How Modern Master Strike Uses SVG Icons for Card Sets, Classes, and Teams

by | 2026 Mar 19 | Graphic Design, Web Tools

Post Updated On: 2026 Mar 31

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Modern Master Strike relies on SVG icons to visually communicate key Legendary card metadata, including card sets, hero classes, and hero teams. This post breaks down how the icon system is designed, organized, and deployed—from semantic folder structure and naming conventions to SVG sizing rules and accessibility considerations. By treating icons as data‑driven UI elements rather than decorative images, the project achieves a scalable, maintainable approach that supports filtering, search, and consistent visual language across the entire single‑page application.

Universal Rule Book

Legendary Card Sets

IconIDAbbrNameTypeRelease Date
Core Set icon1coreCore Set1st Core Set2012-11-13
Dark City icon2dkcyDark City1st Expansion2013-06-18
Fantastic Four icon3ff04Fantastic Four2nd Expansion2013-10-15
Paint the Town Red icon4pttrPaint the Town Red3rd Expansion2014-03-12
Villains icon5villVillains2nd Core Set2014-07-02
Guardians of the Galaxy icon6gotgGuardians of the Galaxy4th Expansion2014-10-15
Fear Itself icon7fearFear Itself5th Expansion2015-03-11
Playable Marvel 3D Trading Cards icon83dtcPlayable Marvel 3D Trading CardsPromo / Trading Card Mini-Expansion2015-04-01
Secret Wars Vol 1 icon9ssw1Secret Wars Vol 16th Expansion2015-08-05
Secret Wars Vol 2 icon10ssw2Secret Wars Vol 27th Expansion2015-12-08
Captain America 75th icon11ca75Captain America 75th8th Expansion2016-03-23
Civil War icon12cvwrCivil War9th Expansion2016-08-03
Deadpool icon13deadDeadpool10th Expansion2016-10-12
Noir icon14noirNoir11th Expansion2017-02-15
X-Men icon15xmenX-Men12th Expansion2017-06-28
Spider-Man Homecoming icon16smhcSpider-Man Homecoming13th Expansion2017-10-21
Champions icon17chmpChampions14th Expansion2018-02-14
World War Hulk icon18wwhkWorld War Hulk15th Expansion2018-06-27
Marvel Studios Phase 1 icon19msp1Marvel Studios, Phase 13rd Core Set2018-08-02
Ant-Man icon20antmAnt-Man16th Expansion2018-11-14
Venom icon21vnomVenom17th Expansion2019-03-05
Dimensions icon22dimsDimensions18th Expansion2019-05-22
Revelations icon23rvltRevelations19th Expansion2019-08-21
S.H.I.E.L.D. icon24shldS.H.I.E.L.D.20th Expansion2019-12-18
Heroes of Asgard icon25asrdHeroes of Asgard21st Expansion2020-03-18
New Mutants icon26nmutNew Mutants22nd Expansion2020-04-16
Into the Cosmos icon27cosmInto the Cosmos23rd Expansion2020-08-26
Realm of Kings icon28rlmkRealm of Kings24th Expansion2020-10-28
Annihilation icon29anniAnnihilation25th Expansion2021-09-15
Messiah Complex icon30msmcMessiah Complex26th Expansion2022-01-19
Doctor Strange icon31dstrDoctor Strange27th Expansion2022-03-09
MCU Guardians of the Galaxy icon32mgtgMCU Guardians of the Galaxy28th Expansion2022-06-15
Black Panther icon33bkptBlack Panther29th Expansion2022-07-13
Black Widow icon34bkwdBlack Widow30th Expansion2022-09-14
MCU The Infinity Saga icon35msisMCU The Infinity Saga31st Expansion2023-03-08
Midnight Sons icon36mdnsMidnight Sons32nd Expansion2023-05-10
What If icon37wtifWhat If4th Core Set2023-09-20
Ant-Man and the Wasp icon38amwpAnt-Man and the Wasp33rd Expansion2024-01-17
2099 icon392099209934th Expansion2024-04-03
Weapon X icon40wpnxWeapon X35th Expansion2024-11-27

Hero Classes

IconIDName
Covert icon1Covert
Instinct icon2Instinct
Ranged icon3Ranged
Strength icon4Strength
Tech icon5Tech

Hero Teams

IconIDName
Unaffiliated icon0Unaffiliated
Avengers icon1Avengers
S.H.I.E.L.D. icon2S.H.I.E.L.D.
Spider Friends icon3Spider Friends
X-Men icon4X-Men
Fantastic Four icon5Fantastic Four
Marvel Knights icon6Marvel Knights
X-Force icon7X-Force
Crime Syndicate icon8Crime Syndicate
Sinister Six icon9Sinister Six
Foes of Asgard icon10Foes of Asgard
Brotherhood icon11Brotherhood
Guardians of the Galaxy icon12Guardians of the Galaxy
HYDRA icon13HYDRA
Cabal icon14Cabal
Illuminati icon15Illuminati
New Warriors icon16New Warriors
Mercs for Money icon17Mercs for Money
Champions icon18Champions
Warbound icon19Warbound
Venomverse icon20Venomverse
Heroes of Asgard icon21Heroes of Asgard
Inhumans icon22Inhumans
X-Factor Investigations icon23X-Factor Investigations
Heroes of Wakanda icon24Heroes of Wakanda
Guardians of the Multiverse icon25Guardians of the Multiverse

Card Types

IconIDPrefixDisplay Name
1scScheme
2stScheme Twist
3sxScheme Transform
4svScheme Veiled
5mmMastermind
6maMastermind Adapting
7mpMastermind Adapting Epic
8meMastermind Epic
9mtMastermind Tactics
10mcMastermind Tactics Epic
11msMastermind Strike
12viVillain
13hmHenchman
14hrHero Common 1
15hrHero Common 2
16hrHero Common 3
17hrHero Uncommon
18hrHero Uncommon 2
19hrHero Rare
20skSidekick
21ssSidekick Special
22saS.H.I.E.L.D. Agent
23soS.H.I.E.L.D. Officer
24spS.H.I.E.L.D. Officer Special
25trS.H.I.E.L.D. Trooper
26byBystander
27bhBystander Heroic
28bsBystander Special
29wdWound
30weWound Enraging
31wgWound Grievous
32amAmbitions
33hoHorror
34loLocation
35srStart
36toToken
37tpTrap

Card Images version 2

Core Pattern

PatternNote
{set}-{prefix}-{slug(s)}.webpThe prefix comes directly from card-types.json

All Card Types

IDPrefixCard TypePatternExample
1scScheme{set}-sc-{schemeSlug}.webpbkpt-sc-seize-the-wakandan-throne.webp
2stScheme Twist{set}-st-scheme-twist.webpwtif-st-scheme-twist.webp
3sxScheme Transform{set}-sx-{schemeSlug}.webpmdns-sx-great-old-one-chthon.webp
4svScheme Veiled{set}-sv-{schemeSlug}.webpssw1-sv-the-bridge.webp
5mmMastermind{set}-mm-{mmSlug}.webpbkpt-mm-killmonger.webp
6maMastermind Adapting{set}-ma-{mmSlug}-{cardSlug}.webpamwp-ma-darren-cross-yellowjacket.webp
7maMastermind Adapting Epic{set}-ma-{mmSlug}-epic.webpamwp-ma-darren-cross-epic.webp
8meMastermind Epic{set}-me-{mmSlug}.webpbkpt-me-killmonger.webp
9msMastermind Strike{set}-ms-master-strike.webpwtif-ms-master-strike.webp
10mtMastermind Tactics{set}-mt-{mmSlug}-{cardSlug}.webpbkpt-mt-killmonger-rite-of-challenge.webp
11viVillain{set}-vi-{groupSlug}-{cardSlug}.webpbkpt-vi-killmongers-league-malice.webp
12hmHenchman{set}-hm-{henchmanSlug}.webpcore-hm-hand-ninjas.webp
12hmHenchman (by class){set}-hm-{henchmanSlug}-{class}.webpwtif-hm-ultron-sentries-covert.webp
13hrHero Common 1{set}-hr-{heroSlug}-{cost}c1.webpmdns-hr-blade-daywalker-3c1.webp
14hrHero Common 2{set}-hr-{heroSlug}-{cost}c2.webpmdns-hr-blade-daywalker-4c2.webp
15hrHero Common 3{set}-hr-{heroSlug}-{cost}c3.webpwtif-hr-captain-carter-2c3.webp
16hrHero Uncommon{set}-hr-{heroSlug}-{cost}u.webpmdns-hr-blade-daywalker-5u.webp
17hrHero Uncommon 2{set}-hr-{heroSlug}-{cost}u2.webpwtif-hr-captain-carter-5u2.webp
18hrHero Rare{set}-hr-{heroSlug}-{cost}r.webpmdns-hr-blade-daywalker-7r.webp
19skSidekick{set}-sk-sidekick.webpcore-sk-sidekick.webp
20ssSidekick Special{set}-ss-{sidekickSlug}.webpcore-ss-nick-fury.webp
21saS.H.I.E.L.D. Agent{set}-sa-shield-agent.webpwtif-sa-shield-agent.webp
22soS.H.I.E.L.D. Officer{set}-so-shield-officer.webpwtif-so-shield-officer.webp
23spS.H.I.E.L.D. Officer Special{set}-sp-{officerSlug}.webpcore-sp-shield-officer-special.webp
24trS.H.I.E.L.D. Trooper{set}-tr-shield-trooper.webpwtif-tr-shield-trooper.webp
25byBystander{set}-by-{bystanderSlug}.webpamwp-by-agent-jimmy-woo.webp
26bhBystander Heroic{set}-bh-{bystanderSlug}.webpcore-bh-aunt-may.webp
27bsBystander Special{set}-bs-{bystanderSlug}.webpcore-bs-bystander-special.webp
28wdWound{set}-wd-{woundSlug}.webpwpnx-wd-blazing-vengeance.webp
29weWound Enraging{set}-we-{woundSlug}.webpwpnx-we-blazing-vengeance.webp
30wgWound Grievous{set}-wg-{woundSlug}.webpcvwr-wg-fatal-blow.webp
31amAmbitions{set}-am-{ambitionSlug}.webpssw2-am-conquer-all.webp
32hoHorror{set}-ho-{horrorSlug}.webpdims-ho-eldritch-horror.webp
33loLocation{set}-lo-{locationSlug}.webpdims-lo-dimension-x.webp
34srStart{set}-sr-start.webpcore-sr-start.webp
35toToken{set}-to-{tokenSlug}.webpssw1-to-god-emperor-token.webp
36tpTrap{set}-tp-{trapSlug}.webpdims-tp-dimension-trap.webp

Hero cards (IDs 13–18) use cost + rarity code instead of a card slug. See hero rarity codes below. Drop any * from cost on Size-Changing cards. Split cards use one file named after the left/top card.

Hero Rarity Codes

RarityCodeExample
Common (only one)ccore-hr-iron-man-3c.webp
Common 1c1mdns-hr-blade-daywalker-3c1.webp
Common 2c2mdns-hr-blade-daywalker-4c2.webp
Common 3c3mgtg-hr-star-lord-2c3.webp
Common 4c4mgtg-hr-drax-3c4.webp
Common 5c5mgtg-hr-rocket-groot-3c5.webp
Uncommon (only one)umdns-hr-blade-daywalker-5u.webp
Uncommon 1u1mgtg-hr-star-lord-4u1.webp
Uncommon 2u2mgtg-hr-star-lord-4u2.webp
Uncommon 3u3mgtg-hr-star-lord-5u3.webp
Uncommon 4u4msis-hr-wanda-vision-6u4.webp
Rarermdns-hr-blade-daywalker-7r.webp

General Rules

RuleDetail
All lowercaseNo uppercase letters anywhere
Hyphens onlySpaces and special characters become hyphens
Acronym slugsS.H.I.E.L.D.shield    H.Y.D.R.A.hydra    M.O.D.O.K.modok
FormatAlways .webp
Storagehttps://images.barefootbetters.com/{set}/{filename}

Sets Reference

#AbbrNameRelease DateType
1coreCore Set2012-11-131st Core Set
2dkcyDark City2013-06-181st Expansion
3ff04Fantastic Four2013-10-152nd Expansion
4pttrPaint the Town Red2014-03-123rd Expansion
5villVillains2014-07-022nd Core Set
6gotgGuardians of the Galaxy2014-10-154th Expansion
7fearFear Itself2015-03-115th Expansion
83dtcPlayable Marvel 3D Trading Cards2015-04-01Promo / Mini-Expansion
9ssw1Secret Wars Vol 12015-08-056th Expansion
10ssw2Secret Wars Vol 22015-12-087th Expansion
11ca75Captain America 75th2016-03-238th Expansion
12cvwrCivil War2016-08-039th Expansion
13deadDeadpool2016-10-1210th Expansion
14noirNoir2017-02-1511th Expansion
15xmenX-Men2017-06-2812th Expansion
16smhcSpider-Man Homecoming2017-10-2113th Expansion
17chmpChampions2018-02-1414th Expansion
18wwhkWorld War Hulk2018-06-2715th Expansion
19msp1Marvel Studios, Phase 12018-08-023rd Core Set
20antmAnt-Man2018-11-1416th Expansion
21vnomVenom2019-03-0517th Expansion
22dimsDimensions2019-05-2218th Expansion
23rvltRevelations2019-08-2119th Expansion
24shldS.H.I.E.L.D.2019-12-1820th Expansion
25asrdHeroes of Asgard2020-03-1821st Expansion
26nmutNew Mutants2020-04-1622nd Expansion
27cosmInto the Cosmos2020-08-2623rd Expansion
28rlmkRealm of Kings2020-10-2824th Expansion
29anniAnnihilation2021-09-1525th Expansion
30msmcMessiah Complex2022-01-1926th Expansion
31dstrDoctor Strange2022-03-0927th Expansion
32mgtgMCU Guardians of the Galaxy2022-06-1528th Expansion
33bkptBlack Panther2022-07-1329th Expansion
34bkwdBlack Widow2022-09-1430th Expansion
35msisMCU The Infinity Saga2023-03-0831st Expansion
36mdnsMidnight Sons2023-05-1032nd Expansion
37wtifWhat If2023-09-204th Core Set
38amwpAnt-Man and the Wasp2024-01-1733rd Expansion
39209920992024-04-0334th Expansion
40wpnxWeapon X2024-11-2735th Expansion

Always Leads and Led By (leads.json)

SetMastermindAlways Leads
Marvel 2099 (2099)Sinister Six 2099Alchemax Enforcers
Alchemax ExecutivesFalse Aesir of Alchemax
Annihilation (anni)AnnihilusAnnihilation Wave
Kang the ConquerorTimelines of Kang
Marvel Studios: Ant-Man and the Wasp: Quantumania (amwp)Darren CrossCross Technologies
Ghost Master ThiefGhost Chasers
Kang Quantum ConquerorArmada of Kang, Quantum Realm
Ant-Man (antm)Morgan Le FayQueens Vengeance
UltronUltrons Legacy
Heroes of Asgard (asrd)Hela Goddess of DeathDark Council
Malekith the AccursedOmens of Ragnarok
Black Panther (bkpt)KillmongerKillmongers League
KlawEnemies of Wakanda
Black Widow (bkwd)TaskmasterTaskmasters Thunderbolts
Indestructible ManElite Assassins
Captain America 75th Anniversary (ca75)Arnim ZolaZolas Creations
Baron Heinrich ZemoMasters of Evil Wwii
Champions (chmp)Fin Fang FoomMonsters Unleashed
PagliacciWrecking Crew
Core Set (core)Dr DoomMasters of Evil
LokiEnemies of Asgard
MagnetoBrotherhood
Red SkullHydra
Into the Cosmos (cosm)Beyonder theFrom Beyond
Grandmaster theElders of the Universe
MagusUniversal Church of Truth (henchmen)
Civil War (cvwr)Authoritarian Iron ManSuperhuman Registration Act
Baron Helmut ZemoThunderbolts
Maria Hill Director of ShieldShield Elite
Misty KnightHeroes For Hire
RagnarokRegistration Enforcers
Deadpool (dead)Evil DeadpoolEvil Deadpool Corpse
Macho GomezDeadpools Friends
Dark City (dkcy)ApocalypseFour Horsemen
KingpinStreets of New York
MephistoEmissaries of Evil
Mr SinisterMarauders
StryfeMutant Liberation Front
Doctor Strange and the Shadows of Nightmare (dstr)NightmareFear Lords
DormammuLords of the Netherworld
Fear Itself (fear)Uru Enchanted Iron ManMighty the
Fantastic Four (ff04)GalactusHeralds of Galactus
Mole ManSubterranea
Guardians of the Galaxy (gotg)Supreme Intelligence of the KreeKree Starforce
ThanosInfinity Gems
Midnight Sons (mdns)Lilith Mother of DemonsLilin
ZarathosFallen
Marvel Studios: Guardians of the Galaxy (mgtg)Ronan the AccuserFollowers of Ronan
Ego the Living PlanetRavagers
Messiah Complex (msmc)Lady DeathstrikeReavers
Bastion Fused SentinelPurifiers
ExodusAcolytes
Marvel Studios: The Infinity Saga (msis)ThanosChildren of Thanos
Ebony MawInfinity Stones
Marvel Studios Phase 1 (msp1)Iron MongerIron Foes
LokiEnemies of Asgard, Chitauri
Red SkullHydra
New Mutants (nmut)Belasco Demon Lord of LimboDemons of Limbo
Emma Frost the White QueenHellions
Marvel Noir (noir)Charles Xavier Professor of CrimeX Men Noir
The Goblin Underworld BossGoblins Freak Show
Paint the Town Red (pttr)CarnageMaximum Carnage
MysterioSinister Six
Realm of Kings (rlmk)Maximus the MadInhuman Rebellion
Emperor Vulcan of the ShiarShiar Imperial Elite
Revelations (rvlt)Grim ReaperLethal Legion
Hood theHoods Gang
MandarinMandarins Rings (henchmen)
S.H.I.E.L.D. (shld)Hydra High CouncilHydra Elite
Hydra Super AdaptoidA I M Hydra Offshoot
Spider-Man: Homecoming (smhc)Adrian ToomesSalvagers
VultureVulture Tech
Secret Wars Volume 1 (ssw1)Madelyne Pryor Goblin QueenLimbo
Nimrod Super SentinelSentinel Territories
Wasteland HulkWasteland
Zombie Green GoblinDeadlands the
Secret Wars Volume 2 (ssw2)Immortal Emperor Zheng ZhuKun Lun
King HyperionUtopolis
Shiklah the Demon BrideMonster Metropolis
Spider QueenSpider Infected (henchmen)
Legendary Villains (vill)Dr StrangeDefenders
Nick FuryAvengers
OdinAsgardian Warriors (henchmen)
Professor XX Men First Class
Venom (vnom)HybridLife Foundation
Poison ThanosPoisons
Weapon X (wpnx)Omega RedBerserkers
RomulusWeapon Plus
SabretoothBerserkers
Marvel Studios: What If…? (wtif)Hank Pym YellowjacketAny Villain Group
Zombie Scarlet WitchZombie Avengers
Killmonger the BetrayerVibranium Liberator Drones (henchmen)
Ultron InfinityUltron Sentries (henchmen)
World War Hulk (wwhk)General Thunderbolt RossCode Red
Illuminati Secret SocietyIlluminati
King Hulk SakaarsonWarbound
M O D O KIntelligencia
Red King theSakaar Imperial Guard
Sentry theAspects of the Void
X-Men (xmen)ArcadeMurderworld
Dark PhoenixHellfire Club
DeathbirdShiar Imperial Guard
MojoMojoverse
OnslaughtDark Descendants
Shadow KingShadow X

Card Images

{setAbbr}-{prefix}-{slug-parent/group}-{cardSlug}.webp

modern-master-strike-template\src\data\sets.json
  abbr = core

modern-master-strike-template\src\data\card-types.json
  prefix = sc /* slug=scheme */

slot = com1 for common 1, com2 for common 2, com3 for common 4, unc1 for uncommon 1, unc2 for uncommon 2, and rare

Heroes:      {set}-hr-{heroSlug}-{slot}.webp
Mastermind:  {set}-mt-{mmSlug}-{cardSlug}.webp
Epic MM:     {set}-me-{mmSlug}-{cardSlug}.webp
Base MM:     {set}-mm-{mmSlug}.webp
Villain:     {set}-vi-{groupSlug}-{cardSlug}.webp
Henchman:    {set}-hm-{groupSlug}.webp
Scheme:      {set}-sc-{schemeSlug}.webp
Bystander:   {set}-by-{bystanderSlug}.webp
Wound:       {set}-wd-{filterNameSlug}.webp

Card Name – Rarity

Hero Card Image Naming Convention

RaritySuffixExample Image Name
Common 1com1mgtg-hr-star-lord-star-com1.webp
Common 2com2mgtg-hr-star-lord-borr-com2.webp
Common 3com3mgtg-hr-rocket-groot-baby-com3.webp
Common 4com4mgtg-hr-drax-xand-com4.webp
Common 5com5mgtg-hr-rocket-groot-pres-com5.webp
Uncommon 1unc1mgtg-hr-star-lord-give-unc1.webp
Uncommon 2unc2mgtg-hr-star-lord-take-unc2.webp
Uncommon 3unc3mgtg-hr-star-lord-dont-unc3.webp
Uncommon 4unc4msis-hr-wanda-vision-scie-unc4.webp
Rareraremgtg-hr-star-lord-hadr-rare.webp

Full pattern: {set}-hr-{hero-slug}-{first4ofCardName}-{rarity}.webp

Rules:

  • Hero slug and card name prefix are lowercase, hyphen-separated
  • Card name prefix = first 4 characters of the card name, lowercase, no spaces or punctuation
  • Card names shorter than 4 characters use the full name (e.g. give, take, veb)
  • Split cards (two card names on one physical card) use one image file named after the left/top card

Split Card Examples

Physical CardImage FileNote
Give / Take (Star-Lord)mgtg-hr-star-lord-give-unc1.webpNamed after left card (Give = Unc1)
Forgive / Resent (Gamora)mgtg-hr-gamora-forg-unc1.webpNamed after left card (Forgive = Unc1)
Passion / Compassion (Rocket & Groot)mgtg-hr-rocket-groot-pass-com1.webpNamed after left card (Passion = Com1)
Attune / Atone (Falcon & Winter Soldier)bkwd-hr-falcon-winter-soldier-attu-com1.webpNamed after left card (Attune = Com1)

Card Naming Convention

Hero Card Image Naming Convention

Pattern
{set}-hr-{hero-slug}-{cost}{rarityCode}.webp

Rarity Codes

RarityCodeExample Filename
Common (only one)ccore-hr-iron-man-3c.webp
Common 1c1mdns-hr-blade-daywalker-3c1.webp
Common 2c2mdns-hr-blade-daywalker-4c2.webp
Common 3c3mgtg-hr-star-lord-2c3.webp
Common 4c4mgtg-hr-drax-3c4.webp
Common 5c5mgtg-hr-rocket-groot-3c5.webp
Uncommon (only one)umdns-hr-blade-daywalker-5u.webp
Uncommon 1u1mgtg-hr-star-lord-4u1.webp
Uncommon 2u2mgtg-hr-star-lord-4u2.webp
Uncommon 3u3mgtg-hr-star-lord-5u3.webp
Uncommon 4u4msis-hr-wanda-vision-6u4.webp
Rarermdns-hr-blade-daywalker-7r.webp

Rules

RuleDetail
Hero slugLowercase, hyphen-separated (e.g. star-lord, rocket-groot)
CostNumeric only — drop any * symbol on Size-Changing cards
Split cardsOne image file — filename uses the left/top card’s cost and rarity code
UniquenessCost + rarity code is always unique within a hero across all 40 sets — no exceptions needed

Examples

SetHeroCard NameRarityCostFilename
mdnsBlade, DaywalkerHunt High and LowCommon 13mdns-hr-blade-daywalker-3c1.webp
mdnsBlade, DaywalkerRide by MoonlightUncommon5mdns-hr-blade-daywalker-5u.webp
mdnsBlade, DaywalkerCreature of Dawn and DuskRare7mdns-hr-blade-daywalker-7r.webp
mgtgStar-LordStarship SensorsCommon 13mgtg-hr-star-lord-3c1.webp
mgtgStar-LordGive / Take (split card)Uncommon 14mgtg-hr-star-lord-4u1.webp
mgtgStar-LordDon’t Need that StuffUncommon 35mgtg-hr-star-lord-5u3.webp
amwpWaspFollow my Lead (cost 2*)Common 12amwp-hr-wasp-2c1.webp
wwhkCaieraDutiful Protector / Vengeful Destructor (split)Rare7wwhk-hr-caiera-7r.webp

Sets Reference

#AbbrNameRelease DateType
1coreCore Set2012-11-131st Core Set
2dkcyDark City2013-06-181st Expansion
3ff04Fantastic Four2013-10-152nd Expansion
4pttrPaint the Town Red2014-03-123rd Expansion
5villVillains2014-07-022nd Core Set
6gotgGuardians of the Galaxy2014-10-154th Expansion
7fearFear Itself2015-03-115th Expansion
83dtcPlayable Marvel 3D Trading Cards2015-04-01Promo / Mini-Expansion
9ssw1Secret Wars Vol 12015-08-056th Expansion
10ssw2Secret Wars Vol 22015-12-087th Expansion
11ca75Captain America 75th2016-03-238th Expansion
12cvwrCivil War2016-08-039th Expansion
13deadDeadpool2016-10-1210th Expansion
14noirNoir2017-02-1511th Expansion
15xmenX-Men2017-06-2812th Expansion
16smhcSpider-Man Homecoming2017-10-2113th Expansion
17chmpChampions2018-02-1414th Expansion
18wwhkWorld War Hulk2018-06-2715th Expansion
19msp1Marvel Studios, Phase 12018-08-023rd Core Set
20antmAnt-Man2018-11-1416th Expansion
21vnomVenom2019-03-0517th Expansion
22dimsDimensions2019-05-2218th Expansion
23rvltRevelations2019-08-2119th Expansion
24shldS.H.I.E.L.D.2019-12-1820th Expansion
25asrdHeroes of Asgard2020-03-1821st Expansion
26nmutNew Mutants2020-04-1622nd Expansion
27cosmInto the Cosmos2020-08-2623rd Expansion
28rlmkRealm of Kings2020-10-2824th Expansion
29anniAnnihilation2021-09-1525th Expansion
30msmcMessiah Complex2022-01-1926th Expansion
31dstrDoctor Strange2022-03-0927th Expansion
32mgtgMCU Guardians of the Galaxy2022-06-1528th Expansion
33bkptBlack Panther2022-07-1329th Expansion
34bkwdBlack Widow2022-09-1430th Expansion
35msisMCU The Infinity Saga2023-03-0831st Expansion
36mdnsMidnight Sons2023-05-1032nd Expansion
37wtifWhat If2023-09-204th Core Set
38amwpAnt-Man and the Wasp2024-01-1733rd Expansion
39209920992024-04-0334th Expansion
40wpnxWeapon X2024-11-2735th Expansion

Legendary Set 24 (SHLD) SHIELD

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Agent Phil Coulson   Shield Shield
Impeccable PlanningCommon 132covert covertView
  • S.H.I.E.L.D. Level: When you draw a new hand of cards at the end of this turn, draw an extra card.
Build the Strike TeamCommon 242covert covertView
  • Reveal the top card of the S.H.I.E.L.D. Officer Stack. Gain it or put it on the bottom of the stack.
  • covert: You may send it Undercover.
Approve Orbital StrikeUncommon60+tech techView
  • Choose one:
  • – Send a Shield Hero from your hand Undercover.
  • – Or you get +1attack for each 2 S.H.I.E.L.D. Level you have.
Fake But Inspiring DeathRare84+covert covertView
  • During any player’s turn, when another Shield Hero is put into the KO pile, you may discard this card to send that Hero Undercover in your Victory Pile instead. If you do, draw three cards.
  • S.H.I.E.L.D. Level: You get +4attack.
Deathlok   Shield Shield
Authorize Lethal ForceCommon 120+tech techView
  • Draw a card.
  • S.H.I.E.L.D. Level: You get +1attack.
Reanimate Into ServiceCommon 242tech techView
  • tech: You may send a Shield Hero Undercover from your discard pile or the KO pile.
HeadlokUncommon50+3strength strengthView
  • S.H.I.E.L.D. Level: You get +3attack.
  • If your S.H.I.E.L.D. Level is less than 3, you may send a Shield card from your discard pile Undercover.
Behind Enemy LinesRare850+covert covertView
  • You may send a Shield Hero from your discard pile Undercover.
  • S.H.I.E.L.D. Level: You get the total printed recruit of all the Shield Heroes in your Victory Pile.
Mockingbird   Shield Shield
Take CoverCommon 132instinct instinctView
  • Look at the top card of your deck. Discard it or put it back.
  • instinct: If that card was a Shield Hero, you may send it, Undercover.
Battle StavesCommon 242instinct instinctView
  • S.H.I.E.L.D. Level: Draw a card.
SpymasterUncommon51+covert covertView
  • Choose one:
  • – Send a card from the S.H.I.E.L.D. Officer Stack Undercover.
  • – Or you get +1attack for each 2 S.H.I.E.L.D. Level you have.
Infinity FormulaRare70+0+tech techView
  • Draw a card.
  • Send two cards from the S.H.I.E.L.D. Officer Stack Undercover.
  • Then you get +1recruit and +1attack for each 2 S.H.I.E.L.D. Level you have.
Quake   Shield Shield
Going UndergroundCommon 133ranged rangedView
  • To play this, you must discard a Shield Hero.
  • ranged: You may send the Hero you discarded Undercover.
AftershockCommon 242+ranged rangedView
  • S.H.I.E.L.D. Level: You get +2attack.
Tectonic WaveUncommon62+covert covertView
  • Whenever you fight a Villain this turn, if its attack is higher than your S.H.I.E.L.D. Level, you may send a Shield Hero from the S.H.I.E.L.D. Officer Stack Undercover.
  • S.H.I.E.L.D. Level: You get +4attack.
Roil the EarthRare70+ranged rangedView
  • You may send a Shield Hero from the S.H.I.E.L.D. Officer Stack Undercover.
  • Then, for each S.H.I.E.L.D. Level you have up to 5, choose a Hero from the HQ. Put all those Heroes on the bottom of the Hero Deck and you get their total printed attack.

