Checklist

Below is a complete checklist for all Overpower cards, created by Gary Martin Jr.
 
If you would like to view each individual checklist by expansion,
then please click the link below:
 

Expansion Checklists

 

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

Hero/Character (H/V) Pre-IQ (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)
AQUAMAN (H) 2-5-6-6 (19) May have dup “Allies Frm Deep”
AZRAEL (H) 5-8-3-3 (19)
BACKLASH 5-6-5-6 (22) 18 Points for Deckbuilding
BACKLASH, FUTURE 6-4-3-7 (20) May play any Backlash Specials
BANE (V) 1-6-6-6 (19)
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
BATMAN (H) 2-7-4-7 (20)
BATMAN AVENGER (H) 4-8-4-4 (20) M Power cards +1 vs. Villain
BATMAN DETECTIVE (H) 4-4-4-8 (20) Play Gordon “Sting Operation”
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 CANARY (H) 3-7-3-5 (18) May Place/play any Hero I Ally
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) Not Spect KOd w/ S Power cards
BLUE BEETLE (H) 4-6-4-5 (19) Team +2 to Venture Total
BOOSTER GOLD (H) 6-4-5-3 (18) I Power cards +3 for defense
BRAINIAC (V) 8-1-4-7 (20)
BRASS 7-5-6-3 (21)
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 ATOM (H) 7-6-4-3 (20) F Teamworks from Reserve
CAPTAIN BRITAIN 4-4-7-6 (21)
CAPTAIN MAR-VELL 6-6-6-4 (22) Energy Rating is 8 for defense
CAPTAIN MARVEL (H) 5-4-7-2 (18) “Speed of Mercury” from Reserv
CARNAGE 3-7-5 (15) 5-7-4-2 (18) Team +5 to Venture when KO’d
CATWOMAN (V) 3-6-2-6 (17)
CATWOMAN WHIPLASH (V) 3-7-3-4 (17) F Power cards +1 vs. Hero code
CEREBRO 6-3-3-8 (20)
COLOSSUS 4-4-7 (15) 1-5-7-4 (17) Not Cum KO’d w/ S Power cards
COLOSSUS: AGE OF APOCALYPSE 2-5-7-3 (17) Attacks w/ S Pc not shifted
COMM. GORDON AND THE G.C.P.D. (H) 4-5-5-6 (20)
COMM. JAMES GORDON (H) 5-6-4-5 (20) +2 Venture Total each battle
CRUX 6-6-2-3 (17) Avoid any attack w/ a 1I Pc
CRYSTAL 7-4-3-3 (17) May play any Inhumans Specials
CURSE 3-5-4-6 (18) May attack Reserve w/ S Power
CYBORG (V) 6-3-7-4 (20)
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
THE DARKNESS 7-7-4-3 (21)
DARKSEID (V) 6-3-8-6 (23)
DAZZLER 7-3-3-3 (16) Reserve defend D w/Power Cards
DEADPOOL 3-7-4 (14) 3-7-5-3 (18) Not Spect KOd 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)
DOCTOR POLARIS (V) 6-4-4-6 (20) Power cards +1 for defense
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
DOOMSDAY (V) 4-6-8-1 (19)
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) Not Spect KOd w/ F Power cards
THE ENFORCERS 3-6-4-3 (16) 2 Specials Placed, not dups
ERADICATOR (H) 7-2-7-3 (19)
FAIRCHILD 1-4-7-5 (17) 2 Universe Placed, not dups
FALCON 3-6-5-4 (18) Place/play any F BasicUniverse
THE FLASH (H) 6-6-4-3 (19) “Reap Whirlwind” from Reserve
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 ARROW (H) 4-7-3-5 (19) Attack Reserve w/ E Power crds
GREEN GOBLIN 4-4-6-6 (20) I Power cards +1 to attack
GREEN LANTERN (H) 7-3-4-4 (18) Not Spect KOd w/ E Power cards
GREY KING 6-3-5-7 (21)
GRIFTER 4-7-4-4 (19) Not S/C KO’d w/ Teamwork cards
GRUNGE 6-5-4-2 (17) Must have Multi Hit to be KO’d
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
HAWKMAN (H) 4-6-6-4 (20) Basic Universes additional +2
HAZARD (V) 7-2-5-5 (19)
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) Not Cum KO’d w/ E Power cards
HUMAN TORCH: INVADERS 7-6-4-3 (20)
HUNTRESS (H) 4-6-3-6 (19)
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)
JOKER (V) 4-5-2-7 (18)
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
KILLER CROC (V) 4-5-6-1 (16)
KILLRAZOR 3-7-5-4 (19) S Power cards +2 for defense
KINGPIN 2-4-5-6 (17) Teamworks from Reserve
KNOCKOUT (V) 2-6-7-3 (18)
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”
LEX LUTHOR (V) 3-4-3-8 (18)
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)
MALEBOLGIA 7-4-6-8 (25) 23 Points, not use I Defense
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”
MARTIAN MANHUNTER (H) 4-4-7-5 (20) Teammates’ Trainings +1
MAVERICK 5-8-3-3 (19)
MERCURY 6-7-5-4 (22)
METALLO (V) 6-2-7-2 (17)
METROPOLIS S.C.U (H) 7-4-5-3 (19)
MR. FANTASTIC 3-6-3 (12) 2-5-2-8 (17)
MISTER MIRACLE (H) 3-5-3-7 (18) Only Spect KO by 4 Power Types
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) Not Spect KOd 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) Not Spect KOd 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)
NERON (V) 5-2-6-8 (21)
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)
NIGHTWING (H) 2-6-4-6 (18)
OMEGA RED 2-6-4 (12) 6-7-5-2 (20)
ONSLAUGHT 8-2-6-7 (23)
ORION (H) 4-7-7-2 (20)
OVERTKILL 5-5-7-1 (18) Follow teammate’s TW w/ 1I Pc
PARALLAX (V) 7-6-3-5 (21) (H) -1 to attack P. 1st battle
PARASITE (V) 7-2-6-2 (17)
PENGUIN (V) 6-6-1-6 (19)
PHOENIX 7-5-4-3 (19) When KOd not discarded til eob
POISON IVY (V) 4-5-2-6 (17)
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) Not Cum KO’d 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)
RA’S AL GHUL (V) 3-7-3-7 (20)
RA’S AL GHUL SWORD MASTER (V) 4-7-4-5 (20) Basic Universes additional +1
RAPTURE 5-7-2-3 (17) +1 attack vs. Intellect 7 or 8
THE RAY (H) 8-4-4-2 (18)
THE REAVERS 5-7-6-3 (21)
RED SKULL 3-5-4-7 (19) Not Cum KO’d 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)
RIDDLER (V) 3-5-3-7 (18)
RIPCLAW 4-7-5-4 (20) To Front battle teammate KO’d
ROBIN (H) 3-6-2-7 (18)
ROGUE 5-3-7 (15) 4-4-7-2 (17) Not Spect KO’d w/ Specials
ROGUE: B/HOOD OF EVIL MUTANTS 6-5-3-2 (16) Not Cum KO’d w/ Specials
SABRA 3-7-6-3 (19)
SABRETOOTH 1-8-5 (14) 2-8-6-3 (19)
SAVAGE DRAGON 2-5-8-4 (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
SHADOWHAWK 2-5-6-6 (19) SPc +2 attack C w/ EPc in Perm
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)
SPAWN 8-7-3-3 (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
STEEL (H) 5-3-6-4 (18)
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
STRYKER 4-7-6-3 (20)
SUNFIRE 7-5-4-4 (20) “Solar Flare” from Reserve
SUPER SKRULL 5-3-7 (15) 6-4-7-4 (21)
SUPERBOY (H) 6-3-6-3 (18)
SUPERGIRL (H) 6-4-6-3 (19)
SUPERMAN (H) 7-4-7-3 (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)
THORN (V) 4-6-3-5 (18)
THUNDERBIRD 2-6-7-3 (18)
THUNDERBOLTS 7-5-4-6 (22)
TIFFANY 6-6-4-4 (20) Fighting Rating 8 for Defense
THE TRICKSTER 6-5-1-7 (19)
TWO-FACE (V) 3-6-3-6 (18)
TWO-FACE CRIMEBOSS (V) 6-3-3-6 (18) “Flip of the Coin” from Reserv
TYPHOID MARY 5-7-3-2 (17) Attacks w/ F Pc not shifted
VELOCITY 6-5-2-3 (16) Attack w/Powercards in Reserve
VENOM 6-6-7 (19) 5-6-7-2 (20)
VIOLATOR 4-6-7-2 (19)
VISION 5-5-6 (16) 5-4-6-6 (21) “Android Endurance” from Resrv
VOODOO, DAEMONITE 3-6-7-2 (18) May play any Voodoo Specials
WAR MACHINE 4-3-7 (14) 5-4-7-3 (19)
WARLOCK 7-6-4-6 (23)
WHITE QUEEN 7-2-2-6 (17)
WITCHBLADE 7-7-3-4 (21)
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
WONDER WOMAN (H) 1-8-6-5 (20)
WYNONNA EARP 2-7-3-6 (18)
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
ZEALOT 3-8-4-5 (20)
_______________________________________________________________________________

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

228 Characters ( 39 OverPower + 21 PowerSurge + 10 Mission Control +
12 Batman/Superman DC Hero + 18 B/S DC Villain + 8 IQ +
15 JLA DC Hero + 4 JLA DC Villain + 1 JLA DC Neutral +
16 Monumental + 24 Classic + 19 Image + 26 X-Men OP +
4 OnSlaught + 6 Marvel Vs. Wildstorm Chromium +
1 Hillshire Farm + 1 Kay-Bee Action Figure +
2 OverPower Legion + 1 Wizard Magazine )
101 Clone Characters ( 70 OP / PS / MC Heroes with Intellect ratings +
3 DC Holographic Hero + 3 DC Holographic Villain +
3 Monumental modified promo reprint + 8 Classic +
12 X-Men OP + 2 Marvel Vs. Wildstorm )
1440 Special Cards ( 18 Any Hero/Any Character + 0 to 9 each Character )
45 Location Cards ( 30 Monumental + 5 Classic + 4 Image + 5 X-Men OP +
1 MegaPower )
23 Aspect Cards ( 1 Any Homebase + 1 each for some Locations )
45 Power Cards ( 4 MultiPower w/o I + 5 MultiPower w/I + 4 Any-Power +
8 Energy + 8 Fighting + 8 Strength + 8 Intellect )
131 Universe Cards ( 37 Basic + 12 Training + 36 Teamwork + 45 Ally +
1 Captain Universe )
52 Tactic Cards ( 16 Artifact + 36 Double Shot )
133 Mission Cards ( 7 for each of 19 different Missions )
+ 112 Event Cards ( 3 Any Mission + 6 for each of 13 Marvel Missions +
—- 5 for each of 5 DC Missions + 6 for 1 Image Mission )
2310 Functionally Different Playing Cards;

—-
2622 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 ),
DC’s Power ( 36 ), Basic Universes ( 27 ), & Trainings ( 6 ),
IQ’s Any Hero Alien Symbiote Special Card, JLA’s Any Character
duplicates of Marvel Any Heroes ( 4 ), Monumental’s new artwork
reprinted promo Heroes ( 3 ), promo Specials ( 3 ), Power ( 36 ), Double
Shots ( 7 ), & Teamworks ( 9 ), Classic’s Any Character New Universe
duplicate of Fortress of Solitude and Double Shots ( 7 ), and Image’s
Any Character duplicates ( 3 ), Power ( 36 ), Teamworks ( 4 ), & Ally
cards ( 8 ) [ 312 Reprints ]

—-
2636 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 Promos, the
Hillshire Farm reprinted cards with new 1996 Copyright dates on back
( 4 PowerSurge Heroes & 1 Universe Card ), the Azrael Hero card without
the Trademark/Copyright text line, 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”) [ 14 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; Image starter deck “Moire-less” Grifter
Bull’s-Eye Shot, Zealot Warrior Soul; Correctly cut Spawn Finite Power}
_______________________________________________________________________________

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
* ARKHAM ASYLUM (BC) (V) <DP> {X} [OPD]
Play when opponent’s Hero is KO’d. Reserve must skip a battle before
entering.
* 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.
* THE BATCAVE (AJ) (H) <MI> {X} [OPD]
You may look at top 3 cards in opponent’s Draw Pile.
* CONFUSION (DB) <JL> {R} [OPD] Spellbinder
Avoids all attacks from 1 Teamwork card, or Target Character must
discard 1 Placed Teamwork card.
* DEAL WITH THE DEVIL (BW) (V) <MI> {X} [OPD]
Opponent must discard top 2 cards from Draw Pile into Dead Pile.
* DEATH FROM ABOVE (AA) <JL> {R} [OPD]
Parademons swoop in and make a level 4 Fighting attack! Any character
may make 1 additional attack.
* 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.
* FLIGHT (AG) <IM> {R} [OPD]
Avoid 1 attack. Counts as a duplicate of all “Any Hero/Character” AG
Special Cards.
* THE FORTRESS OF SOLITUDE (EN) (H) <DP> <OPL> {X} [OPD]
Play on your turn to concede battle. All Mission cards Ventured this
battle return to piles they were Ventured from. This card may be
placed.
* GUARDIAN ANGEL (AG) <JL> {VR} [OPD]
The Guardian gives warning. Any character may avoid 1 attack.
* JUSTICE LEAGUE OF AMERICA (AC) (H) <TP> {X} [OPD]
Attack made on Front Line Character is now made on any other Front Line
character.
* MASSIVE MUSCLES (AR) <IM> {R} [OPD]
Acts as a level 7 Strength attack. Counts as a duplicate of all “Any
Hero/Character” AR Special Cards.
* 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.
* SUPER SPEED (AA) <IM> {R} [OPD]
Acts as a level 4 Fighting attack. May make 1 additional attack. Counts
as a duplicate of all “Any Hero/Character” AA Special Cards.
* URBAN HUNTERS (BE) (H) <DCP> {X} [OPD]
Any Front Line Character may make 1 attack after opponent has conceded
the battle. Opponent may defend.
* WIZARD IN TOP HAT & TAILS (BQ) <JL> {VR} [OPD]
Exchange this card for any 1 card in Dead Pile. Counts as Duplicate of
all “Any Hero/Character” BQ 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.
____________________________________________________________________

