIGHTY MUTANT (DM) <PS> {VR}

        Strong Guy’s Energy Power cards are +2 for remainder of battle.

     * PILE IT ON (CG) <PS> {VR} [OPD]

        Strong Guy cannot be Spectrum KO’d for remainder of game.

     * ROCK & ROLL (BS) <PS> {VR} [OPD]

        For remainder of battle, if Strong Guy can block a Power card attack

         with an equal value Power card, Strong Guy’s Power card hits attacker.

     * SIMPLE STRATEGY (AE) <IQ> {C}

        Acts as a level 4 Strength attack. May combine with 1 Intellect card

            for a single attack.

      ____________________________________________________________________

 

  * SUNFIRE  <XM> {U}                          E: 7   F: 5   S: 4   I: 4   (20)

       ~ May play “Solar Flare” from Reserve. ~

     * ATOMIC FLAME (FJ) <XM> {R} [OPD]

        Acts as a level 9 Energy, Fighting, Strength, or Intellect attack.

            Sunfire may not attack for remainder of battle.

     * IONIZE MATTER (NJ) <XM> {C}

        Acts as a level 4 Energy or Fighting attack. Attack not affected by

            Special cards already in play.

     * NATIONALIST ZEAL (AM) <XM> {C}

        Sunfire is +2 to defense for remainder of battle.

     * RADIATE HEAT (FO) <XM> {R} [OPD]

        Target Character must discard 1 Placed card. If successful, Opponent

            must discard 1 card from Hand for each Hit on Sunfire’s Permanent

            Record.

     * SOLAR FLARE (FG) <XM> {C}

        Acts as a level 3 Fighting attack. If not successful, Opponent is -1 to

            Venture.

      ____________________________________________________________________

 

  * SUPER SKRULL  <PS> {VR}                    E: 5   F: 3   S: 7          (15)

  * SUPER SKRULL  <IQ> {R}                     E: 6   F: 4   S: 7   I: 4   (21)

     * ALIEN FIRE (BW) <PS> {R} [OPD]

        Opponent must discard top 5 cards from Draw Pile into Dead Pile.

     * ALIEN METHODS (HW) <IQ> {C}

        Sort through opponent’s Dead Pile. Choose any two cards and put them

            into opponent’s Draw Pile. Reshuffle Draw Pile.

     * FANTASTIC ENEMY (HN) <IQ> {C}

        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

     * FISTS OF STONE (BU) <PS> {VR}

        Super Skrull may combine Strength Power cards level 1 thru 4 for a

            single attack. May be blocked as a whole or in parts.

     * FLEXIBLE FORM (AG) <PS> {VR}

        Avoid 1 Attack.

     * IMMITATION (CA) <PS> {VR}

        Super Skrull may switch his entire permanent record with any front line

            teammate.

     * INVISIBLE INVASION (CZ) <PS> {R} [OPD]

        Acts as a level 4 Fighting attack. If successful, target must discard

            all placed cards into Dead Pile.

     * SKRULL AND CROSSBONES (AT) <PS> {VR} [OPD]

        Draw 1 card. Do not discard if duplicate.

      ____________________________________________________________________

 

  * SUPERPATRIOT  <CL> {U}                     E: 3   F: 6   S: 7   I: 2   (18)

       ~ May play any “Captain America” Special cards. ~

      ____________________________________________________________________

 

  * TASKMASTER  <XM> {U}                       E: 3   F: 7   S: 4   I: 5   (19)

       ~ May use Intellect Power cards to avoid any Fighting attack. ~

     * PHOTOGRAPHIC REFLEXES (BQ) <XM> {R} [OPD]

        Play during battle. Taskmaster may exchange this card for any 1 Special

            card in Dead Pile not playable by Taskmaster and play it

            immediately.

     * REPLICA SHIELD (HU) <XM> {C}

        Taskmaster may Place and play Captain America’s “Ricochet Shield,”

            “Stars & Stripes,” and “Mighty Shield” Special cards for remainder

            of game.

     * SPY CAMERA (FK) <XM> {R} [OPD]

        Look at top 8 cards of Draw Pile and choose any 4 cards. Reshuffle Draw

            Pile. Put four chosen cards on top of Draw Pile.

     * TRAINED LACKEYS (EB) <XM> {C}

        Play during battle. For remainder of battle, any attack made on

            Taskmaster may be moved to Trained Lackeys. Taskmaster’s team may

            not defend. Trained Lackeys are KO’d with 1 hit.

     * WEAPONS MASTER (NJ) <XM> {C}

        Acts as a level 4 Fighting or Intellect attack. Attack not affected by

            Special cards already in play.

      ____________________________________________________________________

 

  * TEAM X  <MW> {X}                           E: 5   F: 7   S: 6   I: 5   (23)

       ~ May play any Non-One-Per-Deck Wolverine, Sabretooth, or Maverick

             Special Cards. ~

      ____________________________________________________________________

 

  * THING  <OP> {C}                            E: 1   F: 4   S: 8          (13)

  * THING  <OHP> {X}                           E: 1   F: 4   S: 8          (13)

  * THING  <IQ> {R}                            E: 1   F: 5   S: 8   I: 3   (17)

     * AUNT PETUNIA (FA) <MN> {U}

        Thing may not attack or be attacked for remainder of battle.

     * BEAR HUG (AI) <OP> {C}

        Opponent must immediately discard 1 placed Universe card of Thing’s

            choice

     * BRUTE FORCE (BX) <PS> {U}

        Acts as a level 4 Strength attack. May combine with a Universe card.

            Universe bonus added to Venture total for this battle.

     * BUCKET O’ SHAME (DL) <IQ> {U}

        Thing is -2 to attacks/+2 to defense for remainder of battle.

     * CLOBBERIN’ TIME (AS) <OP> {R} [OPD]

        Acts as a level 10 Strength attack

     * REVOLTIN’ DEVELOPMENT (BB) <OP> {R} [OPD]

        Play after Thing takes a hit. Thing is +2 for remainder of battle vs.

            opponent who just hit him

     * ROCK SKIN (AG) <OP> {C}

        Avoid 1 attack

     * TEMPER TANTRUM (AA) <OP> {C}

        Acts as a level 4 Strength attack, may make 1 additional attack

      ____________________________________________________________________

  

  * THOR  <OP> {C}                             E: 4   F: 3   S: 6          (13)

  * THOR  <OHP> {X}                            E: 4   F: 3   S: 6          (13)

  * THOR  <IQ> {VR}                            E: 7   F: 5   S: 7   I: 4   (23)

     * AIRBORNE AVENGER (AG) <PS> {U}

        Avoid 1 attack.

     * GIFT OF THE GODS (DS) <IQ> {C}

        Choose one Thor Special from Draw Pile and place in hand. Cannot be a

            duplicate. Reshuffle Draw Pile.

     * GOD OF THUNDER (AY) <OP> {C}

        Thor’s Energy skill increases to 8 for remainder of Battle

     * MJOLNIR SPEAKS (AE) <OP> {U}

        Acts as a level 4 Strength attack, may combine with 1 Energy card for a

            single attack

     * MYSTIC URU METAL (AA) <OP> {C}

        Acts as a level 4 Strength attack, may make 1 additional attack

     * POWER OF ASGARD (AQ) <OP> {R} [OPD]

        Acts as a level 8 Energy, Strength, or Fighting attack

     * PROTECT TEAMMATE (AC) <OP> {C}

        Attack made on teammate is now made on Thor, who may defend it

     * VIKING PYRE (IG) <IQ> {VR} [OPD]

        Remove any cards from Thor’s Draw Pile and discard into Dead Pile.

            Reshuffle Draw Pile.

      ____________________________________________________________________

 

  * THUNDERBIRD  <XM> {U}                      E: 2   F: 6   S: 7   I: 3   (18)

     * APACHE WARRIOR (NK) <XM> {C}

        Acts as a level 3 Fighting attack. If attack is defended, Thunderbird

            may draw 1 card from top of Draw Pile. Discard duplicates.

     * CELLULAR DENSITY (FH) <XM> {C}

        Acts as a level 2 Strength attack. If successful, remove all Strength

            Power card Hits from Thunderbird and teammate’s Permanent Record

            and Hits from Current Battle.

     * KEEN SENSES (LO) <XM> {C}

        Avoid 1 attack with a Fighting icon. Thunderbird may draw 1 card from

            the top of the Draw Pile. Discard duplicates.

     * POWERHOUSE (JW)=>(JZ) <XM> {C}

        Acts as a level 5 Energy attack. Attack may not be defended with a

            Special card.

     * ULTIMATE SACRIFICE (NQ) <XM> {R} [OPD]

        Move any 1 Hit from Teammate to Thunderbird. Repeat until Thunderbird

            is KO’d or all Hits are on Thunderbird. Does not affect Venture

            Total. May be played from Reserve.

      ____________________________________________________________________

 

  * THUNDERBOLTS  <C> {U}                      E: 7   F: 5   S: 4   I: 6   (22)

     * ATLAS (KT) <CL> {C}

        Target Character may not attack for remainder of battle until Target or

            teammate attacks this Special. Attack does not count toward Venture

            Total.

     * CITIZEN V (KD) <CL> {R} [OPD]

        All Fighting Power card Hits on Target Character are doubled when

            determining Cumulative K.O. for remainder of game. Does not count

            toward Venture Total.

     * M.A.C.H.1 (JH) <CL> {C}

        Acts as a level 5 Fighting attack. If successful, Target Character -2

            to defense for remainder of battle.

     * METEORITE (KE) <CL> {R} [OPD]

        Draw 2 cards from top of Thunderbolts’ Draw Pile. Put 1 card on bottom

            of Draw Pile. Put 1 card in Hand. May be duplicate.

     * SONGBIRD (KP) <CL> {C}

        Play with any Power card usable by Thunderbolts. Thunderbolts may not

            be attacked by a Power card of equal or lesser value for remainder

            of battle.

     * TECHNO (AE) <CL> {C}

        Acts as a level 4 Intellect attack. May combine with 1 Fighting card

            for a single attack.

      ____________________________________________________________________

 

  * TYPHOID MARY  <XM> {U}                     E: 5   F: 7   S: 3   I: 2   (17)

       ~ Attacks made with Fighting Power cards may not be moved or shifted

             from Target Character. ~

     * ASSASSINATE (NO) <XM> {C}

        Acts as a level 2 Fighting attack. If successful, attacks made on

            Target Character may not be moved to any of Target’s teammates for

            remainder of game.

     * BLOODY MARY (BL) <XM> {R} [OPD]

        Play when Opponent concedes battle. Opponent may not concede battle.

     * DRESSED TO KILL (HR) <XM> {R} [OPD]

        Acts as a level 9 Fighting or Intellect attack.

     * FRACTURED PERSONALITY (JW)=>(JZ) <XM> {C}

        Acts as a level 5 Intellect attack. Attack may not be defended with a

            Special card.

     * SOCIOPATH (NU) <XM> {C}

        Acts as a level 0 Intellect attack. May only be defended using a Power

            card with a Value of 5 or greater.

      ____________________________________________________________________

 

  * VENOM  <OP> {R}                            E: 6   F: 6   S: 7          (19)

  * VENOM  <OHP> {X}                           E: 6   F: 6   S: 7          (19)

  * VENOM  <HF> {X}                            E: 6   F: 6   S: 7          (19)

  * VENOM  <IQ> {R}                            E: 5   F: 6   S: 7   I: 2   (20)

     * ALIEN SYMBIOTE (AE) <PS> {R}

        Acts as a level 4 Strength attack. May combine with 1 Energy card for a

            for a single attack.