S.H.I.E.L.D. Officer Specials

OfficerTypeCost CostATK ATKREC RECClassImageAbilities
Dum Dum DuganS.H.I.E.L.D. Officer Special312strength strengthView
  • You may send this Hero Undercover.
Grant WardS.H.I.E.L.D. Officer Special32tech techView
  • You may send this Hero Undercover. If you do, KO another Shield Hero from your hand.
G.W. BridgeS.H.I.E.L.D. Officer Special32strength strengthView
  • You may discard a card. If you do, draw a card.
Leo Fitz and Jemma SimmonsS.H.I.E.L.D. Officer Special30+0+tech techView
  • Choose one: You get +2recruit — Or you get +1attack and draw a card.
Melinda MayS.H.I.E.L.D. Officer Special32instinct instinctView
  • ShieldShieldShield: Draw a card.
Sharon CarterS.H.I.E.L.D. Officer Special32covert covertView
  • You may send this Hero Undercover. If you do, you get +1recruit.
Victoria HandS.H.I.E.L.D. Officer Special32covert covertView
  • ShieldShieldShield: You may send this Hero or a Shield Hero from your hand Undercover.
Yo-Yo RodriguezS.H.I.E.L.D. Officer Special32ranged rangedView
  • ShieldShield: You may send this Hero Undercover or put it on top of your deck.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Hydra High Council
Red SkullTactic7+View
  • Red Skull gets +1attack for each two Hydra Level.
  • Always Leads: Hydra Elite
  • Start Game: Adapt.
  • Master Strike: Each player KOs one of their non-grey Heroes. Adapt.
  • Fight: KO one of your grey Heroes. Adapt.
ViperTactic9+View
  • Viper gets +1attack for each Hydra Villain in the city.
  • Master Strike: If there are any Hydra Villains in the city, each player gains a Wound. Adapt.
  • Fight: Discard any number of cards, then draw that many cards. Adapt.
Arnim ZolaTactic6+View
  • Arnim Zola gets +attack equal to the total printed attack of all heroes in the HQ.
  • Master Strike: Each player discards two Heroes with attack icons. Adapt.
  • Fight: You may gain a Hero from the HQ with an attack icon. Adapt.
Baron Helmut ZemoTactic16*View
  • Baron Helmut Zemo gets -1attack for each Villain in your Victory Pile.
  • Master Strike: Each player KOs a Hydra Villain from their Victory Pile or gains a Wound. Adapt.
  • Fight: Each other player KOs a Hydra Villain from their Victory Pile or gains a Wound. Adapt.
Hydra Super-Adaptoid
Black Widow’s BiteTactic8View
  • Always Leads: A.I.M., Hydra Offshoot
  • Start Game: Adapt.
  • Master Strike: Each player KOs two Bystanders from their Victory Pile or gains a Wound. Adapt.
  • Fight: For each of your covert Heroes, rescue a Bystander. Adapt.
Captain America’s ShieldTactic10View
  • Master Strike: Each player reveals an instinct Hero or discards their hand and draws four cards. Adapt.
  • Fight: You get +1recruit for each color of Hero you have (including grey). Adapt.
Iron Man’s ArmorTactic12View
  • Master Strike: Each player reveals a tech Hero or discards down to 3 cards. Adapt.
  • Fight: Count you tech Heroes, then draw that many cards. Adapt.
Thor’s HammerTactic14View
  • Master Strike: Each player reveals a ranged Hero or gains a Wound. Adapt.
  • Fight: For each of your strength Heroes, KO one of your Heroes. Adapt.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
A.I.M., Hydra Offshoot
Taskmaster23View
  • Ambush: Put a card from the S.H.I.E.L.D. Officer Stack into the Escape Pile.
  • Fight: Each player must reveal as many Hero colors (including grey) as the Hydra Level or gain a Wound.
  • Escape: Same Effect.
Superia35View
  • Ambush: Put a card from the S.H.I.E.L.D. Officer Stack into the Escape Pile. Then each player reveals a random card from their hand. If the Hydra Level is higher than that card’s cost, that player discards that card.
Graviton46View
  • Ambush: Put a card from the S.H.I.E.L.D. Officer Stack into the Escape Pile. Then, for each 2 Hydra Level, Heroes currently in the HQ cost 1 more to recruit this turn.
Mentallo33+View
  • Mentallo gets +1attack for each Officer he has.
  • Ambush: Put a card from the S.H.I.E.L.D. Officer Stack into the Escape Pile. Then Mentallo vaptures a S.H.I.E.L.D. Officer for each 2 Hydra Level.
  • Fight: Gain an Officer captured by Mentallo or send it Undercover. KO the rest.
Hydra Elite
Growing Man30+View
  • Growing Man gets +attack equal to the Mastermind’s Hydra Level.
  • Ambush: Put a card from the S.H.I.E.L.D. Officer Stack into the Escape Pile.
Crossbones24View
  • Ambush: Put a card from the S.H.I.E.L.D. Officer Stack into the Escape Pile. Then each player gains a Wound unless that player reveals at least as many Shield Heroes as the Hydra Level.
Hive35View
  • Ambush: Put a card form the S.H.I.E.L.D. Officer Stack into the Escape Pile. Then each player reveals their hand and discards a card with cost equal to the Hydra Level.
Gorgon46View
  • Ambush: Put a card from the S.H.I.E.L.D. Officer Stack into the Escape Pile. Then check the Hydra Level. You can’t play Heroes of that cost this turn.

Schemes

Scheme NameImageRules
S.H.I.E.L.D. vs. HYDRA WarView
  • Setup: 7 Twists. Include either the “Hydra Elite“ or “A.I.M., Hydra Offshoot“ Villain Group, but not both.
  • Twist: Each player puts a card from the S.H.I.E.L.D. Officer Stack face up next to the Scheme as a 3attack “Double Agent“ Villain. If any Double Agents were already there, put one into the Escape Pile and put the rest on the bottom of the S.H.I.E.L.D. Officer Stack. You can fight any Double Agent next to the Scheme to gain it or send it Undercover.
  • Evil Wins: When the Hydra Level is 11.
Hail HydraView
  • Setup: 11 Twists.
  • Twist 1-9: Choose one:
  • -Say “I’d never abandon S.H.I.E.L.D.“, and you can’t fight this turn.
  • -Or whisper “Hail Hydra“, you can’t recruit this turn, and a Villain captures a Bystander.
  • Twist 10: Evil Wins!
Hydra Helicarriers Hunt HeroesView
  • Setup: 8 Twists. Add an extra Hero.
  • Twist: Stack this Twist next to the Scheme. Then for each Twist stacked there, choose a different Hero Class (strength,instinct,covert,tech,ranged), to a maximum of 5. KO each Hero from the HQ that has any of those Hero Classes.
  • Evil Wins: When there are 18 non-grey Heroes in the KO pile.
Secret Empire of BetrayalView
  • Setup: 11 Twists. Randomly pick 5 cards that cost 5 or less from an additional Hero. Shuffle them to form a “Dark Loyalty“ deck.
  • Twist: Shuffle this Twist into the Dark Loyalty deck as a “Vicious Betrayal.“ Then reveal the top card of that deck. If it’s a Hero, gain it. If it’s a Vicious Betrayal, put it next to the Scheme and each other player gains a Wound.
  • Evil Wins: When there are 6 Vicious Betrayals next to the Scheme.

Legendary Set 25 (ASRD) Heroes of Asgard

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Beta Ray Bill   Heroes Of Asgard Heroes Of Asgard
Hope of the KorbinitesCommon 112strength strengthView
  • To play this, you must discard a card.
  • Then, if you are Worthy, draw a card.
Bio-Engineered CyborgCommon 253tech techView
  • You may discard a card. If you do, draw a card.
StormbreakerUncommon4ranged rangedView
  • You cannot throw Stormbreaker unless you are Worthy.
  • Thrown Artifact — To throw this, you must discard a card from your hand. Then you get +2attack for each card you discarded from your hand this turn.
The Warship SkuttlebuttRare84tech techView
  • You may discard a card. Then count the number of cards you discarded from your hand this turn. Draw that many cards.
Lady Sif   Heroes Of Asgard Heroes Of Asgard
Dimensional BladeCommon 12instinct instinctView
  • Thrown Artifact — When you throw this you get +1recruit and +1attack.
Weapons MasterCommon 252+instinct instinctView
  • If you control any Artifacts, you get +2attack.
Winged HelmUncommon3strength strengthView
  • Thrown Artifact — You may throw this to get +1attack.
  • During any player’s turn, if a player would gain a Wound, you may throw this to prevent that Wound and draw two cards instead.
Golden Apples of IdunnRare7covert covertView
  • Thrown Artifact — When you throw this, you get +4attack and you may KO a card from your hand or discard pile.
Thor   Heroes Of Asgard Heroes Of Asgard
Test of VirtueCommon 130+2ranged rangedView
  • If you are Worthy, you get +2attack.
Divine LightningCommon 253+ranged rangedView
  • You get +1attack for each other card you played this turn that makes you Worthy.
MjolnirUncommon4strength strengthView
  • You cannot throw Mjolnir unless you are Worthy.
  • Thrown Artifact — When you throw this, you get +3attack, then you get +1attack for each ranged Hero you played this turn.
Royal DecreeRare85ranged rangedView
  • Heroes Of Asgard: Each player who is Worthy draws a card. Each Villain that isn’t worth at least 5VP gets -1attack this turn.
Valkyrie   Heroes Of Asgard Heroes Of Asgard
DragonfangCommon 13strength strengthView
  • Thrown Artifact — When you throw this, you get Conqueror.
Flying StallionCommon 242+instinct instinctView
  • Streets Conqueror 1
  • When an Ambush ability is played, before it takes effect, you may discard this card. If you do, draw two extra cards at the end of this turn.
Usher to ValhallaUncommon62+covert covertView
  • Bridge Conqueror 1
  • Heroes Of Asgard: The first time you defeat a Villain this turn, you may KO one of your cards or a card from your discard pile.
Ride of the ValkyriesRare74+instinct instinctView
  • Streets Conqueror 1
  • instinct: You get +1attack for every 4 Heroes in the KO pile.
Warriors Three, The   Heroes Of Asgard Heroes Of Asgard
Fandral the DashingCommon 132instinct instinctView
  • You may move a Villain to an adjacent city space. If another Villain is already there, swap them.
  • covert: Draw a card.
Hogun the GrimCommon 242covert covertView
  • strength: You may KO a card from your hand or discard pile.
Volstagg the ValiantUncommon63+strength strengthView
  • Bridge Conqueror 1
  • instinct: Instead, Conqueror
Three Stand as OneRare84+strength strengthView
  • If you played at least three other non-grey Heroes with different card names this turn, you get +3attack.
  • Heroes Of Asgard: Conqueror

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Hela, Goddess of Death   (VP: 6)
Hela, Goddess of DeathMastermind10+View
  • Bridge Conqueror 5 Streets Conqueror 5
  • Always Leads: Omens of Ragnarok
  • Master Strike: This Strike enters the city as a 5attack “Army of the Dead” Villain worth 3VP. Then choose a Villain worth 3VP or more from your Victory Pile (including an Army of the Dead) to enter the city. If you didn’t have any, each player gains a Wound.
Epic Hela, Goddess of DeathEpic12+View
  • Bridge Conqueror 6 Streets Conqueror 6
  • Always Leads: Omens of Ragnarok
  • Master Strike: This Strike enters the city as a 6attack “Army of the Dead” Villain worth 4VP. Then choose a Villain worth 4VP or more from your Victory Pile (including an Army of the Dead) to enter the city. If you didn’t have any, each player gains a Wound.
Hela’s CloakTactic+2View
  • Fight: Rescue 4 Bystanders. Hela captures this card as a Villainous Weapons.
  • Artifact – Once during each player’s turn, if you would gain a Wound, you may draw a card instead.
The NightswordTactic+3View
  • Fight: Rescue 4 Bystanders. Hela captures this card as a Villainous Weapons.
  • Thrown Artifact – When you throw this, you get Conqueror.
Seize Bifrost, The Rainbow BridgeTactic10View
  • Fight: Reveal the top card of the Villain Deck. If it’s a Villain, that Villain enters the Bridge or Streets, if one of those spaces is empty.
Naglfar, Longship of FingernailsTactic10View
  • Fight: The player on your right reveals the Villain from their Victory Pile that’s worth the most VP. That Villain enters the Bridge or Streets, if one of those spaces is empty.
Malekith the Accursed   (VP: 6)
Malekith the AccursedMastermind8View
  • Always Leads: Dark Council
  • Master Strike: Malekith captures a Villainous Weapons from the city or from any player’s control or discard pile. Then this Master Strike enters the city as a Villainous Weapons called “Darkspear“ that gives +2attack. When you gain a Darkspear, it becomes a Thrown Artifact that gives +2attack when thrown.
Epic Malekith the AccursedEpic10View
  • Always Leads: Dark Council
  • Master Strike: Malekith captures a Villainous Weapons from the city, then captures one from any player’s control or discard pile. Then this Master Strike enters the city as a Villainous Weapons called “Darkspear“ that gives +3attack. When you gain a Darkspear, it becomes a Thrown Artifact that gives +2attack when thrown.
Black Hammer of the AccursedTactic+4View
  • Fight: Rescue 4 Bystanders. Malekith captures a Villainous Weapons from the city or from any player’s control or discard pile. Then this Tactic enters the city as a Villainous Weapons.
  • Artifact – Once per turn, you may KO a Hero from your discard pile.
Dagger of Living AbyssTactic+2View
  • Fight: Rescue 4 Bystanders. Malekith captures a Villainous Weapons from the city or from any player’s control or discard pile. Then this Tactic enters the city as a Villainous Weapons.
  • Artifact – Once per turn, you may defeat a Villain worth 2VP or less.
The Hunting Horn of FaerieTactic+3View
  • Fight: Rescue 4 Bystanders. Malekith captures a Villainous Weapons from the city or from any player’s control or discard pile. Then this Tactic enters the city as a Villainous Weapons.
  • Artifact – Once per turn, draw a card.
Vulnerable to Cold IronTactic8View
  • Fight: You get +2recruit for each tech Hero you have.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Dark Council
Laufey, Father Of Loki46View
  • Ambush: Laufey captures The Casket of Ancient Winters from any Villain, Mastermind, player’s control, or discard pile.
  • Escape: If Laufey holds The Casket of Ancient Winters, say “Fimbulwinter has come,“ and each player discards down to 3 cards.
The Mangog43+View
  • The Mangog gets +1attack for each Villain in the Victory Pile of the player on your right.
  • Escape: Each player who is not Worthy gains a Wound.
Ulik, The Troll23+View
  • Ulik gets +2attack if you are not Worthy.
  • Fight: KO one of your Heroes.
Sindr, Fire Giant Queen35View
  • Fight: If you are Worthy, you get +2recruit.
Jarnbjorn, First Axe of Thor+3View
  • Villainous Weapons
  • Thrown Artifact When you throw this, you get +3attack.
The Casket of Ancient Winters+4View
  • Villainous Weapons
  • Artifact Once per turn, if you are Worthy, you get +2recruit.
Omens of Ragnarok
The Eternal Flame+4View
  • Villainous Weapons
  • Ambush: If Surtur is in the city, he captures The Eternal Flame. If a player controls “Surtur’s Crown”, that card enters the city as the Villain Surtur and captures The Eternal Flame.
  • Artifact Once per turn, return a 0-cost card from your discard pile to your hand.
The Hel-Crown+3View
  • Villainous Weapons
  • Artifact Once per turn, you get Conqueror.
Skurge, The Executioner24+View
  • Bridge Conqueror 3
  • Fight: KO one of your Heroes.
Surtur, Fire Giant King6View
  • Fight: Put this into your discard pile as a “Surtur’s Crown” Artifact.
  • Escape: If Surtur was holding The Eternal Flame, say “Ragnarok has come”, KO each Heroes Of Asgard Hero from the HQ, and each player gains two Wounds.
  • Artifact Once per turn, you get Conqueror.
Jormungand, The World-Serpent55+View
  • Sewers Conqueror 1
  • Bank Conqueror 1
  • Rooftops Conqueror 1
  • Streets Conqueror 1
  • Bridge Conqueror 1
  • Fight: Each Hero currently in the HQ costs 1 less this turn.
The Fenris Wolf34+View
  • Streets Conqueror 2
  • Ambush: The Fenris Wolf moves forward to the Rooftops, pushing other Villains forward as normal.

Schemes

Scheme NameImageRules
Asgardian Test of WorthView
  • Setup: 11 Twists.
  • Twist 1-7: Each player who is not Worthy discards a card. Then, if at least half the players (round up) are not Worthy, put this Twist next to the Scheme as a “Moral Failing.“
  • Twist 8-11: Put this Twist next to the Scheme as a “Moral Failing.“
  • Evil Wins: When there are 5 Moral Failings.
Dark World of Svartalfheim, TheView
  • Setup: 10 Twists.
  • Twist: Put this Twist next to a city space of HQ space that doesn’t already have one, as “Eternal Darkness.“
  • Special Rules: Villains in city spaces with Eternal Darkness get +1attack. To recruit a Hero in an HQ space with Eternal Darkness, you must pay an extra 1recruit.
  • Evil Wins: When all city spaces or all HQ spaces are covered in Eternal Darkness.
War of the Frost GiantsView
  • Setup: 9 Twists.
  • Twist 1-7: This Twist enters the city as a “Frost Giant Invader“ Villain worth 6VP with 6attack and the ability “If you are not Worthy, this gets +4attack.“
  • Twist 8-9: Same effect, then a Frost Giant Invader from each player’s Victory Pile enters the city.
  • Evil Wins: When there are 5 Frost Giant Invaders in the city and/or Escape Pile.
Ragnarok, Twilight of the GodsView
  • Setup: 11 Twists.
  • Twist: Choose a Villain from your Victory Pile worth at least 2VP to enter the city. Then, if the total attack of Villains in the city is at least as high as the Guardian attack listed below, put this Twist next to the Scheme as a “Guardian Defeated.“
  • Twist 1: Balder, 11attack
  • Twist 2: Odin, 24attack
  • Twist 3: Vidar, 19attack
  • Twist 4: Tyr, 16attack
  • Twist 5: Heimdall, 12attack
  • Twist 6: Frey, 7attack
  • Twist 7: Frigga, 8attack
  • Twist 8-11: Warriors of Valhalla, 6attack
  • Evil Wins: When there are 5 Guardians Defeated.

Legendary Set 26 (NMUT) New Mutants

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Karma   X Men X Men
Sow RivalryCommon 132+covert covertView
  • covert: Choose a Villain. You get +1attack for each Villain adjacent to it.
Temporary PossessionCommon 242+covert covertView
  • Guess a color. Then reveal the top card of the Hero Deck and put it back on the top or bottom of that deck. If you guessed right, you get +2attack.
Karmic BalanceUncommon64ranged rangedView
  • Reveal the top card of the Hero Deck. You may recruit it this turn. If you do, you may KO one of your cards or a card from your discard pile.
Control Like a PuppetRare85+ranged rangedView
  • X Men: Choose a Villain in the city. You get +attack equal to its VP, usable only against other Villains or the Mastermind.
Mirage   X Men X Men
Dreams Made RealCommon 132ranged rangedView
  • Moonlight and Sunlight: You may discard a card. If you do, draw a card.
Empathic LinkCommon 232instinct instinctView
  • When a card effect causes you to discard this card, set it aside. At the end of this turn, add it to your hand as an extra card.
Nightmare WolvesUncommon61+covert covertView
  • You may have a Waking Nightmare. You get +attack equal to the cost of the card you discarded this way.
Haunted By the Demon BearRare74+covert covertView
  • Whenever a card effect causes you to discard a card from your hand this turn, you get +2attack.
  • Moonlight and Sunlight: You may have a Waking Nightmare.
Sunspot   X Men X Men
Absorb RadiationCommon 121ranged rangedView
  • Moonlight and Sunlight: You may put a Hero from the HQ on the bottom of the Hero Deck.
  • Moonlight and Sunlight: Draw a card.
Solar-PoweredCommon 242+strength strengthView
  • Moonlight and Sunlight: You may put a card from your hand on the bottom of you deck. If you do, you get +2attack.
Thermokinetic FuryUncommon64+ranged rangedView
  • To play this, you must put a card from your hand on the bottom of your deck.
  • Moonlight and Sunlight: You get +1attack for each other X Men card you played this turn.
Empyreal ForceRare83+strength strengthView
  • Choose any number of Heroes in the HQ. Put them on the bottom of the Hero Deck.
  • Moonlight and Sunlight: You get +1attack for each Hero in the HQ with an even-numbered cost.
Warlock   X Men X Men
Earthling ChoicesCommon 12tech techView
  • Look at the top two cards of your deck. Draw one and discard the other.
Analyze Planetary RotationCommon 230+0+tech techView
  • Moonlight and Sunlight: You get +2recruit.
  • Moonlight and Sunlight: You get +2attack.
  • tech: Instead, you get both.
Techno-Organic AdaptationUncommon63covert covertView
  • tech: The first time you defeat a Villain this turn, you may KO one of your cards or a card from your discard pile.
Nanite ShapeshifterRare70+0+tech techView
  • Moonlight and Sunlight: Draw 3 cards.
  • Moonlight and Sunlight: You get +3recruit and +3attack.
  • X MenX MenX MenX Men: Instead, you get both.
Wolfsbane   X Men X Men
Night VisionCommon 132strength strengthView
  • Moonlight and Sunlight: Look at the top two cards of your deck. Discard any number of them and put the rest back in any order.
Wolf OutCommon 232instinct instinctView
  • Moonlight and Sunlight: You may put a Hero from the HQ on the bottom of the Hero Deck.
  • Moonlight and Sunlight: Draw a card.
Howl at the MoonUncommon53covert covertView
  • Moonlight and Sunlight: Look at the top card of your deck. KO it or put it back.
Nocturnal SavageryRare74+instinct instinctView
  • Look at the top three cards of your deck. Discard any number of them and put the rest back in any order.
  • Moonlight and Sunlight: You get the total printed attack of all the cards you discarded from your deck this turn.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Belasco, Demon Lord of Limbo   (VP: 6)
Belasco, Demon Lord of LimboMastermind9+View
  • Belasco gets +attack equal to the number of non-grey Heroes in the KO pile, divided by the number of players (round down).
  • Always Leads: Demons of Limbo
  • Master Strike: Moonlight and Sunlight: Each player KOs a non-grey Hero from their discard pile. Moonlight and Sunlight: Each player has a Waking Nightmare. KO Heroes discarded this way.
Epic BelascoEpic10+View
  • Belasco gets +attack equal to the number of non-grey Heroes in the KO pile, divided by the number of players (round down).
  • Always Leads: Demons of Limbo
  • Master Strike: Moonlight and Sunlight: Each player KOs two non-grey Hero from their discard pile. Moonlight and Sunlight: Each player has two Waking Nightmare. KO Heroes discarded this way.
A Demon’s MercyTactic9View
  • Fight: Each other player KOs a non-grey Hero from their hand or discard pile.
Bargain for SoulsTactic9View
  • Fight: Reveal cards from the Hero Deck equal to the number of players. Gain one of them and KO the rest.
Rescue from LimboTactic9View
  • Fight: You may KO one of your non-grey Heroes or a non-grey Hero from your discard pile. If you do, gain a Hero from the KO pile.
Cleaving DemonbladeTactic9View
  • Fight: Each player chooses a different card in the HQ. Then KO all chosen cards.
Emma Frost, The White Queen   (VP: 6)
Emma Frost, The White QueenMastermind8+View
  • During your turn, Emma Frost gets +1attack for each grey Hero you have.
  • Always Leads: Hellions
  • Master Strike: Stack this Strike next to Emma Frost. Then each player has a Waking Nightmare for each Strike stacked here.
Epic Emma FrostEpic9+View
  • During your turn, Emma Frost gets +2attack for each grey Hero you have.
  • Always Leads: Hellions
  • Master Strike: Stack this Strike next to Emma Frost. Then each player has a Waking Nightmare for each Strike stacked here, then one more Waking Nightmare.
Tempting BargainTactic8View
  • Fight: You may play the top card of the Villain Deck. If you do, you get +5recruit.
Psychic X-Men LinkTactic8View
  • Fight: Each other player has a Waking Nightmare. Each of those players who did not discard an X Men Hero this way gains a Wound.
Assume Diamond FormTactic8View
  • Fight: Emma Frost cannot be fought again until the start of your next turn.
Contempt for WeaklingsTactic8View
  • Fight: Put a 0-cost Hero from the KO pile on top of each other player’s deck.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Demons of Limbo
Crotus33+View
  • Ambush: Crotus captures a Bystander. Put an even-numbered Hero on the bottom of the Hero Deck.
  • Moonlight and Sunlight: Crotus gets +4attack.
N’astirh33+View
  • Moonlight and Sunlight: To fight N’astirh, you must also spend 3recruit.
  • Moonlight and Sunlight: N’astirh gets +3attack.
  • Fight: KO one of your Heroes.
S’ym57View
  • Ambush: Moonlight and Sunlight: Each player reveals a strength Hero or gains a Wound. Moonlight and Sunlight: Each player has a Waking Nightmare.
  • Escape: Same effect.
Demon Bear55+View
  • Ambush: Each player has a Waking Nightmare. The Demon Bear captures one of the Heroes discarded this way that has the lowest cost. The Demon Bear gets +attack equal to that Hero’s cost.
  • Fight: The player of your choice gains that Hero.
  • Escape: KO the captured Hero.
Witchfire44+View
  • Ambush: Witchfire captures a Hero from the HQ with the lowest odd-numbered cost. Moonlight and Sunlight: Witchfire gets +2attack.
  • Fight: The player of your choice gains that Hero.
  • Escape: KO the captured Hero.
Hellions
Catseye33+View
  • Moonlight and Sunlight: Catseye gets +2attack.
  • Fight: KO one of your Heroes.
Thunderbird44+View
  • Moonlight and Sunlight: Thunderbird gets +2attack.
  • Fight: KO one of your Heroes.
Tarot35View
  • Ambush: Reveal the top card of the Villain Deck. If it’s a…
  • Bystander: Rescue it.
  • Scheme Twist: Play it.
  • Master Strike: Each player gains a Wound.
  • Villain: Each player has a Waking Nightmare.
Roulette35View
  • Ambush: Reveal the top card of the Hero Deck. If it’s tech each player gains a Wound. If it’s covert, you draw a card.
  • Fight: Same Effect.
  • Escape: Same Effect.
Empath44+View
  • During your turn, Empath gets +1attack for each grey Hero you have.
  • Ambush: Each player reveals a covert Hero or has a Waking Nightmare.
  • Escape: Same effect.
Jetstream46View
  • Ambush: (After this enters the Sewers) Put Jetstream on the Bridge. If there’s another Villain there, swap them.
  • Escape: Each player discards an X Men Hero or gains a Wound.

Schemes

Scheme NameImageRules
Demon Bear Saga, TheView
  • Setup: 8 Twists. Include Demons of Limbo as one of the Villain Groups. Put the Demon Bear Villain from that groups next to the Scheme.
  • Twist: If the Demon Bear is in the city, it escapes. Otherwise, the Demon Bear enters the city from wherever it is. If it was in a player’s Victory Pile, that player rescues 4 Bystanders.
  • Special Rules: Whenever the Demon Bear escapes, stack a Twist next to the Scheme as a “Dream Horror.“
  • Evil Wins: When there are 3 Dream Horrors.
Crash the Moon into the SunView
  • Setup: 11 Twists.
  • Twist 1,3,5,7: Moonlight and Sunlight: Stack this Twist next to the Scheme as an “Altered Orbit.“
  • Twist 2,4,6,8: Moonlight and Sunlight: Same effect.
  • Twist 9,10,11: Same effect.
  • Evil Wins: When there are 4 Altered Orbits.
Trapped in the Insane AsylumView
  • Setup: 1 Twist, plus 2 Twists per player.
  • Twist: You face a “Sanity Test“: Either keep this Twist in front of you as a “Psychotic Break“, or discard a card and pass this Twist to the player on your left and that player faces a Sanity Test.
  • Special Rules: On each of your turns, before you play other cards from your hand, you must play two randomly-selected cards from your hand for each Psychotic Break you have.
  • Evil Wins: When a player has 3 Psychotic Breaks.
Superhuman Baseball GameView
  • Setup: 9 Twists. Add an extra Villain Group.
  • Special Rules: The Bank nd the Streets do not exist. Put the Villain Deck under the HQ as “Home Plate.“ The Sewers, Rooftops, and Bridge are First, Second, and Third Base.
  • Twist: Play the top card of the Villain Deck. If it’s a Bystander, rescue that “Cheering Fan.“ If it’s a Master Strike, then after it resolves, any Villain on Third Base “Steals Home“ and Escapes. If it’s a Villain, it “Hits a Double,“ pushes to Second Base (the Rooftops) and you play the top card from the Villain Deck.
  • Evil Wins: When Evil has 4 “runs“ (Villains in the Escape Pile) per player.