* AQUAMAN (H) <JL> {U} E: 2 F: 5 S: 6 I: 6 (19)
~ May have duplicate “Allies From The Deep” Specials. ~
* ALLIES FROM THE DEEP (EB) <JL> {U}
Play this card in front of Aquaman, Aquaman may not be attacked until
this Special is attacked. Aquaman may not defend this card.
* DOLPHIN (JC) <JL> {U}
Acts as a level 5 Energy attack. Aquaman may play 1 additional Special
card.
* HOOK (AR) <JL> {R}
Acts as a level 7 Fighting attack.
* KING OF THE SEAS (AG) <JL> {U}
Avoid 1 attack.
* LINE (CH) <JL> {VR} [OPD]
Target character must discard all Placed cards and may not attack for
remainder of battle.
____________________________________________________________________

* AZRAEL (H) <BS> {VR} E: 5 F: 8 S: 3 I: 3 (19)
* AZRAEL {VR} (ERROR: without Trademark & (c) text line next to H symbol)
* AVENGING ANGEL (CS) <BS> {U}
Choose 1 Universe card, excluding Teamwork or Training, from Draw Pile
and place in hand. Reshuffle Draw Pile.
* BATTLE ARMOR (AD) <BS> {C}
Avoid 1 Fighting or Strength attack.
* DIVINE INSPIRATION (AM) <BS> {R}
Azrael gains a +2 to defense for remainder of battle.
* FLAMING SWORD (AE) <BS> {R}
Acts as a level 4 Energy attack. May combine with 1 Strength card for a
single attack.
* KNOW MY WRATH (AS) <JL> {R} [OPD]
Acts as a level 10 Fighting attack.
* THE SYSTEM (DU) <BS> {VR} [OPD]
Azrael may make 2 Power card attacks at +2 each, or 1 Power card attack
at +3. Bonus not applied to damage, or Venture Total.
____________________________________________________________________

* BACKLASH <IM> {C} E: 5 F: 6 S: 5 I: 6 (22)
~ Counts as 18 Points for Tournament Deckbuilding. ~
* BACKLASH, FUTURE <MW> {X} E: 6 F: 4 S: 3 I: 7 (20)
~ May play any Backlash Special Cards. ~
* ALTERED PHYSIOLOGY (AG) <IM> {C}
Avoid 1 attack.
* COMBAT AGILITY (AE) <IM> {U}
Acts as a level 4 Any-Power attack, may combine with 1 Energy,
Fighting, Strength, or Intellect Power card for a single attack.
* GOVERNMENT TROOPER (LT) <IM> {U}
Acts as a level 3 Strength attack, +1 for each Mission card in
Backlash’s Defeated Missions Pile.
* MIST BODY (MM) <IM> {R} [OPD]
Play during battle. All Hits in Backlash’s Hits from Current Battle do
not count for Venture Total and are subtracted from Opponent’s
Venture Total.
* PSI-WHIPS (LQ) <IM> {R} [OPD]
Acts as a level 4 Intellect attack. If successful, may make 1
additional Intellect attack against same Character. Additional
attack may not be defended.
* TEAM 7 (MA) <IM> {U}
Acts as a level 5 Fighting or Strength attack. May not be defended by a
card from a Battlesite.
____________________________________________________________________

* BANE (V) <BS> {VR} E: 1 F: 6 S: 6 I: 6 (19)
* ENHANCED PHYSIQUE (AY) <BS> {R}
Bane’s Fighting skill increases to 8 for remainder of battle.
* FERAL RAGE (DG) <BS> {U}
Acts as a level 2 Strength attack. May make 2 additional attacks.
* INTELLECTUAL SUPERIORITY (HR) <JL> {R} [OPD]
Acts as a level 9 Energy or Intellect attack.
* INTIMIDATION (CI) <BS> {U}
Play with Intellect Power card attack. If attack succeeds, add +2 to
damage.
* VENGEANCE OF BANE (DD) <BS> {R}
Bane is +2 to all attacks against target character and +2 to defense
from attacks made by target character for remainder of battle.
* VENOM INJECTION (DV) <BS> {VR} [OPD]
Bane may make 1 attack at +4. May not be combined with Universe cards.
____________________________________________________________________

* 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. ~
____________________________________________________________________

* BATMAN (H) <BS> {R} E: 2 F: 7 S: 4 I: 7 (20)
* BATMAN AVENGER (H) <BH> {X} E: 4 F: 8 S: 4 I: 4 (20)
~ Batman’s MultiPower cards are +1 vs. any Character with a Villain
code. ~
* BATMAN DETECTIVE (H) <BH> {X} E: 4 F: 4 S: 4 I: 8 (20)
~ Batman may play Comm. Gordon & G.C.P.D. “Sting Operation” Special. ~
* BATARANG (AB) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional Fighting
attack against a different opponent.
* THE DARK KNIGHT (HL) <JL> {R}
Opponent’s team may not use Intellect Power cards level 6 through 8 to
attack for remainder of battle.
* MAGNESIUM FLARE (DM) <BS> {U}
Batman’s Energy Power cards are +2 for remainder of battle.
* MARTIAL ARTS EXPERT (BA) <BS> {VR} [OPD]
Acts as a level 3 Intellect attack. Can only be defended by a defensive
Special card.
* MASTER DETECTIVE (AJ) <BS> {R}
Opponent must reveal any Special cards currently held in hand.
* OLYMPIC LEVEL ATHLETE (AD) <BS> {R}
Avoid any attack made with a Power card.
____________________________________________________________________

* 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 CANARY (H) <JL> {U} E: 3 F: 7 S: 3 I: 5 (18)
~ May Place and play any Hero Intellect Ally cards. ~
* BIRD OF PREY (AA) <JL> {C}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* OPENING FLOWER DISCIPLINE (JH) <JL> {U}
Acts as a level 5 Strength attack. If successful, Target character -2
to defense for remainder of battle.
* THE ORACLE CONNECTION (JC) <JL> {U}
Acts as a level 5 Intellect attack. Black Canary may play 1 additional
Special card.
* STREET SMARTS (AJ) <JL> {VR} [OPD]
Black Canary may look at top 6 cards in opponent’s Draw Pile.
* WORKING CLOTHES (AD) <JL> {C}
Avoid 1 attack made with a Universe card.
____________________________________________________________________

* 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.
____________________________________________________________________

* BLUE BEETLE (H) <JL> {C} E: 4 F: 6 S: 4 I: 5 (19)
~ Team is +2 to Venture Total per battle. ~
* AIRGUN (BA) <JL> {U}
Acts as a level 3 Energy attack. Can only be defended by a card with a
Strength icon.
* THE BUG (HH) <JL> {U}
Blue Beetle may have an unlimited number of Special cards placed on
him until Blue Beetle is KO’d. Specials may not be duplicates.
* BWAH-HA-HA-HA! (HO) <JL> {R}
Acts as a level 6 Intellect attack. If successful, opponent -4 to
Venture total.
* FRICTIONLESS FOAM (JB)=>(IB) <JL> {U}
Opponent must discard all placed Universe cards, and is -3 to Venture
total.
* QUICK WITS (AD) <JL> {U}
Avoid any attack made with a Power card.
____________________________________________________________________

* BOOSTER GOLD (H) <JL> {C} E: 6 F: 4 S: 5 I: 3 (18)
~ Intellect Power cards are +3 when used for defense. ~
* ENERGY ABSORPTION FIELD (AH) <JL> {VR} [OPD]
Avoid 1 attack with an Energy icon. No Energy Power cards may be
played against Booster Gold’s team for remainder of battle.
* GAUNTLET ENERGY BLAST (AA) <JL> {C}
Acts as a level 4 Energy attack. May make 1 additional attack.
* MIDAS MODE (JG) <JL> {U}
Booster Gold may play any Energy or Strength Teamwork cards for
remainder of game.
* QUARTERBACK SNEAK (AN) <JL> {U}
Acts as a level 6 Strength attack, may be used against character in
Reserve, who may defend.
* SKEETS (HT) <JL> {U} [OPD]
Choose 1 Power card usable by Booster Gold from Power Pack and place in
hand. May be duplicate. Reshuffle Power Pack.
____________________________________________________________________

* BRAINIAC (V) <BS> {VR} E: 8 F: 1 S: 4 I: 7 (20)
* BRAIN DRAIN (CU) <JL> {R} [OPD]
Acts as a level 8 Intellect attack. If successful Target must
immediately discard 1 Placed card, of Brainiac’s choice.
* FORCE FIELD (AG) <BS> {R}
Avoid 1 attack.
* FORCE OF MIND (AI) <BS> {C}
Target hero must discard 1 placed Universe card of Brainiac’s choice.
* LORD OF WARWORLD (CC) <BS> {R}
Acts as a level 5 Strength Power card. May be used to attack or defend.
May not be combined with Universe cards.
* MENTAL CONTROL (AV) <BS> {VR} [OPD]
Target character may not attack for remainder of battle.
* MENTAL ILLUSIONS (DR) <BS> {U}
Opponent must draw 1 card from Draw Pile. Drawn card and any duplicate
of it, placed or in hand, must be discarded.
____________________________________________________________________

* BRASS <MW> {X} E: 7 F: 5 S: 6 I: 3 (21)
* ARMORED POWERHOUSE (MB) <IM> {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.
* COMPUTER TRACKING (MI) <IM> {U}
Play on Target Character as an attack. Attacks made on Target
Character, including “Computer Tracking,” may not be moved to any
of Target’s teammates for remainder of game.
* WEAPONS ARRAY (MC) <IM> {R} [OPD]
Acts as a level 11 Energy, Strength, or Fighting attack. Brass’s Team
may not attack for remainder of battle.
____________________________________________________________________

* 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 ATOM (H) <JL> {R} E: 7 F: 6 S: 4 I: 3 (20)
~ May play Fighting Teamwork cards from Reserve. ~
* ANTI-GRAVITY FIELD (JD) <JL> {VR} [OPD]
Captain Atom may not attack or be attacked with Basic Universe cards
for remainder of game.
* ATOMIC BOLT (HR) <JL> {VR} [OPD]
Acts as a level 9 Energy or Fighting attack.
* ATOMIC PUNCH (AA) <JL> {C}
Acts as a level 4 Strength attack. May make 1 additional attack.
* QUANTUM JUMP (JB) <JL> {VR} [OPD]
Remove all Hits from Captain Atom’s Permanent Record and Current
Battle, and switch places with the Reserve.
* SKIN ALLOY (AM) <JL> {U}
Captain Atom gains a +2 to defense for remainder of battle.
____________________________________________________________________

* 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.
____________________________________________________________________

* CAPTAIN MARVEL (H) <JL> {U} E: 5 F: 4 S: 7 I: 2 (18)
~ May play “Speed of Mercury” from Reserve. ~
* THE MARVEL FAMILY (JC) <JL> {R}
Acts as a level 3 Energy, Fighting, Strength, or Intellect attack.
Captain Marvel may play 1 additional Special card.
* POWER OF ZEUS (DO) <JL> {U}
Negates the effect of any 1 Special card played by opponent against
Captain Marvel only.
* SPEED OF MERCURY (AY) <JL> {VR} [OPD]
Captain Marvel’s Fighting Rating increases to 7 for remainder of game.
* STAMINA OF ATLAS (JE) <JL> {VR} [OPD]
Any cards with more than 1 icon on Captain Marvel’s Permanent Record
become Any-Power cards for the remainder of the game.
* STRENGTH OF HERCULES (AP) <JL> {U}
Acts as a level 6 Strength attack. Cannot be defended by a card with an
Energy icon.
____________________________________________________________________

* 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
____________________________________________________________________

* CATWOMAN (V) <BS> {R} E: 3 F: 6 S: 2 I: 6 (17)
* CATWOMAN WHIPLASH (V) <BH> {X} E: 3 F: 7 S: 3 I: 4 (17)
~ Catwoman’s Fighting Power cards are +1 vs. any Character with a Hero
code. ~
* CAT-LIKE REFLEXES (CN) <BS> {U}
No Universe cards may be played against Catwoman for remainder of
battle.
* CUNNING THIEF (BW) <BS> {VR} [OPD]
Opponent must discard top 5 cards from Draw Pile into Dead Pile.
* NINE LIVES (AD) <BS> {U}
Avoid 1 Fighting attack.
* PROWLING BY NIGHT (DB) <JL> {R}
Avoids all attacks from 1 Teamwork card, or Target Character must
discard 1 Placed Teamwork card.
* RAZOR SHARP CLAWS (AP) <BS> {R}
Acts as a level 5 Fighting attack. Cannot be defended by a card with a
Fighting icon.
* WHIP STRIKE (BU) <BS> {R}
Catwoman may combine Strength power cards level 1 through 4 for a
single attack. May be blocked as a whole or in parts.
____________________________________________________________________

* 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
____________________________________________________________________

* COMM. GORDON AND THE G.C.P.D. (H) <BS>{U} E: 4 F: 5 S: 5 I: 6 (20)
* COMM. JAMES GORDON (H) <BH> {X} E: 5 F: 6 S: 4 I: 5 (20)
~ Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle. ~
* THE BAT SIGNAL (HI)=>(HU) <JL> {R}
Comm. Gordon may Place and play Batman “Master Detective” and “The
Dark Knight” Special cards for remainder of game.
* REINFORCEMENTS (DE) <BS> <SD> {U}
Play when teammate is wounded. Teammate gains +2 to all attacks for
remainder of battle.
* RIOT GEAR (AH) <BS> {R}
No cards with an Energy icon may be played against Commissioner Gordon
& G.C.P.D. for remainder of battle.
* STING OPERATION (BY) <BS> {VR} [OPD]
Opponent must immediately discard all cards with an Intellect icon
currently held in hand.
* SWAT TEAM (AQ) <BS> {VR} [OPD]
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
* TEAR GAS GUNS (CM) <BS> {R}
Opponent’s characters are -1 to all actions for remainder of battle.
____________________________________________________________________

* 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. ~
____________________________________________________________________