     * ALIEN WEBBING (AI) <OP> {C}

        Opponent must immediately discard 1 placed Universe card of Venom’s

            choice

     * CREEPY CRAWLER (AG) <OP> {U}

        Avoid 1 attack

     * EDDIE BROCK: REPORTER (EM) <IQ> {C}

        Acts as a level 4 Intellect attack. If successful, opponent must

            discard 1 card of opponent’s choice from hand.

     * HEALING BOND (ET) <IQ> {U}

        Remove up to 2 Hits with a Strength icon from Venom’s Permanent Record.

     * LETHAL PROTECTOR (AC) <HF> {C}

        Attack made on teammate is now made on Venom, who may defend it.

     * PANIC ATTACK (BC) <OP> {R} [OPD]

        Play when opponent’s hero is KO’d – Reserve must skip a battle before

            entering

     * RAMPAGE (AA) <OP> {U}

        Acts as level 4 Strength attack, may make 1 additional attack

     * SYMBIOTIC SNARE (AV) <OP> {R} [OPD]

        Target opponent may not attack for remainder of battle

      ____________________________________________________________________

 

  * VISION  <MC> {U}                           E: 5   F: 5   S: 6          (16)

  * VISION  <IQ> {R}                           E: 5   F: 4   S: 6   I: 6   (21)

       ~ May play “Android Endurance” from Reserve. ~

     * ANALYTICAL EXPERT (AK) <MC> {U}

        Play with 1 action involving a Universe card. Universe card bonus is

            doubled.

     * ANDROID AVENGER (AE) <IQ> {C}

        Acts as a level 4 Any-Power attack. May combine with 1 Energy,

            Fighting, Strength or Intellect Power card for a single attack.

     * ANDROID ENDURANCE (EK) <MC> {U} [OPD]

        Vision cannot be Cumulative KO’d for remainder of game.

     * CALCULATED ATTACK (AA) <IQ> {C}

        Acts as a level 4 Intellect attack. May make 1 additional attack.

     * DOUBLE DENSITY (AH) <MC> {U}

        Avoid 1 attack with a Strength icon. No Strength Power cards may be

            played against Vision for remainder of battle.

     * INTANGIBLE STRIKE (BM) <MC> {R} [OPD]

        Acts as a level 7 Fighting attack. If successful, target hero may not

            attack for remainder of battle.

     * OPTIC ENERGY (CN) <MC> {C}

        No Universe cards may be played against Vision for remainder of battle.

     * PHASE FORM (AG) <MC> {U}

        Avoid 1 attack.

      ____________________________________________________________________

  

  * WAR MACHINE  <OP> {C}                      E: 4   F: 3   S: 7          (14)

  * WAR MACHINE  <OHP> {X}                     E: 4   F: 3   S: 7          (14)

  * WAR MACHINE  <IQ> {R}                      E: 5   F: 4   S: 7   I: 3   (19)

     * BATTLE COMPUTER (AT) <OP> {R} [OPD]

        Draw 1 card, do not discard if duplicate

     * ENERGY SHIELD (AM) <OP> {C}

        War Machine gains a +2 to defense for remainder of battle

     * GUIDED MISSILE (AE) <OP> {C}

        Acts as a level 4 Energy attack, may combine with 1 Fighting card for a

            single attack

     * HIDDEN WEAPON (AA) <OP> {C}

        Acts as a level 4 Strength attack, may make 1 additional attack

     * PEPPER POTTS (JM) <MN> {VR} [OPD]

        War Machine may move 1 Mission Card from the Defeated Missions Pile to

            the Reserve Missions Pile.

     * SHIELD TEAMMATE (AD) <PS> {U}

        Teammate may avoid 1 Energy attack of 9 or less.

     * UNLEASH ARSENAL (AQ) <OP> {U} [OPD]

        Acts as a level 8 Energy, Strength, or Fighting attack

     * WAR DRONE (BR) <IQ> {U}

        War Machine may have 1 additional card Placed on him until War Machine

            is KO’d. May be played from Reserve.

      ____________________________________________________________________

 

  * WARLOCK  <MI> {R}                          E: 7   F: 6   S: 4   I: 6   (23)

       (Warlock has no Special Cards)

      ____________________________________________________________________

 

  * WHITE QUEEN  <IQ> {R}                      E: 7   F: 2   S: 2   I: 6   (17)

     * COLD-HEARTED ENEMY (GG) <IQ> {C} [OPD]

        All cards currently in opponent’s Dead Pile are removed from game.

     * CORPORATE CUTTHROAT (JW) <CL> {C}

        Acts as a level 3 Intellect attack. May make 1 additional Power Card

            attack. Neither attack may be defended with a Special Card.

     * HELLFIRE LEADER (AN) <IQ> {C}

        Acts as a level 6 Intellect attack. May be used against opponent in

            Reserve, who may defend.

     * THE HELLIONS (LA) <MN> {VR} [OPD]

        Target Battlesite must discard 1 Placed card chosen at random.

     * MENTAL OVERRIDE (AA) <IQ> {C}

        Acts as a level 4 Energy attack. May make 1 additional attack.

     * MUTANT HEADMISTRESS (FA) <IQ> {C}

        White Queen may not attack or be attacked for remainder of battle.

     * TELEPATHIC MANIPULATOR (IA) <IQ> {VR} [OPD]

         Target Hero must discard all Placed cards and move into Reserve for

             remainder of battle.

      ____________________________________________________________________

  

  * WOLVERINE  <OP> {R}                        E: 2   F: 8   S: 4          (14)

  * WOLVERINE  <OHP> {X}                       E: 2   F: 8   S: 4          (14)

  * WOLVERINE  <IQ> {R}                        E: 2   F: 8   S: 5   I: 4   (19)

  * WOLVERINE: AGE OF APOCALYPSE  <XM> {R}     E: 2   F: 8   S: 4   I: 5   (19)

  * WOLVERINE, GOLDEN AGE  <MW> {X}            E: 3   F: 7   S: 4   I: 5   (19)

       ~ May play any Wolverine Special Cards. ~

     * BERSERK ATTACK (AA) <OP> {U}

        Acts as a level 4 Fighting attack, may make 1 additional attack

     * CANUCKLEHEAD (HG) <IQ> {VR} [OPD]

        Wolverine may use Fighting Power cards level 6 through 8 to avoid any

            attack made against Wolverine or teammate for remainder of battle.

     * FIGHTING INSTINCT (AG) <OP> {C}

        Avoid 1 attack

     * HEAL (AL) <OP> {U}

        Remove 1 hit from Wolverine’s permanent record

     * RAGE (BE) <PS> {U}

        Wolverine may make 1 attack after opponent has conceded the battle.

            Opponent may defend.

     * SAVAGE REGRESSION (EQ) <IQ> {U}

        For remainder of battle, Wolverine’s Strength and Energy actions are

            +2. Intellect actions are -2.

     * SNIKT (AC) <OP> {U}

        Attack made on teammate is now made on Wolverine, who may defend it

     * TRACKING SENSES (OB) <MP> {X}

        Acts as a level 5 Intellect attack. If successful, Wolverine may sort

            through Draw Pile, select any Aspect card and play it immediately.

            Reshuffle Draw Pile.

     * WOUNDED ANIMAL (AS) <OP> {R} [OPD]

        Acts as a level 8 Fighting attack +1 for each hit on Wolverine’s

            permanent record

      ____________________________________________________________________

 

  * X-BABIES  <MN> {R}                         E: 5   F: 5   S: 4   I: 1   (15)

       ~ May not be Spectrum or Cumulative KO’d with Power cards ~

     * LI’L COLOSSUS (HO) <MN> {U}

        Acts as a level 6 Strength attack. If successful opponent -4 to Venture

            total.

     * LI’L CYCLOPS (LH) <MN> {VR} [OPD]

        Play during battle. Next battle X-Babies may Venture up to 4 Mission

            cards with no penalty. May not Venture more than 4 Mission cards.

     * LI’L DAZZLER (AG) <MN> {U}

        Avoid 1 attack.

     * LI’L ICEMAN (KL) <CL> {C}

        Opponent must immediately discard all Special cards in play that affect

            “the remainder of the battle” or “the remainder of the Game.”

     * LI’L LONGSHOT (AO) <MN> {U}

        Negates the effect of any 1 Special card played by opponent.

     * LI’L PHOENIX (CC) <XM> {C}

        Acts as a level 7 Any-Power card. May be used to attack or defend. May

            not be combined with Universe cards.

     * LI’L ROGUE (LD) <MN> {VR} [OPD]

        Opponent may not attack or defend with cards from Battlesite for

            remainder of battle.

     * LI’L WOLVIE (LC) <MN> {U}

        Acts as a level 4 Fighting attack against Target Character, or level 8

            Any-Power attack against Target Battlesite.

      ____________________________________________________________________

 

  * X-MAN  <XM> {R}                            E: 8   F: 3   S: 3   I: 3   (17)

     * APOCALYPTIC SURVIVAL (GJ) <XM> {C}

        Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May

            make 1 additional attack.

     * ILLUSORY REALITY (CW) <XM> {R} [OPD]

        Avoid 1 attack. May not be attacked for remainder of battle.

     * SINISTER CREATION (FF) <XM> {C}

        X-Man’s Hits to KO is reduced by 5 points and Energy Power cards are +3

            for remainder of battle.

     * STREET PROPHET (EE) <XM> {U}

        Avoid 1 attack made with a Power card or remove 1 Power card Hit from

            X-Man or teammate.

     * ULTIMATE POTENTIAL (MC) <XM> {R} [OPD]

        Acts as a level 11 Energy, Fighting, or Strength attack. X-Man’s team

            may not attack for remainder of battle.

      ____________________________________________________________________

 

  * X-MEN: ORIGINAL TEAM  <XM> {U}             E: 7   F: 2   S: 4   I: 5   (18)

       ~ May play any “Professor X” One-Per-Deck Special cards. ~

     * ANGEL (AD) <XM> {C}

        Teammate may avoid 1 attack.

     * BEAST (NV) <XM> {U}

        Acts as a level 5 Strength attack. If successful, Target Character may

            not play Activator cards for remainder of battle.

     * CYCLOPS (MA) <XM> {C}

        Acts as a level 5 Energy or Fighting attack. May not be defended by a

            card from a Battlesite.

     * ICEMAN (FG) <XM> {C}

        Acts as a level 3 Strength attack. If not successful, Opponent is -1 to

            Venture.

     * MARVEL GIRL (EN) <XM> {R} [OPD]

        Play on your turn to concede battle. X-Men: Original Team’s Mission

            cards return to pile Ventured from. Opponent’s Mission cards

            advance as normal.

      ____________________________________________________________________

 

  * XAOS  <XM> {U}                             E: 7   F: 4   S: 4   I: 1   (16)

       ~ Draw 1 card when Xaos’ teammate is KO’d. ~

     * AUTISTIC WITHDRAWAL (HK) <XM> {C}

        Target Character must make as many attacks as possible. Xaos’ team may

            defend.

     * CHAOS BURST (NI) <XM> {U}

        Acts as a level 5 Strength attack. If successful, Opponent must discard

            all Activator cards from Hand.

     * THE EVIL EYE (AN) <XM> {C}

        Acts as a level 4 Energy, Fighting, or Strength attack. May be used

            against Character in Reserve, who may defend.

     * FRACTAL PLASMA (AB) <XM> {C}

        Acts as a level 5 Energy attack. May make 1 additional Energy attack.

     * PROTECTIVE INSTINCT (AD) <XM> {C}

        Xaos or teammate may avoid 1 attack of 9 or less.

_______________________________________________________________________________

 

L O C A T I O N   C A R D S   A N D   A S P E C T   C A R D S

 

    ANY HOMEBASE

     * A-NEXT (C2) <XM> {R} [OPD]

        Acts as a level 4 Strength attack. Any Front Line Character may make 1

            additional attack.