Legendary Set 27 (COSM) Into the Cosmos

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Adam Warlock   Avengers Avengers
Transmute MatterCommon 13covert covertView
  • Gain a Shard.
  • Burn Shards: Halve the cost of a Hero in the HQ this turn. (Round the cost up.)
Regenerative CocoonCommon 24strength strengthView
  • To play this, you must discard a card.
  • When you draw a new hand of cards at the end of this turn, draw two extra cards.
SoulblastUncommon5covert covertView
  • Gain 2 Shards.
  • covert: Burn Shards: Defeat a Villain.
Manifest the Soul GemRare8ranged rangedView
  • Gain 4 Shards.
  • AvengersAvengers: Burn Shards: Defeat the Mastermind once. Then reveal the top card of the Villain Deck. If it’s a Master Strike, then Adam Warlock is corrupted by power. At the start of next turn, add the Magus Mastermind to the game with one random Tactic. (If he has never been in this game.)
Captain Mar-Vell   Avengers Avengers
Cosmic AwarenessCommon 121ranged rangedView
  • If you would get attack from Danger Sense this turn, gain that many Shards instead.
  • Danger Sense
  • ranged: Instead, same effect with Danger Sense.
Kree GeneticsCommon 232strength strengthView
  • If you gained any Shards this turn, draw a card.
Channel the Nega-BandsUncommon62tech techView
  • Avengers: Reveal the top card of your deck. If it costs 1 or more, gain a Shard. If it costs 0, KO it.
Protector of the UniverseRare73+covert covertView
  • Danger Sense
  • If you gained any Shards this turn before playing this card, Danger Sense instead.
Moondragon   Avengers Avengers
Peaceful MeditationCommon 132covert covertView
  • When you draw a new hand of cards at the end of this turn, if you didn’t fight anything this turn, draw an extra card.
Psionic WarningCommon 241+instinct instinctView
  • Danger Sense
  • instinct: If this revealed any Scheme Twists, gain a Shard.
Psychokinetic BlastUncommon61+ranged rangedView
  • Danger Sense
  • Avengers: If this revealed at least two Master Strikes, you may shuffle the Villain Deck.
Lunar Dragon FormRare85+strength strengthView
  • Danger Sense
  • If this revealed a Scheme Twist, you get +3attack and you may shuffle the Villain Deck.
Nebula   Guardians Of The Galaxy Guardians Of The Galaxy
Ruthless CyborgCommon 132tech techView
  • Whenever you take any number of Shards from a Villain, Mastermind, or other player this turn, you may KO one of your cards or a card from your discard pile.
Galactic RogueCommon 253instinct instinctView
  • A Villain gains a Shard.
  • instincttech: Take a Shard from a Villain.
Illusion DeviceUncommon42tech techView
  • tech: Choose another player. Unless that player reveals a covert Hero, take one of their Shards or “rescue“ a Bystander from their Victory Pile.
Daring RaidRare750+instinct instinctView
  • Whenever you take any number of Shards from a Villain, Mastermind, or other player this turn, you get +3recruit.
Nova   Avengers Avengers
Draw From the WorldmindCommon 120+0+tech techView
  • Draw a card.
  • tech: You get +1recruit or +1attack.
Electromagnetic WaveCommon 230+ranged rangedView
  • Choose one: You get +2recruit, or you gain a Shard.
  • ranged: Instead, do both.
Declare Galactic ThreatUncommon6tech techView
  • A Villain gains Cosmic Threat tech this turn. (It loses any previous Cosmic Threat abilities and penalties it had.)
  • If there were no Villains in the city, draw two cards instead.
Mobilize the Nova CorpsRare8ranged rangedView
  • Choose one: Draw three cards or a Mastermind gains Cosmic Threat ranged this turn. (It loses any previous Cosmic Threat abilities and penalties it had.)
Phyla-Vell   Guardians Of The Galaxy Guardians Of The Galaxy
Channel Cosmic PowerCommon 12instinct instinctView
  • Gain a Shard.
  • instinct: Draw a card.
Quantum SwordCommon 242+instinct instinctView
  • If you have at least 4 Shards, you get +2attack.
MartyrUncommon32strength strengthView
  • If any player would gain a Wound, you may discard this card and gain 2 Shards instead.
Avatar of OblivionRare83+instinct instinctView
  • You may KO a card from your hand or discard pile. If you do, gain 2 Shards.
  • Then, if you have at least 8 Shards, you get +3attack.
Quasar   Avengers Avengers
Manipulate GravitonsCommon 132covert covertView
  • covert: Whenever you recruit a Hero from the HQ this turn, gain a Shard.
Cosmic ChampionCommon 242+ranged rangedView
  • Burn Shards: You get +3attack.
The Quantum BandsUncommon51covert covertView
  • Gain a Shard.
  • Burn Shards: You man KO a card from your hand or discard pile.
The Star BrandRare74+strength strengthView
  • Whenever you defeat a Villain or Mastermind this turn, gain a Shard.
  • Burn Shards: You get +7attack.
Ronan the Accuser   Unaffiliated
Universal WeaponCommon 13tech techView
  • Gain a Shard.
  • Burn Shards: Draw two cards.
Rally Kree WarriorsCommon 242strength strengthView
  • Whenever you rescue a Bystander this turn, gain a Shard.
  • strength: Rescue a Bystander.
Accuse Enemies of the EmpireUncommon64strength strengthView
  • Contest of Championstech. Each player that wins rescues a Bystander. If the Mastermind wins, it captures a Bystander.
Seek the Infinity GemsRare84tech techView
  • Contest of Championsstrength. Each other player that loses must lose a Shard. Each player that wins gains 2 Shards. If the Mastermind wins, a Villain gains 2 Shards.
Yondu   Guardians Of The Galaxy Guardians Of The Galaxy
Whistling ArrowCommon 12ranged rangedView
  • Gain a Shard.
  • ranged: Burn Shards: Defeat a Villain with printed VP equal to the number of Shards you burned. (This can’t affect a Villain with 0 VP or no printed VP.)
Interstellar HunterCommon 231+covert covertView
  • Danger Sense
  • covert: If this revealed any Master Strikes, draw a card.
Anticipate Their MovementsUncommon51+instinct instinctView
  • Danger Sense
  • Guardians Of The Galaxy: You may do the Fight effect of a Henchman Villain revealed this way. (Don’t defeat it.)
Space PirateRare7tech techView
  • Choose one: Gain a Hero from the HQ for free, or gain a Shard for each empty city space.
  • Guardians Of The GalaxyGuardians Of The GalaxyGuardians Of The Galaxy: Do both.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Beyonder, The   (VP: 7)
The BeyonderMastermind21*View
  • Cosmic Threat for cards that cost 5 or more.
  • Always Leads: From Beyond
  • Master Strike: Each player reveals a card that costs 5 or more or gains a Wound. Then put this Strike under an HQ space (that doesn’t already have a Strike), pulling that space into a Pocket Dimension. To recruit a card from a Pocket Dimension, you must also pay 1attack for each Pocket Dimension in play.
Epic BeyonderEpic24*View
  • Cosmic Threat for cards that cost 6 or more.
  • Always Leads: From Beyond
  • Master Strike: Each player reveals a card that costs 6 or more or gains a Wound. Then put this Strike under an HQ space (that doesn’t already have a Strike), pulling that space into a Pocket Dimension. To recruit a card from a Pocket Dimension, you must also pay 1attack for each Pocket Dimension in play.
Playthings of a Petulant GodTactic21View
  • Fight: Each other player reveals their hand and KOs a card from their hand or discard pile with the same card name as any card in a Pocket Dimension.
Dimensional CollapseTactic21View
  • Fight: Destroy an HQ space that’s in a Pocket Dimension. (That space doesn’t refill.) To mark this, turn the Hero there face down. The Pocket Dimension card stays in play.
Pull Earth Into The BeyondTactic21View
  • Fight: Rescue four Bystanders. Put this card above the Sewers, pulling it into a Pocket Dimension. To fight a Villain there, you must also pay 1attack for each Pocket Dimension in play.
Create the Secret WarsTactic21View
  • Fight: Choose a team (e.g. Shield,Avengers,X Men,Guardians Of The Galaxy, etc.). Contest of Champions for that team icon, with Evil selecting from 4 cards from the Hero Deck. Each other player that loses gains a Wound. If you win, the player of your choice gains a Hero from a Pocket Dimension.
Grandmaster, The   (VP: 6)
The GrandmasterMastermind10View
  • Always Leads: Elders of the Universe
  • Master Strike: Reveal the top card of the Hero Deck then put it back. Contest of Champions for that card’s color(s). Each player that loses gains a Wound. If the Grandmaster wins, he gains a Shard.
Epic GrandmasterEpic11View
  • Evil adds +2 to its final total in every Contest of Champions caused by any card.
  • Always Leads: Elders of the Universe
  • Master Strike: Reveal the top card of the Hero Deck then put it back. Contest of Champions for that card’s color(s). Each player that loses gains a Wound. If the Grandmaster wins, he gains 2 Shards.
Deal With DeathTactic10View
  • Fight: Contest of Champions covert, with Evil selecting from 4 cards from the Hero Deck. Each other player that loses must KO a non-grey Hero from their discard pile. If you win, you may gain a non-grey Hero from the KO pile. If the Grandmaster wins, he gains a Shard.
Galactic MarathonTactic10View
  • Fight: Contest of Champions instinct, with Evil selecting from 4 cards from the Hero Deck. Each other player that loses must discard down to four cards. If you win, draw two cards. If the Grandmaster wins, he gains 2 Shards.
Cheat Against ThanosTactic10View
  • Fight: Contest of Champions ranged, with Evil selecting from 4 cards from the Hero Deck. Each other player that loses must KO half the Bystanders (round up) from their Victory Pile. If you win, rescue three Bystanders. If the Grandmaster Wins, he gains 3 Shards.
Match Offenders vs. DefendersTactic10View
  • Fight: Contest of Champions strength, with Evil selecting from 4 cards from the Hero Deck. Each other player that loses must gain a 0-cost card from the KO pile. If you win, reveal the top four cards of your deck, KO any number of them, and put the rest back in any order. If the Grandmaster wins, he gains 4 Shards.
Magus   (VP: 6)
MagusMastermind9+View
  • Magus gets +1attack for each Villain in the city that has any Shards.
  • Always Leads: Universal Church of Truth
  • Master Strike: If there are already any Villains with Shards in the city, each player gains a Wound. Then this Strike enters the city as a “Cosmic Wraith“ Villain with 4attack worth 4VP. Then put a Shard on each Villain in the city.
Epic MagusEpic11+View
  • Magus gets +2attack for each Villain in the city that has any Shards.
  • Always Leads: Universal Church of Truth
  • Master Strike: If there are already any Villains in the city with Shards, each player gains a Wound to the top of their deck. Then this Strike enters the city as a “Cosmic Wraith“ Villain with 6attack worth 6VP. Then put a Shard on each Villain in the city.
Dark Side of Adam WarlockTactic9View
  • Fight: Magus gains a Shard. Then Magus takes a Shard from each other player that does not reveal a covert Hero.
Seize Cosmic PowerTactic9View
  • Fight: Magus takes a Shard from each Villain in the city. Then the Villain with the highest attack gains a Shard.
Conjured Shade of ThanosTactic9View
  • Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain. Then each Villain in the city gains a Shard. (You win when the Mastermind has no more Tactics stacked under it.)
Resurrected as the Child MagusTactic9View
  • Fight: Until the start of your next turn, Magus can only be fought with recruit instead of attack.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Elders of the Universe
The Runner35View
  • Ambush: Contest of Champions instinct. Each player that loses must discard a card. If Evil wins, the Runner gains a Shard for each card discarded this way, and he pushes forward two extra spaces.
The Trader24View
  • Ambush: Contest of Champions tech. Each player that loses must reveal their hand and trade a non-grey card from their hand with a card in the HQ that costs the same or less. If Evil wins, the Trader gains a Shard for each trade that occurred.
The Champion of the Universe57View
  • Ambush: Contest of Champions strength. Each player that loses must give this Villain one of their Shards or gain a Wound.
  • Fight: KO one of your Heroes.
The Collector46View
  • Ambush: Contest of Champions covert. Each player that loses gives the Collector one of these things that he doesn’t have yet: A Shard, a Bystander from their Victory Pile, a strength Hero, a instinct Hero, a covert Hero, a tech Hero, or a ranged Hero (from hand or discard pile).
  • Fight: The player of your choice gains one of the captured Heroes. Put the rest on the bottom of the Hero Deck.
Celestials
Nezarr, The Calculator411View
  • Cosmic Threat covert or tech
  • Fight: Nezarr grants you a Celestial Boon: For the rest of the game, while it’s your turn, the Mastermind gets –attack equal to a fifth of its printed attack. (round down the loss)
  • Escape: The Mastermind gains Shards equal to a fifth of its printed attack (rounded down).
Gammenon, The Gatherer310View
  • Cosmic Threat strength or instinct
  • Fight: Gammenon grants you a Celestial Boon: For the rest of the game, whenever you fight a Villain, rescue a Bystander.
  • Escape: Three Villains in the city each capture a Bystander.
Exitar, The Exterminator512View
  • Cosmic Threat tech or ranged
  • Fight: Exitar grants you a Celestial Boon: For the rest of the game, once during each of your turns, you may fight a Henchman from your Victory Pile. Spend the normal attack then do the Henchman’s Fight effect, KO it, and rescue a Bystander.
  • Escape: KO 5 Henchmen from the Villain Deck then shuffle it.
Arishem, The Judge513View
  • Cosmic Threat ranged or strength
  • Fight: Arishem grants you a Celestial Boon: For the rest of the game, once during each of your turns, you may put a card from the HQ on the bottom of the Hero Deck.
  • Escape: (After the normal Escape KO) Put each Hero that costs 5 or more from the HQ on the bottom of the Hero Deck.
Tiamut, The Dreaming Celestial614View
  • Cosmic Threat instinct or covert
  • Fight: Tiamut grants you a Celestial Boon: Your hand size is one more for the rest of the game.
  • Escape: Each player’s hand size is one less for the rest of the game.
From Beyond
The Mapmakers37View
  • Cosmic Threat tech
  • Fight: KO one of your Heroes.
The Shaper of Worlds510View
  • Cosmic Threat ranged
  • Ambush: Create a “New Reality“ space that stays above the Shaper of Worlds. It always contains a Hero, like an HQ space. Players can recruit from it.
  • Fight: Choose a player to gain that Hero.
  • Escape: After the normal Escape KO, destroy the New Reality space and destroy an HQ space. KO those Heroes. (It doesn’t refill. Any “Pocket Dimension“ stays in play.)
Kubik511View
  • Cosmic Threat instinct
  • Ambush: Each player must reveal two cards with the same non-zero cost or gain a Wound.
  • Fight: Reveal the top card of your deck. If it costs 0, KO it.
Kosmos613View
  • Cosmic Threat covert
  • Fight: Take another turn after this one. Don’t play a card from the Villain Deck at the start of that turn. For the rest of the game, players take turns in the opposite order around the table.
Black Order of Thanos
Corvus Glaive45+View
  • Ambush: Danger Sense, helping all Black Order Villains and the Mastermind. Corvus Glaive captures a Bystander revealed this way.
Black Dwarf34+View
  • Ambush: Danger Sense, helping all Black Order Villains and the Mastermind. Play a Master Strike revealed this way.
  • Fight: KO one of your Heroes.
Supergiant56+View
  • Ambush: Danger Sense, helping all Black Order Villains and the Mastermind. Play a Villain revealed this way.
  • Fight: You may KO a card from your discard pile.
Proxima Midnight57+View
  • Ambush: Danger Sense, helping all Black Order Villains and the Mastermind. Play a Scheme Twist revealed this way.
  • Escape: Each player reveals an instinct Hero or gains a Wound.
Ebony Maw56+View
  • Ambush: Choose Villain, Master Strike, or Scheme Twist. Then Danger Sense, helping all Black Order Villains and the Mastermind. Play all the cards you revealed this way of the type you chose.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Sidera Maris, Bridge Builders13View
  • Ambush: If there’s a Villain on the Bridge, that Villain and this Henchman each gain a Shard. Otherwise, move this to the Bridge.
  • Fight: KO one of your Heroes.
Universal Church of Truth12View
  • Ambush: Each Henchman Villain in the city gains a Shard. If Magus is the Mastermind, one Cosmic Wraith also gains a Shard.
  • Fight: Burn 2 Shards: KO one of your Heroes.

Bystanders

BystanderVP VPImageAbilities
Board Gamer1View
  • When you rescue this Bystander, each player with the most Victory Points draws a card. (Your VP includes this Bystander.)
Legendary Game Designer1View
  • When you rescue this Bystander, gain a Shard.
Pizza Delivery Guy1View
  • When you rescue this Bystander, choose one: Draw a card now, or draw an extra card when you draw a new hand of cards at the end of this turn.

Schemes

Scheme NameImageRules
Contest of Champions, TheView
  • Setup: 11 Twists. Add an extra Hero. Put 11 random cards from the Hero Deck face up in a “Contest Row.“
  • Twist 1-4: KO the leftmost card in the Contest Row, then Contest of Champions for that cards color(s). Each player that loses discards a card. If the Mastermind wins, put a Wound next to this Scheme as an “Evil Triumph.“
  • Twist 5-8: Same effect, but in the Contest, Evil selects from 4 cards from the Hero Deck.
  • Twist 9-11: Same effect, but in the Contest, Evil selects from 6 cards from the Hero Deck.
  • Evil Wins: When there are 6 Evil Triumphs.
Turn the Soul of Adam WarlockView
  • Setup: 14 Twists (using 3 Wounds to represent extra Scheme Twists). Put 14 Adam Warlock Hero cards in a face up stack, ordered from lowest-cost on top, to highest-cost on the bottom.
  • Twist: Set aside the top card of the Adam Warlock stack. This turn you may “Purify“ it by spending attack equal to double its cost. If you do, choose a player to gain that card, then you rescue a Bystander, and you may KO one of your Heroes. If you don’t do this by the end of your turn, put that Adam Warlock card into a “Soul’s Corruption“ stack next to the Scheme.
  • Evil Wins: When there are 8 Souls Corruptions.
Destroy the Nova CorpsView
  • Setup: 9 Twists. Exactly one Hero must be a Nova Hero. 1 player: 5 Heroes. Each player’s starting deck adds 2 Wounds, 1 S.H.I.E.L.D. Officer, and a Nova card that costs 2.
  • Special Rules: All S.H.I.E.L.D. Officers and a Nova Heroes count as “Nova Centurions.“
  • Twist 1-5: Each player must reveal their hand and discard a Nova Centurion. Each player that discarded this way gains a Shard. Each player that didn’t discard this way must KO a card from the S.H.I.E.L.D. Officer Stack.
  • Twist 6-9: Each player must KO a Nova Centurion from the S.H.I.E.L.D. Officer Stack or from their hand or discard pile.
  • Evil Wins: When there are 5 KO’d Nova Centurions per player.
Annihilation: ConquestView
  • Setup: 11 Twists. Add an extra Hero.
  • Twist: Put this Twist next to the Scheme as a “Phalanx Conquest.“ The highest-cost Hero from the HQ enters the city as a “Phalanx-Infected“ Villain.
  • Special Rules: Each “Phalanx-Infected“ Villain has attack equal to its cost, +1attack for each two Phalanx Conquests. If you fight one, choose a player to gain it as a Hero.
  • Evil Wins: When there are 6 Phalanx-Infected in the city and/or Escape Pile, or the Villain Deck runs out.

Legendary Set 28 (RLMK) Realm of the Kings

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Black Bolt   Inhumans Inhumans
Break the SilenceCommon 132+ranged rangedView
  • “When Recruited” Abilities: You may KO one of your cards with no rules text.
  • ranged: Gain the Thrones Favor. If you already have it, you may spend it to get +2recruit.
Declaration of WarCommon 242tech techView
  • Inhumans: Gain the Thrones Favor. If you already have it, you may spend it to reveal the top two cards of your deck. Put each of those cards with no rules text into your hand and put the rest back in any order.
Wordless MurmurUncommon531ranged rangedView
The King’s SpeechRare85ranged rangedView
  • Gain the Thrones Favor. If you already have it, you may spend it to choose “Speak” or “Don’t Speak” then reveal the top 3 cards of your deck:
  • Speak: Put all of them with rules text into your hand.
  • Don’t Speak: You may KO any number of them with no rules text.
  • Put the rest back in any order.
Medusa   Inhumans Inhumans
Queen of the InhumansCommon 121+strength strengthView
  • “When Recruited” Abilities: Gain the Thrones Favor.
  • Gain the Thrones Favor. If you already have it, you may spend it to get +2attack.
Splitting HairsCommon 232instinct instinctView
  • “When Recruited” Abilities: Draw a card and gain the Thrones Favor.
  • instinct: Gain the Thrones Favor. If you already have it, you may spend it to draw a card.
Royal CommandUncommon53instinct instinctView
  • “When Recruited” Abilities: Gain the Thrones Favor.
  • Inhumans: Gain the Thrones Favor. If you already have it, you may spend it to KO one of your cards.
HeadstrongRare74instinct instinctView
  • “When Recruited” Abilities: Draw two cards and gain the Thrones Favor.
  • Gain the Thrones Favor. If you already have it, you may spend it to draw two cards.
Crystal   Inhumans Inhumans
Earth, Air, Fire, and WaterCommon 132+ranged rangedView
  • strengthinstinctcovertranged: You get +3attack.
Master the Four ElementsCommon 241instinct instinctView
  • Choose strength, instinct, covert, or ranged. This card is only that Hero Class this turn.
  • Draw a card.
Elemental PrincessUncommon63covert covertView
  • “When Recruited” Abilities: You may KO one of your cards that isn’t strength, instinct, covert, or ranged.
  • Gain the Thrones Favor. If you already have it, you may spend it to make this card strength, instinct, covert, and ranged this turn.
Weave Four Into OneRare84strength strengthView
  • “When Recruited” Abilities: You may gain a strength, instinct, covert, or ranged Hero from the HQ.
  • Reveal the top four cards of your deck. Put a strength Hero, a instinct Hero, a covert Hero, and a ranged Hero from among them into your hand. Put the rest back in any order.
Karnak   Inhumans Inhumans
Brilliant StrategistCommon 121covert covertView
  • “When Recruited” Abilities: You get +1attack.
  • covert: When you draw a new hand of cards at the end of this turn, draw an extra card.
Find Fatal FlawCommon 240+instinct instinctView
  • “When Recruited” Abilities: You get +2attack.
  • Choose a Villain Group. You get +1recruit for each Villain in your Victory Pile from that Group.
Shatter the Weak PointUncommon50+strength strengthView
  • “When Recruited” Abilities: You get +3attack.
  • Choose a Villain Group. You get +1attack for each Villain in your Victory Pile from that Group.
Seek the CenterRare7covert covertView
  • “When Recruited” Abilities: You get +4attack.
  • Whenever you play a card this turn, including this one, you may first use that card’s “When Recruited” ability.
Gorgon   Inhumans Inhumans
Lockjaw, Inhuman’s Best FriendCommon 132covert covertView
  • “When Recruited” Abilities: You may Teleport a 0-cost Hero from your hand.
  • covert: You may Teleport another card from your hand.
Stomping ShockwaveCommon 242+strength strengthView
  • “When Recruited” Abilities: Abomination (after refilling HQ)
  • strength: Streets Abomination
Trample UnderhoofUncommon61+strength strengthView
  • “When Recruited” Abilities: You may KO one of your cards with no attack icon.
  • Highest Abomination
Lead the Inhuman EliteRare84+strength strengthView
  • “When Recruited” Abilities: Abomination (after refilling HQ)
  • Teleport Inhumans: Rooftops Abomination
  • Inhumans: Abomination

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Maximus the Mad   (VP: 6)
Maximus the MadMastermind8+View
  • Double Highest Abomination
  • Always Leads: Inhuman Rebellion
  • Master Strike: Reveal one of Maximus’ remaining Mastermind Tactics at random. Use its Fight effect, then shuffle it back into the remaining Tactics.
Epic Maximus the MadEpic9+View
  • Double Highest Abomination
  • Always Leads: Inhuman Rebellion
  • Master Strike: Reveal two different Tactics at random from Maximus’ remaining Mastermind Tactics. Then use each of those Fight effects, then shuffle them back.
Echo-Tech Chorus SentriesTactic8View
  • Fight: Each player KOs one of their tech or Inhumans Heroes or gains a Wound.
Sieve of SecretsTactic8View
  • Fight: Each player reveals the top 6 cards of their deck, discards all the non-grey Heroes revealed, and puts the rest back in any order.
Seize the Inhuman ThroneTactic8View
  • Fight: Each player discards down to 4 cards. Maximus gains the Thrones Favor. If he already has it, he spends it and each player discards down to 3 cards.
Terrigen BombTactic8View
  • Fight: Put each Hero from the HQ that doesn’t have a printed attack of 2 or more on the bottom of the Hero Deck. Maximus gains the Thrones Favor. If he already had it, he spends it and each player KOs one of their non-grey Heroes with an attack icon.
Emperor Vulcan of the Shi’ar   (VP: 6)
Emperor Vulcan of the Shi’arMastermind10+View
  • Vulcan gets +3attack while he has the Thrones Favor.
  • Always Leads: Shi’ar Imperial Elite
  • Master Strike: Each player that doesn’t have the Thrones Favor gains a Wound. Then Vulcan gains the Thrones Favor.
Epic Emperor VulcanEpic12+View
  • Vulcan gets +5attack while he has the Thrones Favor. He starts with the Thrones Favor.
  • Always Leads: Shi’ar Imperial Elite
  • Master Strike: Each player that doesn’t have the Thrones Favor gains a Wound to the top of their deck. Then Vulcan gains the Thrones Favor.
Blast Every Form of EnergyTactic10View
  • Fight: If you have the Thrones Favor, you may KO a card you played this turn, and you may KO a card from your discard pile.
  • Then Vulcan gains the Thrones Favor.
Vast Wealth of the Shi’arTactic10View
  • Fight: If you have the Thrones Favor, you get +4recruit.
  • Then Vulcan gains the Thrones Favor.
Contempt for WeaknessTactic10View
  • Fight: If Vulcan has the Thrones Favor, each other player discards each of their cards that costs 2 or less.
  • Then you gain the Thrones Favor.
Solar CageTactic10View
  • Fight: If Vulcan has the Thrones Favor, each other player shuffles a Wound from the Wound Stack and a non-grey Hero from their hand into their deck.
  • Then you gain the Thrones Favor.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Inhuman Rebellion
Lineage23+View
  • Abomination
  • Fight: Rescue Bystanders equal to the printed attack of the Hero in the HQ space under Lineage.
Omega34+View
  • Abomination
  • Fight: Choose “Alpha” or “Omega.” Then reveal the top card of your deck:
  • Alpha: If that card costs 0, KO it. Omega: If that card costs 1 or more, draw it.
Lash45+View
  • Abomination
  • Ambush: Choose a Hero from the HQ that doesn’t have a printed attack of 2 or more. Put it on the bottom of the HQ.
  • Fight: Gain a Hero from the HQ with no attack icon that costs 4 or less.
The Unspoken55+View
  • Double Abomination
  • Ambush: Choose a Hero from the HQ that doesn’t have a printed attack of 2 or more. Put it on the bottom of the HQ.
  • Fight: KO one of your Heroes with no attack icon.
Shi’ar Imperial Elite
Plutonia24View
  • While the Mastermind has the Thrones Favor, you must spend recruit to fight Plutonia instead of attack.
  • Ambush: The Mastermind gains the Thrones Favor.
  • Fight: You gain the Thrones Favor. If you already have it, you get +2recruit.
Starbolt34+View
  • While the Mastermind has the Thrones Favor, Starbolt gets +2attack.
  • Ambush: The Mastermind gains the Thrones Favor.
  • Fight: You gain the Thrones Favor. If you already have it, you may KO one of your Heroes.
Mentor35View
  • Ambush: The Mastermind gains the Thrones Favor. If they already have it, each player discards a card.
  • Fight: You gain the Thrones Favor. If you already have it, draw two cards.
Gladiator57View
  • Ambush: The Mastermind gains the Thrones Favor. If they already have it, each player gains a Wound.
  • Fight: You gain the Thrones Favor. If you already have it, you may KO a card from your discard pile.
  • Escape: Repeat the Ambush effect.

Schemes

Scheme NameImageRules
Ruin the Perfect WeddingView
  • Setup: 11 Twists. Set aside two extra Heroes to get married. Prepare each Wedding Hero into a seperate 14-card stack, ordered by cost with the lowest cost on top.
  • Twist 1: Put one Wedding Hero Stack above the rightmost city space “at the altar.“ Gain its top card.
  • Twist 2: Put the other Wedding Hero Stack above the Mastermind space “at the door.“ Gain its top card.
  • Twist 3-7: Gain the top card of either Wedding Hero Stack. Then KO two cards from the top of each Wedding Hero Stack that has a Villain or Mastermind in the space immediately below it. Then the leftmost Hero Stack “walks down the aisle,“ moving one space to the right.
  • Twist 8-11: KO two cards from the top of each Wedding Hero Stack.
  • Evil Wins: When either Wedding Hero Stack is KO’d.
War of KingsView
  • Setup: 11 Twists.
  • Twist 1-8: Stack this Twist next to the Scheme as a “Battlefront.“ This turn, you may pay 1recruit per Battlefront to supply the war:
  • [object Object]
  • Twist 9-11: Same effect, but with two Victorious Generals.
  • Evil Wins: When there are 6 Victorious Generals.
Tornado of Terrigen MistsView
  • Setup: 10 Twists. Each player puts a small object above the sewers to represent themself.
  • Special Rules: You can’t fight Villains outside the city space where you are. (You can still recruit from all HQ spaces and fight the Mastermind.) During your turn, you can spend 1attack any number of times to move yourself one space left or right.
  • Twist 1: Put this Tornado Scheme card above the Sewers.
  • Twist 2-5: Each player in the Tornado space gains a Wound. Then move this Tornado card and each Villain simultaneously one space to the left. (A Villain on the Bridge escapes.)
  • Twist 6-9: Same effect, but move them all to the right, if possible. (A Villain in the Sewers doesn’t move.)
  • Twist 10: Evil Wins!
Devolve with Xerogen CrystalsView
  • Setup: Add Twists equal to the number of players plus 3. Add an extra Henchman Group of 10 cards as “Xerogen Experiments.“
  • Special Rules: All Xerogen Experiments also have Abomination.
  • Twist: Choose a Hero in the HQ that doesn’t have a printed attack of 2 or more. Put it on the bottom of the Hero Deck. Then play two cards from the Villain Deck.
  • Evil Wins: When there are 3 Villains per player in the Escape Pile or the Villain Deck runs out.

Legendary Set 29 (ANNI) Annihilation

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Brainstorm   Fantastic Four Fantastic Four
undefinedundefinedView
Time Loop ExperimentsCommon 121tech techView
  • Draw a card. Then put a card from your hand on top of your deck.
  • tech: Man/Woman Out of Time
Borrow from the FutureCommon 231ranged rangedView
  • Reveal the top card of your deck. If it costs 2 or more, draw it. Otherwise, discard it or put it back.
  • ranged: Man/Woman Out of Time
Reprogram Doombot LegionsUncommon63tech techView
  • Fantastic Four: You may look at the top two cards of your deck. If you do, KO one of them and put the other back.
Protégé of Dr. DoomRare84+tech techView
  • Use one of Dr. Doom’s Mastermind Tactics. You can’t use any of them more than once per game. If you have already used them all, get +4attack instead.
  • (Take another turn; or draw three extra cards at end of turn; or you may recruit a tech or ranged Hero for free; or all other players draw a card or discard a card.)
Fantastic Four United   Fantastic Four Fantastic Four
Human TorchCommon 140+2ranged rangedView
  • Focus 2recruit focus KO up to two Wounds from your hand and/or discard pile.
  • Focus 6recruit focus You get +6attack and gain a Wound.
ThingCommon 240+2+strength strengthView
  • Fantastic Four: You get +1recruit.
  • Focus 3recruit focus You get +2attack.
Invisible WomanUncommon42+covert covertView
  • If you played any other cards that cost 4 this turn, you get +2recruit.
  • Focus 4recruit focus Rescue a Bystander, then you may KO a card from your hand or discard pile.
Mr. FantasticRare70+2tech techView
  • Draw two cards.
  • Focus 5recruit focus You get +7attack usable only against the Mastermind.
Heralds of Galactus   Unaffiliated
FirelordCommon 132+ranged rangedView
  • This turn, your Heroes’ Conqueror abilities also give you attack if those city spaces have been destroyed.
  • ranged: Conqueror
Silver SurferCommon 242ranged rangedView
  • Focus 2recruit focus Draw a card, then you may move a Villain to an adjacent city space. If another Villain is already there, swap them.
StardustUncommon60+4covert covertView
  • Focus 4recruit focusConqueror
  • Focus 11recruit focus Search the Hero Deck, HQ, or your deck or discard pile for “Galactus Hungers“ and put it on top of your deck. Shuffle any deck you searched.
Galactus HungersRare108+ranged rangedView
  • If you have played another Herald of Galactus this turn, destroy the leftmost city space, defeat any Villain there, and then you get +2attack for each destroyed city space. If this destroys the last city space, Galactus consumes the Earth. You Win, Evil Wins, and all other players lose.
Psi-Lord   Fantastic Four Fantastic Four
Avert Future TragedyCommon 130+2instinct instinctView
  • Focus 2recruit focus Reveal the top card of the Villain Deck. If it’s a Master Strike, you get +3attack, KO it, and replace it with the top card from the Bystander Stack.
  • instinct: Man/Woman Out of Time
Interdimensional RescueCommon 242+covert covertView
  • Focus 1recruit focus Reveal the top card of the Villain Deck. If it’s a Bystander, you get +2attack, rescue it, and shuffle the top card from the Bystander Stack into the Villain Deck.
  • covert: Man/Woman Out of Time
Slip the TimestreamUncommon60+3covert covertView
  • Focus 1recruit focus Reveal the top card of the Villain Deck. If it’s a Villain, you get +1attack and you may fight it this turn.
  • instinctcovert: Man/Woman Out of Time
Reshape RealityRare73+3instinct instinctView
  • Focus 3recruit focus Reveal the top card of the Villain Deck. If it’s a Scheme Twist, you get +4attack and shuffle the Villain Deck.
  • Fantastic FourFantastic Four: Man/Woman Out of Time
Super-Skrull   Unaffiliated
Stretching CredibilityCommon 132instinct instinctView
  • Focus 2attack focus When you draw a new hand of cards at the end of this turn, draw an extra card.
Rock SolidCommon 242+0+strength strengthView
  • strength: Conqueror
  • Focus 3attack focus You get +2recruit.
Transparent MotivesUncommon52+covert covertView
  • Conqueror
  • Focus 3attack focus You may KO a card from your hand or discard pile.
Put to the TorchRare74+ranged rangedView
  • Bridge Conqueror 1
  • Streets Conqueror 1
  • You may gain a Wound. If you do, get Rooftops Conqueror 4.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Annihilus   (VP: 6)
AnnihilusMastermind10+View
  • Always Leads: Annihilation Wave (1 player: Use 6 Henchmen.)
  • Master Strike: Reveal the top card of the Villain Deck. If it’s a Bystander, Annihilus captures it. If it’s a Villain, it enters the city, captures a Bystander, and moves forward an extra space (before doing any Ambush ability).
Epic AnnihilusEpic12+View
  • Always Leads: Annihilation Wave. Add an extra Villain Group (even for 1 player.)
  • Master Strike: Play a card from the Villain Deck. If it’s a Villain, play a second card from the Villain Deck.
The Cosmic Control RodTactic10View
  • Fight: Each other player reveals the top three cards of their deck, KOs the highest-cost Hero that is revealed this way and puts the rest back in any order.
Surging AnnihilationTactic10View
  • Fight: Check all Annihilation Wave villains from each other player’s victory pile. The one worth the most VP enters the city, and that player rescues bystanders equal to that villain’s VP.
Deploy the Planet KillerTactic10View
  • Fight: If this is not the final tactic: if Weaponized Galactus is in the city, he escapes. If Weaponized Galactus wasn’t in the city and wasn’t in any victory pile, then he enters the city from the Villain Deck and you shuffle the Villain Deck.
Pull Into the Negative ZoneTactic10View
  • Fight: The cost of each hero currently in the HQ gets -2 this turn.
Kang the Conqueror   (VP: 6)
Kang the ConquerorMastermind8+View
  • Kang has Conqueror for each city space under a Time Incursion. (He benefits from Villains there.) Villains under a Time Incursion get +2attack.
  • Always Leads: Timelines of Kang
  • Master Strike: This Strike becomes a “Time Incursion.“ Put it above the rightmost city space that doesn’t yet have a Time Incursion.
Epic Kang the ConquerorEpic10+View
  • Kang has Conqueror for each city space under a Time Incursion. Villains under a Time Incursion get +3attack.
  • Always Leads: Timelines of Kang
  • Master Strike: This Strike becomes a “Time Incursion.“ Put it above the rightmost city space that doesn’t yet have a Time Incursion. If there are any Villains in any Time Incursions, each player gains a Wound.
Iron Lad Grows Up to Become KangTactic8View
  • Fight: If this is not the final Tactic: Each player reveals their hand. You choose a card named “Iron Lad“ from the Escape Pile, or from Man/Woman Out of Time, or from any player’s hand or discard pile or that you played this turn. Shuffle Iron Lad into Kang’s Tactics as a Mastermind Tactic that says “Fight: Gain this as a Hero.“
Leap Into the TimestreamTactic8View
  • Fight: If this is not the final Tactic: Take another turn after this one. Don’t play a card from the Villain Deck at the start of that turn.
Pull From the FutureTactic8View
  • Fight: Reveal the top two cards of the Villain Deck. Choose a Villain revealed this way to enter an empty city space under a Time Incursion. Put the rest back in any order.
Savior From Another TimelineTactic8View
  • Fight: You may gain a Hero from any HQ space under a Time Incurion. Send it as a Man/Woman Out of Time.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Annihilation Wave
Annihilation Armada23+View
  • Ambush: A Henchmen Villain from your Victory Pile enters the city.
Queens of Annihilation34+View
  • Ambush: Reveal the top card of the Villain Deck. If it’s a Villain, play it.
  • Fight: KO one of your Heroes.
Ravenous45+View
  • Ambush: Ravenous swaps places with an Annihilation Wave Villain that isn’t Weaponized Galactus.
  • Escape: Each player reveals a strength Hero or gains a wound.
Weaponized Galactus79+View
  • Ambush: Weaponized Galactus swaps places with the leftmost Villain in the city.
  • Escape: Destroy the leftmost city space. If this destroys the last city space, Evil Wins. Otherwise, each player gains a Wound, and you shuffle Weaponized Galactus back into the Villain Deck. Any Villain from the destroyed city space escapes.
Timelines of Kang
Immortus55+View
  • Fight: Reveal a ranged Hero or reveal the top card of the Villain Deck. If it’s a Villain worth 4VP or less, defeat it (do its Fight effect) and put Immortus in its place.
  • Escape: Each player reveals a ranged Hero or gains a Wound. Shuffle Immortus back into the Villain Deck.
Iron Lad4View
  • Fight: The player of your choice gains this as a Hero.
  • tech: Man/Woman Out of Time
Pharaoh Rama-Tut44+View
  • Ambush: If the Bridge is empty, move a Villain to the Bridge.
  • Fight: Send a strength or instinct Hero you played this turn as a Man/Woman Out of Time.
Scarlet Centurion34+View
  • Ambush: Reveal your hand and send your highest-cost Hero as a Man/Woman Out of Time.
  • Fight: If you played a covert Hero this turn, KO one of your Heroes.