* CURSE <IM> {C} E: 3 F: 5 S: 4 I: 6 (18)
~ May attack the Reserve with Strength Power cards. ~
* APPENDAGE OF DEATH (CZ) <IM> {R} [OPD]
Acts as a level 4 Energy attack. If successful, Target Character must
discard all Placed cards into Dead Pile.
* BRUTAL DISSECTION (NF) <IM> {R} [OPD]
Target Character must discard all Placed cards. Target Character may
only have 1 card Placed to him at any time, for remainder of game.
* EXOSKELETON (AG) <IM> {C}
Avoid 1 attack.
* RELIGIOUS ZEAL (LT) <IM> {U}
Acts as a level 3 Strength attack +1 for each Mission card in
Opponent’s Completed Missions Pile.
* TECHNO-LIFE (CM) <IM> {C}
Opponent’s Team is -2 to all attacks against Curse for remainder of
battle.
* WRIST ROCKETS (LZ) <IM> {C}
Acts as a level 4 Fighting attack. May be used against Reserve, who may
defend. If successful against Reserve, Curse may attack Reserve for
remainder of game.
____________________________________________________________________

* CYBORG (V) <BS> {R} E: 6 F: 3 S: 7 I: 4 (20)
* COLD-BLOODED KILLER (AE) <BS> {R}
Acts as a level 4 Fighting attack. May combine with 1 Intellect card
for a single attack.
* DOOM FROM ABOVE (AM) <BS> {VR} [OPD]
Cyborg gains a +2 to all actions for remainder of battle.
* INTERSTELLAR MENACE (CH) <JL> {R} [OPD]
Target character must discard all Placed cards and may not attack for
remainder of battle.
* LASER VISION (AR) <BS> {U}
Acts as a level 4 Energy attack.
* MECHANICAL METAMORPH (DF) <BS> {VR} [OPD]
Reshuffle Power Pack into Draw Pile.
* REGENERATION (AL) <BS> {R}
Remove 1 hit from Cyborg’s Permanent Record.
____________________________________________________________________

* 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. ~
____________________________________________________________________

* THE DARKNESS <IM> {R} E: 7 F: 7 S: 4 I: 3 (21)
* DEMIGOD OF THE DARK (LW) <IM> {R} [OPD]
Target Character’s Special cards may not be Negated for remainder of
game.
* KILLING TOUCH (HY) <IM> {R}
Acts as a level 6 Strength attack. If successful, Target Character must
discard 2 cards of opponent’s choice. Cards may be Placed or in
Hand.
* LIFELIKE EXOSKIN (AG) <IM> {U}
Avoid 1 attack.
* NIGHT FLIGHT (BK) <IM> {U}
The Darkness may play Power card attacks face down for remainder of
battle. Opponent must guess defense.
* RESTORE HEALTH (MS) <IM> {C}
Remove 1 Power card Hit from The Darkness’ Permanent Record.
* SHADOW MOTION (MT) <IM> {C}
Acts as a level 4 Energy attack, may be played from Reserve. If
successful, The Darkness may continue to attack while in Reserve.
____________________________________________________________________

* DARKSEID (V) <JL> {R} E: 6 F: 3 S: 8 I: 6 (23)
* DESAAD (JC) <JL> {U}
Acts as a level 5 Intellect attack. Darkseid may play 1 additional
Special card.
* GRANNY GOODNESS (AK) <JL> {U}
Play during battle. For remainder of battle, all Fighting bonuses from
Teamwork cards are doubled.
* KALIBAK (EB) <JL> {U}
Play this card in front of Darkseid. Darkseid may not be attacked until
this Special is attacked. Darkseid may not defend this card.
* LORD OF APOKOLIPS (DU) <JL> {VR} [OPD]
Darkseid 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.
* OMEGA EFFECT (BM) <JL> {VR} [OPD]
Acts as a level 7 Intellect attack. If successful, Target character may
not attack for remainder of battle
____________________________________________________________________

* 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
____________________________________________________________________

* DOCTOR POLARIS (V) <JL> {C} E: 6 F: 4 S: 4 I: 6 (20)
~ Power cards are +1 when used for defense. ~
* BLACK HOLE FORCE BEAM (DQ) <JL> {VR} [OPD]
Target character’s Hits to KO number is decreased by 5 points for
remainder of game.
* FORCE OF NATURE (JI) <JL> {U}
Play during battle. At end of battle, Opponent may not move any Mission
cards from the Defeated Missions Pile.
* MAGNETIC ENERGY BOLT (HF) <JL> {C}
Acts as a level 4 Fighting or Strength attack.
* MAGNETIC SPHERE (AG) <JL> {U}
Avoid 1 attack.
* MAKE THE BLOOD BOIL (GD) <JL> {VR} [OPD]
Acts as a level 7 Any-Power attack. If successful, acts as a level 0
Energy, Fighting, Strength or Intellect power card.
____________________________________________________________________

* 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. ~
____________________________________________________________________

* DOOMSDAY (V) <BS> {VR} E: 4 F: 6 S: 8 I: 1 (19)
* BONY PROTRUSIONS (AP) <BS> {R}
Acts as a level 6 Fighting attack. Cannot be defended by a card with a
Strength icon.
* ENGINE OF DESTRUCTION (GL) <JL> {R} [OPD]
Sort through opponent’s Draw Pile. Choose any 1 card and remove it from
the game. Reshuffle Draw Pile.
* IRRESISTIBLE FORCE (DO) <BS> {R}
Negates the effect of any 1 Special card played by opponent against
Doomsday only.
* OUT FOR BLOOD (DK) <BS> {U}
Play when Doomsday is wounded. Doomsday gains a +2 to all attacks for
remainder of battle.
* TOUGH HIDE (AD) <BS> {C}
Avoid 1 Strength or Energy attack.
* UNEARTHLY STRENGTH (BV) <BS> {VR} [OPD]
Doomsday may make as many Strength Power card attacks as possible.
Opponent may defend.
____________________________________________________________________

* 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.
____________________________________________________________________

* ERADICATOR (H) <BS> {U} E: 7 F: 2 S: 7 I: 3 (19)
* AIRBORNE ASSAULT (AA) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* ENERGY BLAST (EM) <BS> {R}
Acts as a level 4 Energy attack. If successful, opponent must discard 1
card of opponent’s choice from hand.
* A LASTING IMPRESSION (CL) <JL> {R}
Play in current battle. The Eradicator may play any KO’d teammate’s
Specials in next battle.
* POWER PUNCH (AQ) <BS> {VR} [OPD]
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
* SELF HEALING (DQ) <BS> {R}
Eradicator hits to K.O. number is increased by 2 points for remainder
of game.
* VENGEFUL PROTECTOR (AC) <BS> {C}
Attack made on teammate is now made on Eradicator, who may defend.
____________________________________________________________________

* FAIRCHILD <IM> {R} E: 1 F: 4 S: 7 I: 5 (17)
~ May have 2 Universe cards Placed. May not be duplicates. ~
* FIST FULL OF DANGER (JC) <IM> {U}
Acts as a level 3 Intellect attack. Fairchild may make 1 additional
attack with a Teammate’s Special card.
* GEN-ACTIVE (MQ) <IM> {C}
Play during battle. Fairchild may defend any Front Line teammate that
also has a “Gen-Active” Special in play for remainder of game.
* IMPENETRABLE (CW) <IM> {R} [OPD]
Avoid 1 attack. May not be attacked for remainder of battle.
* LEVEL-HEADED LEADER (DB) <IM> {U}
Avoids all attacks from 1 Teamwork card, or Target character must
discard 1 Placed Teamwork card.
* PURE MUSCLE (MR) <IM> {U}
Play during battle. For remainder of game, any Strength attack made by
Fairchild may not be moved from Target Character.
* SUPER SMARTS (MB) <IM> {R} [OPD]
Acts as a level 6 Any-Power attack. If successful, Target Character is
KO’d by next level 2 Intellect Power Card Hit, regardless of
Inherent Abilities and other Special cards.
____________________________________________________________________

* 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.
____________________________________________________________________

* THE FLASH (H) <JL> {C} E: 6 F: 6 S: 4 I: 3 (19)
~ May play “Reap the Whirlwind” from Reserve. ~
* 1-2 (THOUSAND) PUNCH (DG) <JL> {C}
Acts as a level 2 Strength attack. May make 2 additional attacks.
* THE FASTEST MAN ALIVE (AG) <JL> {U}
Avoid 1 attack.
* REAP THE WHIRLWIND (AI) <JL> {U}
Opponent must discard 1 Placed card of The Flash’s choice.
* SPEED-LENDING (AR) <JL> {U}
Acts as a level 7 Strength attack.
* TAPPING THE SPEED FORCE (JA) <JL> {VR} [OPD]
Discard one Energy Power card usable by The Flash to draw 4 cards from
top of the Draw Pile. May keep duplicates.
____________________________________________________________________

* 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 ARROW (H) <JL> {U} E: 4 F: 7 S: 3 I: 5 (19)
~ May attack the Reserve with Energy Power cards. ~
* AIKIDO STRIKE (HF) <JL> {C}
Acts as a level 4 Intellect or Strength attack.
* EDDIE FYERS (JC) <JL> {U}
Acts as a level 5 Fighting attack. Green Arrow may play 1 additional
Special card.
* THE EMERALD ARCHER (IE) <JL> {VR} [OPD]
Play during battle. At end of battle, opponent may only move 1 Mission
card. Other Mission cards return to piles Ventured from.
* KYUDO DISCIPLINE (AV) <JL> {VR} [OPD]
Target opponent may not attack for remainder of battle.
* THE LONGBOW HUNTER (EI) <JL> {U}
Acts as a level 2 Strength attack. May be made after opponent has
conceded the battle, opponent may defend.
____________________________________________________________________

* 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.
____________________________________________________________________

* GREEN LANTERN (H) <JL> {U} E: 7 F: 3 S: 4 I: 4 (18)
~ May not be Spectrum KO’d with Energy Power cards. ~
* GOIN’ BALLISTIC (AD) <JL> {C}
Avoid 1 attack that contains a Strength icon.
* GOTCHA! (AX) <JL> {U}
Green Lantern and Target character may not attack for remainder of
battle.
* LET’S GET MEDIEVAL! (JF) <JL> {VR} [OPD]
All Any-Power cards on target character’s Permanent Record become
Strength cards for remainder of game.
* POWER OF IMAGINGATION (HR) <JL> {VR} [OPD]
Acts as a level 9 Energy or Intellect attack.
* …THIS IS A GUN (HN) <JL> {U}
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
____________________________________________________________________

* 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.
____________________________________________________________________

* GRIFTER <IM> {R} E: 4 F: 7 S: 4 I: 4 (19)
~ May not be Spectrum or Cumulative KO’d with Universe: Teamwork cards.~
* BULL’S-EYE SHOT (MB) <IM> {R} [OPD]
Acts as a level 6 Any-Power attack. If successful, Target Character is
KO’d by next level 2 Fighting Power Card Hit, regardless of
Inherent Abilities and other Special cards.
* CODA TRAINING (AA) <IM> {U}
Acts as a level 4 Intellect attack. May make 1 additional attack.
* NERVES OF STEEL (MN) <IM> {R} [OPD]
Acts as a level 12 Intellect attack. May only be played if Grifter has
Hits totaling 15 or more in his Permanent Record.
* SMART-ASS (EX) <IM> {U}
Target Character may not use cards with an Intellect icon for remainder
of battle.
* TEAM 7 (MA) <IM> {U}
Acts as a level 5 Energy or Intellect attack. May not be defended by a
card from a Battlesite.
* WILDC.A.T. (AD) <IM> {C}
Teammate may avoid 1 attack.
____________________________________________________________________

* GRUNGE <IM> {U} E: 6 F: 5 S: 4 I: 2 (17)
~ Must have a MultiPower card Hit to be KO’d. ~
* DANGER SEEKER (KC) <IM> {R} [OPD]
All attacks by Opponent’s team must be made against Grunge, at -2,
until Grunge is KO’d or cannot be attacked.
* DENSE (LO) <IM> {U}
Avoid 1 attack with an Intellect icon. Grunge may draw 1 card from the
top of the Draw Pile. Discard duplicates.
* GEN-ACTIVE (MQ) <IM> {U}
Play during battle. Grunge may defend any Front Line teammate that also
has a “Gen-Active” Special in play for remainder of game.
* LOVER BOY (MD) <IM> {C}
Add 3 to Venture Total for this battle. Grunge may play with Intellect
or MultiPower Power card usable by Grunge. Value of Power Card is
also added to Venture Total for this battle.
* MARTIAL ARTS TRAINING (JC) <IM> {C}
Acts as a level 3 Strength attack. Grunge may make 1 additional attack
with a Teammate’s Special card.
* MOLECULAR ASSIMILATION (DY) <IM> {R} [OPD]
This Special acts identical to any Hit in Grunge’s Hits from the
Current Battle or 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.
____________________________________________________________________

* HAWKMAN (H) <JL> {U} E: 4 F: 6 S: 6 I: 4 (20)
~ Basic Universe card bonuses are an additional +2. ~
* CESTUS GLOVE (JF) <JL> {VR} [OPD]
All Any-Power cards on target character’s Permanent Record become
Fighting cards for remainder of game.
* KATAR BLADE (EZ) <JL> {VR} [OPD]
Play in the current battle. Hawkman’s Energy and Fighting ratings are
increased to 7 in the next battle.
* MACE (AP) <JL> {U}
Acts as a level 6 Strength attack. Cannot be defended by a card with a
Fighting icon.
* THANAGARIAN BLASTER (HF) <JL> {C}
Acts as a level 4 Fighting or Energy attack.
* THE WINGED WARRIOR (FD) <JL> {VR} [OPD]
Only Hawkman and Target character may attack, be attacked or defend
this battle.
____________________________________________________________________

* HAZARD (V) <BS> {U} E: 7 F: 2 S: 5 I: 5 (19)
* CUTTING LASER (EN) <BS> {R}
Acts as a level 4 Energy attack. If attack succeeds, add +2 to damage.
* CYBER-JACKED (HQ) <JL> {U} =>[OPD]
Draw 3 cards. Discard duplicates.
* CYBERNETIC STRENGTH (AY) <BS> {R}
Hazard’s Strength skill increases to 8 for remainder of battle.
* FLIGHT PACK (AD) <BS> {C}
Avoid 1 attack made with a Universe card.
* SPLIT (DI) <BS> {U}
Opponent’s team may not use Universe cards to attack or defend against
Hazard for remainder of battle.
* TELEKINETIC FIST (EO) <BS> {VR} [OPD]
Acts as a level 7 Energy attack. If successful, Hazard and target
character may not attack for remainder of battle.
____________________________________________________________________