 

  * AGE OF APOCALYPSE  <CL> {R}

     MORPH, SHADOWCAT, HOLOCAUST, DARK BEAST, BLINK, X-MAN

       ~ Age of Apocalypse Team +2 to Venture Total per battle if using “Age of

             Apocalypse” Mission with at least 1 Event card. ~

     * HISTORICAL TWIST (B4) <XM> {R} [OPD]

        Age of Apocalypse’s team may rearrange all Hits in the Permanent

            Records of all Front Line Characters.

 

  * ASTEROID “M”  <MN> {U}

     MAGNETO, QUICKSILVER, SCARLET WITCH, MYSTIQUE, BLOB, ROGUE

       ~ For every Value of 2 or less on Character’s Power Grid, that Character

             may not be Spectrum KO’d by that Power Type. ~

     * ORBITAL HIDEOUT (C1) <XM> {U} [OPD]

        For remainder of game, Asteroid “M”‘s team may draw 1 card from top of

            Draw Pile immediately after blocking an attack using a Fighting

            Power card. Discard if duplicate.

 

  * AVALON  <MN> {VR}

     MAGNETO, BISHOP, COLOSSUS, PROFESSOR X, CABLE, ACOLYTES

       ~ During the Discard Phase, Opponent may remove 1 Hit from any

             Character. ~

     * MUTANT REFUGE (B6) <XM> {R} [OPD]

        For remainder of game, both players must draw 1 card from top of Draw

            Pile for each Activator card played by Opponent. Draw card before

            resolving Opponent’s action. Discard duplicates.

 

  * AVENGERS MANSION  <MN> {U}

     CAPTAIN AMERICA, HENRY PYM, HULK, BLACK WIDOW, THOR, VISION

       ~ Avengers Mansion Team may use Tactic Doubleshot cards, with normal

             contribution, to avoid any attack. ~

 

  * THE BIG APPLE  <CL> {C}

     HEROES FOR HIRE, FALCON, THUNDERBOLTS, DAREDEVIL, SPIDER-MAN, MORBIUS

       ~ Big Apple Team begins game with 6 Mission cards in Reserve Missions

             Pile and 1 Mission card in Defeated Missions Pile. ~

 

  * BLUE AREA OF THE MOON  <MN> {U}

     INHUMANS, KREE, SHI’AR, JEAN GREY, QUICKSILVER, CRYSTAL

       ~ Blue Area Team’s Energy Power Cards are -2 to Blue Area Team’s Venture

             Total when they Hit. ~

 

  * CAPE CITADEL  <XM> {U}

     CRUX, GREY KING, LANDSLIDE, MERCURY, RAPTURE, XAOS

       ~ During discard phase, after discarding 1 or more duplicate or

             unusable cards, sort through Power Pack and draw any 1 card.

             May not be duplicate. ~

     * THE BENASSI ROCKET (A6) <XM> {R} [OPD]

        Acts as a level 7 Any-Power attack. If successful, Opponent must

            discard all Special cards and Activator cards in Hand.

 

  * THE CONCRETE JUNGLE  <MN> {U}

     DAREDEVIL, NEW WARRIORS, PUNISHER, KINGPIN, SERPENT SOCIETY, SILVER SABLE

       ~ The Concrete Jungle Team’s Universe: Training cards are an additional

             +1 to attack, +2 to defense. ~

 

  * THE DAILY BUGLE  <MN> {R}

     BLACK CAT, SCARLET SPIDER, SPIDER-MAN, VENOM, GREEN GOBLIN, SCORPION

       ~ Daily Bugle Team may not play any MultiPower Power cards. ~

 

  * THE DANGER ROOM  <MN> {U}

     BISHOP, GAMBIT, ROGUE, BEAST, ICEMAN, ANGEL

       ~ During Discard phase, replace each unusable Power card with 1 card

             from Draw Pile. Discard Duplicate & Unusable cards. ~

     * HOLOGRAPHIC ATTACKERS (A3) <XM> {R} [OPD]

        For remainder of game, The Danger Room team’s attacks made with Power

            cards may not be defended by Opponent’s team’s Special cards

            already in play.

 

  * DEPARTMENT H  <MN> {U}

     WOLVERINE, SABRETOOTH, DEADPOOL, ALPHA FLIGHT, OMEGA RED, MAVERICK

       ~ Department H Team’s Universe: Teamwork card bonuses are an additional

             +1. ~

     * SECRET DIRECTIVE (A2) <XM> {U} [OPD]

        Department H’s team’s successful Hits made with Power cards are +1 to

            Venture total for remainder of game.

 

  * FALL’S EDGE COMPOUND  <MN> {R}

     FORGE, MYSTIQUE, SABRETOOTH, STRONG GUY, HAVOK, POLARIS

       ~ All of Opponent’s Universe: Teamwork Card attacks are -1 ~

     * QUARANTINE (A9) <XM> {C}

        Acts as a level 6 Energy attack. If successful, Target Character must

            discard all Placed cards and move into Reserve for remainder of

            battle.

 

  * FOUR FREEDOMS PLAZA  <MN> {C}

     HUMAN TORCH, INVISIBLE WOMAN, MR. FANTASTIC, NAMOR, SHE-HULK, THING

       ~ For each Value of 4 or less on Character’s Power Grid, Character’s

             Power cards are +1 to defense, & any attack made on FF Plaza

             character may be moved to any other character. ~

 

  * GAMMA BASE  <CL> {C}

     HULK, SHE-HULK, DOC SAMSON, LEADER, ABOMINATION, THUNDERBOLTS

       ~ Gamma Base Team -2 to Venture Total per battle if opponent is using

             “Annihilation Affair” Mission. ~

 

  * THE HELLICARRIER  <MN> {U}

     BLACK WIDOW, DOC SAMSON, NICK FURY, RED SKULL, CAPTAIN AMERICA, HYDRA

       ~ Helicarrier Team’s Energy Power Cards are +1 to defense, +3 to defense

             against any attack from a Battlesite. ~

 

  * HELL’S KITCHEN  <MN> {C}

     DAREDEVIL, ENFORCERS, KINGPIN, THE HAND, ELEKTRA, GHOST RIDER

       ~ Before every Discard Phase. Hell’s Kitchen Team may switch the Reserve

             Character with any Front line Character. ~

 

  * KRAKOA  <XM> {C}

     SUNFIRE, THUNDERBIRD, ANGEL, POLARIS, COLOSSUS, WOLVERINE

       ~ Krakoa Team’s Energy Power cards are +1 to attack. ~

     * THE LIVING ISLAND (B9) <XM> {C}

        Attack made on any of Krakoa’s Front Line Characters is now made on

            Krakoa. Krakoa may not defend or be KO’d. Hit counts toward Venture

            Total.

 

  * LANDAU, LUCKMAN, & LAKE  <XM> {C}

     WOLVERINE, DEADPOOL, VENOM, EXPEDITER, PSYLOCKE, CAPTAIN AMERICA

       ~ Landau, Luckman, & Lake Team’s MultiPower Power cards are +1 to

             attack. ~

     * WARP CHAMBER (B1) <XM> {R} [OPD]

        Remove all Hits from any of Landau, Luckman, & Lake’s Front Line

            Character’s Permanent Record and Current Battle, and switch places

            with the Landau, Luckman, & Lake’s Reserve.

 

  * LATVERIA  <MN> {U}

     DOCTOR DOOM, SILVER SURFER, MR. FANTASTIC, INVISIBLE WOMAN, HUMAN TORCH,

         THING

       ~ Latveria Team’s Reserve Character may enter battle immediately upon KO

             of Front Line Character. ~

 

  * MADRIPOOR  <MN> {U}

     WOLVERINE, PSYLOCKE, ELEKTRA, OMEGA RED, MANDARIN, THE HAND

       ~ All of Opponent’s Universe: Teamwork Card Bonuses are +0. ~

     * UNDERWORLD CENTER (B3) <XM> {C}

        Play during battle on any of Madripoor’s Front Line Characters. At end

            of battle, no Hits are added to Character’s Permanent Record.

            Discard at end of battle. Does not affect Venture total.

 

  * MARVEL MANHATTEN  <MN> <SD> {C}

     ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.

       ~ During the Discard Phase, Marvel Manhatten Team may discard 1 Placed

             card. ~

     * EXCELSIOR! (A1) <XM> {C}

        Each player is -3 to Venture Total for each Special card in play at the

            end of battle.

 

  * MARVEL UNIVERSE  <MN> <SD> {C}

     ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.

       ~ Opponent’s Team is -1 to Venture Total per Battle. ~

     * EXCELSIOR! (A1) <XM> {C}

        Each player is -3 to Venture Total for each Special card in play at the

            end of battle.

 

  * MOJOWORLD  <MN> {C}

     LONGSHOT, MOJO, PSYLOCKE, X-BABIES, DAZZLER, SHATTERSTAR

       ~ During Discard Phase, Mojoworld Team may remove 1 Special Card Hit

             from any Character. ~

     * TV DIMENSION (B2) <XM> {U} [OPD]

        For remainder of game, Mojoworld’s team may draw 1 card from top of

            Draw Pile immediately after playing any Basic Universe card.

            Discard if duplicate.

 

  * MORLOCK TUNNELS  <MN> {R}

     MR. SINISTER, STORM, SABRETOOTH, THE MARAUDERS, MORLOCKS, DARK BEAST

       ~ Morlock Tunnels Team may not use Universe: Training cards. ~

     * HIDDEN WORLD (B5) <XM> {U} [OPD]

        Morlock Tunnels’ team may play numerical attacks face down for

            remainder of battle. Opponent must guess defense.

 

  * MUIR ISLAND  <MN> {C}

     COLOSSUS, NIGHTCRAWLER, SHADOWCAT, PROFESSOR X, BANSHEE, CAPTAIN BRITAIN

       ~ During Discard Phase, Muir Island Team may remove 1 Power Card Hit,

             level 1-2, from any Character. ~

     * GENETIC RESEARCH (C1) <XM> {U} [OPD]

        For remainder of game, Muir Island’s team may draw 1 card from top of

            Draw Pile immediately after blocking an attack using an Intellect

            Power card. Discard if duplicate.

 

  * ONSLAUGHT’S CITADEL  <MN> {R}

     SENTINELS, POST, HOLOCAUST, ONSLAUGHT, DARK BEAST, X-MAN

       ~ Onslaught’s Citadel Team may only draw 7 cards during the Draw

             phase. ~

     * ELECTROMAGNETIC PULSE (A7) <XM> {C}

        Add 4 to Onslaught’s Citadel’s team’s Venture Total, or Opponent is -4

            to Venture Total for this battle.

 

  * THE OUTBACK  <MN> {U}

     REAVERS, WOLVERINE, JUBILEE, SENTINELS, LONGSHOT, DAZZLER

       ~ The Outback Team’s Intellect Power Cards are an additional +2 to

             Venture Total when they Hit. ~

     * PIRATE TECHNOLOGY (A5) <XM> {U} [OPD]

        The Outback’s team’s Basic Universe cards used to attack count toward

            Damage and Venture Total for remainder of game.

 

  * OUTER SPACE  <MN> {R}

     BROOD, SILVER SURFER, SUPER SKRULL, ADAM WARLOCK, SHI’AR, STARJAMMERS

       ~ Outer Space team may not Place any Universe cards. ~

 

  * PRINCESS BAR <XM> {C}

     WOLVERINE, SHADOWCAT, SABRETOOTH, THE HAND, SILVER SAMURAI, VIPER

       ~ Princess Bar Team’s Energy Power cards are +2 to defense. ~

     * IDENTITY SWAP (B7) <XM> {C}

        Switch entire Permanent Record of any of The Princess Bar’s Front Line

            Characters with Permanent Record of any Front Line teammate.