Schemes

Scheme NameImageRules
Pulse Waves From the Negative ZoneView
  • Setup: 9 Twists.
  • Twist 1,3,5,7: “Negative Pulse“: This turn, Heroes in the HQ cost -1recruit and Villains and Masterminds get -1attack.
  • Twist 2,4,6,8: “Positive Pulse“: This turn, Heroes in the HQ cost +1recruit and Villains and Masterminds get +1attack.
  • Twist 9: Evil wins!
Sneak Attack the Heroes’ HomesView
  • Setup: 6 Twists. Each player chooses a Hero to be part of the Hero Deck. Randomly select other Heroes up to the normal number of Heroes. Each player adds to their starting deck three non-rare cards with different names from the Hero they chose and three Wounds.
  • Twist 1-5: Each player discards a non-grey Hero or gains a Wound.
  • Twist 6: Evil Wins!
Put Humanity on TrialView
  • Setup: 11 Twists. Stack 11 Bystanders next to the Scheme face down as “Galactic Jurors.“
  • Special Rules: Each Twist gives you a challenge to achieve this turn. If you do it, you have convinced a Juror, and you rescue them. If you don’t, put that Juror face up next to the Villain Deck, voting to condmen Humanity.
  • Twist 1-2: “Opening Arguments“: Discard three cards with different names.
  • Twist 3,5,7: “Question Witnesses“: Recruit a Hero that costs 5 or more.
  • Twist 4,6,8: “Introduce Evidence“: Defeat Villain(s) worth 3VP or more.
  • Twist 9-11: “Closing Arguments“: Defeat the Mastermind.
  • Evil Wins: When 6 Jurors vote to Condmen Humanity.
Breach Parallel DimensionsView
  • Setup: 6 Twists. Add 4 extra Bystanders to the Villain Deck. Deal the shuffled Villain Deck into several “Dimension“ decks where the first Dimension has 1 card, the next has 2 cards, then 3, 4, etc. (The final Dimension might not have enough cards to reach its full number.)
  • Special Rules: Each turn, you choose which Dimension you play a card from. All players have “Focusrecruit focus Reveal the top card of any Dimension and put it back on the top or bottom of that deck.“ If a Dimension ever has no cards left, even in the middle of a card ability, it is destroyed. Mark it with a face up Wound.
  • Twist: Choose a Dimension and play two cards from it. (It’s ok if it only has 1.)
  • Evil Wins: When at least half of the original Dimensions are destroyed.

Legendary Set 30 (MSMC) Messiah Complex

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Multiple Man   X Factor Investigations X Factor Investigations
Finding MyselfCommon 141tech techView
  • Investigate for a card that has the same card name as any of your cards. (You don’t need to choose a specific card name before you Investigate.)
  • tech: Clone
Me, Myself, and ICommon 242instinct instinctView
  • Tactical Formation 444: Draw a card.
  • instinct: Clone
Perfect MatchCommon 341+tech techView
  • You get +1attack for each card name that you played at least twice this turn.
  • tech: Clone
Reabsorb DuplicatesRare42instinct instinctView
  • Tactical Formation 44: You may KO a card from your hand or discard pile.
  • X Factor Investigations: Clone
Shatterstar   X Force X Force
Strive for GreatnessCommon 132+instinct instinctView
  • When Recruited instinct: Clone
  • instinct: You get another +2recruit usable only to recruit Heroes that cost 5 or more.
Bioelectric SurgeCommon 252+ranged rangedView
  • When Recruited ranged: Clone
  • Tactical Formation 55: You get +1attack.
Gladiator’s BladesCommon 352instinct instinctView
  • When Recruited instinct: Clone
  • instinct: Draw a card.
Gene-Spliced CreationRare52instinct instinctView
  • When Recruited X Force: Clone
  • rangedinstinct: Shatter the Mastermind.
Stepford Cuckoos   X Men X Men
Find Mutants with CerebroCommon 121tech techView
  • When Recruited: Clone
  • tech: Investigate the Sidekick Stack for a card and put it in your discard pile.
Shared ThoughtsCommon 221+covert covertView
  • When Recruited: Clone
  • Tactical Formation 22: You get +1attack.
  • Tactical Formation 33: Investigate for a card with an attack icon.
Telepathic WarningCommon 332+ranged rangedView
  • When Recruited: Clone
  • Tactical Formation 22: You get +1attack.
  • Tactical Formation 33: Reveal the top card of the Villain Deck. If it’s a Master Strike, you get +3attack.
Mind WipeRare32+ranged rangedView
  • When Recruited: Clone
  • Tactical Formation 223: Reveal the top card of the Villain Deck. If it’s a Villain, you get +2attack and you may fight it this turn. If you fight it, put a card from the Bystander stack on top of the Villain Deck.
M   X Factor Investigations X Factor Investigations
Penance FormCommon 132+strength strengthView
  • When Recruited strength: Clone
  • If you have a Wound in your hand or discard pile, KO it and you get +1attack. Otherwise, gain a Wound.
Three Sisters CombinedCommon 230+strength strengthView
  • When Recruited strength: Clone
  • Draw a card.
  • Tactical Formation 333: You get +2attack.
Uncover Family SecretsCommon 332covert covertView
  • When Recruited covert: Clone
  • Investigate for a card that costs 3.
Interweaving PowersRare32+covert covertView
  • When Recruited X Factor Investigations: Clone
  • Tactical Formation 3333: You get +3attack.
Strong Guy   X Factor Investigations X Factor Investigations
X-Factor InvestigationsCommon 142strength strengthView
  • Investigate for a card that’s strength and/or X Factor Investigations.
Absorb Kinetic EnergyCommon 253strength strengthView
  • If any player would gain a Wound, you may discard this card instead. If you do, draw two cards.
Go BigUncommon42+strength strengthView
  • Tactical Formation 445: You get +3attack.
Treasure HuntRare83strength strengthView
  • Investigate for one of these options, then a different option, then a third different option:
  • A strength card. A X Factor Investigations card. A card that costs 4. A card that costs 5.
Warpath   X Force X Force
Grim TrackerCommon 121instinct instinctView
  • Choose a number 1 or more. Investigate for a card of that cost.
Endless EnduranceCommon 25strength strengthView
  • When you draw a new hand of cards at the end of this turn, draw two extra cards.
Dangerous ManeuverUncommon20+covert covertView
  • Tactical Formation 225: You get +1attack.
Superhuman SensesRare73+instinct instinctView
  • Whenever you “reveal“ or “look at“ any number of cards from your deck this turn, you get +1attack. (Just drawing or discarding a card from your deck doesn’t count.)
  • Choose a number 1 or more. Investigate for a card of that cost.
Siryn   X Factor Investigations X Factor Investigations
EcholocationCommon 121covert covertView
  • Choose a Hero Class. Investigate for a card of that Hero Class.
Hypnotic CallCommon 242covert covertView
  • covert: Shatter each Hero currently in the HQ whose printed cost is 2, 4, 6, and/or 8.
Three-Octave ArpeggioUncommon64ranged rangedView
  • Tactical Formation 246: Shatter all Villains.
Splintering ShriekRare8covert covertView
  • Shatter the Mastermind. KO up to two cards from your hand and/or discard pile.
Rictor   X Factor Investigations X Factor Investigations
Underground Cave-InCommon 132ranged rangedView
  • ranged: Shatter a Villain in the Sewers.
Unearth Tectonic PowerCommon 252instinct instinctView
  • Investigate for a card that’s ranged and/or instinct.
Trace the Fault LinesUncommon42ranged rangedView
  • ranged: Investigate for a card that costs 0. KO it or discard it.
Massive EarthquakeRare7ranged rangedView
  • Shatter the Mastermind or Shatter all Heroes currently in the HQ.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Lady Deathstrike   (VP: 6)
Lady DeathstrikeMastermind8View
  • Always Leads: Reavers
  • Master Strike: If she is Prey on a player, Prey. Otherwise, Prey on the fewest instinct.
  • Prey: That player gains two Wounds. Each other player discards two cards. (1-player game: Instead, gain a Wound and discard a card.)
Epic Lady DeathstrikeEpic11View
  • Always Leads: Reavers
  • Master Strike: If she is Prey on a player, Prey. Then, whether she was preying or not, Prey on the fewest instinct.
  • Prey: That player gains Wounds to the top and bottom of their deck. Each other player discards down to three cards. (1-player game: Instead, gain a Wound and discard two cards.)
Cybernetic Healing FactorTactic8View
  • Fight: If this is not the final Tactic, and if Lady Deathstrike was not Prey on a player: KO up to two of your Heroes, rescue 4 Bystanders, and shuffle this Tactic back into her remaining Tactics.
Prey on the WeakTactic8View
  • Fight: Each Villain that’s Prey on a player Prey. After those have all entered the city, then each Villain in the city with a “Prey“ Ambush does that Ambush, starting from the Sewers.
Relentless AssassinTactic8View
  • Fight: If Lady Deathstrike was not Prey on a player, each other player reveals their hand. She Prey on the one of those players with the fewest non-grey Heroes.
Stretching Adamantium ClawsTactic8View
  • Fight: You may KO one of your Heroes. If you have a instinct Hero, you may instead KO up to two of your Heroes.
Bastion, Fused Sentinel   (VP: 6)
Bastion, Fused SentinelMastermind4+View
  • All Sentinel Masterminds get +1attack for each Master Strike in the KO pile, even after Bastion is defeated.
  • Always Leads: Purifiers and any Sentinel Henchmen Group.
  • Master Strike: A card from the Bystander Stack ascends to become a 3attack “Prime Sentinel“ Mastermind with “Fight: Rescue this. Master Strike: Each player reveals the top card of their deck and discards it if it costs 1 or more.“
Epic Bastion, Fused SentinelEpic6+View
  • All Sentinel enemies get +1attack for each Master Strike in the KO pile, even after Bastion is defeated.
  • Always Leads: Purifiers and any Sentinel Henchmen Group.
  • Master Strike: A card from the Bystander Stack ascends to become a 4attack “Prime Sentinel“ Mastermind with “Fight: Rescue this. Master Strike: Each player reveals the top card of their deck and KOs it if it costs 1 or more.“
Master Mold, Sentinel FactoryTactic4+View
  • Fight: Rescue three Bystanders. KO one of your Heroes. Master Mold ascends to become an additional Mastermind whose only ability is:
  • Master Strike: A Sentinel Henchmen from the Villain Deck enters the city. Shuffle the Villain Deck.
Template, Infected SentinelTactic5+View
  • Fight: Rescue three Bystanders. KO one of your Heroes. Template ascends to become an additional Mastermind whose only ability is:
  • Master Strike: Each player reveals a covert Hero or discards one of their non-grey Heroes.
Nimrod, Future SentinelTactic6+View
  • Fight: Rescue three Bystanders. KO one of your Heroes. Nimrod ascends to become an additional Mastermind whose only abilities are:
  • Master Strike: Choose recruit or attack. Each player discards a card with the chosen icon.
Machine Man, Sentinel SuperemeTactic7+View
  • Fight: Rescue three Bystanders. KO one of your Heroes. Machine Man ascends to become an additional Mastermind whose only ability is:
  • Master Strike: Each player reveals a tech Hero or gains a Wound.
Exodus   (VP: 7)
ExodusMastermind32View
  • You may pay 3recruit any number of times to Shatter Exodus.
  • Always Leads: Acolytes
  • Master Strike: Choose X Men, X Force, X Factor Investigations, or Brotherhood. Each player discards one of those Heroes or gains a Wound.
Epic ExodusEpic36View
  • Any number of times, you may Shatter Exodus by spending 2recruit plus 1recruit for each Immortality stacked here.
  • Always Leads: Acolytes
  • Master Strike: Stack this Strike next to Exodus as an “Immortality.“ Choose X Men, X Force, X Factor Investigations, or Brotherhood. Each player KOs one of those Heroes or gains a Wound to the top of their deck.
Unite All MutantkindTactic32View
  • Fight: Each other player chooses one of their X Men, X Force, X Factor Investigations, or Brotherhood Heroes to enter the city as a Villain with attack equal to its cost and “Fight: Gain this as a Hero.“ If no card enters the city this way, then each player gains a Wound.
Omega-Level MutantTactic32View
  • Fight: Each other player reveals their hand, discards all their cards that cost 1 or more, then draws that many cards.
Avalon, Asteroid HavenTactic32View
  • Fight: You may gain a X Men, X Force, X Factor Investigations, or Brotherhood Hero from the HQ. Each other player discards two cards that aren’t any of those teams.
Resurrect the DeadTactic32View
  • Fight: Choose a player. That player gains a X Men, X Force, X Factor Investigations, or Brotherhood Hero from the KO pile, then chooses a Non-Henchmen Villain from their Victory Pile to enter the city.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Reavers
Donald Pierce46View
  • Ambush: Prey on the fewest tech.
  • Prey: KO one of that player’s non-grey Heroes.
  • Fight: KO one of your grey Heroes.
Bonebreaker35View
  • Ambush: Prey on the fewest strength.
  • Prey: That player gains a Wound to the top of their deck.
  • Fight: Reveal the top card of your deck. KO it or draw it.
Skullbuster35View
  • Ambush: Prey on the fewest ranged. Skullbuster captures one Bystander from the Bystander Stack and two Bystanders from that player’s Victory Pile of their choice.
  • Prey: KO the captured Bystanders, and each player discards a card.
Pretty Boy22View
  • Ambush: Prey on the fewest covert.
  • Prey: That player discards a card.
  • Fight: Discard the top card of your deck. If it has a recruit icon, you get +1recruit and this Villain Prey on the fewest covert.
Purifiers
Predator X (Ranged)23View
  • Ambush: Prey on the most ranged. Clone.
  • Prey: That player discards a ranged Hero. If they can’t, they discard any non-grey Hero instead.
Predator X (Tech)23View
  • Ambush: Prey on the most tech. Clone.
  • Prey: That player discards a tech Hero. If they can’t, they discard any non-grey Hero instead.
Predator X (Covert)23View
  • Ambush: Prey on the most covert. Clone.
  • Prey: That player discards a covert Hero. If they can’t, they discard any non-grey Hero instead.
Predator X (Instinct)23View
  • Ambush: Prey on the most instinct. Clone.
  • Prey: That player discards a instinct Hero. If they can’t, they discard any non-grey Hero instead.
Predator X (Strength)23View
  • Ambush: Prey on the most strength. Clone.
  • Prey: That player discards a strength Hero. If they can’t, they discard any non-grey Hero instead.
Leper Queen24View
  • Ambush: Prey on the most X Men+X Force+X Factor Investigations+Brotherhood.
  • Prey: That player gains a Wound and KOs two Bystanders from their Victory Pile.
  • Fight: Shuffle two cards from the Bystander Stack into the Villain Deck.
Reverend William Stryker35View
  • Ambush: Prey on the most X Men+X Force+X Factor Investigations+Brotherhood. Stryker captures one Sidekick from the Sidekick Stack and two Sidekicks from that player’s hand and/or discard pile of their choice.
  • Prey: KO the captured Sidekicks.
  • Fight: Gain the captured Sidekicks.
Cameron Hodge46View
  • Ambush: Prey on the most X Men+X Force+X Factor Investigations+Brotherhood. Cameron Hodge captures one of that player’s non-grey Heroes of their choice.
  • Prey: KO the captured Hero.
  • Fight: Choose a player to gain the captured Hero.
Acolytes
Unuscione48View
  • You may pay 2recruit any number of times to Shatter Unuscione.
  • Ambush: Unuscione captures a Bystander.
Tempo216View
  • You may Shatter Tempo any number of times. Each time you do this, draw one fewer card when you draw a new hand of cards at the end of this turn.
  • Fight: Draw two cards.
Frenzy312View
  • You may pay 1recruit any number of times to Shatter Frenzy. Each time you do, reveal the top card of the Hero Deck and put it on the bottom of that deck. If it’s strength, gain a Wound. If it’s instinct, the player on your right gains a Wound.
  • Fight: KO one of your heroes.
Random410View
  • You may pay 1recruit any number of times to Shatter Random. Each time you do, reveal the top card of the Hero Deck and put it on the bottom of that deck. If it’s covert, tech, or ranged, Random then gets +attack equal to that card’s cost.
  • Escape: Each player discards a card at random.
Clan Yashida
Silver Samurai33View
  • Ambush: The Villain in the city worth the most VP captures a Bystander.
  • Fight: KO a card from your discard pile.
Scarlet Samurai3View
  • Fight: Gain this as a Hero.
  • instinct: Draw a card.
Lord Shingen54View
  • Ambush: Lord Shingen captures a Bystander.
  • Bystanders held by Lord Shingen are “Samurai Bodyguards.” You can’t fight Lord Shingen while he has any Bodyguards. You can fight them as if they were 3attack Villains with “Chivalrous Duel. Fight: Rescue this as a Bystander.”
Gorgon45View
  • Ambush: Choose a Hero Name. You can’t play Heroes this turn unless they are that Hero Name or grey Heroes.
  • Fight: KO one of your Heroes.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Mr. Sinister Clones13View
  • Ambush: Clone. When the cloned copy enters the city, shuffle a Bystander into the Villain Deck.
  • Fight: Clone the next Hero you recruit this turn that has printed cost 4 or less.
Sentinel Squad O∗N∗E∗12View
  • Ambush: If there are no other Sentinel Squad O*N*E*s in the city, Clone.
  • Fight: If there are no other Sentinel Squad O*N*E*s in the city, KO one of your Heroes and put this Villain on the bottom of the Villain Deck.

Bystanders

BystanderVP VPImageAbilities
Cloning Technician1View
  • When you rescue this Bystander, Clone the next Hero you recruit this turn that has printed cost 3 or less.
Opera Singer1View
  • When you rescue this Bystander, Shatter a Villain in the Bank or Shatter a Hero in the HQ space under the Bank.
Private Investigator1View
  • When you rescue this Bystander, choose recruit or attack. Investigate for a card with that icon.

Schemes

Scheme NameImageRules
Hack Cerebro Servers To…View
  • Setup: 10 Twists.
  • Twist 1-5: Put a card from the Bystander Stack next to this Scheme as a “Hacker.“ KO a Hero from the HQ with cost equal to the number of Hackers. If you KO’d a Hero this way, stack this Twist next to the Mastermind as “Stolen Cerebro Data.“
  • Twist 6: Put the Hackers on the bottom of the Bystander Stack. This Scheme Transforms into a random Unveiled Scheme. Do its Twist effect.
…Control the Mutant MessiahView
  • When revealed: Twists stacked next to the Mastermind are “Manipulations.“ Shuffle a random extra Hero into a face down “Mutant Messiah“ stack.
  • Twist: Add this Twist to the Manipulations. Investigate the Mutant Messiah stack for a card and set it aside. This turn you may gain that card to the top of your deck by spending recruit equal to its cost, +1recruit for each Manipulation. If you don’t, then put that card into a “Fallen Messiah“ stack next to the Scheme.
  • Evil Wins: When there are 3 cards in the Fallen Messiah stack or the Villain Deck runs out.
Drain Mutant Powers To…View
  • Setup: 11 Twists.
  • Twist 1-6: Stack the top two cards of the Sidekick Stack face down next to the Scheme as “Kidnapped Mutants.“ If there were any Kidnapped Mutants already there, put those on the bottom of the Sidekick Stack and put this Twist next to the Mastermind as a “Drained Power.“
  • Special Rules: Playes may spend 3recruit or 3attack to gain a Kidnapped Mutant.
  • Twist 7: KO all Kidnapped Mutants. This Scheme Transforms into a random Unveiled Scheme. Do its Twist effect.
…Open Rifts to Future TimelinesView
  • When revealed: Shuffle a random additional Villain Group into the Villain Deck. Twists stacked next to the Mastermind are “Temporal Rifts.“
  • Twist: Add this Twist to the Temporal Rifts. Then reveal and set aside cards from the Villain Deck equal to the number of Temporal Rifts. Play a Henchman you revealed, then play the Villain you revealed that is worth the most VP. Shuffle the other set aside cards into the Villain Deck. (If the Villain Deck runs out during this, that doesn’t end the game.)
  • Evil Wins: When there are 7 Temporal Rifts or the Villain Deck runs out.
Hire Singularity Investigations To…View
  • Setup: 9 Twists.
  • Twist 1-4: If there are any “Singularity Investigators“ in the city, stack this Twist next to the Mastermind as a “Dark Discovery.“ Whether you did that or not, Investigate the Bystander Stack for a card and have it enter the city as a “Singularity Investigator“ Villain. It has 6attack and “Fight: Rescue this as a Bystander. Then KO one of your Heroes. Then Investigate your deck for a card with a recruit icon.“
  • Twist 5: This Scheme Transforms into a random Unveiled Scheme. Do its Twist effect.
…Reveal The Heroes’ Evil ClonesView
  • When revealed: Twists stacked next to the Mastermind are “Cloning Breakthroughs.“
  • Twist: Add this Twist to the Cloning Breakthroughs. The top card of the Hero Deck enters the city as an “Evil Clone“ Villain. Clone a copy of it from the HQ or Hero Deck as another Evil Clone.
  • Special Rules: Each Evil Clone has attack equal to its cost plus the number of Cloning Breakthroughs. It has “Fight: A player gains this as a Hero. KO one of your Heroes.“
  • Evil Wins: When there are 7 Evil Clones in the city and/or Escape Pile, or the Villain Deck or Hero Deck runs out.
Raid Gene Banks To…View
  • Setup: 8 Twists.
  • Twist 1-3: If there is a Villain in the Bank, stack this Twist next to the Mastermind as a “Mutant Genome.“ Otherwise, move a Villain from another city space to the Bank.
  • Twist 4: This Scheme Transforms into a random Unveiled Scheme. Do its Twist effect.
…Unleash an Anti-Mutant BioweaponView
  • When revealed: Twists stacked next to the Mastermind are “Bioweapon Adaptations.“
  • Twist: Add this Twist to the Bioweapon Adaptations. Then for each card in that stack, choose a different number from 2-6. KO all Heroes from the HQ that have any of those costs.
  • Evil Wins: When there are 15 non-grey Heroes in the KO pile or the Villain Deck or Hero Deck runs out.

Legendary Set – MGTG – MCU Guardians of the Galaxy

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Star-Lord   Guardians Of The Galaxy Guardians Of The Galaxy
Starship SensorsCommon 12tech techView
  • Triggered Artifact — The first time you play an Artifact each turn (including this one), you get +1recruit.
Borrowed Nova BlasterCommon 23ranged rangedView
  • Triggered Artifact — The first time you play an Artifact each turn (including this one), you get +1attack.
GiveUncommon42+covert covertView
  • You may discard an Artifact you control to get +1recruit.
TakeUncommon 242ranged rangedView
  • Guardians Of The Galaxy: Reveal the top card of your deck. If it’s an Artifact, draw it.
Expandable HelmetCommon 35tech techView
  • Triggered Artifact — The first time you play an Artifact each turn (including this one), draw a card.
Don’t Need that StuffUncommon 363+strength strengthView
  • You may discard an Artifact you control to get +1attack.
Hadron EnforcerRare8ranged rangedView
  • Triggered Artifact — The first time you play an Artifact each turn (including this one), you get +3attack.
Gamora   Guardians Of The Galaxy Guardians Of The Galaxy
ForgiveUncommon21covert covertView
  • covert: Draw a card.
ResentUncommon 221+instinct instinctView
  • instinct: You get +1attack.
Sharpen BladesCommon 132covert covertView
  • If you control an Artifact, draw a card.
Resourceful FugitiveCommon 24covert covertView
  • To play this, you must put a card from your hand on the bottom of your deck.
  • Draw two cards.
Retractable SwordCommon 35instinct instinctView
  • Triggered Artifact — Whenever you draw a card during your turn, you get +1attack.
Stolen NecroblasterUncommon 363ranged rangedView
  • If you drew at least two cards this turn, you may KO a card from your hand or discard pile.
Guardians EscapeRare75+tech techView
  • If you drew at least two cards this turn, you get +2attack.
Rocket & Groot   Guardians Of The Galaxy Guardians Of The Galaxy
PassionCommon 121tech techView
  • Excessive Violence: Draw a card.
CompassionCommon 221covert covertView
  • Excessive Kindness: Draw a card.
Baby GrootCommon 332instinct instinctView
  • Excessive Kindness: Rescue a Bystander.
Gravity MinesUncommon4tech techView
  • Triggered Artifact — Whenever you use Excessive Violence, draw a card.
Don’t Press this ButtonCommon 442+ranged rangedView
  • ranged: You get +1attack.
Press the ButtonCommon 541tech techView
  • tech: You may KO a card from your hand or dicard pile.
TrickyUncommon 252+tech techView
  • If you have at least five different card names, you get +2recruit.
SimpleUncommon 353strength strengthView
We are GrootRare70+strength strengthView
  • Reveal your hand. You get +1attack for each different card name in your hand.
  • (Each Divided Card has two different card names.)
Drax   Guardians Of The Galaxy Guardians Of The Galaxy
Nothing Goes over my HeadCommon 132instinct instinctView
  • Excessive Violence: Look at the top two cards of your deck. Discard any number of them and put the rest back in any order.
Dual KnivesUncommon 34strength strengthView
  • Triggered Artifact — Whenever you play another strength or instinct card, you get +1attack.
I am InvisibleCommon 342instinct instinctView
  • Excessive Violence: Reveal the top card of your deck. If it’s strength or instinct, draw it.
Xandar is InvincibleCommon 442+tech techView
  • If there are no Villains in the city, you get +1recruit.
Prison RiotCommon 2530+strength strengthView
  • Excessive Violence: You get +2recruit.
Remove his SpineUncommon63strength strengthView
  • Excessive Violence: Reveal the top card of your deck. You may KO it.
Also IllegalUncommon 263+instinct instinctView
  • instinct: You get +1recruit.
Revenge for my FamilyRare8strength strengthView
  • Double the attack you have.
  • Excessive Violence: You may KO a Villain from your Victory Pile to do its Fight effect.
Mantis   Guardians Of The Galaxy Guardians Of The Galaxy
Empathic BondCommon 132ranged rangedView
  • Excessive Kindness: Put the hero you recruited this way on top of your deck.
SelflessCommon 242instinct instinctView
  • instinct: Draw a card.
  • Another player draws a card.
SelfishCommon 342ranged rangedView
  • ranged: Draw a card.
  • Another player discards a card.
Inspire CourageCommon 450+3instinct instinctView
  • Excessive Kindness: You get +2attack.
SleepUncommon52covert covertView
  • Excessive Kindness: You may KO one of your cards.
Emotional WaveUncommon 260+3ranged rangedView
  • Excessive Kindness: you get +attack equal to total of all printed recruit and attack of the Hero you recruited this way.
Discover the DeadRare72+instinct instinctView
  • Excessive Kindness: you get +attack equal to the cost of the Hero you recruited this way.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Ronan the Accuser   (VP: —)
Ronan the AccuserMastermindView
  • Always Leads: Followers of Ronan
  • Master Strike: Each player discards a card at random. Ronan captures this Strike as a “Necrocraft Ship“ Villainous Weapons that gives +1attack. When you gain a Necrocraft Ship, it becomes a Triggered Artifact that says “Whenever a Master Strike is completed, draw a card.“
Epic Ronan the AccuserEpic7View
  • Always Leads: Followers of Ronan
  • Master Strike: Each player with six or more cards in hand discards two cards at random. Ronan captures this Strike as a “Necrocraft Ship“ Villainous Weapons that gives +2attack. When you gain a Necrocraft Ship, it becomes a Triggered Artifact that says “Whenever a Master Strike is completed, draw a card.“
Ronan’s ThroneTactic3+View
  • Fight: KO one of your Heroes. Rescue 2 Bystanders. Ronan captures this card as a Villainous Weapons.
  • [object Object]
  • Triggered Artifact — Whenever a Scheme Twist is completed, draw two cards.
Hood of the AccuserTactic4+View
  • Fight: KO one of your Heroes. Rescue 2 Bystanders. Ronan captures this card as a Villainous Weapons.
  • [object Object]
  • Triggered Artifact — Whenever a Master Strike is completed, you may KO one of your cards.
Ancient Kree ArmorTactic5+View
  • Fight: KO one of your Heroes. Rescue 2 Bystanders. Ronan captures this card as a Villainous Weapons.
  • [object Object]
  • Triggered Artifact — Whenever you gain your first Wound in any turn, you may KO it.
The Cosmi-Rod WarhammerTactic6+View
  • Fight: KO one of your Heroes. Rescue 2 Bystanders. Ronan captures this card as a Villainous Weapons.
  • [object Object]
  • Triggered Artifact — Whenever you recruit a Hero from the HQ, you get +2attack.
Ego, the Living Planet   (VP: —)
Ego, the Living PlanetMastermindView
  • Ego gets +1attack for each city space. When there are no more city spaces, Good Wins.
  • Always Leads: Any Villain Group, plus add an additional Villain Group (even for 1 player).
  • Master Strike: Create an extra city space on the left side of the city. If there are at least 3 Villains in the city, each player gains a Wound. Play another card from the Villain Deck.
Epic Ego, the Living PlanetEpic1+View
  • Ego gets +2attack for each city space. When there are no more city spaces, Good Wins.
  • Always Leads: Any Villain Group, plus add two additional Villain Groups (even for 1 player).
  • Master Strike: This Strike becomes an extra city space to the left side of the city. If there are at least 2 Villains in the city, each player gains a Wound. Play two cards from the Villain Deck.
I’m a Celestial, SweetheartTactic3View
  • Fight: When you draw a new hand of cards at the end of this turn, draw two extra cards.
  • Destroy the leftmost city space. Any Villain there escapes. Shuffle this Tactic back into Ego’s Tactics.
Cover All That ExistsTactic3View
  • Fight: You may KO one of your Heroes. Choose a Henchman from any Victory Pile to enter the city.
  • Destroy the leftmost city space. Any Villain there escapes. Shuffle this Tactic back into Ego’s Tactics.
The Expansion is My PurposeTactic3View
  • Fight: You get +1recruit for each empty city space.
  • Destroy the leftmost city space. Any Villain there escapes. Shuffle this Tactic back into Ego’s Tactics.
Until Everything is… Me!Tactic3View
  • Fight: Rescue three Bystanders.
  • Destroy the leftmost city space. Any Villain there escapes. Shuffle this Tactic back into Ego’s Tactics.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Followers of Ronan
Exolon Attendants23+View
  • Exolon Attendants gets +2attack while another Villain is Command the Followers of Ronan.
  • Ambush: Reveal the top card of the Villain Deck. If it’s a Villain, it enters an empty city space.
Exolon Monks23+View
  • Exolon Monks get +2attack while another Villain is Command the Followers of Ronan.
  • Fight: KO one of your Heroes.
Sakaaran Mercenaries34+View
  • Sakaaran Mercenaries get +2attack while another Villain is Command the Followers of Ronan.
  • Ambush: If another Villain is Command the Followers of Ronan, each player gains a Wound.
Korath the Pursuer34+View
  • Korath gets +2attack while he Command the Followers of Ronan.
  • Ambush: Each player may draw a card. For each player that did, reveal a card from the Villain Deck. Play a Followers of Ronan card from among the cards you revealed this way. Put the rest back in any order.
  • Fight: Same effect.
Nebula44+View
  • Nebula gets +2attack while she Command the Followers of Ronan.
  • Ambush: Nebula captures a Villainous Weapons from another Villain in the city or captures an Artifact from a player’s control as a Villainous Weapons. If it doesn’t already give a Villainous Weapons bonus, it gives +2attack.
Korath’s Disrupter Rifle-1+3View
  • [object Object]
  • Ambush: If Korath is in the city, he captures this.
  • [object Object]
  • Triggered Artifact — Whenever you play a card that costs 6 or more, you get +1attack.
“The Dark Aster“ Flagship-1+4View
  • [object Object]
  • Ambush: If a Follower of Ronan captures this, each player gains a Wound.
  • [object Object]
  • Triggered Artifact — Whenever you defeat a Villain, you get +1recruit.
The Orb-1+6View
  • [object Object]
  • Ambush: Put all Heroes from the HQ on the bottom of the Hero Deck.
  • [object Object]
  • Triggered Artifact — When you fight the Mastermind, take another turn after this one. Don’t play a card from the Villain Deck at the start of that turn. This ability can only be used once per game.
Ravagers
Gef33+View
  • Gef gets +2attack while he Command the Ravagers.
  • Ambush: Swap Gef with the leftmost Ravager in the city.
  • Fight: If Gef was Command the Ravagers, draw a card.
Tullk33+View
  • Tullk gets +2attack while he Command the Ravagers.
  • Ambush: Swap Tullk with the leftmost Ravager in the city.
  • Fight: If Tullk was Command the Ravagers, KO one of your Heroes.
Kraglin Obfonteri44+View
  • Kraglin gets +2attack while he Command the Ravagers.
  • Ambush: Swap Kraglin with the leftmost Ravager in the city.
  • Fight: If Kraglin was Command the Ravagers, draw two cards.
Taserface44+View
  • Taserface gets +2attack while he Command the Ravagers.
  • Ambush: Swap Taserface with the leftmost Ravager in the city.
  • Fight: If Taserface was Command the Ravagers, you get +2recruit.
Yondu Udonta55+View
  • Yondu gets +2attack while he Command the Ravagers.
  • Ambush: Swap Yondu with the leftmost Ravager in the city.
  • Fight: If Yondu was Command the Ravagers, KO up to two of your Heroes.
Scavanged Blade-1+2View
  • [object Object]
  • Ambush: Play another card from the Villain Deck.
  • [object Object]
  • Triggered Artifact — When you play a strength or instinct card, you may get +2attack. If you do, shuffle this into the Villain Deck.
Ravager Starship “Eclector“-1+3View
  • [object Object]
  • Ambush: If a Ravager captures this, that Ravager swaps spaces with the leftmost Ravager in the city.
  • [object Object]
  • Triggered Artifact — Whenever you play a tech card, you get +1attack.
Yaka Arrow-1+4View
  • [object Object]
  • Ambush: If Yondu is in the city, he captures this. If he is in any player’s Victory Pile, he enters an empty city space, then captures this.
  • [object Object]
  • Triggered Artifact — Whenever you play a covert or ranged card, you get +1attack.