* 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
____________________________________________________________________

* HUNTRESS (H) <BS> {R} E: 4 F: 6 S: 3 I: 6 (19)
* CROSSBOW (CI) <BS> {U}
Play with Energy Power card attack. If attack succeeds, add +2 to
damage.
* EXPERT TRACKER (EP) <BS> {R}
Huntress may cut opponent’s Draw Pile. Discard to the Dead Pile the
card cut to.
* SNEAK ATTACK (BP) <BS> {VR} [OPD]
Acts as a level 6 Strength attack. May be played while Huntress is in
Reserve.
* THRILL OF THE HUNT (GL) <JL> {R} [OPD]
Sort through opponent’s Draw Pile. Choose any 1 card and remove it from
the game. Reshuffle the Draw Pile.
* THROWING KNIVES (DG) <BS> {U}
Acts as a level 2 Fighting attack. May make 2 additional attacks.
* TRAINED GYMNAST (CD) <BS> {R}
Only attacks made with Universe cards may be played against Huntress
for remainder of battle.
____________________________________________________________________

* 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
____________________________________________________________________

* JOKER (V) <BS> {R} E: 4 F: 5 S: 2 I: 7 (18)
* ACID SPRAY FLOWER (CU) <BS> {R}
Acts as a level 3 Energy attack. If successful, target character must
discard 1 placed card of opponent’s choice.
* DOUBLE CROSS (AC) <BS> {U}
Attack made on Joker is now made on teammate of his choice, who may
defend.
* HIGH VOLTAGE JOY BUZZER (CY) <BS> {R}
Acts as a level 4 Energy attack. Joker may make 1 additional Fighting
and/or 1 additional Intellect Power card attack.
* JOKER VENOM (BM) <BS> {VR} [OPD]
Acts as a level 7 Energy attack. If successful, target character may
not attack for remainder of battle.
* KEYS TO THE KINGDOM (AD) <JL> {R}
The Joker may avoid any numerical attack.
* MANIACAL GENIUS (CS) <BS> {C}
Choose 1 Universe card, excluding Teamwork and Training, from Draw Pile
and place in hand. Reshuffle Draw Pile.
____________________________________________________________________

* 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.
____________________________________________________________________

* KILLER CROC (V) <BS> {U} E: 4 F: 5 S: 6 I: 1 (16)
* BRUTE FORCE (AE) <BS> {R}
Acts as a level 4 Strength attack. May combine with 1 Fighting card for
a single attack.
* DUMB LUCK (AP) <JL> {R}
Acts as a level 6 intellect attack. Cannot be defended by a card with
an Intellect icon.
* RAMPAGE (AY) <BS> {U}
Killer Croc’s Energy skill increases to 8 for remainder of battle.
* SCALY SKIN (AM) <BS> {U}
Killer Croc gains a +2 to defense for remainder of battle.
* SLIPPERY ESCAPE (AG) <BS> {R}
Avoid 1 attack.
* WRESTLING HOLD (BM) <BS> {VR} [OPD]
Acts as a level 7 Strength attack. If successful, target character may
not attack for remainder of battle.
____________________________________________________________________

* KILLRAZOR <IM> {C} E: 3 F: 7 S: 5 I: 4 (19)
~ Strength Power cards are +2 when used for defense. ~
* BIOMORPHIC BLADES (AR) <IM> {U}
Acts as a level 7 Energy attack.
* DEADLY MUTATION (AB) <IM> {C}
Acts as a level 5 Fighting attack. May make 1 additional Fighting
attack.
* INNER PEACE (MK) <IM> {R} [OPD]
Avoid 1 Intellect attack. Remove all Hits with an Intellect icon from
Permanent Record of Killrazor and Killrazor’s team.
* OUTER FURY (JU) <IM> {R} [OPD]
Killrazor may make 1 or 2 follow up attacks after Killrazor plays a
Universe: Teamwork card for remainder of game.
* STRYKEFORCE (MR) <IM> {C}
Play during battle. For remainder of game, any Fighting attack made by
Killrazor may not be moved from Target Character.
* WILL POWER (MS) <IM> {C}
Remove 1 Special card Hit from Killrazor’s Permanent Record.
____________________________________________________________________

* 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.
____________________________________________________________________

* KNOCKOUT (V) <BS> {U} E: 2 F: 6 S: 7 I: 3 (18)
* …8…9…10! YOU’RE OUT! (CR) <JL> {R} [OPD]
Knockout may switch any two Power cards of equal value, on the
Permanent Record of any of two of opponent’s Characters.
* FEMALE FURY (AA) <BS> {U}
Acts as a level 4 Energy attack. May make 1 additional attack.
* HOT TEMPERED (EQ) <BS> {R}
For remainder of battle, Knockout’s Strength and Energy actions are +2.
Fighting and Intellect actions are -2.
* KILLER PHYSIQUE (AH) <BS> {U}
No Fighting Power cards may be played against Knockout for remainder of
battle.
* MIGHTY BLOW (AN) <BS> {R}
Acts as a level 6 Strength attack. May be used against opponent in
reserve, who may defend.
* PICKING A FIGHT (BL) <BS> {VR} [OPD]
Play when opponent concedes battle. Opponent may not concede battle.
____________________________________________________________________

* 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.
____________________________________________________________________

* LEX LUTHOR (V) <BS> {U} E: 3 F: 4 S: 3 I: 8 (18)
* ART OF THE DEAL (IG) <JL> {R} [OPD]
Remove any cards from Lex Luthor’s Draw Pile and discard into Dead
Pile. Reshuffle Draw Pile.
* GLOBAL RESOURCES (BR) <BS> {R}
Lex Luthor may have 1 additional Power, Universe or Special card placed
on him until Lex Luthor is KO’d.
* POWER HUNGRY (ER) <BS> {C}
Choose 1 power card usable by Lex Luthor, excluding Intellect, from
Draw Pile and place in hand. Reshuffle Draw Pile.
* PROTOTYPE BLASTER (AP) <BS> {R}
Acts as a level 6 Energy attack. Cannot be defended by a card with a
Strength icon.
* RUTHLESS ADVERSARY (AW) <BS> {VR} [OPD]
Opponent -6 to Venture total for this battle.
* SKILLED MARTIAL ARTIST (DG) <BS> {U}
Acts as a level 2 Strength attack. May make 2 additional attacks.
____________________________________________________________________

* 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
____________________________________________________________________

* MALEBOLGIA <IM> {VR} E: 7 F: 4 S: 6 I: 8 (25)
~ Counts as 23 Points for Tournament Deckbuilding. May not use Intellect
Power Cards for Defense. ~
* DEMONIC MAGICK (DZ) <IM> {C}
Target Character may not attack or be attacked for remainder of battle.
* HELLBENT (AR) <IM> {U}
Acts as a level 4 Fighting attack.
* INFERNAL PACT (ME) <IM> {U}
Play during battle on Teammate, before Teammate is KO’d. When Target
Teammate is KO’d, Malebolgia is +5 to Venture Total.
* MASTER OF THE DARKLANDS (EK) <IM> {R} [OPD]
Malebolgia cannot be Cumulative KO’d for remainder of game.
* REIGN OF FIRE (MD) <IM> {U}
Play with Energy Power card usable by Malebolgia. Value of Power Card
is added to Venture Total for this battle.
* SIGNED IN BLOOD (LV) <IM> {R}
Choose one Tactic: Artifact card from Dead pile and place in hand.
Cannot be a duplicate.
____________________________________________________________________

* 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.
____________________________________________________________________

* MARTIAN MANHUNTER (H) <JL> {U} E: 4 F: 4 S: 7 I: 5 (20)
~ Teammates(‘) Training card bonus’ (BONUSES) are an additional +1. ~
* ALIEN PHYSIQUE (CW) <JL> {VR} [OPD]
Avoid 1 attack. May not be attacked for remainder of battle.
* MALLEABLE FORM (AZ) <JL> {U}
Target opponent may not attack Martian Manhunter for remainder of
battle unless he attacks him first.
* MARTIAN STRENGTH (AE) <JL> {R}
Acts as a level 4 Any-Power attack, may combine with 1 Energy,
Fighting, Strength, or Intellect Power card for a single attack.
* MARTIAN VISION (JF) <JL> {VR} [OPD]
All Any-Power cards on target character’s Permanent Record become
Energy cards for remainder of game.
* TELEPATHIC PROBE (BM) <JL> {U}
Acts as a level 5 Energy attack. If successful, Target character may
not attack Martian Manhunter for remainder of battle.
____________________________________________________________________

* 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.
____________________________________________________________________

* METALLO (V) <BS> {U} E: 6 F: 2 S: 7 I: 2 (17)
* DAMAGE CONTROL (AL) <BS> {R}
Remove 1 hit from Metallo’s Permanent Record.
* EYE BEAMS (ES) <BS> {VR} [OPD]
Metallo may combine Energy Power cards with Fighting Power cards to
attack for remainder of battle. May not be combined with Universe
cards.
* I’LL BE BACK! (JB) <JL> {R} [OPD]
Remove all Hits from Metallo’s Permanent Record and Current Battle, and
switch places with the Reserve.
* MECHANICAL JUGGERNAUT (BW) <BS> {VR} [OPD]
Opponent must discard top 5 cards from Draw Pile into Dead Pile.
* SERVO-ASSISTED STRENGTH (AI) <BS> {C}
Target character must discard 1 placed Universe card of Metallo’s
choice.
* WALKING ARSENAL (AB) <BS> {U}
Acts as a level 4 Energy attack. May make 1 additional Energy attack.
____________________________________________________________________

* METROPOLIS S.C.U. (H) <BS> {U} E: 7 F: 4 S: 5 I: 3 (19)
* BATTLESUIT BRIGADE (CY) <BS> {R}
Acts as a level 4 Energy attack. Metropolis S.C.U. may make 1
additional Strength and/or 1 additional Fighting Power card attack.
* COURAGE UNDER FIRE (AG) <JL> {R}
Avoid 1 attack.
* HEAVY ARTILLERY (AS) <BS> {VR} [OPD]
Acts as a level 11 Energy attack. Metropolis S.C.U. may not attack for
remainder of battle.
* PARAMILITARY TRAINING (AM) <BS> {C}
Metropolis S.C.U. gains +1 to all actions for remainder of battle.
* SNIPER FIRE (AN) <BS> {R}
Acts as a level 6 Fighting attack. May be used against character in
reserve, who may defend.
* STUN GUNS (AB) <BS> {U}
Acts as a level 4 Energy attack. May make 1 additional Energy attack.
____________________________________________________________________

* 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
____________________________________________________________________

* MISTER MIRACLE (H) <JL> {U} E: 3 F: 5 S: 3 I: 7 (18)
~ May only be Spectrum KO’d by four Power Types. ~
* AERO DISKS (BS) <JL> {VR} [OPD]
For remainder of battle, If Mister Miracle can block a Power card
attack with an equal value Power card, Mister Miracle’s Power card
hits attacker.
* BIG BARDA (JC) <JL> {U}
Acts as a level 5 Strength attack. Mister Miracle may play 1 additional
Special card.
* MOTHER BOX (JJ) <JL> {VR} [OPD]
Discard 1 Power card usable by Mister Miracle to remove all Hits from
Mister Miracle’s Permanent Record of equal or lesser value.
* OBERON (FA) <JL> {U}
Mister Miracle may not attack or be attacked for remainder of battle.
* SUPER-ESCAPE ARTIST (AH) <JL> {C}
No Special cards may be played against Mister Miracle for remainder of
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.
____________________________________________________________________

* NERON (V) <JL> {R} E: 5 F: 2 S: 6 I: 8 (21)
* LORD OF THE UNDERWORLD (CT) <JL> {VR} [OPD]
All attacks made on Neron are made on Target teammate until teammate is
KO’d. Teammate may defend.
* NECROMANTIC BLAST (EJ) <JL> {U}
Acts as a level 2 Energy attack. If successful, acts as a level 8
Fighting Power card.
* SEDUCTION OF THE INNOCENT (IB) <JL> {U}
Opponent must discard all Placed Ally cards, and is -3 to Venture
total.
* YOUR HEART’S DESIRE (HT) <JL> {VR} [OPD]
Choose 1 Special card not usable by Neron from Draw Pile and place in
hand. May not be a “One Per Deck”. May be duplicate. Reshuffle Draw
Pile.
* YOUR SOUL IS MINE! (HY) <JL> {U}
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.
____________________________________________________________________

* 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.
____________________________________________________________________

* NIGHTWING (H) <BS> {R} E: 2 F: 6 S: 4 I: 6 (18)
* CIRCUS ACROBAT (AH) <BS> {R}
No cards with a Strength icon may be played against Nightwing for
remainder of battle.
* ESCRIMA STICKS (AB) <BS> {U}
Acts as a level 4 Strength attack. May make 1 additional Strength
attack.
* EXPERT SLEUTH (AJ) <BS> {U}
Opponent must reveal any Power cards currently held in hand.
* GLIDER WINGS (AD) <BS> {C}
Avoid 1 Strength attack.
* TIES THAT BIND (HU) <JL> {R}
Nightwing may Place and play Robin “Loyal Partner” and Batman “The
Dark Knight” Special cards for remainder of game.
* TITANS FOUNDER (AF) <BS> {R}
Add 3 to Venture total for this battle.
____________________________________________________________________

* 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.
____________________________________________________________________

* ORION (H) <JL> {R} E: 4 F: 7 S: 7 I: 2 (20)
* ASTRO-GLIDER (CC) <JL> {U}
Acts as a level 6 Any-Power card. May be used to attack or defend. May
not be combined with Universe cards.
* BOOM TUBE (IF) <JL> {U}
Play as Orion concedes battle. Orion’s team may discard 3 cards to top
of Draw Pile.
* CONSULT THE SOURCE (JF) <JL> {VR} [OPD]
All Any-Power cards on Target character’s Permanent Record become
Intellect cards for remainder of game.
* MOTHER BOX (JJ) <JL> {VR} [OPD]
Discard 1 Power card usable by Orion to remove all Hits from Orion’s
Permanent Record of equal or lesser value.
* SOURCE OF THE BEAST (GJ) <JL> {C}
Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
make 1 additional attack.
____________________________________________________________________