 

  * RAVENCROFT  <MN> {U}

     RHINO, DR. OCTOPUS, HOBGOBLIN, CARNAGE, MYSTERIO, GREEN GOBLIN

       ~ Opponent’s MultiPower Power cards do not count for Spectrum KO against

             Ravencroft Team. ~

 

  * SANCTUM SANCTORUM  <MN> {R}

     DR. STRANGE, ADAM WARLOCK, SILVER SURFER, GHOST RIDER, MEPHISTO, BARON

         MORDO        

       ~ Sanctum Sanctorum Team may not have a Battlesite. ~

 

  * THE SAVAGE LAND  <MN> {R}

     NICK FURY, MAGNETO, ROGUE, WOLVERINE, SAURON, KA-ZAR

       ~ Opponent may make 1 attack after Savage Land Team has conceded the

             battle. Savage Land Team may defend. ~

 

  * THE SEWER  <CL> {C}

     ABOMINATION, MORLOCKS, VENOM, THE MOLE MAN, LIZARD, ANGEL

       ~ The Sewer Team’s Intellect Power cards +2 for defense. ~

 

  * “SHIP”  <MN> {U}

     APOCALYPSE, CYCLOPS, JEAN GREY, ANGEL, BEAST, ICEMAN

       ~ “Ship” Team Hits to KO is 25 points, unless otherwise altered. ~

     * CELESTIAL ORIGIN (A4) <XM> {U} [OPD]

        For remainder of game, “Ship”‘s team may use Intellect Power cards to

            remove 1 Hit from the Permanent Record of any Front Line

            Character.

 

  * STARK ENTERPRISES  <MN> {U}

     HAWKEYE, IRON MAN, SCARLET WITCH, SPIDER-WOMAN, WAR MACHINE, CAPTAIN

         AMERICA

       ~ For every Value of 3 or less on Character’s Power Grid, that Character

             may not be Cumulative KO’d by that Power Type. ~

 

  * TEAM OVERPOWER  <MP> {X}

     ANY TOURNAMENT LEGAL TEAM USING NORMAL DECK-BUILDING RULES.

       ~ Team OverPower may Place Any-Character Specials and Aspects to

             HomeBase, using normal Placing rules. Only one of each card may be

             Placed. Any-Character Specials may be played by Any Character on

             team. ~

 

  * THE VAULT  <MN> {U}

     JUGGERNAUT, SERPENT SOCIETY, RHINO, VENOM, THE MARAUDERS, HOBGOBLIN

       ~ The Vault’s Team may keep duplicate Level 2 Power Cards of different

             Power Types. ~

 

  * WAKANDA  <CL> {R}

     BLACK PANTHER, DR. DOOM, VISION, HAWKEYE, STORM, KLAW

       ~ Wakanda Team’s MultiPower Power cards are -1 to attack. ~

 

  * WUNDAGORE MOUNTAIN  <MN> {U}

     DOCTOR DOOM, OMEGA RED, QUICKSILVER, SCARLET WITCH, NIGHTCRAWLER, COLOSSUS

       ~ Wundagore Mountain Team may not Venture more than 2 Mission Cards per

             battle. ~

     * THE KNIGHTS OF WUNDAGORE (A8) <XM> {C}

        Acts as a level 7 Any-Power card. May be used to attack or defend. May

            not be combined with Universe cards.

 

  * X-MANSION  <MN> {U}

     WHITE QUEEN, CYCLOPS, PROFESSOR X, JEAN GREY, CABLE, DOMINO

       ~ X-Mansion Team may combine Strength Power Cards level 1-4 with any

             Doubleshot card. Does not affect Power Grids. ~

     * MUTANT SCHOOLING (B2) <XM> {U} [OPD]

        For remainder of game, X-Mansion’s team may draw 1 card from top of

            Draw Pile immediately after playing any Tactic: Doubleshot cards.

            Discard if duplicate.

 

  * X-WORLD  <XM> {U}

     HAVOK, GOBLYN QUEEN, ICEMAN, BEAST, ANGEL, STORM

       ~ X-World’s Power card attacks are not affected by Special cards already

             in play. ~

     * PARALLEL DIMENSION (B8) <XM> {U} [OPD]

        Play during battle to exchange any of X-World’s Front Line Characters

            with KO’d teammate. Discard all Hits to Permanent Record and Placed

            cards.

_______________________________________________________________________________

 

P O W E R   C A R D S

 

 MULTIPOWER

 

  <OP>           <-E/F/S->           <PS>

  * 1M {C}  Century                  * 1M {C}  Century

  * 2M {C}  Iron Man                 * 2M {U}  Iron Man

  * 3M {C}  Nightcrawler             * 3M {R}  Nightcrawler

  * 4M {C}  Super Skrull             * 4M {VR} Super Skrull

 

  <IQ>         <–E/F/S/I–>         <MN>

  * 1M {C}  Chamber                  * 1M {C} Man-Thing

  * 2M {C}  Havok                    * 2M {C} Howard the Duck

  * 3M {U}  X-Man                    * 3M {U} ROM

  * 4M {R}  Black Bolt               * 4M {R} Mimic

 

 ANY-POWER

  * 5A <MI> {R} [OPD]   Black Cat

  * 7A <CL> {U} =>[OPD] Dormammu

 

 ENERGY

 

  <OP>                               <PS>

  * 1E {C}  Nebula                   * 1E {C}  Nebula

  * 2E {C}  Black Cat                * 2E {C}  Black Cat

  * 3E {C}  Sauron                   * 3E {C}  Sauron

  * 4E {C}  Electro                  * 4E {C}  Electro

  * 5E {C}  Century                  * 5E {C}  Century

  * 6E {C}  Storm                    * 6E {C}  Storm

  * 7E {C}  Cyclops                  * 7E {U}  Cyclops

  * 8E {C}  Professor X              * 8E {U}  Professor X

 

  <MN>

  * 1E {C}  Vulture

  * 2E {C}  Puma

  * 3E {C}  Pyro

  * 4E {C}  Ghost Rider

  * 5E {C}  Psylocke

  * 6E {U}  Iceman

  * 7E {U}  Sunfire

  * 8E {R}  Dark Phoenix

 

 FIGHTING

 

  <OP>                               <PS>

  * 1F {C}  Bloody Mary              * 1F {C}  Bloody Mary

  * 2F {C}  Black Widow              * 2F {C}  Black Widow

  * 3F {C}  Longshot                 * 3F {C}  Longshot

  * 4F {C}  Nightcrawler             * 4F {C}  Nightcrawler

  * 5F {C}  Venom                    * 5F {C}  Venom

  * 6F {C}  Wolverine                * 6F {C}  Wolverine

  * 7F {C}  Domino                   * 7F {U}  Domino

  * 8F {C}  Cyber                    * 8F {U}  Cyber

 

  <MN>

  * 1F {C}  Wasp

  * 2F {C}  Absorbing Man

  * 3F {C}  Storm

  * 4F {C}  Ka-Zar

  * 5F {C}  Iron Fist                <MI> <OPL>

  * 6F {U}  Black Panther            * 6F PROTOTYPE {R} Wolverine

  * 7F {U}  Bullseye

  * 8F {R}  Weapon X

 

 STRENGTH

 

  <OP>                               <PS>

  * 1S {C}  Archangel                * 1S {C}  Archangel

  * 2S {C}  Spider-Man               * 2S {C}  Spider-Man

  * 3S {C}  War Machine              * 3S {C}  War Machine

  * 4S {C}  Loki                     * 4S {C}  Loki

  * 5S {C}  Cyber                    * 5S {C}  Cyber

  * 6S {C}  Super Skrull             * 6S {C}  Super Skrull

  * 7S {C}  Thing                    * 7S {U}  Thing

  * 8S {C}  Abomination              * 8S {U}  Abomination

 

  <MN>

  * 1S {C}  Mole Man

  * 2S {C}  Rogue

  * 3S {C}  Falcon

  * 4S {C}  Moon Knight

  * 5S {C}  Spider-Man

  * 6S {U}  Thunderbird

  * 7S {U}  Hercules

  * 8S {R}  Hulk

 

 INTELLECT

 

  <IQ>                               <MN>

  * 1I {C}  Lizard                   * 1I {C}  Drax the Destroyer

  * 2I {C}  Lady Deathstrike         * 2I {C}  Abomination

  * 3I {C}  Kraven                   * 3I {C}  Puppet Master

  * 4I {C}  Modok                    * 4I {C}  Captain Mar-Vell

  * 5I {C}  Sebastian Shaw           * 5I {C}  Loki

  * 6I {C}  Ultron                   * 6I {U}  Iron Man

  * 7I {U}  Leader                   * 7I {U}  Beast

  * 8I {R}  Doom 2099                * 8I {R}  Dracula

_______________________________________________________________________________

 

U N I V E R S E   C A R D S

 

BASIC

            

 ENERGY 

  <OP>                               <HF>    <PS>

  * 6E +1 {C} Generator (Electro)    *{X}    * {C} Generator (Electro)

  * 6E +2 {C} Power Lines (Bishop)           * {U} Power Lines (Bishop)

  * 6E +3 {U} Energy Enhancer (Gambit)       * {U} Energy Enhancer (Gambit)

  * 7E +1 {C} Energy Booster (Storm)         * {C} Energy Booster (Storm)

  * 7E +2 {C} Energy Maximizer (Cyclops)     * {U} Energy Maximizer (Cyclops)

  * 7E +3 {C} Power Cosmic (Silver Surfer)   * {U} Power Cosmic (SilverSurfer)

  * 8E +1 {C} Divine Intervention (Loki)     * {C} Divine Intervention (Loki)

  * 8E +2 {C} Alien Technology (Prof. X)     * {U} Alien Technology (Prof. X)

  * 8E +3 {U} EM Force Lines (Magneto)       * {R} EM Force Lines (Magneto)

 

 FIGHTING

  <OP>                                       <PS>

  * 6F +1 {C} Throwing Blades (Longshot)     * {C} Throwing Blades (Longshot)

  * 6F +2 {C} Hand Grenade (Black Widow)     * {U} Hand Grenade (Black Widow)

  * 6F +3 {U} Laser Pistol (Nebula)          * {R} Laser Pistol (Nebula)

  * 7F +1 {C} Rocket Launcher (Punisher)     * {C} Rocket Launcher (Punisher)

  * 7F +2 {C} Sword (Bloody Mary)            * {U} Sword (Bloody Mary)

  * 7F +3 {C} Machine Gun (Domino)           * {R} Machine Gun (Domino)

  * 8F +1 {C} Booster Shot (Cyber)           * {C} Booster Shot (Cyber)

  * 8F +2 {C} Chain (Sabretooth)             * {U} Chain (Sabretooth)

  * 8F +3 {U} Crossbow (Wolverine)                 (NO REPRINT CROSSBOW)

 

 STRENGTH

  <OP>                                       <PS>

  * 6S +1 {C} Hot Dog Cart (Venom)           * {C} Hot Dog Cart (Venom)

  * 6S +2 {C} Manhole Cover (Spider-Woman)   * {U} Manhole Cover (SpiderWoman)

  * 6S +3 {U} Dumpster (Iron Man)            * {C} Dumpster (Iron Man)

  * 7S +1 {C} Hunk of Asphalt (Rhino)        * {C} Hunk of Asphalt (Rhino)

  * 7S +2 {C} Tree (Rogue)                   * {U} Tree (Rogue)

  * 7S +3 {C} Taxi Cab (Colossus)            * {R} Taxi Cab (Colossus)

  * 8S +1 {C} Girder (Abomination)           * {C} Girder (Abomination)