Schemes

Scheme NameImageRules
Inescapable “Kyln“ Space PrisonView
  • Setup: 8 Twists. Add an extra Villain Group.
  • Special Rules: Heroes that start in or enter the HQ are “Imprisoned“ face down, can’t be recruited, and cost 0. You can spend 1attack each to flip them face up.
  • Twist: Spend this amount this turn “for the escape plan“ or else after you draw your new hand, gain a Wound then Imprison and mix up all Heroes in the HQ.
  • Twist 1-3: 3attack (Quarnyx Battery)
  • Twist 4-5: 5attack (Prison Control Device)
  • Twist 6: 6recruit (That Guy’s Leg)
  • Twist 7: 7attack (Cassette Player)
  • Twist 8: Evil wins!
Provoke the Sovereign War FleetView
  • Setup: 11 Twists. Add an extra Villain Group.
  • Twist: This Twist enters the city as a 2attack “Sovereign Omnicraft“ Villain worth 1VP with “Fight: You get +1recruit.“ Each player shuffles all Twists from their Victory Piles back into the Villain Deck. Play another card from the Villain Deck.
  • Evil Wins: When 3 Omnicraft escape.
Star-Lord’s Awesome Mix TapeView
  • Setup: 7 Twists. Use 7 Heroes including at least one Guardians Of The Galaxy Hero. Use double the normal number of Villain and Henchman Groups, but use only half the cards from each of those groups, randomly & secretly. (1 player: 2 Henchmen per group)
  • Twist: KO all the Heroes from HQ. Villains in the Sewers and Bridge swap spaces. Likewise Villains in the Bank and Streets.
  • Evil Wins: When there are 32 non-grey Heroes in the KO pile.
Unleash the Abilisk Space MonsterView
  • Setup: 9 Twists.
  • Twist 1-8: : Put this Twist next the the Scheme as an “Abilisk Tentacle“ Villain worth 4VP. It captures a non-grey Hero from your discard pile. Its attack is 3 + the cost of that Hero. It has “Fight: KO one of your grey Heroes. A player of your choice gains the captured Hero.“ 2+ players: The player on your right plays a Tentacle from their Victory Pile, capturing from them.
  • Twist 9: Replay all defeated Tentacles.
  • Evil Wins: When there are 5 Tentacles.

Legendary Set – DSTR – Doctor Strange

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Doctor Strange   Avengers Avengers
Wand of WatoombCommon 13ranged rangedView
  • Ritual Artifact — If you drew a card, you may discard Wand of Watoomb to get +3attack.
Keeper of the SanctumCommon 242instinct instinctView
  • If you control an Artifact, draw a card.
Book of CagliostroUncommon2instinct instinctView
  • Ritual Artifact — If you fought a Villain, you may discard Book of Cagliostro to get +recruit equal to that enemy’s VP.
The Eye of AgamottoRare8ranged rangedView
  • Ritual Artifact — If you played another Artifact or three other cards of the same Hero Class, you may discard the Eye of Agamotto to get +7attack.
Doctor Voodoo   Avengers Avengers
Commune with the Spirit WorldCommon 132covert covertView
  • You may discard an Artifact you control or three cards from your hand. If you do, KO a card from your hand or discard pile.
Medallion of Many LoasCommon 24tech techView
  • Ritual Artifact — If you have at least three Hero Classes, you may discard Medallion of Many Loas to get +1attack for each Hero Class you have, including this one.
Staff of LegbaUncommon5strength strengthView
  • Ritual Artifact — If you recruited a Hero, you may discard Staff of Legba to get +attack equal to that Hero’s cost.
Posessed by Brother’s SpiritRare74+0+instinct instinctView
  • The first time that one of your Heroes or a Hero from your deck or discard pile is KO’d this turn, you get +4recruit or +4attack.
Clea   Marvel Knights Marvel Knights
Prepare Dark MagicCommon 132ranged rangedView
  • Draw a card. Then put a card from your hand on top of your deck.
Demonic DescendantCommon 242+covert covertView
  • You may make a Demonic Bargain to get +2recruit.
Bind the Dark DimensionUncommon63ranged rangedView
  • ranged: You may choose a player to make a Demonic Bargain to KO up to one Hero of their choice from their hand or discard pile.
The Purple GemRare7covert covertView
  • Ritual Artifact — If any cards were “revealed“, “looked at“, or “discarded“ from any deck, you may discard the Purple Gem to get +6attack. (Just drawing or playing a card from a deck doesn’t count.)
Ancient One, The   Unaffiliated
Astral ConfrontationCommon 132covert covertView
  • You may have a Villain from the city enter the Astral Plane.
Teachings of Kamar-TajCommon 25instinct instinctView
  • Draw two cards.
War of the MindUncommon63+covert covertView
  • You may fight the Mastermind using only recruit instead of attack this turn.
  • covert: You get +3recruit.
The Orb of AgamottoRare8instinct instinctView
  • Ritual Artifact — If you fought a Villain or Mastermind, you may set aside the Orb of Agamotto to reveal the top four cards of your deck. KO up to one of them, put two of them in your hand, and put the rest back on top in any order. Then discard the Orb of Agamotto.
Vishanti, The   Unaffiliated
OshturCommon 132strength strengthView
  • You may KO a Wound from your hand or discard pile. If you do, draw a card.
HoggothCommon 252+instinct instinctView
  • You may make a Demonic Bargain to get +2attack.
AgamottoUncommon42ranged rangedView
  • Reveal the top card of your deck. Discard it or put it back.
  • ranged: You may choose a player to make a Demonic Bargain to draw two extra cards at the end of this turn.
The Book of the VishantiRare7covert covertView
  • Ritual Artifact — If any player gained a Wound, you may set aside the Book of the Vishanti to KO up to one Wound from any player’s discard pile, then draw three cards. Then discard the Book of the Vishanti. You can use this during any player’s turn.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Nightmare   (VP: 6)
NightmareMastermindView
  • When you fight Nightmare in the Astral Plane, instead of revealing a Tactic, KO one of your Heroes and Nightmare moves to the Mastermind Space.
  • Always Leads: Fear Lords
  • Master Strike: Nightmare enters the Astral Plane. If he was already there, each player discards a random card.
  • Escape: Each player KOs one of their non-grey Heroes. Nightmare moves to the Mastermind space.
Epic NightmareEpic8View
  • When you fight Nightmare in the Astral Plane, instead of revealing a Tactic, KO one of your Heroes and Nightmare moves to the Mastermind Space.
  • Always Leads: Fear Lords
  • Master Strike: Nightmare enters the Astral Plane. If he was already there, each player discards two random cards.
  • Escape: Each player KOs one of their non-grey Heroes. Nightmare moves to the Mastermind space.
Don’t Fall AsleepTactic6View
  • Fight: Each other player discards two cards with recruit icons. Nightmare enters the Astral Plane.
Dream WeaverTactic6View
  • Fight: For each of your ranged Heroes, rescue a Bystander. Nightmare enters the Astral Plane.
Night TerrorsTactic6View
  • Fight: Each other player reveals a covert Hero or gains a Wound. Nightmare enters the Astral Plane.
Deadly Waking NightmaresTactic6View
  • Fight: Each other player KOs one of their non-grey Heroes. Each player who KO’d a Hero this way draws a card. Nightmare enters the Astral Plane.
Dormammu   (VP: 6)
DormammuMastermindView
  • Always Leads: Lords of the Netherworld
  • Master Strike: Each player makes a Demonic Bargain with Dormammu to discard down to four cards.
Epic DormammuEpic13View
  • Always Leads: Lords of the Netherworld
  • Master Strike: Each player reveals the top card of their deck and discards it if it costs 0. Then each player makes a Demonic Bargain with Dormammu to discard down to three cards.
Demonic HellfireTactic11View
  • Fight: Each other player makes a Demonic Bargain with Dormammu to KO a non-grey Hero from their discard pile.
Flames of RegencyTactic11View
  • Fight: Each other player makes a Demonic Bargain with Dormammu to discard a card with an attack icon.
Barter for SoulsTactic11View
  • Fight: Choose a player to make a Demonic Bargain with Dormammu to gain a Hero from the HQ that costs 6 or less.
Torments of the Dark DimensionTactic11View
  • Fight: Each other player makes a Demonic Bargain with Dormammu to gain a 0-cost Hero from the KO pile.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Fear Lords
Nox24View
  • Fight: KO one of your Heroes. Then, if Nox was in the city, she enters the Astral Plane and captures a Bystander.
D’Spayre35View
  • Ambush: D’Spayre enters the Astral Plane and captures a Bystander.
  • Fight: KO a Hero. Then, if D’Spayre was in the Astral Plane, he enters the city, ignoring his Ambush ability.
Dreamstalker35View
  • Fight: Draw two cards. Then, if Dreamstalker was in the city, it enters the Astral Plane.
  • Escape: Each player discards down to four cards.
The Lurking Unknown32View
  • Fight: Reveal the top card of the Hero Deck. You may spend recruit equal to that card’s cost to have the player of your choice gain that Hero. If you don’t, the Lurking Unknown enters the Astral Plane (even if it was already there).
  • Escape: Reveal the top card of the Hero Deck. Each player reveals their hand and KOs a Hero with that cost.
Lords of the Netherworld
Mindless Ones24View
  • Ambush: Mindless Ones capture the rightmost Hero in the HQ that costs 4 or less.
  • Fight: Choose a player to make a Demonic Bargain with the Lords of the Netherworld to gain that Hero.
Baron Mordo35View
  • Fight: Choose a player to make a Demonic Bargain with Baron Mordo to draw two extra cards at the end of this turn.
Satana Hellstrom35View
  • Fight: Choose a player to make a Demonic Bargain with Satana Hellstrom to rescue three Bystanders.
Satannish46View
  • Ambush: Choose a player to make a Demonic Bargain with Satannish to reveal the top card of the Hero Deck and gain it if it costs 4 or less.
  • Fight: Same effect, but cost 6 or less.
  • Escape: Same effect, but cost 2 or less.
Umar57View
  • Ambush: Choose a player to make a Demonic Bargain with Umar to KO a Hero of their choice from the HQ.
  • Fight: Choose a player to make a Demonic Bargain with Umar to gain a Hero of their choice that costs 6 or less from the KO pile.
  • Escape: Same as Fight effect, but cost 0.

Schemes

Scheme NameImageRules
War for the Dream DimensionView
  • Setup: 7 Twists. Add an extra Villain Group.
  • Twist: Reveal the top two cards of the Villain Deck. The Villain you revealed with the highest printed attack enters the Astral Plane. (It does not do any Ambush abilities.) If you revealed a second Villain this way, that Villain enters the city. Put the rest of the revealed cards back in any order.
  • Evil Wins: When there are 3 Villains per player in the Escape Pile or the Villain Deck runs out.
Claim Souls for DemonsView
  • Setup: 8 Twists.
  • Twist 1-3: Each player makes a Demonic Bargain to rescue a Bystander. If that Bargain wounds that player, stack that Bystander next to the Scheme as a “Tormented Soul“ instead.
  • Twist 4-8: Each player makes a Demonic Bargain to gain a S.H.I.E.L.D. Officer. If that Bargain wounds that player, stack that Officer next to the Scheme as a “Tormented Soul“ instead.
  • Evil Wins: When the number of Tormented Souls is four times the number of players.
Cursed Pages of the Darkhold TomeView
  • Setup: 11 Twists, representing Cursed Pages of the Darkhold Tome. Add an extra Villain Group.
  • Special Rules: Cursed Pages are Ritual Artifact with “If you fought a Villain or Mastermind, you may discard this to get +3recruit.“
  • Twist: Put this Cursed Page next to the Mastermind, plus a Cursed Page from any player’s control or discard pile or the KO pile. For this turn only, the first time you fight a Villain or Mastermind, put one of the Mastermind’s Cursed Pages into your discard pile.
  • Evil Wins: When the Mastermind has 7 Cursed Pages at the end of any player’s turn or the Villain Deck runs out.
Duels of Science and MagicView
  • Setup: 2 players: 9 Twists. 1 or 4 players: 10 Twists. 3 or 5 players: 11 Twists.
  • Twist 1, 3, and 5: “Duel of Science“: Each player reveals a tech or ranged Hero or discards down to 4 cards. If at least half the players (round up) failed to reveal, put this Twist next to the Mastermind as a “Duel Won.“
  • Twist 2, 4, and 6: “Duel of Magic“: Same effect, but with instinct or covert.
  • Twist 7-11: “Duel of Science and Magic“: Same effect, but each player must reveal at least three of these colors: instinct, covert, tech, ranged.
  • Evil Wins: When the Mastermind has won 5 Duels.

Legendary Set – BKPT – Black Panther

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
King Black Panther   Heroes Of Wakanda Heroes Of Wakanda
Unseen ProtectorCommon 121+instinct instinctView
  • Heroes Of Wakanda Ambush: Rescue a Bystander.
  • [object Object]
  • Gain the Thrones Favor. If you already have it, you may spend it to get +2recruit.
Vibranium ClawsCommon 242+instinct instinctView
  • instinct Ambush: You get +2attack.
  • [object Object]
  • instinct: Gain the Thrones Favor. If you already have it, you may spend it to get +2attack.
Heart-Shaped HerbUncommon53strength strengthView
  • covert Ambush: Look at the top card of your deck. Draw it or KO it.
  • [object Object]
  • covert: Gain the Thrones Favor. If you already had it, you may spend it to look at the top card of your deck. Draw it or KO it.
Unite the Tribes of WakandaRare85+0+strength strengthView
  • Heroes Of Wakanda Ambush: You get +1attack for each Hero Class you have.
  • [object Object]
  • Heroes Of Wakanda: Gain the Thrones Favor. If you already had it, you may spend it to get +1recruit and +1attack for each Hero Class you have.
Queen Storm of Wakanda   Heroes Of Wakanda Heroes Of Wakanda
Hurricane WindsCommon 130+2covert covertView
  • You may move a Villain to an adjacent city space. If another Villain is already there, swap them.
  • covert: You get Empowered by covert.
Torrential DownpourCommon 242+ranged rangedView
  • ranged Ambush: You get Empowered by ranged.
  • [object Object]
  • ranged: You get Empowered by ranged.
Forked LightningUncommon63covert covertView
  • Wound Villains on the Rooftops and Bridge.
  • covertranged: Gain the Thrones Favor. If you already had it, you may spend it to Wound the Mastermind twice.
Thunderous TempestRare85+ranged rangedView
  • Choose up to three Heroes from the HQ. Put them on the bottom of the Hero Deck.
  • Heroes Of Wakanda: Gain the Thrones Favor. If you already had it, you may spend it to get Empowered by covert, then get Empowered by ranged.
Princess Shuri   Heroes Of Wakanda Heroes Of Wakanda
Vibranium ExperimentsCommon 120+tech techView
  • tech Ambush: Draw a card.
  • [object Object]
  • Draw a card.
  • tech: You get Empowered by tech.
Kimoyo BeadsCommon 240+tech techView
  • You get Empowered by the color of your choice, getting recruit instead of attack.
Shock NetUncommon63+ranged rangedView
  • You may put a card from the HQ on the bottom of the Hero Deck.
  • ranged: Then you get Empowered by the color of your choice.
Become the Next Black PantherRare73+3instinct instinctView
  • Heroes Of Wakanda: This turn, each card entering the HQ also has “Ambush: If you have any cards that share a color with this, you get +2attack.“
General Okoye   Heroes Of Wakanda Heroes Of Wakanda
To My Last BreathCommon 132+instinct instinctView
  • instinct Ambush: Draw a card.
  • [object Object]
  • instinct: You may draw a card and get +1attack. If you do, gain a Wound.
Lead the Dora MilajeCommon 242+strength strengthView
  • You may gain a S.H.I.E.L.D. Officer.
  • strength: Instead, you may KO a S.H.I.E.L.D. Officer or Wound from your hand or discard pile to get +2attack.
Sovereign BodyguardUncommon53strength strengthView
  • Once per turn, when a player gains a Wound, you may reveal this card to return that Wound to the Wound Stack, draw a card, and Wound a Villain.
Direct the Agents of WakandaRare74+covert covertView
  • Heroes Of Wakanda: You may KO a Shield Hero or Wound from your hand or discard pile to get +2attack.
White Wolf   Heroes Of Wakanda Heroes Of Wakanda
Secret AssignmentCommon 132+covert covertView
  • covert Ambush: Wound the Mastermind.
  • [object Object]
  • covert: If any Villain or Mastermind has any Wounds, you get +2recruit.
Cloaking Tech AmbushCommon 242tech techView
  • tech Ambush: Wound a Villain.
  • [object Object]
  • tech: Wound a Villain.
Command the Hatut ZerazeUncommon53covert covertView
  • Heroes Of Wakanda Ambush: You may KO one of your cards.
  • [object Object]
  • Heroes Of Wakanda: If any Villain or Mastermind has any Wounds, you may KO a card from your hand or discard pile.
Reflective Vibranium ArmorRare74tech techView
  • tech Ambush: Wound each Villain and the Mastermind.
  • [object Object]
  • If a Master Strike would occur, you may reveal this card to KO that Strike and Wound the Mastermind instead.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Killmonger   (VP: 4)
KillmongerMastermindView
  • While Killmonger has more than 0attack, you cannot fight him. Instead, you may spend attack equal to his attack to Wound him and get +1recruit.
  • Always Leads: Killmonger’s League
  • Master Strike: Each player must reveal 4 different Hero Classes or gain one of the Wounds on Killmonger. Any player who can’t do either must discard down to 4 cards.
Epic KillmongerEpic6View
  • While Killmonger has more than 0attack, you cannot fight him. Instead, you may spend attack equal to his attack to Wound him and get +1recruit. When you do fight him, each other player gains one of his Wounds.
  • Always Leads: Killmonger’s League
  • Master Strike: Each player gains a Wound. Gain them from Killmonger’s Wounds if possible.
A Scar for Every KillTactic5View
  • Fight: You get +1recruit for each non-Henchman Villain in your Victory Pile.
Rite of ChallengeTactic5View
  • Fight: Each player with no Killmonger Tactics in their Victory Pile gains a Wound that was on Killmonger. (You have this Tactic, so you won’t gain a Wound.)
Throw from the WaterfallTactic5View
  • Fight: Draw two cards. Then each other player discards a card.
Altar of ResurrectionTactic5View
  • Fight: The player on your left chooses a non-Henchman Villain from their Victory Pile. It enters the city with a Wound on it. Then the player on your right does the same effect. (In solo, you do both.)
Klaw   (VP: 6)
KlawMastermind8+View
  • Klaw is Empowered by the color(s) of his “Sonic Frequency“.
  • Always Leads: Enemies of Wakanda
  • Master Strike: Put the top card of the Hero Deck next to Klaw as a “Sonic Frequency,“ putting any previous Frequency on the bottom of the Hero Deck. Each player must reveal a card that shares a color with it or gain a Wound.
Epic KlawEpic10+View
  • Klaw is Empowered by the color(s) of his “Sonic Frequency“.
  • Always Leads: Enemies of Wakanda
  • Master Strike: Put the top card of the Hero Deck next to Klaw as a “Sonic Frequency.“ Put any previous Frequency and each card from the HQ that does not share a color with the new Frequency on the bottom of the Hero Deck. Each player gains a Wound.
Cohesive Sound ConstructTactic8View
  • Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain whose only ability is “Escape: This card becomes a Master Strike that takes effect immediately.“
Convert Matter to SoundTactic8View
  • Fight: Each other player simultaneously KOs one of their non-grey Heroes. Put one of those cards with the lowest cost next to Klaw as his new Sonic Frequency. Put any previous Frequency on the bottom of the Hero Deck.
Ultrasonic BoomTactic8View
  • Fight: Put the top card of the Hero Deck next to Klaw as a Sonic Frequency. Each other player must discard a card that shares a color with it. Put any previous Frequency on the bottom of the Hero Deck.
Cruelty Provokes ResistanceTactic8View
  • Fight: Set aside all Heroes from the HQ that do not share any colors with Klaw’s Sonic Frequency. Gain one of them. Put the rest on the bottom of the Hero Deck. Then refill the empty HQ spaces.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Killmonger’s League
Preyy23View
  • Ambush: Each player reveals an instinct Hero or gains a Wound that was on a Mastermind or Villain.
  • While Preyy has more than 0attack, you cannot fight him. Instead, you may spend attack equal to his attack to Wound him and draw a card.
Malice24View
  • Ambush: Return a Wound from the Mastermind and from each Villain to the Wound Stack.
  • While Malice has more than 0attack, you cannot fight her. Instead, you may spend attack equal to her attack to Wound her and rescue a Bystander.
Baron Macabre35View
  • Ambush: A Villain from your Victory Pile enters the city. Wound that Villain. Then Wound Baron Macabre a number of times equal to that Villain’s VP.
Venomm49View
  • Ambush: Wound Venomm. Each player may discard a card to Wound Venomm again.
  • Escape: Choose which players gain each of Venomm’s Wounds, dividing them as evenly as possible.
Enemies of Wakanda
Nightshade23+View
  • Empowered by tech.
  • Fight: You get +1recruit for each tech Hero in the HQ.
Jakarra34+View
  • Empowered by strength.
  • Fight: KO one of your Heroes.
Tetu34+View
  • Empowered by ranged.
  • Ambush: Put a Hero from the HQ that isn’t Empowered any Enemies of Wakanda on the bottom of the Hero Deck.
  • Fight: Same effect. (Tetu isn’t in the city.)
Zenzi45+View
  • Empowered by instinct.
  • Ambush: Zenzi captures a Bystander for each instinct Hero in the HQ.
Reverend Achebe56+View
  • Empowered by covert.
  • Escape: Reverend Achebe becomes a Scheme Twist that takes effect immediately.

Schemes

Scheme NameImageRules
Seize the Wakandan ThroneView
  • Setup: 6 Twists.
  • Twist: If the Mastermind has the Thrones Favor, they spend it to stack this Twist next to the Scheme as a “Tribe of Wakanda Defeated.“ Otherwise: The Mastermind gains the Thrones Favor, shuffle this Twist back into the Villain Deck, and then play a card from the Villain Deck.
  • Special Rules: Whenever you fight the Mastermind, you gain the Thrones Favor.
  • Evil Wins: When the 5 Tribes of Wakanda have been defeated.
Poison Lakes with Nanite MicrobotsView
  • Setup: Twists equal to 5 plus the number of players. 30 Wounds in the Wound Stack.
  • Twist: Stack this Twist next to the Scheme as an “Infected Nanite.“ Wound the Mastermind. Then for each Infected Nanite, Wound a Hero in the HQ, dividing these new Wounds as evenly as possible.
  • Special Rules: Whenever you recruit a Hero (or it leaves the HQ), pay 1recruit less for each wound on it and choose players to gain those Wounds, dividing them as evenly as possible. Whenever a Wound is KO’d from anywhere, return it to the bottom of the Wound Stack.
  • Evil Wins: When the Wound Stack or Villain Deck runs out.
Plunder Wakanda’s VibraniumView
  • Setup: 10 Twists, representing “Vibranium.“
  • Twist: Put any Vibranium from the city into the Escape Pile. A Bystander enters the city as a 3attack “Smuggler“ Villain with “Fight: Rescue this as a Bystander.“ Then the highest attack Villain captures this Twist. Put the top card of the Hero Deck next to the Scheme as a “Vibranium Attunement,“ putting any previous Attunement on the bottom of the Hero Deck.
  • Special Rules: A Villain holding Vibranium is Empowered by the colors of the Vibranium Attunement. When you defeat them, put the Vibranium in your Victory Pile, worth 3VP.
  • Evil Wins: When 4 Vibranium are in the Escape Pile or the Villain Deck runs out.
Provoke a Clash of NationsView
  • Setup: 11 Twists.
  • Twist 1-8: Without talking, all players simultaneously vote with a Fist, Palm, or 2 Fingers. Break ties at random. Then only you discard your hand and draw six cards. You must do the voted task below by the end of this turn or stack this Twist next to the Mastermind as an “International Crisis“.
  • [object Object]
  • Twist 9-11: Do all three tasks this turn or add an International Crisis.
  • Evil Wins: At 6 International Crises.

Legendary Set – BKWD – Black Widow

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Black Widow   Shield Shield
Evasive AcrobaticsCommon 132instinct instinctView
  • Dodge
  • When you Dodge with or play this card, you may also Dodge with another card from your hand.
Widow’s BiteCommon 241+tech techView
  • Dodge
  • Dark Memories
Weave a Web of SpiesUncommon52covert covertView
  • Dodge
  • If you drew any cards this turn, you may send one of your other Heroes Undercover.
Infiltrate the ConspiracyRare74+ranged rangedView
  • You may send one of your Heroes Undercover.
  • You get +3attack if you have at least 4 Bystanders and/or Undercover Heroes in your Victory Pile.
Yelena Belova   Shield Shield
Strike and FadeCommon 123covert covertView
  • Send this Undercover.
Unveil IdentityCommon 232instinct instinctView
  • instinct: You may Unleash one of your Heroes from Undercover.
Twilight OpsUncommon63tech techView
  • Dodge
  • When you Dodge with this card, you may Unleash one of your Heroes from Undercover.
  • When you play this card, send it Undercover.
Destroy the Red RoomRare84tech techView
  • You may Unleash one of your Heroes from Undercover.
  • You may send a Hero from your discard pile Undercover.
Red Guardian   Unaffiliated
Sleeper AgentCommon 132covert covertView
  • When Recruited: Send this Undercover.
  • When you fight a Villain, you may Unleash this card from Undercover.
  • covert: Draw a card.
Magnetic ShieldCommon 242+covert covertView
  • When Recruited: Send this Undercover.
  • When you recruit another covert Hero, you may Unleash this card from Undercover.
  • covert: You get +2attack.
Death Was Only a RuseUncommon63strength strengthView
  • When Recruited: Send this Undercover.
  • When a Master Strike is completed or any player fights the Mastermind, you may Unleash this card from Undercover.
  • covert: You may send one of your other Heroes Undercover.
Champion of the Winter GuardRare84+covert covertView
  • When Recruited: Send this Undercover.
  • When a Scheme Twist is completed or you play your third covert Hero in a turn, you may Unleash this card from Undercover.
  • covert: You get +2attack for each other covert Hero you played this turn.
White Tiger   Marvel Knights Marvel Knights
Dark Influence of the HandCommon 130+ranged rangedView
  • Dodge
  • Dark Memories.
Amulets of the Tiger GodCommon 242strength strengthView
  • Reveal the top two cards of your deck. Draw one of them that costs 0 and discard the rest.
Camouflaged HuntressUncommon53covert covertView
  • Whenever you defeat a Henchman this turn, you may KO one of your cards.
Shadowed ResurrectionRare83instinct instinctView
  • Dark Memories, drawing that many cards instead of gaining attack.
Falcon & Winter Soldier   Avengers Avengers
AttuneCommon 133ranged rangedView
  • To play this side, you must discard a card.
AtoneCommon 230+strength strengthView
  • Dark Memories.
RelocateCommon 342+instinct instinctView
  • Dodge.
  • instinct: You get +1attack.
ReloadCommon 442tech techView
  • tech: Draw a card.
New WingsUncommon50+tech techView
  • If you discarded any cards this turn, you get +4attack.
New PlanUncommon 25covert covertView
  • Draw two cards.
Captain America’s LegacyRare72+strength strengthView
  • You get +1attack for each Hero Class you have.
  • Avengers: Dark Memories.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Taskmaster   (VP: 6)
TaskmasterMastermind5+View
  • Henchmen get +1attack for each “Henchman Training“ stacked here.
  • During your turn, Taskmaster gets +attack equal to the highest cost Hero you played this turn.
  • Always Leads: Taskmaster’s Thunderbolts
  • Master Strike: Stack this Strike next to Taskmaster as “Henchman Training.“ If there are any Henchmen in the city, each player gains a Wound.
Epic TaskmasterEpic5+View
  • Henchmen get +2attack for each “Henchman Training“ stacked here.
  • During your turn, Taskmaster gets +attack equal to double the highest cost Hero you played this turn.
  • Always Leads: Taskmaster’s Thunderbolts
  • Master Strike: Stack this Strike next to Taskmaster as “Henchman Training.“ If there are any Henchmen in the city, each player gains a Wound.
S.H.I.E.L.D. Initiative TrainerTactic5View
  • Fight: Choose a Henchman from any player’s Victory Pile to enter the city.
  • KO any number of S.H.I.E.L.D. Agents and/or Troopers. Gain that many S.H.I.E.L.D. Officers.
Photographic ReflexesTactic5View
  • Fight: Choose a Henchman from any player’s Victory Pile to enter the city.
  • Play a copy of a Hero in the HQ that costs 6 or less.
Teacher and AssassinTactic5View
  • Fight: Choose a Henchman from any player’s Victory Pile to enter the city.
  • Each other player reveals their hand and puts one of their non-grey Heroes on the bottom of the Hero Deck.
Henchman InstructorTactic5View
  • Fight: Choose a Henchman from any player’s Victory Pile to enter the city.
  • Then each other player discards a card for each Henchman in the city and/or Escape Pile.
Indestructible Man   (VP: 6)
Indestructible ManMastermindView
  • You can’t use attack to fight Indestructible Man.
  • Once during each of your turns, you may shuffle two Elite Assassins from your Victory Pile into the Villain Deck. If you do, fight Indestructible Man.
  • Always Leads: Elite Assassins
  • Master Strike: Shuffle an Elite Assassin from your Victory Pile into the Villain Deck. If you can’t, each player gains a Wound.
Epic Indestructible ManEpicView
  • You can’t use attack to fight Indestructible Man.
  • Once during each of your turns, you may shuffle three Elite Assassins from your Victory Pile into the Villain Deck. If you do, fight Indestructible Man.
  • Always Leads: Elite Assassins
  • Master Strike: Each player shuffles an Elite Assassin from their Victory Pile into the Villain Deck. Each player that can’t gains a Wound.
Manipulate Murderous Mad MonkTactic8View
  • Fight: If this is not the last Tactic, rescue four Bystanders and this Tactic enters the city as a “Molot Boga“ Villain whose abilities are:
  • “Ambush: Play two cards from the Villain Deck.
  • Fight: KO one of your Heroes.
  • Escape: Shuffle this back into Indestructible Man’s Mastermind Tactics.“
Secrets of IndestructibilityTactic*View
  • Fight: KO up to two Wounds from your hand and/or discard pile.
  • If this is not the last Tactic, play two cards from the Villain Deck.
International Arms DealerTactic*View
  • Fight: Gain a tech Hero from the HQ. Each other player reveals a tech Hero or gains a Wound.
  • If this is not the last Tactic, play two cards from the Villain Deck.
Unveil Project FourTactic*View
  • Fight: Each other player reveals their hand and discards each card with a “4“ printed anywhere on it. (The copyright date line doesn’t count.)
  • If this is not the last Tactic, play two cards from the Villain Deck.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Taskmaster’s Thunderbolts
Jester22View
  • Ambush: Jester captures a Bystander.
  • Fight: Reveal the top four cards of the Villain Deck. Play all the Henchmen you find. Put the rest back in any order.
Joystick23View
  • Ambush: Choose a Henchman from any player’s Victory Pile to enter the city.
Jack O’Lantern24View
  • Fight: Choose a Henchman from any player’s Victory Pile to enter the city.
  • Escape: Each player with fewer than two Henchmen in their Victory Pile gains a Wound.
Bullseye34+View
  • Ambush: Choose recruit or attack, then reveal the top card of the Hero Deck. If it has that icon, Bullseye captures it and gets +attack equal to that Hero’s cost.
  • Fight: The player of your choice gains the captured Hero.
  • Escape: KO that Hero.
Elite Assassins
Blue Talon23+View
  • [object Object]
  • Ambush: Each player reveals a ranged Hero or gains a Wound.
  • Fight: You may send a Hero from your discard pile Undercover.
Iron Maiden24+View
  • [object Object]
  • Ambush: Each player must send one of their non-grey Heroes Undercover.
  • Fight: Each player may Unleash one of their Heroes from Undercover.
Snapdragon24View
  • Ambush: Each player discards a non-grey Hero. Then each player draws a card.
  • Fight: You may send one of your Heroes Undercover.
Black Lotus36View
  • Ambush: Each player discards a card that costs 0.
  • Fight: You get +3recruit.