* OVERTKILL <IM> {U} E: 5 F: 5 S: 7 I: 1 (18)
~ May follow up any teammate’s Teamwork card attack with a Level 1
Intellect Power card. ~
* ARMOR (AD) <IM> {U}
Overtkill may avoid any numerical attack.
* CONTRACT HIT (MB) <IM> {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.
* CYBORG (EA) <IM> {U}
Remove all hits with a Fighting icon from Overtkill’s Permanent Record.
* HIGH CALIBER (HF) <IM> {U}
Acts as a level 6 Energy or Fighting attack.
* MOB CONNECTIONS (AJ) <IM> {C}
Opponent must immediately reveal any Special cards currently held in
his hand.
* ONE-MAN ARMY (JU) <IM> {R}
Overtkill may make 1 follow up attack after Overtkill plays a Universe:
Teamwork card for remainder of game.
____________________________________________________________________

* PARALLAX (V) <JL> {R} E: 7 F: 6 S: 3 I: 5 (21)
~ Characters with Hero code -1 to attack Parallax in 1st battle. ~
* BEWARE MY POWER (BA) <JL> {VR} [OPD]
Acts as a level 2 Energy, Fighting, Strength or Intellect attack. Can
only be defended by a defensive Special card.
* HEROIC REDEMPTION (JK) <JL> {U}
All Hits with only Energy icons in the Permanent Record of all Front
Line teammates are moved to the Permanent Record of Parallax.
* IN BLACKEST NIGHT (AM) <JL> {U}
Parallax gains +2 to defense for remainder of battle.
* IN BRIGHTEST DAY (AA) <JL> {C}
Acts as a level 4 Energy attack. May make 1 additional attack.
* ZERO HOUR (JL) <JL> {VR} [OPD]
Play during battle. At the end of the battle, all Hits from The Current
Battle for all characters are discarded and not added to the
Permanent Record.
____________________________________________________________________

* PARASITE (V) <BS> {U} E: 7 F: 2 S: 6 I: 2 (17)
* CELLULAR RECONSTRUCTION (ET) <BS> {VR} [OPD]
Remove up to 2 hits from Parasite’s Permanent Record.
* DOC PARASITE (GC) <JL> {R} [OPD]
Remove 1 hit from the permanent record of The Parasite or teammate for
every card in the Defeated Missions Pile.
* KINETIC ABSORPTION (AH) <BS> {U}
No Fighting Power cards may be played against Parasite for remainder of
battle.
* POWER THEFT (AR) <BS> {R}
Acts as a level 6 Energy attack. If successful, Parasite gains skill
levels of target opponent for remainder of battle.
* SUCKING THE CITY DRY (AY) <BS> {U}
Avoid 1 Energy attack. Parasite’s Energy skill is increased to 8 for
remainder of battle.
* VITALITY DRAIN (AL) <BS> {R}
Acts as a level 5 Fighting attack. If successful, remove 1 hit from
Parasite’s Permanent Record.
____________________________________________________________________

* PENGUIN (V) <BS> {R} E: 6 F: 6 S: 1 I: 6 (19)
* BIRDS OF PREY (DG) <BS> {U}
Acts as a level 2 Fighting attack. May make 2 additional attacks.
* FEATHERY DISTRACTION (CW) <BS> {VR} [OPD]
Avoid 1 attack. Penguin may not be attacked for remainder of battle.
* FLAME THROWER UMBRELLA (AR) <BS> {U}
Acts as a level 4 Energy attack.
* GOTHAM’S EMPEROR PENGUIN (AS) <JL> {R} [OPD]
Acts as a level 11 Intellect attack, The Penguin may not attack for
remainder of battle.
* MASTER PLANNER (AF) <BS> {R}
Opponent -3 to Venture total for this battle.
* SMOKE UMBRELLA (AM) <BS> {R}
Penguin gains a +2 to defense for remainder of battle.
____________________________________________________________________

* 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.
____________________________________________________________________

* POISON IVY (V) <BS> {R} E: 4 F: 5 S: 2 I: 6 (17)
* BLOWING YOU A KISS (BJ) <JL> {R} [OPD]
Poison Ivy may not be attacked for remainder of battle.
* MASTER MANIPULATOR (AZ) <BS> {R}
Target character may not attack Poison Ivy for remainder of battle
unless she attacks him/her first.
* POISON KISS (DP) <BS> {VR} [OPD]
Target character may not use cards with icon of Poison Ivy’s choice for
remainder of battle.
* SEDUCTRESS (DI) <BS> {C}
Opponent’s team may not use Universe cards to attack or defend against
Poison Ivy, for remainder of battle.
* STRANGLE VINES (EU) <BS> {VR} [OPD]
Poison Ivy may combine Strength Power cards with Energy Power cards to
attack for remainder of battle. May not be combined with Universe
cards.
* VENUS FLYTRAP (AR) <BS> {U}
Acts as a level 4 Strength 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.
____________________________________________________________________

* RA’S AL GHUL (V) <BS> {R} E: 3 F: 7 S: 3 I: 7 (20)
* RA’S AL GHUL SWORD MASTER (V) <BH> {X} E: 4 F: 7 S: 4 I: 5 (20)
~ Basic Universe cards are an additional +1 when used by Ra’s Al Ghul. ~
* THE CLENCH (DQ) <JL> {R} [OPD]
Opponent’s team’s Hits to K.O. number is decreased by 3 points for
remainder of battle.
* DEMON’S HEAD (AM) <BS> {U}
Ra’s Al Ghul gains a +1 to all actions for remainder of battle.
* LAZARUS PIT (EV) <BS> {VR} [OPD]
Ra’s Al Ghul may remove all hits with icon of Ra’s Al Ghul’s choice
from his Permanent Record.
* MASTER SWORDSMAN (AA) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* MEGALOMANIAC (BT) <BS> {R}
Opponent’s Intellect Power cards do not count in the Venture total for
this battle.
* TALIA (CC) <BS> {R}
Acts as a level 5 Intellect Power card. May be used to attack or
defend. May not be combined with Universe cards.
____________________________________________________________________

* 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 RAY (H) <JL> {R} E: 8 F: 4 S: 4 I: 2 (18)
* BLINDED BY THE LIGHT (BK) <JL> {VR} [OPD]
The Ray plays numerical attacks face down for remainder of battle.
Opponent must guess defense.
* ENERGY SHIELD (AH) <JL> {U}
Avoid 1 attack with an Energy icon. No Energy Power cards may be played
against The Ray for remainder of battle.
* IN A BLAZE OF POWER (AS)=>(HR) <JL> {VR} [OPD]
Acts as a level 9 Energy or Fighting attack.
* LIGHT CONSTRUCTS (HQ) <JL> {U} =>[OPD]
Draw 3 cards. Discard duplicates.
* SPEED OF LIGHT (AD) <JL> {C}
The Ray may avoid any numerical attack.
____________________________________________________________________

* 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.
____________________________________________________________________

* RIDDLER (V) <BS> {R} E: 3 F: 5 S: 3 I: 7 (18)
* COLT REVOLVER (DG) <BS> {U}
Acts as a level 2 Energy attack. May make 2 additional attacks.
* DEATH TRAP (BA) <BS> {R} [OPD]
Acts as a level 3 Strength attack. Can only be defended by a Power card
with a Universe card.
* DIRTY CHEAT (CF) <BS> {U}
Riddler may increase either his team’s or opponent’s ventured Mission
cards by 1.
* MASTER OF MISDIRECTION (BK) <BS> {VR} [OPD]
Riddler plays numerical attacks face down for remainder of battle.
Opponent must guess defense.
* PRINCE OF PUZZLES (CP) <JL> {R} [OPD]
The Riddler may exchange remaining cards in hand with equal number of
cards from the top of the Draw Pile. May keep Duplicates.
* QUERY AND ECHO (CC) <BS> {R}
May be used as a level 5 Fighting Power card to attack, or a level 5
Intellect Power card to defend. May not be combined with a Universe
card.
____________________________________________________________________

* RIPCLAW <IM> {R} E: 4 F: 7 S: 5 I: 4 (20)
~ If in Reserve, may move to Front Line during same battle teammate is
KO’d. ~
* ANIMAL RAGE (LG) <IM> {C}
Play during battle. In the battle that Ripclaw is KO’d, Ripclaw may
continue to fight and is not discarded until Ripclaw has taken 1
additional Hit, or until the end of the battle.
* CYBERFORCE (MW) <IM> {C}
Target Character gains +1 to defense for remainder of game.
* MECHANICAL MUTANT (MU) <IM> {U}
Acts as a level 4 Strength attack. May be used against Reserve, who may
defend. If successful against Reserve, Reserve must skip a battle
before moving to Front Line.
* NATIVE MAGIC (GB) <IM> {R} [OPD]
Acts as a level 7 Energy attack. If successful, Opponent must move 1
Mission Card from the Completed Missions Pile, to the Reserve
Missions Pile.
* PACIFIST HEART (MV) <IM> {R} [OPD]
Play to Concede battle. Remove all Hits from Ripclaw’s or teammate’s
Permanent Record and Hits from Current Battle.
* RIP AND TEAR (CU) <IM> {U}
Acts as a level 3 Strength attack. If successful, Target Character must
discard 1 Placed card of Opponent’s choice.
____________________________________________________________________

* ROBIN (H) <BS> {U} E: 3 F: 6 S: 2 I: 7 (18)
* BO STAFF (AE) <BS> {R}
Acts as a level 4 Fighting attack. May combine with 1 Energy card for a
single attack.
* EXPERT TRAINING (AM) <BS> {C}
Robin gains a +1 to all actions for remainder of battle.
* INSIGNIA DART (BA) <BS> {R}
Acts as a level 3 Fighting attack. Can only be defended by a card with
an Intellect icon.
* LOYAL PARTNER (EW) <BS> {U}
Teammate may make 1 attack at +2.
* QUICK THINKING (AT) <BS> {VR} [OPD]
Draw 1 card. Do not discard if duplicate.
* SURFING THE NET (JA) <JL> {R} [OPD]
Discard one Intellect Power card usable by Robin to draw 4 cards from
top of the Draw Pile. May keep duplicates.
____________________________________________________________________

* 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
____________________________________________________________________

* SAVAGE DRAGON <IM> {R} E: 2 F: 5 S: 8 I: 4 (19)
* AMAZING RECOVERY (EA) <IM> {U}
Remove all hits with an Energy icon from Savage Dragon’s Permanent
Record.
* BULLETPROOF (LU) <IM> {C}
Target Character’s Tactic: Artifact cards may not be removed from play
for remainder of game.
* CHICAGO PD (ND) <IM> {C}
Savage Dragon and Savage Dragon’s team are +2 all actions against
Opponent’s Battlesite, for remainder of Battle.
* DRAGON BRAWL (JY) <IM> {U}
Acts as a level 5 Fighting attack. May not be affected by a card with
the word “teammate” on it.
* FREAK FORCE (FE) <IM> {C}
Acts as a level 3 Strength attack. Each Front Line teammate may make 1
additional attack.
* SAVAGE STRENGTH (MB) <IM> {R} [OPD]
Acts as a level 6 Any-Power attack. If successful, Target Character is
KO’d by next level 2 MultiPower Power Card Hit, regardless of
Inherent Abilities and other Special cards.
____________________________________________________________________

* 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.
____________________________________________________________________

* SHADOWHAWK <IM> {U} E: 2 F: 5 S: 6 I: 6 (19)
~ Strength Power cards are +2 when attacking any Character with an
Energy Power card Hit in their Permanent Record. ~
* BACK SNAP (ML) <IM> {R} [OPD]
Acts as a level 4 Any-Power attack. If successful, Target Character may
be KO’d using normal KO rules, regardless of Inherent Abilities or
other Special cards, for remainder of battle.
* BATTLE ARMOR (AD) <IM> {C}
ShadowHawk may avoid any numerical attack.
* BRUTAL REVENGE (EG) <IM> {R} [OPD]
Acts as a level 5 Intellect attack. If successful, Opponent must
discard all cards with a Strength icon from hand.
* HOSPITALIZE (HF) <IM> {C}
Acts as a level 6 Energy or Strength attack.
* NIGHT PROWLER (CU) <IM> {U}
Acts as a level 3 Fighting attack. If successful, Target Character must
discard 1 Placed card of Opponent’s choice.
* URBAN PREDATOR (MI) <IM> {U}
Play on Target Character as an attack. Attacks made on Target
Character, including “Urban Predator,” may not be moved to any of
Target’s teammates for remainder of game.
____________________________________________________________________

* 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.
____________________________________________________________________

* SPAWN <IM> {R} E: 8 F: 7 S: 3 I: 3 (21)
* CIA TRAINING (LZ) <IM> {C}
Acts as a level 4 Intellect attack. May be used against Reserve, who
may defend. If successful against Reserve, Spawn may attack Reserve
for remainder of game.
* FINITE POWER (ZY) <CG> {X} [OPD]
Play on Target Character as an attack. For remainder of battle, Target
Character may not attack unless Opponent also discards 2 cards per
attack. Cards may be Placed or in Hand.
* HEAVY WEAPONS (AR) <IM> {C}
Acts as a level 7 Strength attack.
* LIVING COSTUME (MF) <IM> {R} [OPD]
Target Teammate may play any Spawn Special cards for remainder of game.
* MAGICKAL CHAINS (LV) <IM> {C}
Choose one Tactic: Artifact card from Draw pile and place in hand.
Cannot be a duplicate. Reshuffle Draw pile.
* PRETERNATURAL POWERS (GJ) <IM> {U}
Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
make 1 additional attack.
* PROTECTOR OF THE INNOCENT (AD) <IM> {U}
Spawn or teammate may avoid 1 attack of 9 or less.
____________________________________________________________________

* 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.
____________________________________________________________________

* STEEL (H) <BS> {R} E: 5 F: 3 S: 6 I: 4 (18)
* BOOT JETS (CD) <BS> {R}
Only attacks made with Universe cards may be played against Steel for
remainder of battle.
* EXO-SKELETON (AR) <BS> {U}
Acts as a level 4 Strength attack.
* HAMMER (AQ) <BS> {VR} [OPD]
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.
* HUMAN SHIELD (AC) <BS> {U}
Attack made on teammate is now made on Steel, who may defend.
* NIGHT VISION GOGGLES (HQ) <JL> {R} =>[OPD]
Draw 3 cards. Discard duplicates.
* RIVET GUN (EX) <BS> {R}
Target character may not use cards with a Fighting icon 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.
____________________________________________________________________