  * 8S +2 {C} Lamp Post (Thing)              * {U} Lamp Post (Thing)

  * 8S +3 {U} City Bus (Hulk)                * {R} City Bus (Hulk)

 

TRAINING

 

  * 5EF +3  <OP> {C}  Black Cat          * 5EF +3  <PS> {U}  Black Cat

  * 5ES +3  <OP> {C}  Century            * 5ES +3  <PS> {U}  Century

  * 5FS +3  <OP> {C}  Human Torch        * 5FS +3  <PS> {U}  Human Torch

 

  * 5EF +4  <OP> {C}  Sauron             * 5EF +4  <PS> {R}  Sauron

  * 5ES +4  <OP> {C}  Archangel          * 5ES +4  <PS> {R}  Archangel

  * 5FS +4  <OP> {C}  Jubilee            * 5FS +4  <PS> {R}  Jubilee

 

TEAMWORK

 

 ENERGY

  * 6E FS +1+2  <OP> {C}  Magneto, Juggernaut and Sabretooth (green background)

  * 6E FS +1+2  <PS> {R}  Iceman, Colossus and Bishop

  * 6E FI +1+2  <MN> {C}  Firestar, Nova & Namorita

  * 6E SI +1+2  <MN> {C}  Black Bolt, Gorgon & Medusa

  * 7E FS +2+2  <OP> {R}  Magneto, Juggernaut and Sabretooth (pink background)

  * 7E FS +2+2  <PS> {R}  Dr. Strange, Ghost Rider, Daredevil

  * 7E FI +2+2  <IQ> {C}  Cyclops, Jean Grey & Cable

  * 7E SI +2+2  <MN> {C}  Li’l Dazzler, Li’l Colossus & Li’l Cyclops

  * 8E FS +1+3  <OP> {R}  Magneto, Juggernaut and Sabretooth (blue background)

  * 8E FS +1+3  <PS> {R}  Magneto, Sabretooth and Juggernaut (green background)

  * 8E FI +2+3  <IQ> {C}  Professor X, White Queen & Banshee

  * 8E SI +2+3  <IQ> {C}  Magneto, Quicksilver & Scarlet Witch

 

 FIGHTING

  * 6F ES +1+2  <OP> {C}  Wolverine, Cyclops and Beast (green background)

  * 6F ES +1+2  <PS> {R}  Psylocke, Rogue and Storm

  * 6F EI +1+2  <MN> {C}  Serpent Society

  * 6F SI +1+2  <IQ> {C}  Mystique, Forge & Strong Guy

  * 7F ES +2+2  <OP> {R}  Wolverine, Cyclops and Beast (pink background)

  * 7F ES +2+2  <PS> {R}  Black Cat, Spider-Man and Scarlet Spider

  * 7F EI +2+2  <MN> {C}  The Hand

  * 7F SI +2+2  <MN> {C}  Starjammers

  * 8F ES +1+3  <OP> {R}  Wolverine, Cyclops and Beast (blue background)

  * 8F ES +1+3  <PS> {R}  Wolverine, Cyclops and Beast (green background)

  * 8F EI +2+3  <IQ> {C}  Captain America, Iron Man & Thor

  * 8F SI +2+3  <IQ> {C}  Maverick, Wolverine & Sabretooth

 

 STRENGTH

  * 6S EF +1+2  <OP> {C}  Thing, Mr. Fantastic and Human Torch (green backgrnd)

  * 6S EF +1+2  <PS> {U}  Rhino, Doctor Octopus and Mysterio

  * 6S EI +1+2  <MN> {C}  Doppelganger, Shriek, Demogoblin

  * 6S FI +1+2  <MN> {C}  Blockbuster, Harpoon & Mr. Sinister

  * 7S EF +2+2  <OP> {R}  Thing, Mr. Fantastic and Human Torch (pink backgrnd)

  * 7S EF +2+2  <PS> {R}  Namor, Capt. America and Human Torch

  * 7S EI +2+2  <MN> {C}  Sunder, Erg & Masque

  * 7S FI +2+2  <IQ> {C}  War Machine, Hawkeye & Spider-Woman

  * 8S EF +1+3  <OP> {R}  Thing, Mr. Fantastic and Human Torch (blue backgrnd)

  * 8S EF +1+3  <PS> {R}  Thing, Mr. Fantastic and Human Torch (green backgrnd)

  * 8S EI +2+3  <IQ> {C}  Galactus, Silver Surfer & Adam Warlock

  * 8S FI +2+3  <MN> {C}  Juggernaut, Deadpool & Black Tom

 

 INTELLECT

  * 6I EF +1+2  <MN> {C}  Adam Warlock, Gamorra & Pip

  * 6I ES +1+2  <IQ> {C}  Shadowcat, Nightcrawler & Colossus

  * 6I FS +1+2  <MN> {C}  Guardian, Puck & Sasquatch

  * 7I EF +2+2  <MN> {C}  Sebastian Shaw, Trevor Fitzroy & Selene

  * 7I ES +2+2  <MN> {C}  Supreme Intelligence, Ronan & Kree

  * 7I FS +2+2  <IQ> {C}  Henry Pym, Vision & Black Widow

  * 8I EF +2+3  <MN> {C}  Lilandra, Gladiator & Deathbird

  * 8I ES +2+3  <MN> {C}  Docotor Doom, Namor & Magneto

  * 8I FS +2+3  <IQ> {C}  Mr. Sinister, Apocalypse & Dark Beast

 

ALLY

 

 ANY-POWER

  * 6A 1E  <XM> {C}  Lila Cheney

  * 6A 1F  <XM> {C}  Amos “Fred” Duncan

  * 6A 1S  <XM> {C}  Chief Authier

  * 6A 1I  <XM> {C}  Trish Tilby

 

 ENERGY

  * 5E 3E  <MN> {R}  Franklin Richards (Mr. Fantastic)

  * 6E 1E  <MN> {C}  Lockheed (Shadowcat)

  * 7E 2E  <MN> {C}  Toro (Human Torch)

  * 8E 3E  <IQ> {C}  Moira MacTaggart (Professor X)

 

 FIGHTING

  * 5F 3F  <MN> {R}  Wong (Dr. Strange)

  * 6F 1F  <IQ> {U}  Edwin Jarvis (Black Widow)

  * 7F 2F  <MN> {C}  Yukio (Wolverine)

  * 8F 3F  <IQ> {C}  Bucky Barnes (Captain America)

 

 STRENGTH

  * 5S 3S  <MN> {R}  Stick (Elektra)

  * 6S 1S  <IQ> {U}  Mary Jane Watson-Parker (Spider-Man)

  * 7S 2S  <MN> {C}  Wyatt Wingfoot (She-Hulk)

  * 8S 3S  <IQ> {C}  Rick Jones (Hulk)

 

 INTELLECT

  * 5I 3I  <MN> {R}  J. Jonah Jameson (Spider-Man)

  * 6I 1I  <MN> {C}  Franklin “Foggy” Nelson (Daredevil)

  * 7I 2I  <MN> {C}  Valerie Cooper (Forge)

  * 8I 3I  <IQ> {C}  Kristoff Vernard (Doctor Doom)

 

SPECIAL

 

  * CAPTAIN UNIVERSE  <MI> {C}

     +1 to any Special card that contains an icon. May not be combined with a

         “One Per Deck” Special. Bonus counts toward damage and venture total.

_______________________________________________________________________________

 

T A C T I C   C A R D S

 

ARTIFACT

 

 ENERGY

  * 6E 5A  IMAGE INDUCER  <XM> {C}

     Teammate may discard 2 cards from top of Draw Pile to Dead Pile to move

       any attack made on any Front Line Character onto Character with Image

       Inducer. Character may defend.

  * 6E 5E  THE INFINITY GAUNTLET  <CL> {VR} [OPD]

     Teammate may discard 5 cards from top of Draw Pile to Dead Pile after

       Draw Phase, before Events are played, each battle to resurrect any 1

       K.O.’d teammate for that battle. Discard teammate at end of battle.

  * 6E 5E  THE SERPENT CROWN  <CL> {R} [OPD]

     Teammate’s Energy Rating increases to 7 for remainder of game.

 

 FIGHTING

  * 6F 5F  THE COSMIC CONTROL ROD  <CL> {R} [OPD]

     Teammate may move 1 Mission card from Completed or Reserve Missions Pile

       to Defeated Missions Pile after Draw Phase of each battle to discard 6

       cards from Hand. Draw 6 new cards from top of Draw Pile. Normal discard

       rules apply.

  * 6F 5F  THE SUPER SOLDIER SERUM  <CL> {R} [OPD]

     Teammate’s Fighting Rating increases to 7 for remainder of game.

 

 STRENGTH

  * 6S 6E  M’KRANN FRAGMENT  <XM> {R} [OPD]

     Teammate may discard 2 cards from top of Draw Pile to Dead Pile after

       Placing Phase, before Venture Phase, each battle to Venture 3 Mission

       cards with no penalty that battle.

  * 6S 5S  ADAMANTIUM TENTACLES  <CL> {R} [OPD]

     Teammate’s Strength Rating increases to 7 for remainder of game.

  * 6S 5S  PYM PARTICLES  <CL> {C} [OPD]

     During each Draw Phase, teammate and opponent draw either 6 cards, 8

       cards, or 10 cards. Teammate’s choice before Draw Phase. May change

       each battle.

 

 INTELLECT

  * 6I 6F  ADAMANTIUM  <XM> {U}

     Teammate may attack the Reserve with Power cards for remainder of game.

  * 6I 5I  THE BOOK OF THE DARKHOLD  <CL> {R} [OPD]

     Teammate’s Intellect Rating increases to 7 for remainder of game.

  * 6I 5I  THE SIEGE PERILOUS  <XM> {U}

     Teammate may discard 3 cards from top of Draw Pile to Dead Pile after Draw

       Phase, before Events are played, each battle to remove any Hit from

       Permanent Record.

  * 6I 5I  THE ULTIMATE NULLIFIER  <CL> {R}

     Negates the effect of all Artifact cards. Both players must discard all

       Placed Artifact cards and all Artifact cards in play. Discard this card

       after use.