Schemes

Scheme NameImageRules
Corrupt the Spy AgenciesView
  • Setup: 7 Twists.
  • Twist 1-6: Each player sends one of their non-grey Heroes Undercover. Then each player may Unleash a Hero from Undercover with a lower cost than the one that player just sent Undercover.
  • Twist 7: Evil Wins!
Train Black Widows in the Red RoomView
  • Setup: 8 Twists, minus 1 Twist per player. Add 8 S.H.I.E.L.D. Officers to the Villain Deck.
  • Special Rules: Officers in the Villain Deck and city are “Black Widow Initiate“ Villains with 3+attack and “Dark Memories. Fight: Gain this as an Officer (without Dark Memories) or send it Undercover.“
  • Twist: A Black Widow Initiate enters the city from the Officer Stack. Play another card from the Villain Deck.
  • Evil Wins: When there 3 Villains per player in the Escape Pile or the Villain Deck runs out.
Sniper Rifle AssassinsView
  • Setup: 11 Twists, minus 1 Twist per player.
  • Twist: Each player must Dodge with a Hero from their hand, revealing the card they drew. KO each non-grey Hero drawn this way.
  • Evil Wins: When there are four non-grey Heroes per player in the KO Pile.
Frame Heroes for MurderView
  • Setup: 7 Twists. 6 Heroes.
  • Twist 1-6: Stack a card from the HQ next to the scheme as “Incriminating Evidence“ that has a different cost than any card already in that stack.
  • Twist 7: Add any card from the HQ to the Incriminating Evidence.
  • Evil Wins: When there are 5 pieces of Incriminating Evidence.

Legendary Set – MSIS – MCU The Infinity Saga

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Doctor Strange   Avengers Avengers
Open PortalsCommon 121+ranged rangedView
  • [object Object]
  • ranged: You get +2recruit.
Defend this DimensionCommon 232+instinct instinctView
  • instinct: Reveal the top card of the Villain Deck. If it’s a Villain, you get +2attack.
Sift FuturesCommon 342instinct instinctView
  • [object Object]
  • Choose a Hero Class. Reveal the top card of your deck. If it’s the Hero Class you named, draw it.
Invoke the Time StoneUncommon52ranged rangedView
  • [object Object]
  • ranged Sacrifice: Take another turn after this one. Don’t play a card from the Villain Deck at the start of that turn.
Bind EvilUncommon 264+instinct instinctView
  • instinct: Reveal the top card of the Villain Deck. If it’s a Master Strike, KO that Strike, you get +3attack, and put a card from the Bystander Deck on top of the Villain Deck.
1 in 14,000,065Rare75instinct instinctView
  • instinct Sacrifice: Guess the name of the top card of the Villain Deck, then reveal it. If you guessed right, draw six cards.
Black Panther   Avengers Avengers
Wakanda ForeverCommon 121covert covertView
  • covert: Draw a card.
Avengers ReassembledCommon 232+instinct instinctView
  • If you have all five Hero Classes, you get +3attack.
Great Many Lives LostCommon 342strength strengthView
  • instinct Sacrifice: KO up to two cards from your hand and/or discard pile.
Council of WarUncommon50+3+strength strengthView
  • You get +1recruit for each other multicolored Hero you have.
  • strength: You may have this card make all attack instead of recruit.
Vibranium NanitesUncommon 263tech techView
  • Reveal the top card of your deck. If it’s multicolored, draw it. Otherwise, put it back or discard it.
  • tech: You may KO that card.
Fateful ReturnRare80+instinct instinctView
  • You get +2attack for each Hero Class you have.
Bruce Banner   Avengers Avengers
Burst of RageCommon 111+strength strengthView
  • strength Sacrifice: You get +3attack. You may KO a card from your hand or discard pile.
Brains and BrawnCommon 232+strength strengthView
  • techstrength: You get +2attack.
Hulkbuster ArmorCommon 342+tech techView
  • You may KO a Wound from your hand or discard pile. If you do, you get +2recruit.
Hulk Gets SmashedUncommon52strength strengthView
  • strength: You main gain a Wound. If you do, KO up to two other cards from your hand and/or discard pile.
Crush Puny WeaklingsUncommon 263+tech techView
  • tech: You get +1attack for each Henchman in your Victory Pile.
Reverse the SnapRare75tech techView
  • tech Sacrifice: Gain up to one other Hero from the KO pile. Then combine you deck and discard pile. Put all those cards that cost 0 into your discard pile. Shuffle the rest into a new deck.
Captain Marvel   Avengers Avengers
Dawning HopeCommon 12ranged rangedView
  • Draw a card.
  • If you had already drawn any cards this turn, draw two cards instead.
Infused by the TesseractCommon 230+1ranged rangedView
  • Draw a card.
  • Endgame: This card makes attack instead of recruit.
Return from the StarsCommon 340+2+strength strengthView
  • strength: You get +2recruit.
  • Endgame: This card makes all attack instead of recruit.
Turning PointUncommon52+strength strengthView
  • For the rest of this turn, it is the Endgame for your Hero cards.
  • If it was already the Endgame, you get +2attack.
Moment of DestinyUncommon 264+strength strengthView
  • ranged: You get +2attack.
Time to End ItRare85+ranged rangedView
  • You get +1attack for each other ranged and/or strength card you played this turn.
  • Endgame: Instead, you get +2attack for each.
Wanda & Vision   Avengers Avengers
We Have to Destroy ItCommon 111+tech techView
  • tech Sacrifice: You get +3recruit. You may KO a card from your hand or discard pile.
WitchcraftCommon 232covert covertView
  • Reveal the top card of your deck. If it has an odd-numbered cost, draw it. ( 0 is even.)
Hold OnCommon 331+covert covertView
  • covert: You get +2attack.
Let GoCommon 432ranged rangedView
  • ranged Sacrifice: Draw 3 cards. You may KO a card from your hand or discard pile.
MagicUncommon51+ranged rangedView
  • You get +1attack for each other Hero with an odd-numbered cost you played this turn.
ScienceUncommon 252+tech techView
  • tech: You get +2attack.
RageUncommon 352+covert covertView
  • If a Hero was put into the KO pile this turn you get +2attack.
GriefUncommon 452+tech techView
  • If a Master Strike was completed this turn, you get +2recruit.
Odd CoupleRare74covert covertView
  • ranged: Reveal the top five cards of the Hero Deck. You may put one of them with an odd-numbered cost into your hand. You may KO one of them. Put the rest back in any order.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Thanos   (VP: 7)
ThanosMastermind11+View
  • Thanos get +1attack for each Infinity Stone in the city and/or Escape Pile.
  • Always Leads: Infinity Stones
  • Master Strike: The leftmost Infinity Stone in the city escapes. Then an Infinity Stone worth 4VP or more enters the city from your Victory Pile. If you didn’t have any, each player gains a Wound.
  • Thanos Wins: When 6 Infinity Stones escape.
Epic ThanosEpic13+View
  • Thanos get +2attack for each Infinity Stone in the city and/or Escape Pile.
  • Always Leads: Infinity Stones
  • Master Strike: The lowest attack Infinity Stone in the city escapes. Then an Infinity Stone worth 4VP or more enters the city from your Victory Pile. Each player that didn’t have any gains a Wound.
  • Thanos Wins: When 6 Infinity Stones escape.
The SnapTactic11View
  • Fight: Each other player discards half of their cards. Destroy half of the HQ spaces. (Round down the losses.) Turn the Heroes there face down to mark the destroyed spaces. Don’t refill those spaces.
Destiny Arrives All the SameTactic11View
  • Fight: Each other player reveals a Hero that costs 7 or more or gains a Wound.
Price to PayTactic11View
  • Fight: Each other player discards cards equal to the number of Infinity Stones in the city and/or Escape Pile or gains a Wound.
You Should Have Gone for the HeadTactic11View
  • Fight: KO one of your Heroes.
  • If this is the last Mastermind Tactic: You do not win the game. Players must fight Thanos one more time to put the Mastermind card in their Victory Pile and win the game.
Ebony Maw   (VP: 6)
Ebony MawMastermind8+View
  • Endgame: +4attack
  • Always Leads: Children of Thanos
  • Master Strike: It is the Endgame this turn. Each player reveals their hand and discards their highest-cost Hero. If it was already the Endgame, KO those Heroes.
Epic Ebony MawEpic10+View
  • Endgame: +5attack
  • Always Leads: Children of Thanos
  • Master Strike: It is the Endgame this turn. Each player reveals their hand and KOs their highest-cost Hero. If it was already the Endgame, play another card from the Villain Deck.
Your Powers are QuaintTactic8View
  • Fight: Each other player chooses a Hero Class, then reveals their hand and discards all non-grey Heroes that aren’t that Hero Class.
  • Endgame: Then they also discard all grey Heroes.
Hear Me and RejoiceTactic8View
  • Fight: When you draw a new hand of cards at the end of this turn, draw two extra cards.
  • Endgame: Same effect, but three cards instead.
Smile…Even in DeathTactic8View
  • Fight: KO up to two of your Heroes.
  • Endgame: Then KO up to one Hero from your discard pile.
You May Think This is SufferingTactic8View
  • Fight: Each other player reveals a covert Hero or gains a Wound.
  • Endgame: Then each other player reveals a ranged Hero or gains a Wound.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Children of Thanos
Endless Armies of Chitauri34+View
  • Endgame: +2attack
  • Fight: KO one of your Heroes. Then reveal the top card of the Villain Deck. If it’s a Children of Thanos Villain, Endless Armies of Chitauri reenters the Sewers.
Outriders34+View
  • Endgame: +2attack
  • Fight: You may KO a card from your discard pile.
Outrider Dropships34+View
  • Endgame: +2attack
  • Ambush: A Villain worth 2VP, 3VP, or 4VP from any player’s Victory Pile enters the city.
Outrider Threshers45+View
  • Endgame: +2attack
  • Fight: KO one of your Heroes. Then choose any number of Heroes from the HQ. Put them on the bottom of the Hero Deck.
Cull Obsidian56+View
  • Endgame: +3attack
  • Ambush: It is the Endgame this turn. If it was already the Endgame, each player reveals a Hero that costs 6 or more or gains a Wound.
  • Escape: Same effect.
Corvus Glaive56+View
  • Endgame: +3attack
  • Ambush: It is the Endgame this turn. If it was already the Endgame, each player KOs a Bystander from their Victory Pile or gains a Wound.
  • Escape: Same effect.
Chitauri Gorilla45+View
  • Endgame: +2attack
  • Ambush: Chitauri Gorilla captures a Bystander.
Proxima Midnight57+View
  • Endgame: +3attack
  • Ambush: It is the Endgame this turn. If it was already the Endgame, each player reveals an instinct Hero or gains a Wound.
  • Escape: Same effect.
Infinity Stones
The Power Stone56+View
  • The Power Stone gets +1attack for each other Infinity Stone in the city and/or Escape Pile.
  • Ambush: Each player without an Infinity Stone in their Victory Pile gains a Wound.
  • Fight: KO one of your Heroes. Then KO a Wound from your hand or discard pile.
The Space Stone55+View
  • The Space Stone gets +1attack for each empty space in the city.
  • Ambush: The Space Stone captures three Bystanders. Then move an Infinity Stone from any city space to the Bridge. If there’s already a Villain there, swap them.
  • Fight: Move and/or swap any number of Villains to other city spaces.
The Reality Stone55+View
  • The Reality Stone gets +1attack for each Master Strike in the KO pile and/or stacked next to the Mastermind.
  • Ambush: Reveal the top three cards of the Villain Deck. Play a Master Strike from among them. Put the rest back in any order.
  • Fight: Same effect, but KO the Master Strike instead of playing it. Then, whether you KO or not, put a card from the Bystander Deck on top of the Villain Deck.
The Time Stone55+View
  • Endgame: +4attack
  • Ambush: Play another card from the Villain Deck.
  • Fight: Take another turn after this one. Don’t play a card from the Villain Deck at the start of that turn.
The Soul Stone55+View
  • The Soul Stone gets +1attack for each other Villain in the city.
  • Ambush: Each player without an Infinity Stone in their Victory Pile KOs a non-grey Hero from their discard pile.
  • Fight: Reveal the top two cards of your deck, KO one of them and draw the other.
The Mind Stone51+View
  • The Mind Stone gets +attack equal to the highest cost of Hero in the HQ.
  • Ambush: All Heroes currently in the HQ cost 2 more this turn.
  • Fight: Gain a Hero from the HQ.
Nebula, Stone Seeker24View
  • Ambush: Nebula captures a Hero from the Officer Deck or HQ that costs 4 or less.
  • Fight: Either KO that Hero or choose a player to gain it.
  • [object Object]
Stonekeeper35View
  • Ambush: If the Soul Stone is in the city or Escape Pile, each player discards a card. If it’s in a player’s Victory Pile, that player draws two cards.
  • Fight: Each player KOs one of their Heroes.
  • [object Object]

Schemes

Scheme NameImageRules
Sacrifice for the Soul StoneView
  • Setup: Twists equal to the number of players plus 4.
  • Twist: You may KO one of your non-grey Heroes and one of your grey Heroes to ”Sacrifice for the Soul Stone.” If you do, draw three cards, shuffle this Twist back into Villain Deck, then play another card from the Villain Deck. If you don’t, stack a Hero from the HQ next to the Mastermind, ”Sacrificed for the Soul Stone.”
  • Evil Wins: When the Mastermind has sacrificed 5 Heroes for the Soul Stone.
Halve All Life in the UniverseView
  • Setup: 5 Twists
  • Twist 1,3,5: Choose 3 Heroes from the HQ and KO them.
  • Twist 2,4: Deal the Hero Deck into two facedown piles (as equally as possible). KO one of them.
  • Evil Wins: When the Hero Deck or Villain Deck runs out.
Warp Reality into a TV ShowView
  • Setup: 11 Twists. The rightmost city space represents a TV show from ”the 50s.” The space on its left is ”the 60s,” then ”the 70s.” The city is only those 3 spaces. The HQ is only the 3 spaces beneath those. Move the Mastermind & Officer Deck to mark the city’s left edge.
  • Twist 1-4: Another TV show (city space) appears on the left side of the city, representing the 80s, 90s, 2000s, & 2010s. Another HQ space appears beneath it.
  • Twist 5-11: Destroy the rightmost TV show and the HQ space beneath it. KO any Hero in that HQ space. Push forward any Villain there. Move the Villain Deck & Hero Deck to mark the city’s right edge.
  • Evil Wins: When all TV is destroyed.
The Time HeistView
  • Setup: 11 Twists. Use 4 Heroes in the Hero Deck, plus 4 other Heroes to make a ”Past Hero Deck.” Above the board, make room for an alternate city called ”The Past.” It has the normal 5 spaces, from Sewers to Bridge. The Past has its own ”Past HQ” filled by the ”Past Hero Deck.” To start, play as if ”The Past” city, HQ, and Hero Deck don’t exist.
  • Twist 1,3,5,7,9: Until the next Twist, move the Villain Deck next to ”The Past,” and play as if ”The Past” city, HQ, and Hero Deck exist, while the normal city, HQ, and Hero Deck don’t exist. (Use the normal decks and spaces for everything except the city, HQ, and Hero Deck.)
  • Twist 10: Evil wins!

Legendary Set – MDNS – Midnight Sons

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Blade, Daywalker   Midnight Sons Midnight Sons
Hunt High And LowCommon 132instinct instinctView
  • Patrol: If it’s empty, reveal the top card of your deck. You may KO it.
  • Patrol: If it’s empty, reveal the bottom card of your deck. You may KO it.
Where Monsters LurkCommon 242+strength strengthView
  • Patrol: If it’s empty, draw a card.
  • Patrol: If it’s empty, you get +1recruit.
Ride by MoonlightUncommon53+tech techView
  • You may move a Villain to another city space. If another Villain is already there, swap them.
  • Moonlight and Sunlight: You get +1attack.
Creature of Dawn and DuskRare74+strength strengthView
  • Moonlight and Sunlight: You get +2attack and you may put a Hero from the HQ on the bottom of the Hero Deck.
  • Moonlight and Sunlight: Blood Frenzy
Elsa Bloodstone   Marvel Knights Marvel Knights
Axe of the SlayerCommon 130+0+instinct instinctView
  • Patrol: If it’s empty, you get +2recruit. If it’s not, you get +2attack.
  • instinct: Instead, you get both.
Silver BulletsCommon 242+tech techView
  • Patrol: If it’s empty, you get +1attack.
  • tech: You get +1attack.
Stalk the Night StalkersUncommon63tech techView
  • You may have a Vilain or Mastermind Hunt for Victims. If it KOs a Bystander this way, you may KO a Hero from your hand or discard pile.
  • tech: If a Bystander is KO’d this way, you may also rescue that Bystander instead of putting it in the KO pile.
Vengeance of the Bloodstone GemRare84+0+instinct instinctView
  • Patrol: If it’s empty, you get the printed recruit and attack of the Hero in the HQ space under that city space.
  • Marvel KnightsMarvel Knights: Blood Frenzy
Morbius   Midnight Sons Midnight Sons
MesmerizeCommon 132+covert covertView
  • Moonlight and Sunlight: Blood Frenzy, gaining recruit instead of attack.
Scalded by SunlightCommon 242+strength strengthView
  • Moonlight and Sunlight: You may gain a Wound. If you do, you get +2attack.
  • Moonlight and Sunlight: You may KO a Wound from your hand or discard pile. If you do, you get +2attack.
Insatiable CravingUncommon52+covert covertView
  • covert: Blood Frenzy
It’s Morbin’ Time!Rare73covert covertView
  • covert: Blood Frenzy, drawing that many cards instead of gaining attack.
Werewolf by Night   Marvel Knights Marvel Knights
Starlit PathCommon 121+instinct instinctView
  • Moonlight and Sunlight: You get +1attack.
  • Moonlight and Sunlight: Draw a card.
Snarling FangsCommon 232strength strengthView
  • Moonlight and Sunlight: You may put a Hero from the HQ on the bottom of the Hero Deck.
  • Moonlight and Sunlight: Whenever you defeat a Villain or Mastermind this turn, you may KO one of your Heroes.
Release the BeastUncommon50+0+instinct instinctView
  • Moonlight and Sunlight: You get +3recruit.
  • Moonlight and Sunlight: Blood Frenzy
  • instinct: Instead, you get both.
Track the CaptivesRare75+instinct instinctView
  • Moonlight and Sunlight: Whenever you defeat a Vilain or Mastermind this turn, you may rescue a Bystander or gain a Hero from the HQ or Sidekick Deck whose cost is less than that Enemy’s attack.
  • instinct: You get +2attack.
Wong, Master of the Mystic Arts   Marvel Knights Marvel Knights
Bridge Between DimensionsCommon 121ranged rangedView
  • Patrol: If it’s empty, draw a card.
Searing Shards of SunlightCommon 242+ranged rangedView
  • Moonlight and Sunlight: You get +1attack.
  • ranged: You get +1attack.
Seal the RiftUncommon50+covert covertView
  • Patrol: If it’s empty, draw two cards. If it’s not, you get +5attack usable only to fight Villains on the Bridge.
Face Your DemonsRare86+ranged rangedView
  • Once this turn, you may fight the top card of the Bystander Deck as if it were a 4attack “Darkhold Demon” Villain with “Fight: KO up to two of your Heroes. Rescue this card as a Bystander.”
  • Moonlight and Sunlight: You get +2attack.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Lilith, Mother of Demons   (VP: 6)
Lilith, Mother of DemonsMastermind8+View
  • Lilith gets +1attack for each Bystander in the KO pile.
  • Always Leads: Lilin
  • Master Strike: Lilith Hunt for Victims. If she KOs a Bystander this way, each player gains a Wound.
Epic LilithEpic10+View
  • Lilith gets +2attack for each Bystander in the KO pile.
  • Always Leads: Lilin
  • Master Strike: Lilith Hunt for Victims. If she KOs a Bystander this way, each player gains a Wound to the top of their deck.
Connoisseur of SoulsTactic8View
  • Fight: You get +1recruit for each Bystander in the KO pile.
  • Then Lilith Hunt for Victims.
Offer of CorruptionTactic8View
  • Fight: Choose one:
  • [object Object]
  • Then Lilith Hunt for Victims.
Mesopotamian Demon GoddessTactic8View
  • Fight: Each other player may discard a card for each Bystander in the KO pile. Each of those players who didn’t must gain a Wound instead.
  • Then Lilith Hunt for Victims.
Respawn Demonic OffspringTactic8View
  • Fight: The highest VP Lilin Villain from among all Victory Piles reenters the city. The player who had that Villain rescues three Bystanders.
  • Then Lilith Hunt for Victims.
  • (Don’t do any Escape or Ambush effects until after you’ve done all the other affects on this card.)
Zarathos   (VP: 6)
ZarathosMastermind7View
  • Always Leads: The Fallen
  • Master Strike: If any Heroes in the HQ are haunted, each player gains a Wound. Then if Zarathos is not already haunting, he Haunt the highest-cost unhaunted Hero in the HQ.
Epic ZarathosEpic9View
  • Always Leads: The Fallen
  • Master Strike: If any Heroes in the HQ are haunted, each player gains a Wound. Then if Zarathos is not already haunting, he Haunt the highest-cost unhaunted Hero in the HQ. Then reveal the top card of the Villain Deck. If it’s a Villain, it Haunts the highest cost unhaunted Hero in the HQ.
Eruption of HellfireTactic7View
  • Fight: Zarathos Haunt the highest-cost unhaunted covert and/or ranged Hero in the HQ.
  • Each other player discards a covert or ranged Hero or gains a Wound.
Corrupted Spirit of VengeanceTactic7View
  • Fight: Zarathos Haunt the highest-cost unhaunted instinct and/or covert Hero in the HQ.
  • Each other player discards a instinct or covert Hero or discards down to 3 cards.
Imprison in the Soul CrystalTactic7View
  • Fight: Zarathos Haunt the highest-cost unhaunted strength and/or instinct Hero in the HQ.
  • If you have a strength or instinct Hero, you may KO a Villain from your Victory Pile. If you do, draw cards equal to that Villain’s VP.
Demonic Essence of Ghost RiderTactic7View
  • Fight: Zarathos Haunt the highest-cost unhaunted ranged and/or strength Hero in the HQ.
  • If you have a ranged Hero, you may KO one of your Heroes.
  • If you have a strength Hero, you may KO one of your Heroes.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Lilin
Meatmarket33+View
  • Meatmarket gets +1attack for each Bystander in the KO pile.
  • Ambush: Hunt for Victims
  • Fight: You may KO a card from your discard pile.
Outcast24View
  • Ambush: Hunt for Victims. Then each player reveals a random card from their hand. If that card costs less than the number of Bystanders in the KO pile, that player discards that card.
Sister Nil45+View
  • Moonlight and Sunlight: Sister Nil gets +2attack.
  • Ambush: Hunt for Victims. Then each player reveals more non-grey Heroes than the number of Bystanders in the KO pile or gains a Wound.
  • Escape: Each player discards a Hero with an odd-numbered cost.
Skinner45+View
  • Skinner gets +2attack if there are at least four Bystanders in the KO pile.
  • Ambush: Hunt for Victims
  • Fight: KO one of your Heroes.
Blackout57+View
  • Moonlight and Sunlight: Blackout gets +1attack for each Bystander in the KO pile.
  • Ambush: Hunt for Victims. If it’s Moonlight, Hunt for Victims again.
  • Escape: (After the normal Escape KO) If it’s Moonlight, each player gains a Wound.
Fallen
Metarchus43+View
  • Blood Frenzy
  • Ambush: Haunt the rightmost unhaunted Hero in the HQ.
  • Fight: KO one of your Heroes.
Atrocity23View
  • Ambush: Haunt the leftmost unhaunted Hero in the HQ.
  • Fight: Rescue a Bystander.
Patriarch34View
  • Ambush: Haunt an unhaunted Hero in the HQ that costs 3 or less.
  • Fight: Reveal the top card of your deck. If it costs 3 or less, draw it.
Salomé, Sorceress Supreme56+View
  • Blood Frenzy
  • Fight: KO up to two cards from your discard pile.
  • Escape: Salomé ascends to become an additional Mastermind. She gains the ability “Master Strike: Each player discards a Marvel Knights Hero or gains a Wound.“

Schemes

Scheme NameImageRules
Sire Vampires at the Blood BankView
  • Setup: 10 Twists. Add an extra Henchman Group of 10 cards as “Vampire Neonates“. Put this Scheme above the Bank to mark as the “Blood Bank.“
  • Special Rules: All “Vampire Neonates“ also have Blood Frenzy. While in the Blood Bank, they instead have double Blood Frenzy.
  • Twist: If there is a Villain in the Blood Bank, stack a card from the Bystander Deck next to the Scheme as a “Vampire Thrall“. Otherwise, move a Villain from another city space to the Blood Bank. Either way, play another card from the Villain Deck.
  • Evil Wins: When there are 5 Vampire Thralls on the Villain Deck runs out.
Ritual Sacrifice to Summon ChthonView
  • Setup: 6 Twists, plus 1 per player. Add Lilin as an extra Villain Group. If using Lilith: Use 1 Twist total (and still use an extra Villain Group).
  • Twist 1-4: A Villain or Mastermind Hunt for Victims.
  • Twist 5-11: The Mastermind Hunt for Victims.
  • Special Rules: When 5 Bystanders are in the KO pile, shuffle all Twists from the KO pile back into the Villain Deck. Then this Scheme Transforms into “Great Old One Chthon“ (Flip it over). Then KO all other Masterminds and their remaining Tactics.
  • Master Strike or Twist: Destroy the current player. Shuffle this Strike or Twist back into the Villain Deck.
  • Chthon Wins: When all players are destroyed.
  • (This card can only start the game as the Scheme on the other side.)
Midnight MassacreView
  • Setup: 11 Twists. Add all 14 cards for any Blade Hero to the Villain Deck.
  • Special Rules: Blade Hero cards in the Villain Deck and city are demonically-possessed “Switchblade“ Villains with attack equal to their printed cost. Their only abilities are “Moonlight and Sunlight: To fight this, you must also spend 3recruit. Moonlight and Sunlight: Blood Frenzy. Fight: Either KO this card or choose a player to gain it as a Hero.“
  • Twist: For each Switchblade Villain in the city and/or Escape Pile, KO the top three cards of the Hero Deck. No matter how many there were, play another card from the Villain Deck.
  • Evil Wins: When the Hero Deck or Villain Deck runs out.
Wager at Blackjack for Heroes’ SoulsView
  • Setup: 11 Twists. And two extra Heroes.
  • Twist: Reveal card from the Hero Deck, adding up their total cost until you choose to stop or your Total exceeds 21. If your Total exceeds 21 you “bust“ and the Mastermind wins the wager. If you didn’t bust, then do the same thing for the Mastermind, stopping as soon as their Total is at least 17. If their Total exceeds 21, then they bust and you win the wager. If no one busts, then you win the wager if your Total is higher. It the Masterminds Total is equal or higher they win.
  • If you win, you may gain one of the revealed Heroes that costs 6 or less. If the Mastermind wins stack one of the revealed Heroes next to the Scheme as a “Wagered Soul.“ Either way, put the rest of the revealed Heroes on the bottom of the Hero Deck in random order.
  • Evil Wins: When there are 4 Wagered Souls.
Great Old One ChthonView
  • Master Strike or Twist: Destroy the current player. Shuffle this Strike or Twist back into the Villain Deck.
  • Chthon Wins: When all players are destroyed.
  • [This card can only start the game as the Scheme on the other side.]