* STRYKER <IM> {C} E: 4 F: 7 S: 6 I: 3 (20)
* ARMED AND DANGEROUS (JA) <IM> {R} [OPD]
Discard 1 Strength Power card usable by Stryker to draw 4 cards from
top of the Draw Pile. May keep duplicates.
* CYBERFORCE LEADER (MD) <IM> {C}
Play with Fighting Power card usable by Stryker. Value of Power card is
added to Venture Total for this battle.
* DIGITAL IMAGING (MY) <IM> {U}
Play during current battle. Next battle, opponent must reveal any
Activator cards in hand and play Activator cards open handed for
remainder of battle.
* MUTANT CYBORG (AE) <IM> {U}
Acts as a level 3 Intellect attack. May combine with 1 MultiPower Power
card for a single attack.
* SERIOUS ARSENAL (BO) <IM> {R} [OPD]
Acts as a level 6 Fighting attack. May combine with 1 Fighting card for
a single attack.
* TOUGH AS NAILS (MX) <IM> {U}
Stryker is +3 to defense against any attack made with a Power card with
the same Power Type as any Power cards on Stryker’s Permanent
Record for remainder of game.
____________________________________________________________________

* 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.
____________________________________________________________________

* SUPERBOY (H) <BS> {R} E: 6 F: 3 S: 6 I: 3 (18)
* COOL SHADES (AE) <BS> {R}
Acts as a level 4 Energy attack. May combine with 1 Fighting card for a
single attack.
* DUBBILEX (EY) <BS> {VR} [OPD]
Opponent’s team may not use cards with an Intellect icon for remainder
of battle.
* KID OF STEEL (AH) <BS> {U}
No cards with a Fighting icon may be played against Superboy for
remainder of battle.
* THE RAVERS (FE) <JL> {R}
Acts as a level 3 Fighting attack, each Front Line teammate may make
one additional attack.
* TACTILE TELEKINESIS (AI) <BS> {R}
Target character must discard 1 placed card of Superboy’s choice.
* UP, UP, AND AWAY (AD) <BS> {U}
Avoid 1 Energy or Strength attack.
____________________________________________________________________

* SUPERGIRL (H) <BS> {R} E: 6 F: 4 S: 6 I: 3 (19)
* CLOAKING SHIELD (FA) <BS> {R}
Supergirl may not attack or be attacked for remainder of battle.
* GIRL OF STEEL (HR) <JL> {R} [OPD]
Acts as a level 9 Fighting or Strength attack.
* LEVITATION (CN) <BS> {U}
No Universe cards may be played against Supergirl for remainder of
battle.
* PSYCHOKINETIC BOLT (AR) <BS> {U}
Acts as a level 4 Energy attack.
* SHAPESHIFT (EZ) <BS> {VR} [OPD]
Play in the current battle. Supergirl’s Energy and Fighting skills are
increased to 7 in the next battle.
* TELEKINETIC SHIELD (AG)=>(AD) <BS> {R}
Supergirl or teammate may avoid 1 attack of 4 or less.
____________________________________________________________________

* SUPERMAN (H) <BS> {R} E: 7 F: 4 S: 7 I: 3 (21)
* DEFYING EARTH’S GRAVITY (AD) <BS> {U}
Avoid 1 Energy or Fighting attack.
* EARTH’S GREATEST HERO (CQ) <BS> {R}
All Superman Special cards are doubled when determining venture total
in this battle.
* HEAT VISION (AR) <BS> {U}
Acts as a level 4 Energy attack.
* LAST SON OF KRYPTON (BM) <BS> {VR} [OPD]
Acts as a level 7 Strength attack. If successful, target character may
not attack for remainder of battle.
* THE MAN BEYOND TOMORROW (HN) <JL> {R} [OPD]
Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
* MAN OF STEEL (DM) <BS> {R}
Superman’s Strength Power cards are +2 for remainder of battle.
____________________________________________________________________

* 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.
____________________________________________________________________

* THORN (V) <BS> {U} E: 4 F: 6 S: 3 I: 5 (18)
* BARBED LASH (CE) <BS> {R}
Opponent must discard top card from Draw Pile into Dead Pile.
* BATTLE INSTINCT (BX) <BS> {R}
Acts as a level 4 Intellect attack. May combine with a Universe card.
Universe bonus added to Venture total for this battle.
* COMBAT DAGGERS (AB) <BS> {U}
Acts as a level 4 Fighting attack. May make 1 additional Fighting
attack.
* EXPLOSIVE CHARGE (AU) <BS> {VR} [OPD]
Target character must discard all placed cards.
* STREET FIGHTER (CI) <BS> {C}
Play with Fighting Power card attack. If attack succeeds, add +2 to
damage.
* TELL ME WHAT YOU KNOW (BZ) (H) <JL> {R} [OPD]
Opponent must reveal hand and play open handed for remainder of battle.
____________________________________________________________________

* 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.
____________________________________________________________________

* TIFFANY <IM> {R} E: 6 F: 6 S: 4 I: 4 (20)
~ Fighting Power Grid Rating is 8 for Defense. ~
* COSTUME RIBBONS (MG) <IM> {C}
Tiffany may play Power cards usable by Tiffany that have been Placed to
any Front Line Teammate for remainder of game.
* CRUSADE (BP) <IM> {R} [OPD]
Acts as a level 6 Intellect attack. May be played while Tiffany is in
Reserve.
* HEAVENLY AGENT (LX) <IM> {R} [OPD]
For remainder of game, if Opponent draws cards during battle, Tiffany
may draw an equal number from Draw Pile. Tiffany must show drawn
cards. May not keep duplicates.
* HOLY ORDER (HH) <IM> {U}
Tiffany may have an unlimited number of Special cards placed on her
until Tiffany is KO’d. Specials may not be duplicates.
* LANCE (BA) <IM> {U}
Acts as a level 3 Fighting attack. Can only be defended by a card with
an Energy icon.
* MAGICKAL HUNTER (LZ) <IM> {C}
Acts as a level 4 Energy attack. May be used against Reserve, who may
defend. If successful against Reserve, Tiffany may attack Reserve
for remainder of game.
____________________________________________________________________

* THE TRICKSTER <JL> {R} E: 6 F: 5 S: 1 I: 7 (19)
* BAIT AND SWITCH (JK) <JL> {U}
All Hits with only Intellect icons in the Permanent Record of all Front
Line characters are moved to the Permanent Record of one of The
Trickster’s teammates.
* CLEAN GETAWAY (AG) <JL> {U}
Avoid 1 attack.
* DON’T MIND ME… (AA) <JL> {C}
Acts as a level 4 Intellect attack. May make 1 additional attack.
* THE SHELL GAME (FB) <JL> {VR} [OPD]
Target character must choose 1 card from The Trickster’s hand. If card
is an attack, Target is Hit. If not, chosen card is discarded to
the Power Pack.
* SMOOTH TALKER (JM) <JL> {VR} [OPD]
The Trickster may move 1 Mission Card from the Defeated Missions Pile
to the Reserve Missions Pile.
____________________________________________________________________

* TWO-FACE (V) <BS> {R} E: 3 F: 6 S: 3 I: 6 (18)
* TWO-FACE CRIMEBOSS (V) <BH> {X} E: 6 F: 3 S: 3 I: 6 (18)
~ Two-Face may play “Flip of the Coin” from Reserve. ~
* CRIMINAL MASTERMIND (BT) <BS> {R}
Opponent’s Fighting Power cards do not count in the venture total for
this battle.
* DOUBLE TROUBLE (FC) <BS> {U}
Play with any Strength or Energy Power card attack. Power card must be
blocked twice.
* .45 AUTOMATIC (AP) <BS> {R}
Acts as a level 6 Energy attack. Cannot be defended by a card with an
Intellect icon.
* FLIP OF THE COIN (FB) <BS> {U}
Draw top card from Draw Pile. If drawn card is an attack, Two-Face may
use it. If drawn card is not an attack, discard it to the Dead
Pile.
* LAW AND DISORDER (BQ) <JL> {VR} [OPD]
On his turn, Two-Face may exchange this card for any 1 card in Dead
Pile and play it immediately.
* TOMMY GUN (BV) <BS> {VR} [OPD]
Two-Face may make as many Fighting Power card attacks as possible.
Opponent may defend.
____________________________________________________________________

* 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.
____________________________________________________________________

* VELOCITY <IM> {U} E: 6 F: 5 S: 2 I: 3 (16)
~ May attack with Power cards while in Reserve. ~
* CYBERFORCE (MW) <IM> {C}
Target Character gains +1 to defense for remainder of game.
* HIGH-SPEED REFLEXES (AA) <IM> {C}
Acts as a level 4 Fighting attack. May make 1 additional attack.
* INTERNAL HARDWARE (NA) <IM> {R}
Play during battle. During Discard Phase of next battle, Velocity may
remove all Hits with a Value of 4 or less from Velocity’s Permanent
Record.
* PROTECTIVE SKIN (MX) <IM> {U}
Velocity is +3 to defense against any attack made with a Power card
with the same Power Type as any Power cards on Velocity’s Permanent
Record for remainder of game.
* QUICK THINKING (EG) <IM> {R} [OPD]
Acts as a level 5 Intellect attack. If successful, opponent must
discard all Special cards from hand.
* SPEEDTHROUGH (MZ) <IM> {R}
Opponent must discard 1 Placed card of Velocity’s choice. May be played
from Reserve.
____________________________________________________________________

* 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
____________________________________________________________________

* VIOLATOR <IM> {R} E: 4 F: 6 S: 7 I: 2 (19)
* CLOWN MORPH (AZ) <IM> {U}
Target opponent may not attack Violator for remainder of battle unless
Violator attacks him first.
* CONNIVE (MJ) <IM> {C}
Violator may Place Artifact cards face down for remainder of game.
* DARKLANDS ARMY (MC) <IM> {VR} [OPD]
Acts as a level 11 Energy, Fighting, or Intellect attack. Violator’s
Team may not attack for remainder of battle.
* DEMONIC POWERS (AR) <IM> {C}
Acts as a level 4 Fighting attack.
* DEVIL’S ADVOCATE (LF) <IM> {C}
Target Character must discard 1 Placed Tactic card.
* HEART ATTACK (AS) <IM> {R} [OPD]
Acts as a level 9 Energy attack.
____________________________________________________________________

* 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.
____________________________________________________________________

* VOODOO, DAEMONITE <MW> {X} E: 3 F: 6 S: 7 I: 2 (18)
~ May play any Voodoo Special Cards. ~
* DANGEROUS DANCER (JM) <IM> {R} [OPD]
Opponent must move 1 Mission Card from his Completed Missions Pile to
his Reserve Missions Pile.
* TRUE VISION (CZ) <IM> {R} [OPD]
Acts as a level 4 Intellect attack. If successful, Target Character
must discard all Placed cards into Dead Pile.
* WILDC.A.T. (NE) <IM> {U}
Target Character may follow up a Universe: Teamwork card with any Power
card, regardless of Power Type.
____________________________________________________________________

* 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.
____________________________________________________________________

* WITCHBLADE <IM> {R} E: 7 F: 7 S: 3 I: 4 (21)
* BIOMECH TENDRILS (LZ) <IM> {U}
Acts as a level 4 Strength attack. May be used against Reserve, who may
defend. If successful against Reserve, Witchblade may attack
Reserve for remainder of game.
* THE CHOSEN (NB) <IM> {VR} [OPD]
Acts as a level 11 Fighting attack. Witchblade’s teammates may not
attack for remainder of battle.
* ENERGY WRATH (AS) <IM> {R} [OPD]
Acts as a level 8 Energy attack +1 for each Hit on Witchblade’s
Permanent Record.
* FORENSIC SCIENCE (NC) <IM> {U}
If Witchblade’s team won Venture Total last battle, add 2 to Venture
Total this battle. If Witchblade’s team lost Venture Total last
battle, add 4 to Venture Total this battle.
* NYPD INSTINCT (AE) <IM> {C}
Acts as a level 3 Fighting attack. May combine with 1 MultiPower Power
card for a single attack.
* PROTECTIVE DRIVE (LU) <IM> {C}
Target Character’s Tactic: Artifact cards may not be removed from play
for remainder of game.
____________________________________________________________________

* 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
____________________________________________________________________

* WONDER WOMAN (H) <JL> {R} E: 1 F: 8 S: 6 I: 5 (20)
* AMAZON MIGHT (JN) <JL> {VR} [OPD]
Acts as a level 1 Strength attack, +1 for each card in Wonder Woman’s
hand. If successful, acts as a level 5 Energy or Intellect Power
card.
* BLESSED BY THE GODS (BG)=>(BQ) <JL> {VR} [OPD]
On her turn, Wonder Woman may exchange this card for any 1 card in Dead
Pile and play it immediately.
* BULLETS & BRACELETS (AD) <JL> {C}
Wonder Woman may avoid any numerical attack.
* GIFT OF FLIGHT (AG)=>(AD) <JL> {U}
Teammate may avoid 1 attack of 9 or less.
* LASSO OF TRUTH (BZ) <JL> {VR} [OPD]
Opponent must reveal hand and play open handed for remainder of battle.
____________________________________________________________________

* WYNONNA EARP <MW> {X} E: 2 F: 7 S: 3 I: 6 (18)
* FAMOUS LINEAGE (AA) <IM> {U}
Acts as a level 5 Any-Power attack. May make 1 additional attack.
* SHOOTOUT (FD) <IM> {R} [OPD]
Only Wynonna Earp and Target Character may attack, be attacked, or
defend this battle.
* SMOKING GUNS (LX) <IM> {R} [OPD]
For remainder of game, if Opponent draws cards during battle, Wynonna
Earp may draw an equal number from Draw Pile. Wynonna Earp must
show drawn cards. May not keep duplicates.
____________________________________________________________________

* 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.
____________________________________________________________________

* ZEALOT <IM> {R} E: 3 F: 8 S: 4 I: 5 (20)
* CLEF BLADE (EM) <IM> {U}
Acts as a level 4 Strength attack. If successful, Opponent must discard
1 card of Opponent’s choice from Hand.
* CODA DISCIPLINE (MO) <IM> {C}
Acts as a level 3 Fighting attack, +1 for each Teammate with a Fighting
Rating of 6 or greater.
* KHERUBIM (MP) <IM> {R} [OPD]
Play during battle. For remainder of game, any Special played by Zealot
or Zealot’s teammates may not be Negated until “Kherubim” is
Negated.
* SISTER’S SUPPORT (LY) <IM> {U}
Play with any Power Card usable by Zealot. For remainder of game,
Zealot does not have to discard duplicates of chosen Power Card’s
Power Type and Value.
* WARRIOR SOUL (MC) <IM> {VR} [OPD]
Acts as a level 11 Strength, Fighting, or Intellect attack. Zealot’s
Team may not attack for remainder of battle.
* WILDC.A.T. (AD) <IM> {U}
Teammate may avoid 1 attack.
_______________________________________________________________________________

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.