 

DOUBLE SHOT

 

 ENERGY

  * 6E 4E  6F E  <MN> {C}  Spider-Man & Human Torch

  * 6E 4E  6F S  <MN> {C}  Longshot & Mojo

  * 6E 4E  6F I  <CL> {C}  Mandrill & Nekra

  * 6E 4E  6S E  <MN> {C}  Dr. Strange & Silver Surfer

  * 6E 4E  6S F  <CL> {C}  Torpedo & Rom

  * 6E 4E  6S I  <CL> {C}  She-Hulk & Starfox

  * 6E 4E  6I E  <CL> {C}  Forge & Storm

  * 6E 4E  6I F  <MN> {C}  Spider-Woman & Iron Man

  * 6E 4E  6I S  <MN> {C}  Invisible Woman & Mr. Fantastic

 

 FIGHTING

  * 6F 4F  6E F  <MN> {C}  Gambit & Bishop

  * 6F 4F  6E S  <CL> {C}  Hellstorm & Hellcat

  * 6F 4F  6E I  <MN> {C}  Rhino & Electro

  * 6F 4F  6S E  <MN> {C}  Venom & Spider-Man

  * 6F 4F  6S F  <MN> {C}  Rogue & Gambit

  * 6F 4F  6S I  <CL> {C}  Tigra & Wonder Man

  * 6F 4F  6I E  <MN> {C}  Nightcrawler & Mystique

  * 6F 4F  6I F  <CL> {C}  Baron Von Strucker & Red Skull

  * 6F 4F  6I S  <CL> {C}  Hawkeye & Mockingbird

 

 STRENGTH

  * 6S 4S  6E F  <MN> {C}  Vision & Scarlet Witch

  * 6S 4S  6E S  <CL> {C}  Blink & Rogue

  * 6S 4S  6E I  <MN> {C}  Shadowcat & Colossus

  * 6S 4S  6F E  <MN> {C}  Rogue & Psylocke

  * 6S 4S  6F S  <CL> {C}  Thor & Lady Sif

  * 6S 4S  6F I  <MN> {C}  Spider-Man & Silver Sable

  * 6S 4S  6I E  <MN> {C}  Invisible Woman & Namor

  * 6S 4S  6I F  <CL> {C}  Howard the Duck & Man-Thing

  * 6S 4S  6I S  <CL> {C}  Valkyrie & Nighthawk

 

 INTELLECT

  * 6I 4I  6E F  <MN> {C}  Iceman & Beast

  * 6I 4I  6E S  <MN> {C}  Iron Man & Thor

  * 6I 4I  6E I  <CL> {C}  Baron Zemo & Arnim Zola

  * 6I 4I  6F E  <MN> {C}  Black Widow & Captain America

  * 6I 4I  6F S  <CL> {C}  Dr. Doom & Namor

  * 6I 4I  6F I  <CL> {C}  Daredevil & Black Widow

  * 6I 4I  6S E  <CL> {C}  Vanguard & Darkstar

  * 6I 4I  6S F  <MN> {C}  Daredevil & Scarlet Spider

  * 6I 4I  6S I  <MN> {C}  She-Hulk & Hulk

_______________________________________________________________________________

 

M I S S I O N   C A R D S   A N D   E V E N T   C A R D S

 

    ANY MISSION

    Event:

     * HIDEOUT DISCOVERED!  <CG> {U}           Silver Sable

        Discard all placed Teamwork Universe cards. No Teamwork Universe cards

            may be played this battle.

     * TO SAVE THE WORLD!  <CL> {R}            Squadron Supreme

        For remainder of Battle, after Venturing, if one player either draws or

            discards cards, Placed or in Hand, then other player must draw or

            discard an equal number of cards, either Placed or in Hand.

      ____________________________________________________________________

 

  * AGE OF APOCALYPSE  <OP>

     * 1  {U}  The Truth Revealed              Bishop

     * 2  {U}  Siege the Sea Wall              Weapon X, Jean Grey

     * 3  {U}  The Human High Council          Sue Storm

     * 4  {U}  The Sinister Lair               Beast

     * 5  {U}  The Life of a Child             Colossus

     * 6  {U}  Headlong into the Holocaust     Holocaust

     * 7  {U}  The Heart of Apocalypse         Apocalypse

  * Events:

     * INFINITE ARMY SCATTERS!  <MC> {R}       Morph

        No Teamwork Universe cards may be played this battle.

     * MARTYR FOR THE CAUSE  <MC> {R}          Angel

        All hits in the Permanent Record of all Front Line Heroes are moved to

            the Permanent Record of one Front Line Hero.

     * MUTANT REBELS HELD CAPTIVE!  <MC> {R}   Jean Grey & Dark Beast

        No Strength Power cards may be played this battle. Affected Power

            cards are not discarded.

     * MUTANT REBELS HELD CAPTIVE!  <MI> {X}   Jean Grey & Dark Beast

        No Strength Power cards may be played this battle. (missing text about

            discards and Jean Grey & Dark Beast: TM and (c) 1996 text)

     * REBEL FORCES REGROUP!  <MC> {R}         Gambit & Jubilee

        Move all Mission cards currently in the Lost Missions Pile into the

            Reserve Missions Pile.

     * STRATEGY DESTROYED!  <MC> {R}           Strong Guy

        Discard all placed cards.

     * TIMEWARPER!  <MN> {R}                   Legion

        For remainder of battle, each Player may either take his turn or Place

            1 card.

      ____________________________________________________________________

 

  * ANNIHILATION AFFAIR  <OP>

     * 1  {U}  A Gun in the Night              Deadpool

     * 2  {U}  Blood & Thunder                 Thunderbolt Ross

     * 3  {U}  How the Mighty Fall             Capt. America

     * 4  {U}  Treachery and Triumph           Dr. Octopus

     * 5  {U}  None Shall Be Spared            Doc Samson

     * 6  {U}  Make Room for the Hostage       Omega Red

     * 7  {U}  Ground Zero                     Hulk

  * Events:

     * CHAOS AT GAMMA BASE!  <MC> {R}          Whirlwind

        No cards with a Strength icon may be used to attack this battle.

     * DEEP COVER OPERATIVE  <MN> {R}          Sharon Carter

        After Placing, reveal any 1 card in your hand that contains an

            Intellect icon to your opponent.

     * HEROIC STANDOFF!  <MC> {R}              Doc Samson & Hulk

        Sort through the Power Pack and choose any two cards. Reshuffle Power

            Pack. Put two chosen cards in your hand. May not be duplicates.

     * HOSTAGE CRISIS!  <MC> {R}               Bullseye & Elektra

        Choose 1 Front Line Hero that cannot play any cards or be attacked

            this battle.

     * SABOTAGE  <MC> {R}                      Red Skull

        Discard all MultiPower cards.

     * SPECIAL DELIVERY  <MC> {R}              Sidewinder

        Reserve hero can play Specials from Reserve this battle.

      ____________________________________________________________________

 

  * ASSAULT ON ONSLAUGHT  <OS> <IQM>

     * 1  {R}  Unity in Chaos                  Professor X

     * 2  {R}  Incredible Forces               The Hulk

     * 3  {R}  Child of the Future             Franklin Richards

     * 4  {R}  Display of Power                Apocalypse & Cable

     * 5  {R}  Sphere of Influence             Bastion

     * 6  {R}  Desperate Union                 Rogue & Magneto

     * 7  {R}  Ground Zero                     Onslaught

  * Events:

     * DO OR DIE!  <OS> {VR}                   Elektra & Gateway

        Before discarding, take one card from your hand and put it on the

            bottom of the Draw Pile.

     * FIGHTING SPIRIT LIVES!  <OS> {VR}       Juggernaut

        All Special cards in your hand may be played by any Hero, for remainder

            of battle.

     * FUEL FOR THE MACHINE  <MN> {R}          X-Man

        Sort through Draw Pile card by card. Put the first card with more than

            one icon in your hand. May be a duplicate. Reshuffle Draw Pile.

     * HELPING HANDS  <OS> {VR}                Black Panther

        Draw two cards after the Discard Phase. Do not discard if duplicates.

     * ON THE MOVE  <OS> {VR}                  Captain America & Falcon

        No Intellect Power cards may be played this battle. Affected Power

            cards are not discarded.

     * SPY DISCOVERED!  <OS> {VR}              Thing

        After placing, reveal any 4 cards in your hand to your opponent.

      ____________________________________________________________________

 

  * THE COMING OF GALACTUS  <MN> <SD>

     * 1  {C}  The Watcher Warns the Earth     Uatu

     * 2  {C}  The Heroes Charge into Battle!  Thing & Human Torch

     * 3  {C}  Are Their Efforts for Naught?   Human Torch

     * 4  {C}  The Heroes Rally!               Invisible Girl

     * 5  {C}  Galactus Sends in His Minions!  Mr. Fantastic

     * 6  {C}  The Herald of Galactus!         Silver Surfer

     * 7  {C}  The Devourer of Worlds!         Galactus

  * Events:  <MN>

     * COORDINATED EFFORT  {U}                 Invisible Girl

        All Tactic cards with an Intellect icon are +1 this battle.

     * DESPERATE GAMBLE  {R}                   Mr. Fantastic

        Players must Venture two Mission cards this battle. Event is ignored

            if both players cannot Venture two Mission cards.

     * EVERYONE HAS A PART TO PLAY  {U}        Human Torch

        Activator cards may be exchanged for any Special card beneath a

            Battlesite for remainder of battle.

     * GALACTIC BUSY WORK  {U}                 Punisher & Mr. Fantastic

        All attacks made with a Strength icon must be made against the same

            Front Line character this battle, until Character is KO’d.

     * HERALD BETRAYS GALACTUS  {R}            Silver Surfer

        No Universe: Ally cards may be played this battle.

     * HEROIC EFFORT  {U}                      Thing

        Player with more Hits in the Permanent Record of his Front Line

            characters goes first this battle.

      ____________________________________________________________________

 

  * THE CROSSING  <MC>

     * 1  {U}  Murder Most Foul                Iron Man

     * 2  {U}  Deception and Revelation        Vision

     * 3  {U}  Blood and Friendship            Giant-Man, Wasp, Hercules

     * 4  {U}  Redeemed                        Hawkeye & Black Widow

     * 5  {U}  Back in the Day                 Capt.America, BlackWidow, Jarvis

     * 6  {U}  My Enemy, My Self               Stark and Stark

     * 7  {U}  A Time for Evil                 Kang & Mantis

  * Events:

     * AVENGERS ASSEMBLE!  <MC> {R}            Hawkeye, Vision & Scarlet Witch

        For each Mission card in the Defeated Missions Pile, remove 1 hit from

            the Permanent Record of any Hero.

     * AVENGERS ATTACK HEADQUARTERS  <MC> {R}  Thor

        No Energy Power cards may be played this battle. Affected Power cards

            are not discarded.

     * HEROES AVENGE MURDER  <MC> {R}          Iron Man

        One Front Line Hero of your choice is immediately KO’d. Reserve Hero

            immediately moves into play. Card is discarded if it will end game.

     * OTHERWORLDLY PLOT  <MC> {R}             Kang

        All Universe card bonuses receive an additional +1 this battle.

     * REBIRTH!  <MN> {R}                      Wasp

        For each Character KO’d this battle, that Character’s Team is +3 to

            Venture Total.

     * TIME TRAVELLERS VANQUISHED  <MC> {R}    Mantis

        No cards that have the word “teammate” may be played this battle.

      ____________________________________________________________________

 

  * DARK PHOENIX SAGA  <MC>

     * 1  {U}  Troubling Thoughts              Mastermind

     * 2  {U}  Inner Circles                   Jean Grey

     * 3  {U}  Kings and Queens                Black Queen

     * 4  {U}  Knowledge is Power              Nightcrawler

     * 5  {U}  Imperial Abduction              Lilandra

     * 6  {U}  Deadly Rebirth                  Dark Phoenix

     * 7  {U}  The Cost of Life                Cyclops & Phoenix

  * Events:

     * BATTLE ON THE MOON!  <MC> {R}           Cyclops

        No Universe cards may be played this battle.

     * HELLFIRE CLUB ATTACKED!  <MC> {R}       Nightcrawler

        Any attack made on a Front Line Hero may be moved to Reserve Hero,

            who may defend.

     * MARSHALING FORCES  <MN> {R}             Storm

        All attacks from each Teamwork card must be made against the same Front

            Line character this battle, until character is KO’d.

     * NEW LEASE ON LIFE  <MC> {R}             Jean Grey as Phoenix

        Reshuffle the Power Pack and Dead Pile into the Draw Pile.

     * PHOENIX RISES FROM ASHES!  <MC> {R}     Dark Phoenix

        Remove all hits with an Energy icon from the Permanent Record of all

            Heroes.

     * SHI’AR POWER PLAY  <MC> {R}             Lilandra & Gladiator

        Discard all placed Power cards.

      ____________________________________________________________________

 

  * FATAL ATTRACTIONS  <OP>

     * 1  {C}  To Cleanse a Nation             Exodus

     * 2  {C}  In the Nick of Time             Cable

     * 3  {C}  Unholy Crusade                  Storm

     * 4  {C}  Shock Felt ‘Round the World     Magneto

     * 5  {C}  For the Life of a Friend        Wolverine

     * 6  {C}  Brother Against Brother         Colossus

     * 7  {C}  Dreams of Light and Dark        Professor X

  * Events:

     * THE BEST LAID PLANS…  <MC> {R}        Bishop

        Sort through the Draw Pile and choose any four cards. Reshuffle Draw

            Pile. Put four chosen cards on top of Draw Pile.