Legendary Set – Ant Man and Wasp

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Scott Lang, Cat Burglar   Crime Syndicate Crime Syndicate
Petty LarcenyCommon 111+covert covertView
  • Heist: You get +2recruit.
Anything for CassieCommon 221+1+instinct instinctView
  • Whenever you gain a Wound this turn, return that Wound to the Wound Deck.
  • Heist: Rescue a Bystander.
Shocking SupportCommon 342+ranged rangedView
  • Heist: You get +2attack.
X-Con Security VanUncommon52tech techView
  • Heist: You may move a Villain to an empty city space. If you do, KO one of your Heroes.
Putting a Crew TogetherUncommon 263+strength strengthView
  • Heist: You get +1attack for each different cost card you have.
The Big ScoreRare84+covert covertView
  • Heist: You get +4attack. If the card revealed from the Villain Deck is a Master Strike, KO it and put a card from the Bystander Deck on top of the Villain Deck.
Ant-Man   Avengers Avengers
Hitch a RideCommon 121+covert covertView
  • Size-Changing covert
  • Antics: You get +2recruit.
Look Out for the Little Guy!Common 231strength strengthView
  • Size-Changing strength
  • Reveal the top card of your deck. If it’s strength or has Size-Changing draw it.
Shrink AwayCommon 342covert covertView
  • Size-Changing covert
  • covert: All Villains and the Mastermind get -1attack this turn.
Bug SwarmUncommon52strength strengthView
  • Microscopic Size-Changing strengthstrengthstrength
  • Antics: You may KO a card from your hand or discard pile.
Tiny little RiskUncommon 262covert covertView
  • Microscopic Size-Changing covertcovertcovert
  • Heist: Draw two cards.
Giant-ManRare96+strength strengthView
  • Microscopic Size-Changing strengthstrengthstrengthstrengthstrength
  • You get +1attack for each card you played this turn that’s strength and/or has Size-Changing.
Wasp   Avengers Avengers
Follow my LeadCommon 12*1+ranged rangedView
  • Size-Changing ranged
  • If this is the first card you played this turn, you get +1attack.
Flitting StingCommon 23*1+1+ranged rangedView
  • Size-Changing ranged
  • ranged: You get +1recruit and +1attack.
Master PhysicistCommon 34*2+tech techView
  • Size-Changing tech
  • You get +1recruit for each other card you have with a “+” symbol in its recruit icon.
Positive IonsUncommon5*2+ranged rangedView
  • Size-Changing ranged
  • You get +1attack for each other card you have with a “+” symbol in its attack icon.
InfiltrateUncommon 26*1+tech techView
  • Microscopic Size-Changing techtechtech
  • When you draw a new hand this turn, draw an extra card.
  • Heist: You get +3attack.
Hope ReturnsRare9*4+4+ranged rangedView
  • Microscopic Size-Changing rangedrangedrangedrangedranged
  • You get +1recruit for each other card you have with a “+” symbol in its recruit icon.
  • You get +1attack for each other card you have with a “+” symbol in its attack icon.
Cassie Lang   Avengers Avengers
Start SmallCommon 122tech techView
  • Size-Changing tech
  • To play this, you must discard a card. Then, if you have a Villain in your Victory Pile worth 2piercing or less, draw a card.
Giant HugCommon 242strength strengthView
  • Size-Changing strength
  • Choose a player. If that player reveals a card that costs 5 or more, that player draws a card.
Colossal StompCommon 352strength strengthView
  • Size-Changing strength
  • strength: You may defeat a Villain worth 2piercing or less.
Quantum BeaconUncommon53tech techView
  • Microscopic Size-Changing techtechtech
  • tech: Reveal the top card of the Villain Deck. If it’s a Bystander, rescue it. If it’s a Vilain worth 2piercing or less, you may fight it this turn. If you rescue or defeat that card, don’t play a card from the Vilain Deck next turn.
Learn from the PastUncommon 263strength strengthView
  • Microscopic Size-Changing strengthstrengthstrength
  • strength: You may do the Fight effect of a Villain in your Victory Pile worth 2piercing or less.
Inspire RevolutionRare95+strength strengthView
  • Microscopic Size-Changing strengthstrengthstrengthstrengthstrength
  • You get +1attack for each Villain worth 2piercing or less in your Victory Pile.
Janet van Dyne   Unaffiliated
Subatomic SizeCommon 12*0+covert covertView
  • Microscopic Size-Changing covertcovert
  • Draw a card.
  • covertcovert: You get +2attack.
Search for PeaceCommon 232+covert covertView
  • covert: Explore. You get +recruit equal to the Found Hero’s printed recruit.
Prepare for WarCommon 342+ranged rangedView
  • ranged: Explore. You get +attack equal to the Found Hero’s printed attack.
Wasp of Another GenerationUncommon5*2+covert covertView
  • Size-Changing covert
  • covert: Explore. Then you get +1attack for each time you explored this turn.
Quantum ContradictionUncommon 2644ranged rangedView
  • When you play this, put it on top of the Hero Deck or KO it.
Finally Found YouRare84+4+covert covertView
  • Explore.
  • covert: You get +recruit equal to the Found Hero’s printed recruit and +attack equal to its printed attack.
Freedom Fighters   Unaffiliated
VebCommon 121instinct instinctView
  • Reveal the top card of your deck. If that card has any “holes” printed inside any of its icons (0, 4, 6, 8, or 9), draw it.
  • instinct: You may KO the card you drew this way.
MysticsCommon 231ranged rangedView
  • When you draw a new hand this turn, draw an extra card.
Steel WarriorCommon 341+instinct instinctView
  • Streets Conqueror 1
  • Draw a card.
XolumUncommon52+ranged rangedView
  • Bridge Conqueror 1
  • ranged: You get +2attack.
QuazUncommon 262+2+ranged rangedView
  • ranged: Choose recruit or attack. Then Explore. You get the printed value of the icon you chose on the Found Hero.
Freedom ForeverRare75instinct instinctView
  • Explore.
  • instinct: You may choose a player to gain the Found Hero.
Jentorra   Unaffiliated
Take the High GroundCommon 121+strength strengthView
  • Conqueror
  • If there are no Villains on the Rooftops, draw a card.
Hit and RunCommon 230+2instinct instinctView
  • You may move a Villain to an adjacent city space. If another Villain is already there, swap them.
  • instinct: You get +2attack.
Unite the OppressedCommon 342+strength strengthView
  • strength: Conqueror
Find Your CourageUncommon53+instinct instinctView
  • instinct: Explore. If the Found Hero is instinct or has no team icon, you get +2recruit.
Lead Powerful AlliesUncommon 262+strength strengthView
  • strength: Explore. You get +attack equal to the Found Hero’s cost.
Conquer the ConquerorRare75+instinct instinctView
  • Conqueror
  • You get +1attack for each Villain worth, 4piercing or more and each Mastermind Tactic in your Victory Pile.
Ant Army   Unaffiliated
Up the AnteCommon 111instinct instinctView
  • Heist: Draw a card.
AntagonizeCommon 221+instinct instinctView
  • Size-Changing instinct
  • Antics: You get +2attack.
AnticipateCommon 342tech techView
  • Size-Changing tech
  • Antics: Draw a card.
Antiproton ExperimentsUncommon51+1+tech techView
  • Microscopic Size-Changing techtechtech
  • Antics: You get +2recruit and +2attack.
Anti-Tank WeaponsUncommon 262+tech techView
  • Microscopic Size-Changing techtechtech
  • tech: You get +3attack.
Revolutionary AnthemRare94+tech techView
  • Microscopic Size-Changing techtechtechtechtech
  • Antics: You get +2attack.
  • Heist: You get +2attack. If the card revealed from the Villain Deck is a Scheme Twist, you get another +2attack, and you may shuffle that deck.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Darren Cross   (VP: 6)
Darren CrossMastermind8+View
  • Conqueror
  • Always Leads: Cross Technologies
  • Master Strike: Darren Cross Double-Cross each player. Then he Transform.
YellowjacketAdapting12View
  • Microscopic Size-Changing techtech
  • Master Strike: Each player discards a instinct Hero or Size-Changing Hero or gains a Wound. Yellowjacket Transform.
Corporate RaiderTacticView
  • Fight: KO one of your Heroes with a recruit icon. If the Bank is empty, move a Villain to the Bank.
  • This Mastermind Transform.
Protect My InvestmentsTacticView
  • Fight: If the Bank is empty, each other player chooses a Villain worth 2piercing or more from their Victory Pile. You choose one of those Villains to enter the Bank.
  • This Mastermind Transform.
Shrinking Research BudgetTacticView
  • Fight: Each Hero currently in the HQ that has no Size-Changing abilities gains Size-Changing for one of its Hero Classes.
  • This Mastermind Transform.
Steal Pym ParticlesTacticView
  • Fight: Each other player shuffles a covert, tech, or Size-Changing card from their hand or discard pile into the Hero Deck.
  • This Mastermind Transform.
Ghost, Master Thief   (VP: 6)
Ghost, Master ThiefMastermind8+View
  • Ghost gets +1attack for each different cost among her “Kidnapped Victimis.“ While this side is face up, you may recruit cards from her Kidnapped Victims (in any order), spending 2recruit extra for each.
  • Always Leads: Ghost Chasers
  • Master Strike: Each player reveals a instinct Hero or discards two cards with recruit icons. Ghost Transform.
Ghost, IntangibleAdapting6View
  • You can’t fight Ghost unless you made at least 6recruit this turn.
  • Master Strike: Each player discards a covert Hero or puts a non-grey Hero from their hand or discard pile next to Ghost as a “Kidnapped Victim.“ Ghost Transform.
Elaborate Rescue PlanTacticView
  • Fight: You may choose a player to gain one of Ghost’s Kidnapped Victims.
  • Ghost Transform.
Nightmarish WraithTacticView
  • Fight: Each other player puts a non-grey Hero from their discard pile next to Ghost as a Kidnapped Victim.
  • Ghost Transform.
Shadowy AbductionTacticView
  • Fight: Put the highest cost Hero from the HQ next to Ghost as a Kidnapped Victim.
  • Ghost Transform.
Draining Quantum Energy ChamberTacticView
  • Fight: Each other player reveals their hand and KOs one of their cards that shares a Hero Class with any of Ghost’s Kidnapped Victims.
  • Ghost Transform.
Kang, Quantum Conqueror   (VP: 7)
Kang, Quantum ConquerorMastermind11+View
  • Conqueror
  • Always Leads: Armada of Kang. Set aside the Villains from an extra Villain Group as “Timeline Variants.“
  • Master Strike: Each player discards a strength Hero or gains a Wound. Put a random Timeline Variant Villain face up in the “Multiverse“ space. Kang Transform.
Kang, Multiverse ConquerorAdapting10+View
  • Conqueror
  • While either side of Kang is face up, the “Multiverse“ is a space to his left that can hold multiple Villains. You can fight them (in any order) only while this side is face up.
  • Master Strike: If there are any Villains in the Multiverse, each player gains a Wound. Then a Villain from the Multiverse enters an empty space among the Rooftops, Streets or Bridge. Kang Transform.
Conqueror’s WrathTacticView
  • Fight: If there are any Villains in the Rooftops, Streets, and/or Bridge, each player gains a Wound. If there are any Villains in the Multiverse, each player gains a Wound.
  • Kang Transform.
Kang’s DefianceTacticView
  • Fight: If any of the Rooftops, Streets, or Bridge are empty, reveal the top card of the Villain Deck. If it’s a Villain, it enters one of those spaces.
  • Put a random Timeline Variant Villain face up in the “Multiverse“ space.
  • Kang Transform.
Multiversal Engine CoreTacticView
  • Fight: Kang Double-Cross each other player.
  • Put a random Timeline Variant Villain face up in the “Multiverse“ space.
  • Kang Transform.
The Time SphereTacticView
  • Fight: Each other player puts two cards from their hand on the bottom of their deck. You draw two cards.
  • Kang Transform.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Cross Technologies
Hydra Arms Dealer24View
  • Fight: You get +2recruit, usable only to recruit Heroes with an attack icon.
Cross’ Security Detail45+View
  • While the back side of a Mastermind card is face up, this Villain gets +2attack and “Escape: Each player discards a card.“
  • Fight: KO one of your Heroes.
Shrinksperiments36View
  • Size-Changing tech
  • Fight: A Hero in the HQ loses all Size-Changing abilities, then gains Size-Changing tech this turn.
Yellowjacket Prototype59View
  • Microscopic Size-Changing instinctinstinctinstinctinstinct
  • Ambush: Each player reveals a instinct Hero or gains a Wound.
  • Escape: Same effect.
Take Over Pym Technologies2View
  • Ambush: This Scheme captures Bystanders equal to the number of players plus 1, as “Pym Tech Scientists.“
  • Special Rules: Once per turn, you may pay 3recruit or discard a card with Size-Changing. If you do, rescue a Pym Tech Scientist and draw a card. If you rescue the last Scientist, defeat this Scheme.
  • Twist: This captures another Pym Tech Scientist. Then, if it has 3 or more Scientists, each player discards a card.
Ghost Chasers
Sonny Burch’s Goons24View
  • Fight: Heist: You get +2recruit.
Anitolov35View
  • Fight: Heist: You may KO up to two of your Heroes.
Corrupted Government Agents35View
  • Ambush: Corrupted Government Agents Double-Cross each player.
  • Fight: You may look at the top three cards of any deck and put them back in any order.
Uzman, with Truth Serum35View
  • Fight: Look at the top card of the Hero Deck and claim a Hero Class it has. Choose another player to guess “Truth“ or “Lie.“ If they guessed right, they either KO that Hero or choose a player to gain it. If they guessed wrong, you decide what to do with that Hero Instead. (In solo, you just decide.)
Sonny Burch46View
  • Ambush: Sonny Burch Double-Cross each player.
  • Fight: Heist: You may choose a player to gain a tech or ranged Hero from the HQ.
Dr. Bill Foster40View
  • To fight Dr. Bill Foster, you must solve a math equation: Discard three cards such that the costs of two of them add up to the cost of the third. They can’t all cost 0.
  • Escape: Each player discards a card that costs 0.
Goliath58View
  • Size-Changing strength
  • Ambush: Goliath Double-Cross each player.
  • Fight: Goliath topples over, crushing another Villain. You may defeat a Villain that has 4attack or less in an adjacent city space.
High-Speed Car Chase3View
  • Ambush: Stack 2 cards from the Wound Deck next to this Scheme as “Dangerous Stunts.“
  • Twist: If there is a Villain in the Streets: Add 2 Dangerous Stunts. Then if there are at least 5 Stunts, there is a “car crash“: Each player gains one of the Stunts as a Wound. KO the rest of the Stunts and this Scheme.
  • Otherwise: Return a Dangerous Stunt to the Wound Deck. If there are still Stunts here, move a Villain to the Streets. If there aren’t any Stunts, defeat this Scheme.
Armada of Kang
Quantumnaut Elite44+View
  • Conqueror
  • Conqueror
  • Fight: KO two of your Heroes.
Troop Ships of Kang34+View
  • Conqueror
  • Ambush: A Villain worth 2piercing or 3piercing from any player’s Victory Pile enters the city.
City Defense System34+View
  • Conqueror
  • Ambush: Each player reveals a ranged Hero or gains a Wound.
  • Escape: Same effect.
Lord Krylar’s Yacht35View
  • Ambush: You may say “I’m sure we can trust Lord Krylar…“ If you do: Draw a card, reveal it, and if it has an odd numbered cost, Lord Krylar Double-Cross each player.
  • Fight: Same effect.
  • Escape: Same effect.
Energy Shield45+View
  • Conqueror
  • Ambush: Put this Energy Shield above the Mastermind space. While it’s there, you can’t fight the Mastermind. (You can still fight the Energy Shield.)
Pursuit Craft45+View
  • Conqueror
  • Ambush: (After this enters the city) If other Villains or the Mastermind have Conqueror abilities naming any empty city spaces, Pursuit Craft moves to one of those city spaces.
M.O.D.O.K.58View
  • Microscopic Size-Changing rangedrangedrangedranged
  • Ambush: M.O.D.O.K. Double-Cross each player.
  • Fight: Each player KOs one of their Heroes.
Build a Conquering Army4View
  • Ambush: If the Bridge is empty, move a Villain to the Bridge. Choose an unused Henchman Group and stack Henchmen from it next to this Scheme equal to the number of players.
  • Special Rules: Players may fight Henchmen stacked here. While here, those Henchmen also have “Conqueror.“ If you defeat the last Henchman here, defeat this Scheme.
  • Twist: Stack another of those Henchmen next to this Scheme (from a Victory Pile if necessary). Then, if there are two more Henchmen here than the number of players: Each player gains a Wound, 3 of those Henchmen enter the city, and you KO this Scheme and the rest of those Henchmen.
Quantum Realm
Axian Bartender24View
  • Ambush: Any number of times this turn, you may pay 2recruit to “buy a refreshment“ and KO a Wound from your hand or from any player’s discard pile.
  • Fight: Same effect.
Axiam Maitre D’24View
  • Fight: Explore. The Found Hero costs 2 less to recruit this turn.
Lord Krylar’s Valet35View
  • Fight: Explore. You get +recruit equal to the Found Hero’s printed recruit.
Sky Manta35View
  • Fight: Explore. If you recruit the Found Hero this turn, set it aside. When you draw a new hand this turn, add that card to your hand.
Lord Krylar’s Appetizer36View
  • Microscopic Size-Changing covertcovertcovertcovert
  • Fight: Choose a player to “eat the appetizer“ and KO a card of their choice from their discard pile.
Hungering Energy47View
  • Microscopic Size-Changing techtechtechtech
  • Fight: KO one of your Heroes.
Quantumoeba58View
  • Microscopic Size-Changing strengthstrengthstrengthstrength
  • Ambush: Quantumoeba “eats“ a Henchman from any player’s Victory Pile, capturing it and gaining its printed attack.
  • Fight: Put the eaten Henchman in your Victory Pile and do its Fight effect.
Quantumania2View
  • Ambush: Each player puts a non-grey Hero from their hand or discard pile next to this Scheme as a “Quantum Duplicate.“ Then do the Twist effect below.
  • Twist: The top card of the Hero Deck becomes another Quantum Duplicate. Each player reveals their hand and discards all their cards that have the same name as any Quantum Duplicate.
  • Special Rules: Players may spend attack equal to a Quantum Duplicate’s printed cost to KO that Hero or choose a player to gain it. When there are no more Quantum Duplicates, defeat this Scheme.

Henchmen

HenchmanClass / TypeImageAbilities
QuantumnautsView
Quantum HoundView
Tardigrade (by hero class)
covertView
instinctView
rangedView
strengthView
techView

Schemes

Scheme NameImageRules
Auction Shrink Tech to Highest BidderView
  • Setup: 11 Twists. Set aside all 14 cards of a random extra Hero that has any Size-Changing cards as “Shrink Tech.“
  • Twist: Stack this Twist next to the Scheme as a “Hostile Bid.“ Reveal a random Hero from the Shrink Tech. This turn you may recruit that Hero, but it costs 1recruit more for each Hostile Bid. If you recruit it, either KO that Hero or choose any player to gain it. If you don’t recruit it by the end of this turn, stack it next to the Scheme as “Controlled by Arms Dealers.“
  • Evil Wins: When 8 Shrink Tech cards are Controlled by Arms Dealers.
Safeguard Dark SecretsView
  • Setup: 5 Twists.
  • Twist: Stack this Twist next to the Mastermind as a “Secret,“ then play another card from the Villain Deck.
  • Special Rules: You have the ability “Heist: You get +1recruit. Shuffle a Secret from next to the Mastermind into the Villain Deck.“
  • Evil Wins: When the Mastermind has 5 Secrets.
Escape an Imprisoning DimensionView
  • Setup: 5 Twists.
  • Special Rules: During your turn, any number of times, you may spend 1attack to “Seal“ an unsealed city space or unsealed Mastermind space by putting a card above it from the Wound Stack.
  • Twist: If any city space with a Villain in it or the Mastermind space is not “sealed,“ stack this Twist next to the Mastermind as a “Discovered Escape Route.“ Otherwise, return 3 Seals from above spaces to the Wound Deck, shuffle this Twist into the Villain Deck, and play another card from the Villain Deck.
  • Evil Wins: When 3 Escape Routes have been discovered.
Siphon Energy from the Quantum RealmView
  • Setup: 9 Twists. Set aside the “Quantum Realm“ Villain Group as an extra group. Shuffle its Ambush Scheme into the Villain Deck.
  • Twist: Stack this Twist next to the Mastermind as a “Quantum Siphon.“ Put a random set aside Quantum Realm Villain on the Siphons. Do its Ambush effect. If there was already a Quantum Realm Villain on the Siphons, KO It.
  • Special Rules: You may fight Villains on the Quantum Siphons. They get +1attack for each two Siphons.
  • Evil Wins: When 4 Quantum Realm Villains have been KO’d or there are 9 Quantum Siphons.

Bystanders

BystanderVPImage
Agent Jimmy Woo1View
Maggie Lang1View
Officer Jim Paxton1View
Young Cassie Lang1View

Legendary Set – 2099

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Spider-Man 2099   Spider Friends Spider Friends
Retractable TalonsCommon 121covert covertView
  • You may send this Undercover.
  • Cyber-Modcovert: Draw a card.
Venomous FangsCommon 232covert covertView
  • Cyber-Modcovertcovert: Draw a card.
Spider-Silk WebbingUncommon53strength strengthView
  • The next Hero you recruit this turn goes on top of your deck.
  • strength: Fated Future
Spider-Sense TelepathyRare75instinct instinctView
  • Reveal the top three cards of the Hero Deck. You may send one of them Undercover. Put the rest back in any order.
  • Spider Friends: You may play a copy of the card you sent Undercover this way.
Ghost Rider 2099   Marvel Knights Marvel Knights
Cyber-SpecterCommon 132+tech techView
  • Cyber-Modtech: You get +1recruit.
  • Cyber-Modtechtech: Draw a card.
Hell RideCommon 242+tech techView
  • You may send this and a card from the HQ Undercover. If you do, you get +2attack.
  • Cyber-Modtechtechtech: You get +2attack.
Death Beyond DeathUncommon53+covert covertView
  • Marvel Knights: You may KO a Henchman from your Victory Pile. If you do, you get +2attack and you may do that Henchman’s Fight effect.
Infernal ChainsawRare74+tech techView
  • You may send a card from the HQ Undercover.
  • Cyber-Modtech: Fated Future and you get +1attack for each tech card in your Victory Pile.
Doctor Doom 2099   Unaffiliated
Subvert This New FutureCommon 132+ranged rangedView
  • You may send this and a card from your hand or discard pile Undercover. If you do, you get +1recruit.
DoomblastCommon 232+ranged rangedView
  • Cyber-Modranged: You get +1attack.
  • Cyber-Modrangedrangedranged: Instead you get +3attack.
Flesh-Grafted DoombotsUncommon63tech techView
  • tech: You may look at the top three cards of your deck. If you do, send one of them Undercover and put the rest back in any order.
Tear Through Time ItselfRare86ranged rangedView
  • You may send a card from your hand or discard pile Undercover.
  • Fated Future
  • Cyber-Modrangedranged: If you haven’t taken any extra turns this game, you may take another turn after this one. Don’t play a card from the Villain Deck at the start of that turn.
Hulk 2099   Marvel Knights Marvel Knights
Rage IncarnateCommon 132+instinct instinctView
  • Cyber-Mod: You get +1attack.
  • Cyber-Mod: Instead you get +2attack.
Push Pain Under the SurfaceCommon 242strength strengthView
  • You may send a Wound from your hand or discard pile Undercover.
  • strength: You may send a Hero from your hand or discard pile Undercover instead.
Massive Gamma DetonationUncommon65tech techView
  • To play this, you must discard two cards or gain a Wound.
  • tech: Fated Future
Cataclysmic FrenzyRare84+strength strengthView
  • For each player, either send a Wound from that player’s discard pile Undercover into your own Victory Pile, or that player gains a Wound.
  • Cyber-Mod: You get +1attack for each Wound in your Victory Pile.
Ravage 2099   Marvel Knights Marvel Knights
Down in the DregsCommon 132instinct instinctView
  • instinct: Draw a card from the bottom of your deck.
Toxic MutationsCommon 252+strength strengthView
  • strengthYou get +2attack and Fated Future.
Detect VibrationsUncommon64covert covertView
  • Reveal the top two cards of the Villain Deck and put them back in any order.
  • Fated Future
Overhorns and UnderhornsRare83+instinct instinctView
  • Reveal the top card of your deck. You get +attack equal to that card’s cost. Discard it or put it back.
  • Marvel Knights: Then do the same thing with the bottom card of your deck.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Sinister Six 2099   (VP: 6)
Electro 2099Tactic9View
  • Always Leads: Any “Alchemax“ or “Sinister“ Villain Group
  • Setup: Adapt.
  • Master Strike: Each player discards three cards then draws a card. Adapt.
  • Fight: You may discard any number of cards, then draw that many cards. Adapt.
Epic Electro 2099Epic Tactic12View
  • Always Leads: Any “Alchemax“ or “Sinister“ Villain Group
  • Setup: Adapt.
  • Master Strike: Each player discards four cards then draws a card. Adapt.
  • Fight: You may discard a card. If you do, draw a card. Adapt.
Sandwoman 2099Tactic6+View
  • Sandwoman 2099 gets +2attack for each Villain in the city.
  • Master Strike: You may either recruit or attack this turn, but not both. Adapt.
  • Fight: The next player may either recruit or attack in their next turn, but not both. Adapt.
Epic Sandwoman 2099Epic Tactic7+View
  • Sandwoman 2099 gets +3attack for each Villain in the city.
  • Master Strike: You may either recruit or attack this turn, but not both. Adapt.
  • Fight: The next player may either recruit or attack in their next turn, but not both. Adapt.
Vulture 2099Tactic7+View
  • Vulture 2099 gets +attack equal to the highest piercing value of any Villain in the Escape Pile, Rooftops, or Bridge.
  • Master Strike: If there are any Villains on the Rooftops or Birdge, one of them escapes and each player gains a Wound. Adapt.
  • Fight: You may move a Villain to another city space. If another Villain is already there, swap them. Adapt.
Epic Vulture 2099Epic Tactic9+View
  • Vulture 2099 gets +attack equal to the highest two piercing values among Villains in the Escape Pile, Rooftops, and Bridge.
  • Master Strike: If there are any Villains on the Rooftops or Birdge, each of them escapes and each player gains a Wound. Adapt.
  • Fight: You may move a Villain to another city space. If another Villain is already there, swap them. Adapt.
Doctor Octopus 2099Tactic8+View
  • Doctor Octopus 2099 gets +4attack unless you played at least 8 cards or a Hero that costs 8 this turn.
  • Master Strike: Each player discards cards whose total cost is at least 8 (for that player) or gains a Wound. Adapt.
  • Fight: You may gain a Hero from the HQ whose cost is at least 8. Adapt.
Epic Doctor Octopus 2099Epic Tactic8+View
  • Doctor Octopus 2099 gets +8attack unless you played at least 8 cards or a Hero that costs 8 this turn.
  • Master Strike: Each player discards cards whose total cost is exactly 8 (for that player) or gains a Wound. Adapt.
  • Fight: You get +4recruit, usable only to recruit a Hero that costs at least 8. Adapt.
Venom 2099Tactic10View
  • Venom 2099 gets -1attack for each card you have that costs 2.
  • Master Strike: Each player KOs a card that costs 2 from their hand or discard pile or gains a Wound. Adapt.
  • Fight: You may gain a Hero that costs 2 from the HQ or KO pile. Adapt.
Epic Venom 2099Epic Tactic13View
  • Venom 2099 gets -1attack for each card you have that costs 2.
  • Master Strike: Each player KOs a card that costs 2 from their hand or gains a Wound. Adapt.
  • Fight: You may gain a Hero that costs 2 from the HQ or KO pile. Adapt.
Goblin 2099Tactic11View
  • Goblin 2099 gets -1attack for each Bystander in your Victory Pile.
  • Master Strike: Each player puts a Bystander from their Victory Pile into the Escape Pile or gains a Wound. Adapt.
  • Fight: Each villain in the city captures a Bystander. Adapt.
Epic Goblin 2099Epic Tactic14View
  • Goblin 2099 gets -1attack for each Bystander in your Victory Pile.
  • Master Strike: Each player puts two Bystanders from their Victory Pile into the Escape Pile or gains a Wound. Adapt.
  • Fight: Each villain in the city captures a Bystander. Adapt.
Alchemax Executives   (VP: 6)
Avatarr, CEO of AlchemaxTactic10View
  • Always Leads: Alchemax Enforcers
  • Setup: Add an extra Hero to the Hero Deck. Adapt.
  • Master Strike: Put the two highest-cost Heroes from the HQ into the Escape Pile. Then Cyber-Modranged: Each player gains a Wound. Adapt.
  • Fight: Each other player puts a non-grey Hero from their hand or discard pile into the Escape Pile. Adapt.
Epic AvatarrEpic Tactic13View
  • Always Leads: Alchemax Enforcers
  • Setup: Add an extra Hero to the Hero Deck. Adapt.
  • Master Strike: Put the three highest-cost Heroes from the HQ into the Escape Pile. Then Cyber-Modranged: Each player gains a Wound to the top of their deck. Adapt.
  • Fight: Each other player puts a non-grey Hero from their hand into the Escape Pile. Adapt.
Fearmaster, VP of the Public EyeTactic7+View
  • Fearmaster gets +1attack for each grey Hero you have.
  • Master Strike: Put the two lowest-cost Heroes from the HQ into the Escape Pile. Then Cyber-Modinstinct: Count the number of instinct cards in the Escape Pile. Each player discards that many non-grey Heroes, then draws a card for each card they discarded this way. Adapt.
  • Fight: Each other player discards 2 grey Heroes. Adapt.
Epic FearmasterEpic Tactic8+View
  • Fearmaster gets +2attack for each grey Hero you have.
  • Master Strike: Put the three lowest-cost Heroes from the HQ into the Escape Pile. Then Cyber-Modinstinct: Count the number of instinct cards in the Escape Pile. Each player discards that many non-grey Heroes, then draws two cards. Adapt.
  • Fight: Each other player discards 3 grey Heroes. Adapt.
John Herod, Executive VPTactic8+View
  • Cyber-Modcovertcovert: John Herod gets +5attack.
  • Master Strike: Put the two rightmost Heroes from the HQ into the Escape Pile. Then Cyber-Modcovert: You may pay 5attack this turn to “expose Fake Captain America.“ If you do, KO one of your Heroes. If you don’t by the end of this turn, each player gains a Wound (after you draw your new hand.) Adapt.
  • Fight: KO two of your Heroes. Adapt.
Epic John HerodEpic Tactic9+View
  • Cyber-Modcovertcovert: John Herod gets +7attack.
  • Master Strike: Put the three rightmost Heroes from the HQ into the Escape Pile. Then Cyber-Modcovert: You may pay 7attack this turn to “expose Fake Captain America.“ If you do, KO one of your Heroes. If you don’t by the end of this turn, each player gains a Wound (after you draw your new hand.) Adapt.
  • Fight: KO one of your Heroes. Adapt.
Tiger Wylde, General of Alchemax EliteTactic9+View
  • Cyber-Modstrength: Tiger Wylde gets +1attack for each strength card in the Escape Pile.
  • Master Strike: Put the two leftmost Heroes from the HQ into the Escape Pile. Then Cyber-Modtech: Each player reveals a tech card or discards a card. Adapt.
  • Fight: Send a Hero from the Escape Pile Undercover. Then Adapt.
Epic Tiger WyldeEpic Tactic11+View
  • Cyber-Modstrength: Tiger Wylde gets +1attack for each strength card in the Escape Pile.
  • Master Strike: Put the three leftmost Heroes from the HQ into the Escape Pile. Then Cyber-Modtech: Each player discards a card at random. Adapt.
  • Fight: Send a Hero from the Escape Pile Undercover. Then Adapt.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
False Aesir of Alchemax
Heimdall 209923+View
  • Uru-Enchanted Weapons
  • Ambush: Heimdall 2099 captures a Bystander.
  • Fight or Fail: If the (Rainbow) Bridge is empty and Heimdall’s Uru-Enchanted Weapons revealed a Villain, that Villain enters the Bridge. When a Villain enters this way, shuffle a card from the Bystander Deck into the Villain Deck.
Hela 209933+View
  • Uru-Enchanted Weapons
  • Fight or Fail: A Henchman Villain from any player’s Victory Pile enters the city.
  • Escape: Each player KOs two Henchmen from their Victory Pile or gains a Wound.
Loki 209933+View
  • Uru-Enchanted Weapons
  • Ambush: Shuffle a Master Strike from the KO pile back into the Villain Deck.
  • Fight or Fail: If his Uru-Enchanted Weapons revealed any Master Strikes, play one of them.
  • Escape: Search the Villain Deck for a Master Strike, shuffle the Villain Deck, and play that Master Strike.
Thor 209945+View
  • Uru-Enchanted Weapons
  • Ambush: Each player discards a card that costs 5 or more or gains a Wound.
  • Fight or Fail: Put a card that costs 5 or more from your discard pile on the bottom of your deck.
  • Escape: Repeat the Ambush effect.
Alchemax Enforcers
Cyber-Nostra23+View
  • Cyber-Modtech: Cyber-Nostra gets +1attack for each tech card in the Escape Pile.
  • Ambush: Put the top card of the Hero Deck into the Escape Pile.
  • Fight: Cyber-Modtech: KO one of your Heroes.
Whackoid34+View
  • Cyber-Modinstinct: Whackoid gets +1attack.
  • Cyber-Modcovertcovertcovert: Whackoid gets +3attack.
  • Ambush: Put the top card of the Hero Deck into the Escape Pile. Whackoid captures all Bystanders from other Villains in the city. If he captures any Bystanders this way, each player gains a Wound.
Venture35View
  • Ambush: Put the top card of the Hero Deck into the Escape Pile. Venture captures a Bystander. Cyber-Modranged: Venture also captures a non-grey Hero from your discard pile.
  • Fight: Either KO that captured Hero or choose a player to gain it.
Jigsaw 209956+View
  • Jigsaw 2099 gets +1attack for each Bystander he has.
  • Ambush: Put the top card of the Hero Deck into the Escape Pile.
  • Fight: KO one of your Heroes. Cyber-Modstrength: If Jigsaw 2099 had no Bystanders, he reenters the city and captures a Bystander for each strength card in the Escape Pile.
  • Escape: Cyber-Modstrength: Each player gains a Wound.