* CODA ISLAND <IM> {U}
ZEALOT, GRIFTER, VOODOO, FAIRCHILD, GRUNGE, SPARTAN
~ Coda Island Team’s Intellect Power cards are +1 to attack. ~

* 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.

* NEW YORK CITY <IM> {C}
THE DARKNESS, WITCHBLADE, STRYKER, RIPCLAW, VELOCITY, BALLISTIC
~ New York City Team is -3 to Venture Total per Battle. ~

* OMNIVERSE <IM> {U}
ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.
~ Opponent’s Team is -1 to Venture Total per Battle. ~

* 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.

* SPAWN’S ALLEY <IM> {U}
SPAWN, VIOLATOR, TIFFANY, OVERTKILL, CURSE, CY-GOR
~ Spawn’s Alley Team Characters may only have up to three cards Placed
to each 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

<BS> <–E/F/S/I–> <IQ> <MN>
* 1M {U} Joker * 1M {C} Chamber * 1M {C} Man-Thing
* 2M {R} Lex Luthor * 2M {C} Havok * 2M {C} Howard the Duck
* 3M {VR} Batman * 3M {U} X-Man * 3M {U} ROM
* 4M {VR} Superman * 4M {R} Black Bolt * 4M {R} Mimic

<IM>
* 1M {C} Valaria & Janus
* 2M {C} Threshold
* 3M {C} Witchblade
* 4M {C} Spartan
* 5M {VR} [OPD] Tiffany

ANY-POWER
* 5A <MI> {R} [OPD] Black Cat
* 6A <JL> {R} [OPD] Justice League of America
* 7A <CL> {U} =>[OPD] Dormammu
* 8A <IM> {VR} [OPD] Union

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

<BS> <MN>
* 1E {C} Bane * 1E {C} Vulture
* 2E {C} Nightwing * 2E {C} Puma
* 3E {C} Catwoman * 3E {C} Pyro
* 4E {C} Poison Ivy * 4E {C} Ghost Rider
* 5E {U} Metallo * 5E {C} Psylocke
* 6E {U} Cyborg * 6E {U} Iceman
* 7E {R} Superman * 7E {U} Sunfire
* 8E {VR} Brainiac * 8E {R} Dark Phoenix

<IM>
* 1E {C} Houdini
* 2E {C} Jamie
* 3E {C} Nottingham
* 4E {C} Rainmaker
* 5E {C} Backlash
* 6E {C} Fahrenheit
* 7E {C} Misery
* 8E {C} Redeemer

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 <MI> <OPL>
* 6F {C} Wolverine * 6F {C} Wolverine * 6F PROTOTYPE
* 7F {C} Domino * 7F {U} Domino {R} Wolverine
* 8F {C} Cyber * 8F {U} Cyber

<BS> <MN>
* 1F {C} Parasite * 1F {C} Wasp
* 2F {C} Eradicator * 2F {C} Absorbing Man
* 3F {C} Steel * 3F {C} Storm
* 4F {C} Riddler * 4F {C} Ka-Zar
* 5F {U} Metropolis S.C.U. * 5F {C} Iron Fist
* 6F {U} Thorn * 6F {U} Black Panther
* 7F {R} Batman * 7F {U} Bullseye
* 8F {VR} Azrael * 8F {R} Weapon X

<IM>
* 1F {C} Clown
* 2F {C} Curse
* 3F {C} ShadowHawk
* 4F {C} Spawn
* 5F {C} She-Dragon
* 6F {C} Black Anvil
* 7F {C} Majestic
* 8F {C} Zealot

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

<BS> <MN>
* 1S {C} Penguin * 1S {C} Mole Man
* 2S {C} Robin * 2S {C} Rogue
* 3S {C} Huntress * 3S {C} Falcon
* 4S {C} Supergirl * 4S {C} Moon Knight
* 5S {U} Comm. Gordon/G.C.P.D. * 5S {C} Spider-Man
* 6S {U} Superboy * 6S {U} Thunderbird
* 7S {R} Superman * 7S {U} Hercules
* 8S {VR} Doomsday * 8S {R} Hulk

<IM>
* 1S {C} Twitch
* 2S {C} Rapture
* 3S {C} Freefall
* 4S {C} Tremor
* 5S {C} Ripclaw
* 6S {C} Stryker
* 7S {C} Overtkill
* 8S {C} Cy-Gor

INTELLECT

<IQ> <BS>
* 1I {C} Lizard * 1I {C} Killer Croc
* 2I {C} Lady Deathstrike * 2I {C} Knockout
* 3I {C} Kraven * 3I {C} Hazard
* 4I {C} Modok * 4I {C} Ra’s Al Ghul
* 5I {C} Sebastian Shaw * 5I {U} Two Face
* 6I {C} Ultron * 6I {U} Joker
* 7I {U} Leader * 7I {R} Batman
* 8I {R} Doom 2099 * 8I {VR} Lex Luthor

<MN> <IM>
* 1I {C} Drax the Destroyer * 1I {C} Grunge
* 2I {C} Abomination * 2I {C} Violator
* 3I {C} Puppet Master * 3I {C} Killrazor
* 4I {C} Captain Mar-Vell * 4I {C} Grifter
* 5I {C} Loki * 5I {C} Fairchild
* 6I {U} Iron Man * 6I {C} Tyson Stone
* 7I {U} Beast * 7I {C} Jason Wynn
* 8I {R} Dracula * 8I {C} Malebolgia
_______________________________________________________________________________

U N I V E R S E C A R D S

BASIC

ANY-POWER

* 6A +2 <IM> {VR} Power Blast (Spawn)

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 (Silver Surfer)
* 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)

<BS>
* 6E +1 {C} Laser (Penguin)
* 6E +2 {C} Magnetic (Penguin)
* 6E +3 {U} Nuclear (Penguin)
* 7E +1 {C} Photon (Eradicator)
* 7E +2 {C} Microwave (Eradicator)
* 7E +3 {U} Quantum (Eradicator)
* 8E +1 {C} Mental (Brainiac)
* 8E +2 {C} Kryptonite (Brainiac)
* 8E +3 {U} Temporal (Brainiac)

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)

<BS>
* 6F +1 {C} Dodge (Catwoman)
* 6F +2 {C} Spinning Kick (Catwoman)
* 6F +3 {U} Dive for Cover (Catwoman)
* 7F +1 {C} Sweep (Batman)
* 7F +2 {C} Flying Kick (Batman)
* 7F +3 {U} Throw (Batman)
* 8F +1 {C} Lunge (Azrael)
* 8F +2 {C} Leap Aside (Azrael)
* 8F +3 {U} Back Flip (Azrael)

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 (Spider-Woman)
* 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)

<BS>
* 6S +1 {C} Uppercut (Bane)
* 6S +2 {C} Knife Hand (Bane)
* 6S +3 {U} Combination Maneuver (Bane)
* 7S +1 {C} Haymaker (Superman)
* 7S +2 {C} Choke Hold (Superman)
* 7S +3 {U} Nerve Pinch (Superman)
* 8S +1 {C} Takedown (Doomsday)
* 8S +2 {C} Body Slam (Doomsday)
* 8S +3 {U} Crippling Blow (Doomsday)

INTELLECT

<BS>
* 6I +1 {C} Blindside (Robin)
* 6I +2 {C} Diversion (Robin)
* 6I +3 {U} Blackout (Robin)
* 7I +1 {C} Advance Warning (Joker)
* 7I +2 {C} Sabotage (Joker)
* 7I +3 {U} Bluff (Joker)
* 8I +1 {C} Clever Escape (Lex Luthor)
* 8I +2 {C} Ambush (Lex Luthor)
* 8I +3 {U} Home Turf (Lex Luthor)

TRAINING

* 5EF +3 <OP> {C} Black Cat * 5EF +3 <PS> {U} Black Cat
* 5EF +3 <BS> {C} Steel
* 5ES +3 <OP> {C} Century * 5ES +3 <PS> {U} Century
* 5ES +3 <BS> {C} Batman
* 5EI +3 <BS> {C} Doomsday
* 5FS +3 <OP> {C} Human Torch * 5FS +3 <PS> {U} Human Torch
* 5FS +3 <BS> {C} Riddler
* 5FI +3 <BS> {C} Superman
* 5SI +3 <BS> {C} Azrael

* 5EF +4 <OP> {C} Sauron * 5EF +4 <PS> {R} Sauron
* 5EF +4 <BS> {U} Joker
* 5ES +4 <OP> {C} Archangel * 5ES +4 <PS> {R} Archangel
* 5ES +4 <BS> {U} Batman
* 5EI +4 <BS> {U} Killer Croc
* 5FS +4 <OP> {C} Jubilee * 5FS +4 <PS> {R} Jubilee
* 5FS +4 <BS> {U} Brainiac
* 5FI +4 <BS> {U} Superman
* 5SI +4 <BS> {U} Thorn

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 <BS> {U} Steel, Superboy & Eradicator
* 6E FI +1+2 <MN> {C} Firestar, Nova & Namorita
* 6E SI +1+2 <MN> {C} Black Bolt, Gorgon & Medusa
* 6E SI +1+2 <IM> {C} Spawn (+1I TO 2ND TEAMMATE=>+2I)
* 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 <BS> {R} Superman, Supergirl & Metropolis S.C.U.
* 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 FS +2+3 <BS> {U} Lex Luthor, Brainiac & Hazard
* 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 ES +1+2 <IM> {C} CyberForce
* 6F EI +1+2 <BS> {U} Catwoman, Joker & Poison Ivy
* 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 <BS> {R} Batman, Robin & Comm. Gordon
* 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 ES +2+3 <BS> {U} Nightwing, Azrael & Thorn
* 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 <BS> {U} Nightwing, Robin, Supergirl
* 6S FI +1+2 <MN> {C} Blockbuster, Harpoon & Mr. Sinister
* 6S FI +1+2 <IM> {C} Gen 13
* 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 <BS> {R} Batman & Superman
* 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 EF +2+3 <BS> {U} Parasite, Metallo, Cyborg
* 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 EF +1+2 <IM> {C} Freak Force
* 6I ES +1+2 <IQ> {C} Shadowcat, Nightcrawler & Colossus
* 6I FS +1+2 <BS> {U} Penguin, Riddler & Two-Face
* 6I FS +1+2 <MN> {C} Guardian, Puck & Sasquatch
* 7I EF +2+2 <BS> {R} Robin, Huntress, Batman
* 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 <BS> {U} Lex Luthor, Ra’s Al Ghul & Bane
* 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)
* 5E 3E (H) <JL> {C} Fire (Blue Beetle)
* 5E 3E (V) <BS> {C} Scarecrow (Joker)
* 5E 3E <IM> {C} T.I.M.M.I.E.
* 6E 1E <MN> {C} Lockheed (Shadowcat)
* 6E 1E (H) <JL> {C} Zauriel (Martian Manhunter)
* 6E 1E (V) <BS> {C} Silver Banshee (Lex Luthor)
* 6E 1E <IM> {C} Cog
* 7E 2E <MN> {C} Toro (Human Torch)
* 7E 2E (V) <BS> {C} Mr. Mxyzptlk (Lex Luthor)
* 8E 3E <IQ> {C} Moira MacTaggart (Professor X)
* 8E 3E (H) <JL> {C} Firestorm (The Ray)
* 8E 3E (V) <JL> {C} Dr. Destiny (Brainiac)

FIGHTING
* 5F 3F <MN> {R} Wong (Dr. Strange)
* 5F 3F (H) <BS> {U} Shadowdragon (Superman)
* 5F 3F (V) <JL> {C} Shadow-Thief (Lex Luthor)
* 5F 3F <IM> {C} Link
* 6F 1F <IQ> {U} Edwin Jarvis (Black Widow)
* 6F 1F (V) <JL> {C} Gorilla Grodd (Catwoman)
* 6F 1F <IM> {C} Sam Burke
* 7F 2F <MN> {C} Yukio (Wolverine)
* 7F 2F (H) <JL> {C} Guy Gardner (Green Arrow)
* 7F 2F (V) <BS> {C} Lady Shiva (Joker)
* 8F 3F <IQ> {C} Bucky Barnes (Captain America)
* 8F 3F (H) <JL> {C} Requiem (Wonder Woman)
* 8F 3F (V) <JL> {C} Cheetah (Deathstroke)

STRENGTH
* 5S 3S <MN> {R} Stick (Elektra)
* 5S 3S (H) <BS> {U} Gangbuster (Superman)
* 5S 3S (V) <JL> {C} Ocean Master (Doctor Polaris)
* 5S 3S <IM> {C} Qeelocke
* 6S 1S <IQ> {U} Mary Jane Watson-Parker (Spider-Man)
* 6S 1S (H) <JL> {C} Nuklon & Obsidian (Hawkman)
* 6S 1S (V) <JL> {C} Know Man (Neron)
* 6S 1S <IM> {C} Rita Medermade
* 7S 2S <MN> {C} Wyatt Wingfoot (She-Hulk)
* 7S 2S (H) <JL> {C} Metamorpho (Martian Manhunter)
* 7S 2S (V) <BS> {C} Black Mask (Joker)
* 8S 3S <IQ> {C} Rick Jones (Hulk)
* 8S 3S (V) <JL> {C} Black Adam (Darkseid)