     * A CALL TO ARMS  <MC> {R}                Quicksilver

        Move the Reserve Hero to the Front Line this battle. Return that Hero

            to Reserve at the end of the battle.

     * DOWN BUT NOT OUT!  <MC> {R}             Wolverine

        No Special cards may be played this battle. Affected Specials are not

            discarded.

     * HOSPITAL BECOMES WAR ZONE!  <MC> {R}    Exodus

        Discard all placed Universe cards.

     * MISGUIDED EFFORTS  <MN> {R}             Rusty Collins

        All Tactic cards with an Energy icon are +1 this battle.

     * SHOCKWAVE ROCKS THE WORLD!  <MC> {R}    Magneto

        No cards with an Energy icon may be used to attack this battle.

      ____________________________________________________________________

 

  * INFESTATION INCIDENT  <OP>

     * 1  {U}  A Parasite’s Hunger             Brood Swarm

     * 2  {U}  Swarm of the Insidious          Punisher

     * 3  {U}  Children of the Damned          Capt. America

     * 4  {U}  A Line in the Sand              Nick Fury

     * 5  {U}  The Belly of the Beast          Cyclops

     * 6  {U}  Robbing the Cradle              Wolverine

     * 7  {U}  The Queen of Evil               Brood Queen

  * Events:

     * ALIEN CREATURE RAMPAGES!  <MC> {R}      Professor X

     * ALIEN CREATURE RAMPAGES!  <MI> {X} (missing Professor X: TM & (c) text)

        All Heroes KO’d this battle may continue to fight and are not discarded

            until the end of the battle.

     * CAUGHT OFF GUARD!  <MC> {R}             Rogue

        No Training Universe cards may be played this battle.

     * HERE COMES THE CAVALRY!  <MC> {R}       Ghost Rider & Brood

        Draw 3 additional cards. All duplicates must still be discarded

     * MONSTERS ATTACK!  <MC> {R}              Colossus & Brood

        Randomly choose two cards from opponent’s hand. Opponent must discard

            chosen cards to Dead Pile.

     * PROTECT THE QUEEN!  <MN> {R}            Brood Queen Conover

        All Power Cards are +1 when used for defense this battle.

     * SECOND WIND  <MC> {R}                   Gambit & Brood

        Remove all hits with a Strength icon from the Permanent Record of all

            Heroes.

      ____________________________________________________________________

 

  * INFINITY GAUNTLET  <OP>

     * 1  {C}  The Mind                        Dr. Strange

     * 2  {C}  The Soul                        Adam Warlock

     * 3  {C}  Time                            Dr. Doom

     * 4  {C}  Reality                         Galactus

     * 5  {C}  Power                           Thor

     * 6  {C}  Space                           Silver Surfer

     * 7  {C}  The Final Confrontation         Thanos

  * Events:

     * COSMIC SNEAK ATTACK!  <MC> {R}          Adam Warlock

        All level 1 Power Card attacks cannot be blocked this battle.

     * GODS OF STONE!  <MC> {R}                Galactus

        No Any Hero Specials may be played this battle.

     * HEROES RESURRECTED!  <MC> {R}           Pip & Gammora

        All Hits from the Current Battle are discarded at the end of the

            battle, and do not get added to the Permanent Record

     * MAD GOD RAISES DEAD!  <MC> {R}          Thanos & Nebula

        Resurrect 1 KO’d Hero. If 3 Heroes are still in play, resurrected

            Hero is placed in Reserve.

     * SILVER TONGUED DEVIL  <MC> {R}          Mephisto & Thanos

        No Fighting Power cards may be played this battle. Affected Power

            cards are not discarded.

     * WITNESS TO THE HORRORS!  <MN> {R}       Starfox

        Each player may not concede until they have taken 1 Turn.

      ____________________________________________________________________

 

  * MAXIMUM CARNAGE  <OP>

     * 1  {C}  A Lunatic on the Loose          Cletus Kasady

     * 2  {C}  Venom to the Rescue?            Venom

     * 3  {C}  The Madness Grows               Demogoblin

     * 4  {C}  A Touch of Death                Carrion

     * 5  {C}  Deadly Duplicates               Doppelganger

     * 6  {C}  A Bitter Love                   Shriek

     * 7  {C}  The Face of Evil                Carnage

  * Events:

     * FRIENDS AND ALLIES  <MC> {R}            Morbius

        Move the Reserve Hero to the Front Line this battle. Return that Hero

            to Reserve at the end of the battle.

     * LAMBS TO THE SLAUGHTER  <MC> {R}        Carnage

        Continue this battle with no venture, and no conceding.

     * LET THE SILENCE SPEAK!  <MC> {R}        Iron Fist

        Discard 3 cards from the top of the Draw Pile into the Dead Pile.

     * MIRACLE WORKER ALIVE!  <MC> {R}         Dagger & Cloak

        Remove 1 hit from the Permanent Record of all Heroes.

     * SHORT-CIRCUITED!  <MN> {R}              Deathlok

        All Tactic cards with a Fighting icon are +1 this battle.

     * SYMBIOTIC HERO CAPTURED!  <MC> {R}      Venom

        No One Per Deck cards may be played this battle.

      ____________________________________________________________________

 

  * SECRET WARS  <MN> <SD>

     * 1  {C}  From Humble Beginnings.         Molecule Man

     * 2  {C}  Heroes Assemble!                Avengers

     * 3  {C}  The Start of Something Big!     Spider-Man

     * 4  {C}  Alliances and Enemies!          Wasp & Magneto

     * 5  {C}  Evil Revealed!                  Doctor Doom

     * 6  {C}  Would-Be Rulers.                Klaw & Dr. Doom

     * 7  {C}  Power Unleashed!                Beyonder & Dr. Doom

  * Events:  <MN>

     * AMBUSHED!  {U}                          Wrecker

        Choose one of opponent’s Front Line characters. All attacks on chosen

            character are at +1 for remainder of battle.

     * AT LAST, CONTROL!  {R}                  Ben Grimm

        Do not discard any duplicate Special cards this battle.

     * CAUGHT UNAWARE!  {U}                    Captain Marvel

        No cards may be Placed this battle.

     * CHARMED  {R}                            Enchantress

        Choose one Front Line character. Chosen character may not attack

            opponent’s chosen character. Event is ignored if either player has

            only 1 Front Line character.

     * EMPATHIC HEALING  {U}                   Colossus

        Exchange all Hits in the Permanent Record of one character with all

            Hits in the Permanent Record of any Front Line teammate.

     * KEEPS GOING & GOING  {U}                Ultron

        MultiPower Power cards do not count in the Venture total for this

            battle.

      ____________________________________________________________________

 

  * SEPARATION ANXIETY  <PS>

     * 1  {C}  Seeds of Destruction            Venom

     * 2  {C}  A Bridge to Bedlam              Spider-Man

     * 3  {C}  A Hot Welcome                   The Jury

     * 4  {C}  City Beneath the Soil           Symbiote

     * 5  {C}  Ventilator Blues                Venom & Symbiote

     * 6  {C}  Check-Point Charley             Spider-Man & Symbiote

     * 7  {C}  Carnage Uncaged!                Carnage

  * Events:

     * CAUGHT BY SURPRISE  <MC> {R}            Spider-Man

        No placed cards may be played this battle.

     * BREAKOUT  <MC> {R}                      Venom

        Reserve Hero may use Power Cards to defend any front line Hero this

            battle.

     * IMPRISONED FOR SCIENCE  <MC> {R}        The Jury & Symbiote

        No cards with a Fighting icon may be used to attack this battle.

     * PARTING SUCH SWEET SORROW  <MN> {R}  Carnage

        Choose 1 Front Line Character. Chosen Character must discard all Placed

            cards and cannot Place any cards this battle.

     * SYMBIOTIC ACHILLES HEEL  <MC> {R}       Venom

        Sort through Draw Pile card by card. Put the first card with an Energy

            icon in your hand. May be a duplicate. Reshuffle Draw Pile.

     * SYMBIOTIC SAMPLES TAKEN  <MC> {R}       Symbiote

        Do not discard any duplicates for this battle.

      ____________________________________________________________________

 

  * SINS OF THE FUTURE  <PS>

     * 1  {C}  The New Order                   Sentinels

     * 2  {C}  Fractured Logic                 Graydon Creed

     * 3  {C}  The Face of Death               Master Mold

     * 4  {C}  The Fight for Freedom           Magneto

     * 5  {C}  Search and Destroy              Wolverine

     * 6  {C}  Traitors and Turncoats          Phoenix

     * 7  {C}  The Ultimate Evil               Nimrod

  * Events:

     * ASSASSINATION ATTEMPT!  <MC> {R}        Mystique & Destiny

        No cards that affect Hits in the Permanent Record or from the Current

            Battle may be played this battle.

     * MUTANTS IN HIDING!  <MC> {R}            Cannonball

        Switch any front line Hero with the reserve Hero.

     * MUTANTS NEUTRALIZED  <MC> {R}           Storm

        Discard all placed Special cards.

     * ONE STEP CLOSER  <MC> {R}               Dr. Trask

        Sort through Draw Pile card by card. Put the first card with a Strength

            icon in your hand. May be a duplicate. Reshuffle Draw Pile.

     * PATH OF DESTRUCTION!  <MN> {R}          Colossus

        After Placing, reveal any 1 card in your hand that contains a Strength

            icon to your opponent.

     * RUDE AWAKENING!  <MC> {R}               Sentinels

        Remove all hits with a Fighting icon from the Permanent Record of all

            Heroes.

_______________________________________________________________________________

 

O T H E R   M A R V E L   O V E R P O W E R   C O L L E C T I B L E   I T E M S

 

  * OVERPOWER PROMOTIONAL CARDS & FLIERS ( 7 )

     * THE ULTIMATE FANTASY CARD GAME! Thick 2 1/2″-by-3 1/2″ card  <CG>

     * COMIC CON $5000 KICKOFF TOURNAMENT! Large 6 3/8″-by-7 15/16″ card  <CG>

     * GEN CON $5000 KICKOFF TOURNAMENT! Large 6 3/8″-by-7 15/16″ card  <CG>

     * OVERPOWER SWEEPSTAKES RULES  Thin 2 1/2″-by-3 1/2″ card  <CP>

     * THE ULTIMATE MARVEL FANTASY CARD GAME! Tall 4″-by-9″ fold-out flier <SP>

     * THE REINFORCEMENTS HAVE ARRIVED Tall 4″-by-9″ fold-out flier  <SP>

     * WANT ALL KINDS OF COOL STUFF? Mini 2 1/2″-by-3 1/2″ fold-out flier  <NN>

      ____________________________________________________________________

 

  * CRIB CARDS ( 3 ) non-playing card insert cards

     * MARVEL OVERPOWER QUICK REFERENCE CARD  <OP> <SD>

     * COLLECT ALL THE OVERPOWER HEROES AND VILLAINS LIST CARD  <OP> <SD>

     * HOW TO PLAY EVENT CARDS RULES CARD  <MC>

      ____________________________________________________________________

 

  * RULES OF PLAY INSTRUCTION BOOKLETS ( 3 )

     * THE ULTIMATE MARVEL FANTASY CARD GAME Cyclops cover  <OP> <SD>

     * MONUMENTAL OVERPOWER Spider-Man cover  <MN> <SD>

     * ’98 ALL JAPAN TOURNAMENT Spider-Man vs. Wolverine cover  <OP> <OR>

      ____________________________________________________________________

 

  * OVERPOWER GAME GUIDES ( 5 ) Comic book size and format

     * No. 1 CLOBBERIN’ TIME “special pre-released edition”  <MI>

     * No. 1 CLOBBERIN’ TIME Written by Benjamin J. Grimm, a.k.a. Thing  <SP>

     * No. 2 SWORN TO PROTECT Written by Jubilation Lee, a.k.a. Jubilee  <SP>

     * No. 3 DEADLY FOES Written by Victor Creed, a.k.a. Sabretooth  <SP>

     * No. 4 INVINCIBLE ALLIES Written by Spider-Man, Gambit, Rogue, Venom <SP>

      ____________________________________________________________________

 

  * STARTER DECKS ( 7 ) OP decks contain 62 game cards, Rules of Play booklet,

       Quick Reference Card, and “Collect All the OverPower Heroes & Villains”

       list card; MN decks contain 65 collectable cards and updated Rules of

       Play

     * CLOBBERIN’ TIME Thing, War Machine, Spider-Woman, Thor  <OP>

     * DEADLY FOES Sabretooth, Deadpool, Hobgoblin, Dr. Octopus  <OP>

     * HEROES ASSEMBLE Silver Surfer, Punisher, Colossus, Beast  <OP>

     * LETHAL ALLIES Dr. Doom, Carnage, Omega Red, Rhino  <OP>

     * MUTANTS UNITE Storm, Rogue, Gambit, Bishop  <OP>

     * SWORN TO PROTECT Professor X, Cyclops, Jean Grey, Jubilee  <OP>

     * MONUMENTAL MARVEL OVERPOWER Random Teams/Heroes  <MN>

      ____________________________________________________________________

 

  * STARTER DISPLAY BOXES ( 2 )

     * MARVEL OVERPOWER Original Base Set ( 12 Starter Decks )  <OP>

     * MONUMENTAL Marvel Expansion ( 12 Starter Decks )  <MN>

      ____________________________________________________________________

 

  * BOOSTER DISPLAY BOXES ( 9 )

     * MARVEL OVERPOWER Original Base Set ( 36 packs, 9 cards each )  <OP>

     * MARVEL OVERPOWER Original Base Set ( 24 packs, 17 cards each ) <OP> <DT>

     * POWERSURGE Marvel Expansion ( 36 packs, 9 cards each )  <PS>

     * POWERSURGE Marvel Expansion ( 24 packs, 17 cards each )  <PS> <DT>

     * MISSION CONTROL Marvel Expansion ( 36 packs, 9 cards each )  <MC>

     * IQ Marvel Expansion ( 36 packs, 15 cards each )  <IQ>

     * MONUMENTAL Marvel Expansion ( 36 packs, 15 cards each )  <MN>

     * CLASSIC OVERPOWER Marvel Expansion ( 36 packs, 15 cards each )  <CL>

     * X-MEN OVERPOWER Expansion ( 36 packs, 15 cards each )  <XM>

      ____________________________________________________________________

 

  * OVERPOWER DISPLAY STAND  <SP> <OP>

     Big Wolverine/Venom/Gambit die-cut artwork, thick cardboard, slots to hold

         Booster/Starter Deck Display Boxes, Game Guides and Promotional Fliers

      ____________________________________________________________________

 

  * COLLECTOR’S GIFT SET  <DT> <OP>

     2 Random OP Starter Decks & 4 OP Booster Packs in black slide-top carrying

         box with exclusive Wolverine vs. Spider-Man artwork

      ____________________________________________________________________

 

  * DUAL STARTER DECK COMBOS ( 3 ) 2 Decks in peg-hanging black box  <DT> <OP>

     * HEROES ASSEMBLE VS. CLOBBERIN’ TIME

     * LETHAL ALLIES VS. DEADLY FOES

     * MUTANTS UNITE VS. SWORN TO PROTECT

      ____________________________________________________________________

 

  * HERO PLACARDS ( 39, 3 sets of 13 ) 5″-by-7″ Reprints  <MI> <OPL>

     * GROUP #1               * GROUP #2               * GROUP #3

       APOCALYPSE               BEAST                    BISHOP

       CARNAGE                  CABLE                    CAPTAIN AMERICA

       COLOSSUS                 CYCLOPS                  ELEKTRA

       DEADPOOL                 DR. DOOM                 HUMAN TORCH

       HULK                     DR. OCTOPUS              JEAN GREY

       JUBILEE                  GAMBIT                   MAGNETO

       MR. FANTASTIC            HOBGOBLIN                OMEGA RED

       MYSTIQUE                 INVISIBLE WOMAN          PUNISHER

       PROFESSOR X              IRON MAN                 RHINO

       ROGUE                    PSYLOCKE                 SILVER SURFER

       SPIDER-MAN               SABRETOOTH               THOR

       STORM                    SPIDER-WOMAN             VENOM

       WAR MACHINE              THING                    WOLVERINE

      ____________________________________________________________________

 

  * HILLSHIRE FARM SET ( 20 ) All with 1996 Copyright on back sides  <HF>

     ANY HERO ALIEN SYMBIOTE        REPRINTED HERO CARDS: BLACK CAT

     CARNAGE COMBAT CHAOS                                 DOCTOR OCTOPUS

     DR. OCTOPUS KILLER CRUSH                             HOBGOBLIN

     HOBGOBLIN FRIGHTENING VISAGE                         MYSTERIO

     MYSTERIO MISDIRECTION                                RHINO

     RHINO STAMPEDE                                       SCARLET SPIDER

     SCARLET SPIDER SCARLET SAVIOR                        SILVER SABLE

     SPIDER-MAN OVER THE EDGE                             SPIDER-MAN

     VENOM LETHAL PROTECTOR                               VENOM

     NEW HERO CARD: DOPPELGANGER      REPRINTED UNIVERSE: GENERATOR (ELECTRO)

      ____________________________________________________________________

 

  * OVERPOWER POWERSURGE INVINCIBLES ACTION FIGURES ( 4 )  <DT> <AFP>

     * ADAM WARLOCK FIGURE contains his Hero card, usually facing FRONT

     * BONE CLAWS WOLVERINE FIGURE with Soul Gem OPD Special, facing FRONT

     * SCARLET SPIDER FIGURE with Cosmic Alliance Special, facing FRONT

     * NIGHT ARMOR IRON MAN FIGURE with Energy Barrage Special, facing BACK

      ____________________________________________________________________

 

  * MEGAPOWER SET ( 10 ) Sold online at Marvel.com’s Store  <MP>

     * COLOSSUS SIBERIAN STRENGTH

     * GAMBIT FULL HOUSE

     * MARROW SKELETAL PLATES

     * NIGHTCRAWLER BLINDSIDE

     * PROFESSOR X SHI’AR BATTLE ARMOR

     * ROGUE NIGH INVULNERABLE

     * SHADOWCAT NINJA ADEPT

     * STORM GATHERING WINDS

     * WOLVERINE TRACKING SENSES

     * LOCATION: TEAM OVERPOWER

     ____________________________________________________________________

 

  * METAL PRINTS ( 3 ) 6 1/2″-by-10″ Chromium  <MI> <TP>

     * SPIDER-MAN VS. WOLVERINE

     * VENOM BATTLING GAMBIT

     * STORM MET THE THING

      ____________________________________________________________________

 

  * UNCUT SHEET OF OVERPOWER CARDS Numerous different exist  <CG> <TP> <OPL>

      ____________________________________________________________________

 

  * OVERPOWER POSTERS ( 7 ) 16″-by-20″

     * SPIDER-MAN VS. WOLVERINE No text  <SP>

     * SPIDER-MAN VS. WOLVERINE Available Here!  <SP>

     * VENOM BATTLING GAMBIT No text  <SP>

     * VENOM BATTLING GAMBIT Available Here!  <SP>

     * STORM MET THE THING No text  <SP>

     * STORM MET THE THING Available Here!  <SP>

     * POWERSURGE MARVEL EDGE POSTER Dr. Strange, Ghost Rider, Daredevil  <MMM>

      ____________________________________________________________________

 

  * OVERPOWER FILE FOLDERS ( 4 )  <CG>

     * SPIDER-MAN VS. WOLVERINE Plain OverPower logo

     * SPIDER-MAN VS. WOLVERINE PowerSurge logo

     * SPIDER-MAN VS. WOLVERINE Mission Control logo

     * OVERPOWER LEGION Mostly white

      ____________________________________________________________________

 

  * OVERPOWER BADGES ( 2 )

     * LOGO PIN Small rectangular enamel, OP logo on white background <CG> <TP>

     * CYCLOPS BUTTON round plastic, OP logo on “Visual Sweep” art  <CG> <TP>

      ____________________________________________________________________

 

  * LOST PROMO CARDS ( 6 ) Printed but not mass distributed or game legal, all

       have “(c) 1997” on card back  <AI>

     * ANY CHARACTER DEAL WITH THE DEVIL SPECIAL Emplate & White Queen

     * TACTIC: ARTIFACT 6E 5A IMAGE INDUCER Nightcrawler/Errol Flynn

     * TACTIC: ARTIFACT 6I 5A AVENGER’S ID CARD Hulk & Wasp

     * UNIVERSE: TEAMWORK 6A AA +0+0 Captain America, Spider-Man, Wolverine

     * UNIVERSE: BASIC 6I +3 XAVIER PROTOCOLS Professor X

     * KRAKOA LOCATION Sunfire, Thunderbird, Angel, Polaris, Colossus, Wolvrine

_______________________________________________________________________________

 

C H E C K L I S T   C O D E   K E Y

 

(XX)   Special card two-letter codes (reference: OverPower Specials Guide)

=>     Actual => correction or official errata

~ ~    Inherent Ability text

<AFP>  Action Figure Promo insert (Kay-Bee “OverPower Powersurge” toys)

<AI>   Accidental Insert (intended promo cards found in Classic OP boosters)

<CG>   Convention Giveaway exclusive (GenCon/Origins/Comicons/others)

<CL>   Classic OverPower Marvel expansion

<CP>   Comic Promo insert (various monthly Marvel comics)

<DT>   Department/Toy Store exclusive (Wal-Mart/Toys R Us/Kay-Bee)

<HF>   Hillshire Farm exclusive (Lunch ‘n Munch proof of purchase redemption)

<IQ>   IQ Marvel expansion

<IQM>  IQ Mail-Away exclusive (wrapper redemption)

<MC>   Mission Control Marvel expansion

<MI>   Magazine promo Insert (Ventura/Wizard/Combo/Inquest/Tuff Stuff Collect)

<MMM>  Marvel Masterpieces 1995 Mail-Away exclusive (wrapper redemption)

<MN>   Monumental Marvel expansion

<MP>   MegaPower set (Marvel.com exclusive)

<MW>   Marvel Vs. Wildstorm trading card insert

<NN>   Ninety-Nine Cent trading card insert (X-Men/Spider-Man)

<OHP>  Oversized Hero Placard (Wizard/Legion exclusive)

<OP>   OverPower original Marvel base set

<OPL>  OverPower Legion membership exclusive (newsletter insert/offer)

<OS>   OnSlaught expansion (comic/Marvel Ultra Onslaught trading card insert)

<PS>   PowerSurge Marvel expansion

<SD>   Starter Deck exclusive insert

<SP>   Specialty Shop/Dealer exclusive product (comic shop/American Entrtnment)

<TP>   Tournament Prize/Giveaway exclusive

<XM>   X-Men Marvel expansion

{C}    Common rarity level within same expansion

{U}    Uncommon rarity level within same expansion

{R}    Rare rarity level within same expansion

{VR}   Very Rare rarity level within same expansion

{X}    Unspecified rarity level

[OPD]  One Per Deck designation