INTELLECT
* 5I 3I <MN> {R} J. Jonah Jameson (Spider-Man)
* 5I 3I (H) <BS> {U} Lois Lane (Superman)
* 5I 3I (V) <JL> {C} Dr. Sivana (Parasite)
* 5I 3I <IM> {C} Christina Reid (ShadowHawk)
* 6I 1I <MN> {C} Franklin “Foggy” Nelson (Daredevil)
* 6I 1I (H) <BS> {C} Alfred Pennyworth (Batman & Robin)
* 6I 1I <IM> {C} Chip
* 7I 2I <MN> {C} Valerie Cooper (Forge)
* 7I 2I (H) <BS> {C} Oracle (Batman)
* 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 6A MYRLU SYMBIOTE <IM> {VR} [OPD]
Teammate may play any Power card currently usable by Front Line for
defense.
* 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 6A THE WITCHBLADE <IM> {VR} [OPD]
Teammate may play any Power card currently usable by Front Line to attack.
* 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 6A SHADOWHELMET <IM> {R} [OPD]
Teammate may make 1 attack after Opponent has Conceded the battle.
Opponent may defend.
* 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 6A LINKSTONE <IM> {VR}
On his turn, Teammate may discard 1 card from top of Draw Pile to Dead
Pile to immediately play any card Placed to any Front Line character.
* 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 <JL> {C} Impulse & The Flash
* 6E 4E 6F I <CL> {C} Mandrill & Nekra
* 6E 4E 6S E <JL> {C} Captain Marvel & Superman
* 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 <JL> {C} Blue Beetle & Booster Gold
* 6F 4F 6E F <MN> {C} Gambit & Bishop
* 6F 4F 6E S <JL> {C} Green Arrow & Green Lantern
* 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 <JL> {C} Batman & Martian Manhunter
* 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 <JL> {C} Superman & Captain Atom
* 6S 4S 6E F <MN> {C} Vision & Scarlet Witch
* 6S 4S 6E S <CL> {C} Blink & Rogue
* 6S 4S 6E I <JL> {C} Superman & The Ray
* 6S 4S 6E I <MN> {C} Shadowcat & Colossus
* 6S 4S 6F E <JL> {C} The Flash & Superman
* 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 <JL> {C} Orion & Mister Miracle
* 6S 4S 6I F <CL> {C} Howard the Duck & Man-Thing
* 6S 4S 6I S <JL> {C} Aquaman & Superman
* 6S 4S 6I S <CL> {C} Valkyrie & Nighthawk

INTELLECT
* 6I 4I 6E F <MN> {C} Iceman & Beast
* 6I 4I 6E S <JL> {C} The Trickster & Neron
* 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 <JL> {C} Wonder Woman & Batman
* 6I 4I 6F S <CL> {C} Dr. Doom & Namor
* 6I 4I 6F I <JL> {C} Black Canary & Batman
* 6I 4I 6F I <CL> {C} Daredevil & Black Widow
* 6I 4I 6S E <CL> {C} Vanguard & Darkstar
* 6I 4I 6S F <JL> {C} Hawkman & Batman
* 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.
Justice League Case File:
* SOVEREIGN SEVEN <JL> {VR} Sovereign Seven
Remove one hit from the Permanent Record of all characters with an
Inherent Ability.
____________________________________________________________________

* 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 BRAVE AND THE BOLD <JL>
* 1 {C} Darkseid
* 2 {C} Superman, The Flash, Green Lantern, Wonder Woman
* 3 {C} The Flash, Green Lantern, Hawkman
* 4 {C} Captain Atom, Wonder Woman, Female Furies
* 5 {C} Captain Marvel, Mister Miracle, Orion
* 6 {C} Martian Manhunter & Kalibak
* 7 {C} Superman, Orion, Mister Miracle
* Justice League Case Files:
* AQUAMAN VS. DEEP SIX <JL> {C}
All Inherent Abilities that have a + to defense receive an additional
+1 this battle.
* BATMAN VS. KANTO <JL> {C}
One Front Line character of your choice is immediately KO’d. Reserve
character immediately moves into play. Card is discarded if it will
end game.
* BLUE BEETLE VS. GLORIOUS GODFREY <JL> {C}
Choose one of opponent’s Front Line characters. All attacks against
chosen character are at +1 this battle.
* DARKSEID’S ELITE <JL> {C}
All Inherent Abilities that have a + to attack receive an additional +1
this battle.
* GREEN ARROW, BLACK CANARY, AMAZING GRACE <JL> {C}
Move the Reserve character to the Front Line this battle. Return that
character to Reserve at the end of the battle.
____________________________________________________________________

* 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.
____________________________________________________________________

* EYE OF THE STORM (Superman/Green Lantern ACTION CARDS) <BS>
* 1 {C} Power Breakfast!
* 2 {C} Pig Out!
* 3 {C} Self Service!
* 4 {C} Stewing!
* 5 {C} Leftovers!
* 6 {C} Take Out!
* 7 {C} Over Easy!
* Justice League Case Files: <BS>
* File #061906.01 {C}
All Universe card bonuses receive an additional +1 this battle.
* File #061906.02 {C}
Move all Mission cards currently in the Completed Missions Pile into
the Reserve Missions Pile.
* File #061906.05 {C}
No cards with the word “Avoid” may be played this battle.
* File #061906.08 {C}
Reserve Character may use Power cards to defend any Front Line
Character this battle.
* File #061906.10 {C}
Do not discard any duplicates for this battle.
____________________________________________________________________

* 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.
____________________________________________________________________

* INTO THE DEPTHS (Batman/Aquaman DETECTIVE CARDS) <BS>
* 1 {C} Aquattack!
* 2 {C} Fireball!
* 3 {C} Rat Pack!
* 4 {C} Maelstrom!
* 5 {C} Whitewater!
* 6 {C} Swamp-Things!
* 7 {C} Monster!
* Justice League Case Files: <BS>
* File #271266.02 {C}
Level 1 Intellect Power cards may be used to avoid any numerical
attack this battle.
* File #271266.04 {C}
All level 1 Power card attacks cannot be blocked this battle.
* File #271266.07 {C}
All Strength Power cards do not count in the Venture Total for this
battle.
* File #271266.09 {C}
All cards that can be placed to a Character, excluding Reserve, must
be placed in this battle. Unplaceable cards remain in hand.
* File #271266.10 {C}
Remove 1 hit from the Permanent Record of one Character, and put it in
the Permanent Record of any teammate.
____________________________________________________________________

* 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.
____________________________________________________________________

* MIGHT OVER MIND (Superman/Wonder Woman ACTION CARDS) <BS>
* 1 {C} We Have a Problem!
* 2 {C} Failsafe!
* 3 {C} Abort!
* 4 {C} Liftoff!
* 5 {C} Target Acquisition!
* 6 {C} Launch!
* 7 {C} Impact!
* Justice League Case Files: <BS>
* File #179603.01 {C}
Choose 1 of opponent’s Front Line Characters. Chosen Character may not
play Specials this battle. Affected Specials are not discarded.
* File #179603.04 {C}
Choose 1 Front Line Hero that cannot play any cards or be attacked
this battle.
* File #179603.06 {C}
Move the Reserve Character to the Front Line this battle. Return that
Character to Reserve at the end of the battle.
* File #179603.08 {C}
Only Teamwork Universe cards that act as Strength attacks may be
played this battle.
* File #179603.11 {C}
No Teamwork Universe cards may be played this battle.
____________________________________________________________________

* RACE AGAINST CRIME (Batman/Flash DETECTIVE CARDS) <BS>
* 1 {C} Why?
* 2 {C} Where?
* 3 {C} How?
* 4 {C} When?
* 5 {C} Which?
* 6 {C} What?
* 7 {C} Who?
* Justice League Case Files: <BS>
* File #661216.01 {C}
No Intellect Power cards may be played this battle. Affected Power
cards are not discarded.
* File #661216.04 {C}
For each Mission card in the Defeated Missions Pile, draw 1 additional
card. Discard if duplicate.
* File #661216.06 {C}
“Any Hero” Specials, excluding BQ, may be placed this battle. If
placed, only that Character may use the Special.
* File #661216.09 {C}
Switch any Front Line Hero with the Reserve Hero.
* File #661216.10 {C}
All attacks with an Energy icon must be made against the same Front
Line Character this battle, until Character is KO’d.
____________________________________________________________________

* 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.
____________________________________________________________________

* SHATTERED IMAGE <IM>
* 1 {U} Disconnected Man
* 2 {U} Savant/Zealot
* 3 {U} Savage Dragon/Barbaric
* 4 {R} Entropy
* 5 {U} Spawn
* 6 {U} ShadowHawk
* 7 {U} Velocity/Ripclaw
* Events:
* CYBERFORCE VS. THE MERCS… <IM> {U} Ripclaw & Deathtrap
No attacks may be moved from the Target Character to another Character
this battle.
* ENTROPY FIELD… <IM> {R} Clown
No Activator cards may be played this battle.
* GEN 13 VS. THE REGULATORS… <IM> {U} Gen 13 & The Regulators
No cards with the word “Negate” may be played this battle.
* MIGHTY MAN TO THE RESCUE… <IM> {U} Mighty Man
Take two cards from Hand and set aside. Play battle under normal rules.
At end of battle, reveal chosen cards. Player with higher total may
move 1 Mission card from the Defeated Missions Pile to the
Completed Missions Pile.
* SPAWN SPIES… <IM> {U} Spawn
No cards with the word “Draw” may be played this battle.
* WITCHBLADE ON THE SCENE… <IM> {R} Witchblade
All Power cards may be played by any Front Line Character 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 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 ( 5 )
* THE ULTIMATE MARVEL FANTASY CARD GAME Cyclops cover <OP> <SD>
* IT’S BRAWL TO BRAWL FUN! DC OVERPOWER Superman/Batman cover <BS> <SD>
* MONUMENTAL OVERPOWER Spider-Man cover <MN> <SD>
* IMAGE OVERPOWER logo cover, Japanese translation <IM> <SD> <OR>
* ’98 ALL JAPAN TOURNAMENT Spider-Man vs. Wolverine cover <OP> <OR>
____________________________________________________________________

* OVERPOWER GAME GUIDES ( 6 ) 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>
* OVERPOWER LEGION TOURNAMENT GUIDE <CG>
____________________________________________________________________

* STARTER DECKS ( 10 ) OP decks contain 62 game cards, Rules of Play booklet,
Quick Reference Card, and “Collect All the OverPower Heroes & Villains”
list card; B/S decks contain 69 collectable cards and updated Rules of
Play; MN decks contain 65 collectable cards and updated Rules of Play;
IM decks contain 60 game cards
* 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>
* BATMAN/SUPERMAN DC OVERPOWER Random mix of Hero or Villain teams <BS>
* MONUMENTAL MARVEL OVERPOWER Random Teams/Heroes <MN>
* IMAGE OVERPOWER Random Heroes <IM> <TP> no Rules of Play
* IMAGE OVERPOWER <IM> <OR> has Japanese Rules of Play
____________________________________________________________________

* STARTER DISPLAY BOXES ( 4 )
* MARVEL OVERPOWER Original Base Set ( 12 Starter Decks ) <OP>
* BATMAN/SUPERMAN DC OVERPOWER ( 12 Starter Decks ) <BS>
* MONUMENTAL Marvel Expansion ( 12 Starter Decks ) <MN>
* IMAGE OVERPOWER Expansion ( 12 Starter Decks ) <IM> <TP> <OR>
____________________________________________________________________

* BOOSTER DISPLAY BOXES ( 12 )
* 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>
* BATMAN/SUPERMAN DC OVERPOWER ( 36 packs, 9 cards each ) <BS>
* IQ Marvel Expansion ( 36 packs, 15 cards each ) <IQ>
* JUSTICE LEAGUE DC Expansion ( 36 packs, 15 cards each ) <JL>
* MONUMENTAL Marvel Expansion ( 36 packs, 15 cards each ) <MN>
* CLASSIC OVERPOWER Marvel Expansion ( 36 packs, 15 cards each ) <CL>
* IMAGE OVERPOWER Expansion ( 36 packs, 15 cards each ) <IM>
* X-MEN OVERPOWER Expansion ( 36 packs, 15 cards each ) <XM>
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* 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
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* 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
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* 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>
____________________________________________________________________

* OVERPOWER LEGION MEMBERSHIP CARDS ( 2 ) <OPL>
* FLEER/SKYBOX OVERPOWER LEGION CARD (c) 1995 (# OP00_______ )
* MARVEL INTERACTIVE OVERPOWER LEGION CARD (c) 1998
____________________________________________________________________

* OVERPOWER LEGION NEWSLETTERS ( 10 ) <OPL>
* THE MONTHLY VENTURE No. 1 March 1996
* THE MONTHLY VENTURE No. 2 April 1996 included Galactus Hero card
* THE MONTHLY VENTURE No. 3 May 1996
* THE MONTHLY VENTURE No. 4 Summer 1996
* THE MONTHLY VENTURE No. 5 November 1996 included Fighting 6 Promo card
* THE MONTHLY VENTURE No. 6 March 199(6)7 included Beyonder Hero card
* THE MONTHLY VENTURE No. 7 April 1997 included Fortress of Solitude
* THE VENTURE Vol. 2 Iss. 1 September 1997
* THE MISSION STATEMENT Vol. 1 No. 1 (November 1998)
* THE MISSION STATEMENT Vol. 1 Iss. 2 (March 1999)
____________________________________________________________________

* 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
_______________________________________________________________________________

CHECKLIST CODE KEY

(XX) Special card two-letter codes (reference: OverPower Specials Guide)
=> Actual => correction or official errata
(H) Hero (DC Character designation)
(V) Villain (DC Character designation)
~ ~ Inherent Ability text
<AFP> Action Figure Promo insert (Kay-Bee “OverPower Powersurge” toys)
<AI> Accidental Insert (intended promo cards found in Classic OP boosters)
<BH> Batman Holo Series trading card insert
<BS> Batman/Superman DC OverPower expansion/base set
<CG> Convention Giveaway exclusive (GenCon/Origins/WizWorld/Comicons/others)
<CL> Classic OverPower Marvel expansion
<CP> Comic Promo insert (various monthly Marvel comics)
<DCP> DC Comics Promo exclusive (SASE mail-away)
<DP> Distributor Promo exclusive (Berkeley Games/Wargames West)
<DT> Department/Toy Store exclusive (Wal-Mart/Toys R Us/Kay-Bee)
<HF> Hillshire Farm exclusive (Lunch ‘n Munch proof of purchase redemption)
<IM> Image OverPower expansion/base set
<IQ> IQ Marvel expansion
<IQM> IQ Mail-Away exclusive (wrapper redemption)
<JL> Justice League DC OverPower expansion
<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)
<OR> Overseas Release (distributed in Japan)
<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