Schemes

Scheme NameImageRules
Pull Reality Into CyberspaceView
  • Setup: 7 Twists, representing “Cyberspace.“
  • Special Rules: Enemies under any Cyberspace get +1attack for each Cyberspace on the board, and they can be fought with any combination of recruit and attack.
  • Twists 1-5: Put this Cyberspace above the rightmost city space that isn’t yet under Cyberspace.
  • Twist 6: Put this Cyberspace above the Mastermind.
  • Twist 7: Evil Wins!
Become President of the United StatesView
  • Setup: 11 Twists
  • Special Rules: Once per turn, you may stack one of your non-grey Heroes next to this Scheme to earn “Ten Million Votes“ For that Hero Name. If you do, you may also send one of your grey Heroes Undercover as “Secret Service.“
  • Twist: If there’s a Villain in the Bank or Streets, the Mastermind “vows to cursh crime“ and you stack this Twist next to the Mastermind as “Ten Million Votes.“ Otherwise, you may discard two cards to “counter negative advertising,“ shuffle this Twist back into the Villain Deck, and play another card from that deck. If you don’t discard, stack this Twist next to the Mastermind as “Ten Million Votes.“
  • Evil Wins: When the Mastermind is elected President by having Forty Million more votes than the highest-voted Hero Name.
Subjugate Earth with Mega-CorporationsView
  • Setup: Add an extra Hero. 11 Twists.
  • Twist: Put the Hero from the HQ space under the Bank into a “Mega-Corp Domination“ Stack matching its Hero Class (off of the board). Do the listed effect for that Mega-Corp:
  • strength: Green Globe: Each player discards a card with a recruit icon.
  • instinct: Alchemax: Each player discards a instinct Hero or gains a Wound.
  • covert: Public Eye: Each plaeyer discards two cards, then draws a card.
  • tech: D/MONIX: Each player discards a card with an attack icon.
  • ranged: Stark-Fujikawa: A villain from your Victory Pile reenters the city.
  • Evil Wins: When a single Mega-Corp has 3 Dominations.
Befoul Earth Into a Polluted WastelandView
  • Setup: Add an extra Hero. 8 Twists, representing “Toxic Sludge.“
  • Twist: Put this Toxic Sludge under and HQ space. NO space can have two Sludges unless all spaces already have one.
  • Special Rules: To recruit a Hero, you must also pay 2 recruit for each Toxic Sludge under it. During your turn, if there is any Sludge under the HQ, you may “flush the Toxic Sludge into the river.“ If you do, then KO all the Sludge and the Heroes in those HQ spaces, and each player gains a Wound.
  • Evil Wins: When the Hero Deck runs out, or there are 8 Toxic Sludges under the HQ and/or in the river (KO pile).

Legendary Set – 3D Trading Cards

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Howard the Duck   Unaffiliated
Traveling CompanionCommon 132instinct instinctView
  • Reveal the top card of the Bystander Deck. If it’s a special Bystander, rescue it. Otherwise, put it on the bottom of that deck.
Rebel Without a CauseCommon 242covert covertView
  • Reveal the top card of your deck if it Costs 0vp or has no team icon, draw it.
Right Place, Wrong TimeUncommon53+instinct instinctView
  • You get +1attack for each other Hero you played this turn with no team icon.
Interplanetary VisitorRare74tech techView
  • Reveal the top three cards of your deck. Draw one of them, discard one, and KO one.
Man-Thing   Unaffiliated
Form from OozeCommon 120+strength strengthView
  • strength: You get +2attack usable only against villains in the Sewers or the Mastermind.
Burn the FearfulCommon 242instinct instinctView
  • Choose a Villain or Mastermind. If there are no other Villains adjacent to it, it gets -1attack this turn.
Travel the Nexus of RealitiesUncommon53covert covertView
  • covert: You may move a Villain to another city space. If another Villain is already there, swap them.
Eternity of SolitudeRare75+strength strengthView
  • strength: You get +1attack for each empty city space.
Black Widow   Avengers Avengers
Mission AccomplishedCommon 12tech techView
  • Draw a card.
  • tech: Rescue a Bystander.
Dangerous RescueCommon 232covert covertView
  • covert: You may KO a card from your hand or discard pile. If you do, rescue a Bystander.
Covert OperationUncommon40+covert covertView
  • You get +1attack for each Bystander in your Victory Pile.
Silent SniperRare74covert covertView
  • Defeat a Villain or Mastermind that has a Bystander.
Deadpool   Unaffiliated
Here, Hold This for a SecondCommon 132tech techView
  • A Villain of your choice captures a Bystander.
Hey, Can I Get a Do-over?Common 232instinct instinctView
  • If this is the first Hero you played this turn, you may discard the rest of your hand and draw four cards.
OddballUncommon52+covert covertView
  • You get +1attack for each other Hero with an odd-number recruit you played this turn.
Random Acts of UnkindnessRare76instinct instinctView
  • You may gain a Wound to your hand. Then each player passes a card from their hand to the player on their left.
Hulk   Avengers Avengers
Growing AngerCommon 132+strength strengthView
  • strength: You get +1attack.
Unstoppable HulkCommon 242+instinct instinctView
  • You may KO a Wound from your hand or discard pile. If you do, you get +2attack.
Crazed RampageUncommon54strength strengthView
  • Each player gains a Wound.
Hulk SmashRare85+strength strengthView
  • strength: You get +5attack.

Henchmen

HenchmanImageAbilities
Circus of CrimeView
Spider-SlayerView

Bystanders

BystanderVPImageAbilities
Bulldozer Driver1View
  • When you rescue this Bystander, you may move a Villain to an adjacent city space. If another Villain is already there, swap them.
Double Agent of S.H.I.E.L.D.1View
  • When you rescue this Bystander, play a copy of one of your Shield Heroes or Hydra Allies.
Fortune Teller1View
  • When you rescue this Bystander, guess “zero“ or “not zero.“ Then reveal the top card of your deck and check its cost. If you guessed right, draw that card.
Photographer1*View
  • This Bystander is worth +1piercing for each Hero you have that costs 7vp or more among all your cards at the end of the game.
Stan Lee1View
  • When you rescue this Bystander, say a Hero name. Then reveal the top three cards of your deck. Put one of those cards with that exact Hero name into your hand. Put the rest back in any order.

Legendary Set – Marvel Studio’s What If

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Captain Carter   Guardians of the Multiverse Guardians of the Multiverse
Super Soldier SerumCommon 120+0+strength strengthView
  • What If…?: You get +2recruit and +2attack.
Wartime LogisticsCommon 231+instinct instinctView
  • You get +1recruit for each different printed recruit number among all your Heroes.
  • (1+ is the same printed number as 1.)
Coordinated AssaultCommon 341+tech techView
  • You get +1attack for each different printed attack number among all your Heroes.
  • (1+ is the same printed number as 1.)
The Shield of BritainUncommon53tech techView
  • Once per turn, when a player gains a Wound, you may reveal this card to return that Wound to the Wound Stack. If you do, the player whose turn it is gets Liberate.
Give Them All We’ve GotUncommon 265strength strengthView
  • To play this, you must put another card from your hand on top of your deck.
Icon of HopeRare84+2+strength strengthView
  • You get +1recruit for each different printed recruit number among all your Heroes.
  • You get +1attack for each different printed attack number among all your Heroes.
  • (1+ is the same printed number as 1.)
Star Lord Tchalla   Guardians of the Multiverse Guardians of the Multiverse
Fight or FlightCommon 120+strength strengthView
  • Choose one: You get Empowered by strength, or you get Empowered by covert.
  • strengthcovert: Draw a card.
Interstellar AdventuresCommon 232+covert covertView
  • What If…?: You get +3recruit.
Plan the HeistCommon 342instinct instinctView
  • Look at the top two cards of your deck. Discard any number of them and put the rest back in any order.
Unexpected ExitUncommon53strength strengthView
  • What If…?: You may KO a card from your hand or discard pile.
Cross the MultiverseUncommon 264+strength strengthView
  • What If…?: You get Empowered by the Hero Classes of the card you revealed this way.
Colliding DreamsRare74+tech techView
  • Choose any number of Heroes in the HQ. Put them on the bottom of the Hero Deck.
  • You get Empowered by multicolored cards.
Party Thor   Guardians of the Multiverse Guardians of the Multiverse
Forecast Says ThunderCommon 123ranged rangedView
  • To play this, you must put another card from your hand on top of your deck.
Worthy ChallengeCommon 232+strength strengthView
  • Whenever you recruit a Hero that costs 5 or more this turn, you get +3attack.
Destructive FeastCommon 353strength strengthView
  • Whenever you recruit a Hero that costs 5 or more this turn, reveal the top card of your deck and you may KO it.
Asgardian RagerUncommon53+ranged rangedView
  • ranged: Cross-Dimensional Rampage. If any players gained a Wound this way, you get +3attack.
Only SonUncommon 263+strength strengthView
  • What If…?: You get +attack equal to the cost of the Hero you revealed this way.
Worthy of the LightningRare70+5ranged rangedView
  • Whenever you recruit a Hero that costs 5 or more this turn, you get +attack equal to that Hero’s cost.
Killmonger Spec Ops   Guardians of the Multiverse Guardians of the Multiverse
Hunt New PreyCommon 121+strength strengthView
  • You get +1recruit for each different Villain Group in your Victory Pile.
Hostage RescueCommon 232+strength strengthView
  • What If…?: Liberate
No Matter the PriceCommon 342+tech techView
  • techstrength: You get +3attack.
Violence Leaves ScarsUncommon53+strength strengthView
  • strength: You get +1attack for each different Villain Group in your Victory Pile.
Plot a BetrayalUncommon 264+tech techView
  • Each Villain worth 3 VP or more captures a Bystander.
  • tech: Liberate
I’m the King Baby!Rare74+strength strengthView
  • You get +1attack for each different Villain Group in your Victory Pile.
  • strength: Liberate for each Mastermind Tactic in your Victory Pile.
Apocalyptic Black Widow   Guardians of the Multiverse Guardians of the Multiverse
RelentlessCommon 120+covert covertView
  • Draw a card.
  • covert: Liberate
Humanity’s Final HopeCommon 232+tech techView
  • If you have at least 4 Bystanders in your Victory Pile, you get +2recruit.
Plant Hidden AssetCommon 341covert covertView
  • Draw a card.
  • You may have a Villain capture a Bystander.
Precision StrikeUncommon53+tech techView
  • tech: You get +2attack.
The Last AvengerUncommon 263+tech techView
  • What If…?: Liberate
Time to Save the MultiverseRare84+covert covertView
  • Liberate equal to the number of Bystanders in your Victory Pile.
Gamora Destroyer of Thanos   Guardians of the Multiverse Guardians of the Multiverse
Assassin’s StealthCommon 120+covert covertView
  • Draw a card.
  • covert: You get +2recruit.
Tactical InsightCommon 231covert covertView
  • Draw two cards. Then put a card from your hand on top of your deck.
Wield the Blade of ThanosCommon 341+instinct instinctView
  • You get +1attack for each card you drew this turn.
TitanicideUncommon52covert covertView
  • What If…?: Draw two cards.
Destroy an Infinity StoneUncommon 263instinct instinctView
  • instinctSoulbind: KO a card from your hand or discard pile.
The Infinity CrusherRare85+tech techView
  • Guardians of the MultiverseSoulbind: You get +∞attack, usable only for a single fight.
Doctor Strange Supreme   Guardians of the Multiverse Guardians of the Multiverse
To Save ChristineCommon 120+instinct instinctView
  • Draw a card.
  • instinctSoulbind: You get +2attack. If it’s Special Bystander, you may do its Rescue effect.
Seize Infernal PowerCommon 232+instinct instinctView
  • instinctSoulbind: You get +recruit equal to that Villain’s printed VP.
Summon Demon MinionsCommon 342+ranged rangedView
  • rangedSoulbind: You get +attack equal to that Villain’s printed VP.
Wards of the VishantiUncommon53+ranged rangedView
  • What If…?: You get +2attack and you may KO a Wound from your hand or from any player’s discard pile.
Break the Absolute Point in TimeUncommon 26instinct instinctView
  • Reveal the top three cards of your deck. Draw one of them, KO one, and put one back.
Stygian CommunionRare83instinct instinctView
  • instinctSoulbind: Draw cards equal to that Villain’s printed VP.
Uatu the Watcher   Guardians of the Multiverse Guardians of the Multiverse
Diverging TimestreamsCommon 121+covert covertView
  • Draw a card. Then put a card from your hand on top of your deck.
  • covert: You get +1recruit.
Another Dimension CrumblesCommon 232covert covertView
  • What If…?: You may KO a card from your hand or discard pile.
Break the OathCommon 342+ranged rangedView
  • What If…?: You get +2attack.
Anoint a ChampionUncommon52+covert covertView
  • covert: Choose a Hero Name. You are Empowered by that Hero Name.
History RepeatsUncommon 263+ranged rangedView
  • rangedSoulbind: You get +2attack and you may do that Villain’s Fight effect.
Convoke the GuardiansRare75+ranged rangedView
  • What If…?: Choose a Team. (e.g. Guardians of the Multiverse, X Men, Avengers) You are Empowered by that Team.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Hank Pym Yellowjacket   (VP: 6)   Always Leads: Any Villain Group
Hank Pym, YellowjacketMastermind4View
  • Before each time you fight Hank Pym, you must “track him down“ by discarding the top 6 cards of your deck, they paying 2attack for each card you discarded that costs 0. If you don’t pay this total, gain a Wound and your turn ends.
  • Always Leads: Any Villain Group
  • Master Strike: Each player puts three 0-cost cards from their discard pile on top of their deck.
Epic Hank Pym, YellowjacketEpic6View
  • Before each time you fight Hank Pym, you must “track him down“ by discarding the top 6 cards of your deck, they paying 3attack for each card you discarded that costs 0. If you don’t pay this total, gain a Wound and your turn ends.
  • Always Leads: Any Villain Group
  • Master Strike: Each player puts six 0-cost cards from their discard pile on top of their deck.
Microscopic ResearchTacticView
  • Fight: You may gain a Hero from the HQ that costs 2 or less.
Revenge for Ancient GrievanceTacticView
  • Fight: The player with the most Villains in their Victory Pile (and/or tied for most) gains a Wound.
Save from AssassinationTacticView
  • Fight: Choose a card from your discard pile that was discarded from your deck this turn. You may put that card into your hand.
Vengeful StingTacticView
  • Fight: Each other player reveals the top three cards of their deck, discards all those cards that cost 1 or more, and puts the rest back in any order.
Zombie Scarlet Witch   (VP: 6)   Always Leads: Any Villain Group
Zombie Scarlet WitchMastermind9+View
  • Zombie Scarlet Witch gets +1attack for each Hero with an odd-numbered cost you played this turn.
  • Always Leads: Zombie Avengers (in solo mode, if using another Villain Group, add “Zombie“ to their card names and they all get Ambush: Rise of The Living Dead.)
  • Master Strike: Cross-Dimensional Rampage. Then Rise of The Living Dead.
Epic Zombie Scarlet WitchEpic13+View
  • Zombie Scarlet Witch gets +1attack for each Hero with an odd-numbered cost you played this turn.
  • Always Leads: Zombie Avengers (in solo mode, if using another Villain Group, add “Zombie“ to their card names and they all get Ambush: Rise of The Living Dead.)
  • Master Strike: Cross-Dimensional Rampage. Then each player must Soulbind the topmost card of their Victory Pile that isn’t a villain with “Rise of the Living Dead.“ Then Rise of The Living Dead.
Chaos HexTacticView
  • Fight: Before putting this Tactic in your Victory Pile, Rise of The Living Dead. (This ability never makes Mastermind Tactics return.)
  • Each other player discards a card with an odd-numbered cost or gains a Wound.
Even the OddsTacticView
  • Fight: Before putting this Tactic in your Victory Pile, Rise of The Living Dead. (This ability never makes Mastermind Tactics return.)
  • Each other player reveals the top six cards of their deck, discards all those cards that cost 2,4,6, or 8 and puts the rest back in any order.
Refuse to Accept DeathTacticView
  • Fight: Before putting this Tactic in your Victory Pile, Rise of The Living Dead. (This ability never makes Mastermind Tactics return.)
  • You may gain a Hero from the KO pile.
Wistful IllusionTacticView
  • Fight: Before putting this Tactic in your Victory Pile, Rise of The Living Dead. (This ability never makes Mastermind Tactics return.)
  • Reveal the top card of the Hero Deck then put it on the bottom of the Hero Deck. You may play a copy of that card this turn.
Killmonger the Betrayer   (VP: 6)   Always Leads: Any Villain Group
Killmonger, The BetrayerMastermind9View
  • Always Include: Killmonger as one of the Heroes
  • Always Leads: Vibranium Liberator Drones
  • Master Strike: If there are any Killmonger cards in the city or HQ, each player gains a Wound. Choose a Killmonger Hero from your hand, any player’s discard pile, or the HQ to enter the city as a Villain with attack equal to its cost +3 and “Fight: KO this or choose a player to gain it.“
Epic Killmonger, The BetrayerEpic12View
  • Always Include: Killmonger as one of the Heroes
  • Always Leads: Vibranium Liberator Drones
  • Master Strike: If there are any Killmonger cards in the city or HQ, each player gains a Wound. Each player chooses a Killmonger Hero from their hand, any player’s discard pile, or the HQ to enter the city as a Villain with attack equal to its cost +4 and “Fight: KO this or choose a player to gain it.“
Change in LoyaltiesTacticView
  • Fight: Gain a Killmonger card from the city, HQ, or another player’s discard pile.
Pulling the StringsTacticView
  • Fight: You get +1recruit for each different Villain Group in your Victory Pile.
See You on the Flip SideTacticView
  • Fight: Each other player reveals their hand and discards a Killmonger card.
Sunset Over WakandaTacticView
  • Fight: From left to right, each Killmonger Hero in the HQ enters the city as a Villain as described on the Mastermind card. Then refill all the empty HQ spaces.
Ultron Infinity   (VP: 6)   Always Leads: Any Villain Group
Ultron InfinityMastermind8+View
  • Ultron Infinity has all the Empowered abilities of all Ultron Sentries in the city, the Escape Pile, and stacked next to him.
  • Always Leads: Ultron Sentries (even in solo mode)
  • Master Strike: Cross-Dimensional Rampage. Then each player stacks an Ultron Sentry from their Victory Pile next to Ultron. Put this Strike next to Ultron as an “Infinity Stone.“ When Ultron has gained five Infinity Stones (plus this card as the Mind Stone), he gets +∞attack (Solo mode: Also stack a random unused Ultron Sentry next to Ultron.)
Epic Ultron InfinityEpic12+View
  • Ultron Infinity has all the Empowered abilities of all Ultron Sentries in the city, the Escape Pile, and stacked next to him.
  • Always Leads: Ultron Sentries (even in solo mode)
  • Master Strike: Cross-Dimensional Rampage. Then each player stacks two Ultron Sentries from their Victory Pile next to Ultron. Put this Strike next to Ultron as an “Infinity Stone.“ (Solo mode: Also stack a random unused Ultron Sentry next to Ultron.)
  • Ultron Wins: When he has gained five Infinity Stones.
Infinity of MinionsTacticView
  • Fight: Stack an Ultron Sentry from the city next to Ultron. Then each other player chooses an Ultron Sentry from their Victory Pile to enter the city.
Struggle for the Infinity StonesTacticView
  • Fight: Gain a Hero from the HQ that has one of the Hero Classes that is Empowered Ultron.
Transcend MortalityTacticView
  • Fight: Search the Villain Deck and stack the first Ultron Sentry you find next to Ultron. Shuffle the Villain Deck.
Unfettered AnnihilationTacticView
  • Fight: For each Ultron Sentry in your Victory Pile, you may KO a Hero from your hand or discard pile.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Intergalactic Party Animals
Captain Marvel, End of the Party57+View
  • Captain Marvel gets +1attack for each other Intergalactic Party Animal in the city and/or Escape Pile.
  • Ambush: Each player reveals a strength Hero or gains a Wound.
  • Escape: Captain Marvel ascends to become a new Mastermind. She gains the ability “Master Strike: Repeat her Ambush effect.“
Frigga, Mother of Thor612View
  • During your turn, you may discard a card that costs 5 or more to “hide the party“ and shuffle Frigga into the Villain Deck. If you do, you may KO one of your Heroes, then you must play a card from the Villain Deck.
  • Ambush: Frigga ascends to become a new Mastermind. She gains the ability “Master Strike: If there are any Intergalactic Party Animals in the city, each player discards a card.“
Party Korg35View
  • Fight: KO one of your Heroes.
  • Escape: Cross-Dimensional Rampage
Party Nebula35View
  • Ambush: If there are any other Intergalactic Party Animals in the city, each player discards a card.
  • Escape: Same effect.
Party Kraglin24View
  • Fight: You get +1recruit for each Intergalactic Party Animal in your Victory Pile (including this one).
Party Korath24+View
  • Party Korath gets +attack for each Bystander held among all Intergalactic Party Animals.
  • Ambush: Each player may draw a card. Korath captures a Bystander for each card drawn this way.
Party Skrull32+View
  • Ambush: Party Skrull captures the highest-cost Hero from all the HQ spaces under Intergalactic Party Animals. Party Skrull gets +attack equal to that Hero’s cost.
  • Fight: Either KO that Hero or choose a player to gain it.
Party Surtur46View
  • Ambush: Cross-Dimensional Rampage
  • Fight: You may KO a grey Hero from your discard pile.
Rival Overlords
Thanos612View
  • Thanos gets -2attack for each other Rival Overlord that’s in the city or a Mastermind.
  • Escape: Thanos ascends to become a new Mastermind. He gains the ability “Master Strike: Each player discards half of their cards (round down the discards).“
Dormammu611View
  • Dormammu gets -2attack for each other Rival Overlord that’s in the city or a Mastermind.
  • Escape: Dormammu ascends to become a new Mastermind. He gains the ability “Master Strike: Each player reveals the top of their deck. If it costs 1 or more, that player gains a Wound.“
Ego510View
  • Ego gets -2attack for each other Rival Overlord that’s in the city or a Mastermind.
  • Escape: Ego ascends to become a new Mastermind. He gains the ability “Master Strike: Reveal the top card of the Villain Deck. If it’s a Master Strike, play it.“
Loki59View
  • Loki gets -2attack for each other Rival Overlord that’s in the city or a Mastermind.
  • Escape: Loki ascends to become a new Mastermind. He gains the ability “Master Strike: Each player discards a ranged Hero or KOs one of their non-grey Heroes.“
Red Skull, HYDRA Occultist48View
  • Red Skull gets -2attack for each other Rival Overlord that’s in the city or a Mastermind.
  • Escape: Red Skull ascends to become a new Mastermind. He gains the ability “Master Strike: Each player discards a covert Hero or discards down to 4 cards.“
Yondu37View
  • Yondu gets -2attack for each other Rival Overlord that’s in the city or a Mastermind.
  • Ambush: Yondu captures a Bystander.
  • Fight: Each player KOs one of their Heroes.
Arnim Zola, HYDRA Scientist25View
  • Arnim Zola gets -2attack for each other Rival Overlord that’s in the city or a Mastermind.
  • Fight: During one of your turns, you may Soulbind to give a Mastermind -2attack for one fight.
Ulysses Klaue26View
  • Ulysses Klaue gets -2attack for each other Rival Overlord that’s in the city or a Mastermind.
  • Ambush: A Villain in the city with an “ascend“ ability ascends to become a new Mastermind.
  • Fight: KO one of your Heroes.
Black Order Guards
Cull Obsidian22+View
  • Empowered by cards that cost 5 or more.
  • Fight: For each Hero in the HQ that costs 5 or more, you get +1recruit.
Corvus Glaive33+View
  • Empowered by cards that cost 5 or more.
  • Ambush: For each Hero in the HQ that costs 5 or more, Corvus Glaive captures a Bystander.
Proxima Midnight44+View
  • Empowered by cards that cost 5 or more.
  • Ambush: Each player discards a card that costs 5 or more or gains a Wound.
  • Fight: KO one of your Heroes.
Ebony Maw67+View
  • Empowered by cards that cost 5 or more.
  • Ambush: Each player discards a card that costs 5 or more.
  • Escape: Ebony Maw ascends to become a new Mastermind. He gains the ability “Master Strike: Repeat his Ambush effect.“
Zombie Avengers
Zombie Wong24View
  • Ambush: Rise of The Living Dead
  • Fight: Look at the top two cards of your deck. Draw one of them and put the other back.
Zombie Hawkeye35View
  • Ambush: Rise of The Living Dead
  • Fight: Each player draws a card.
Zombie Wasp34+View
  • Ambush: Rise of The Living Dead
  • While in the Sewers, Rooftops, or Bridge, Zombie Wasp is “giant-size“ and gets +2attack.
  • Fight: KO one of your Heroes.
Zombie Doctor Strange46View
  • Ambush: Rise of The Living Dead
  • Fight: Look at the top three cards of your deck. Draw one of them, KO one, and put one back.
  • Escape: Cross-Dimensional Rampage
Zombie Iron Man57View
  • Ambush: Each player reveals a tech card or gains a Wound. Then Rise of The Living Dead
  • Escape: Zombie Iron Man ascends to become a new Mastermind. He gains the ability “Master Strike: Repeat his Ambush effect.“
Zombie Captain America48View
  • Ambush: Rise of The Living Dead
  • Zombie Captain America gets -1attack for each Hero Class you have.
  • Escape: Each player reveals three Hero Classes or gains a Wound.
Stranges Demons
Wolf Demon24View
  • Fight: Soulbind: KO one of your Heroes.
Moose Demon24View
  • Fight: Soulbind: Draw two cards. You may do that Henchman’s Fight effect.
Two-Headed Ram Demon35View
  • Fight: Soulbind: KO up to two cards from your discard pile.
Skull Demon35View
  • Fight: Soulbind: Draw two cards. Then if it’s a Special Bystander, you may do its Rescue effect.
Demon Dragon46View
  • Fight: Soulbind: You get +recruit equal to that Villain’s VP.
  • Escape: Cross-Dimensional Rampage.
Demonbound Doctor Strange57View
  • Ambush: Each player must Soulbind or discard a card.
  • Escape: Demonbound Doctor Strange ascends to become a new Mastermind. He gains the ability “Master Strike: Repeat his Ambush effect.“
Demon Champion of Hydra68View
  • Ambush: Cross-Dimensional Rampage Then each player must Soulbind.
  • Escape: Demon Champion of Hydra ascends to become a new Mastermind. It gains the ability “Master Strike: Repeat its Ambush effect.“

Henchmen

HenchmanLed ByImageAbilities
Giants of JotunheimView
Vibranium Liberator DronesView
Ultron SentriesView

Schemes

Scheme NameImageRules
Trash Earth with Hugest Party EverView
  • Setup: 6 Twists. Always include the Party Thor Hero and Intergalactic Part Animals Villain Group.
  • Twist: If Frigga, Mother of Thor, is in play, stack this Twist next to the Scheme as “Discovered Wreckage.“ Otherwise: Search the Villain Deck for Frigga and she does her Ambush ability. Then shuffle this Twist back into the Villain Deck.
  • Special Rules: You can’t fight or defeat Frigga.
  • Evil Wins: When 5 Wreckages have been Discovered.
Marvel ZombiesView
  • Setup: 4 Twists. Include exactly one Villain Group with “Rise of The Living Dead.“ Add 8 random cards from an extra Hero to the Villain Deck. 1-2 players: Add 3 Bystanders.
  • Special Rules: Hero cards from the Villain Deck are “Zombie“ Villains with attack equal to their cost +1, worth VP equal to their cost. They have “Ambush: Rise of The Living Dead. Fight: Play a copy of this card as a Hero, then put it into your Victory Pile as a Villain“ (it still has Rise of The Living Dead.)
  • Twist: Each villain in the city with “Rise of the Living Dead“ escapes. Then play another card from the Villain Deck.
  • Evil Wins: When there are 3 Villains per player in the Escape Pile or the Villain Deck runs out.
Collect an Interstellar ZooView
  • Setup: 11 Twists
  • Twist: Each player reveals their hand. Starting with the current player, then clockwise, the first player to have one of this kind of Hero in their hand or discard pile stacks it next to this scheme, “stolen for the Zoo.“
  • Twist 1: strength T2: instinct T3: covert T4: tech T5: ranged T6: 5-cost. T7: 4-cost. T8: 3-cost. T9: 0-cost. T10: recruit icon. T11: attack icon.
  • Evil Wins: When the Zoo has 5 heroes.
Breach the Nexus of All RealitiesView
  • Setup: (1-2 players: Use 3 Villain Groups.) Stack each Villain Group seperately face down as its own “Reality.“ Add 2 Twists to each Reality. Shuffle together all the Henchmen, Master Strikes, and Bystanders for your player count and randomly distribute them amongst all the Realities, as evenly as possible. Shuffle each Reality seperately.
  • Special Rules: Each turn, you choose which Reality (Villain Deck) plays a card. They all play into the same city.
  • Twist: Stack this Twist next to this Reality as a “Dimensional Breach.“ If this was the second Breach for that Reality, destory that Reality, KO’ing all its cards.
  • Evil Wins: When all Realities have been destroyed.

Bystanders

BystanderVP VPImageAbilities
Bystander1View
Happy Hogan1View
  • When you rescue this Bystander, reveal the top card of the Villain Deck. If it’s a Master Strike or Scheme Twist, you may shuffle that deck.
Howard Stark1View
  • When you rescue this Bystander, reveal the top four cards of your deck. Draw each tech and ranged Hero you revealed. Put the rest back in any order.
Howard the Duck1View
  • When you rescue this Bystander, reveal the top four cards of the Bystander Deck. You may rescue a Special Bystander from among them, then put the rest back on the bottom of that deck.
Pepper Potts1View
  • When you rescue this Bystander, you get +1recruit if the Bank is empty and +1recruit if the Rooftops are empty.
Scott Lang’s Head1View
  • When you rescue this Bystander, whichever player is a head (has the most VP or tied for most) may KO one of their cards.

Wounds

WoundImage
WoundView

Legendary Set – Weapon X

Heroes

Hero & TeamCard NameRarityCost CostATK ATKREC RECClassImageAbilities
Fantomex   X Force X Force
Sentient BulletsCommon 110+ranged rangedView
  • Weapon X Sequence
Three BrainsCommon 220+tech techView
  • Weapon X Sequence, getting recruit instead of attack. If you got at least 3recruit this way, draw a card.
MisdirectionCommon 330+covert covertView
  • Weapon X Sequence
  • When you draw a new hand this turn, draw an extra card, then put a card from your hand on top of your deck.
Weapon XIIIUncommon41+tech techView
  • Weapon X Sequence
  • tech: You may KO one of your cards that has the same cost as any of your other cards.
Marrow   X Force X Force
Bone ShardsCommon 132+ranged rangedView
  • X Force: Berserk
Hyper-Adaptive SkeletonCommon 221+1+strength strengthView
  • For all of your Heroes’ Berserk abilities this turn, you get the Berserked cards’ printed recruit just like you get their printed attack.
  • strength: Berserk
OsteogenesisUncommon621strength strengthView
  • Draw two cards. Then put a card from your hand on top of your deck.
Metabolic OverdriveRare73+covert covertView
  • Weapon X Sequence
  • Reveal the top six cards of your deck. Discard all the ones that cost 0 and put the rest back in any order.
Weapon H   Avengers Avengers
Evolving AbilitiesCommon 142+0+instinct instinctView
  • You may have this card make all recruit instead of attack (including the ability below).
  • instinct: You get +1attack.
The Future of WarfareCommon 232+strength strengthView
  • Look at the top card of your deck.
  • Discard it or put it back.
  • strength: Berserk
Slice and SmashUncommon52+strength strengthView
  • Berserk
  • strength: You may KO the card you Berserked.
Ultimate Killing MachineRare84+strength strengthView
  • Weapon X Sequence
  • strength: Using the Wound Deck, Berserk, Berserk, Berserk, Berserk, Berserk, Berserk, putting those discarded Wounds on the bottom of the Wound Deck.
Weapon X (Wolverine)   Marvel Knights Marvel Knights
Violent ConditioningCommon 132+instinct instinctView
  • You may gain a Wound. If you do, Berserk, Berserk.
Raging RegenerationCommon 242+instinct instinctView
  • Berserk
  • instinct: You may KO a Wound from your hand or discard pile. If you do, Berserk again.
Infuse Skeleton with AdamantiumUncommon52+tech techView
  • To play this, you must put another card from your hand on top of your deck.
  • Weapon X Sequence
Escape the Weapon X LabUncommon 263+instinct instinctView
  • Weapon X Sequence
  • instinct: You may reveal cards from the Wound Deck until you reveal an Enraging Wound. Gain that Enraging Wound to your hand. Put the other revealed cards back on the bottom.
  • If you gain a Wound this way, Berserk.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Omega Red   (VP: 6)
Omega RedMastermind10+View
  • Omega Red gets +2attack while you have any Wounds and +2attack while there are any Wounds in your discard pile.
  • When you KO any Wounds for the first time in a turn, put them on the bottom of the Wound Deck and gain a Wound to the bottom of your deck.
  • Always Leads: Any Villain Group
  • Master Strike: Each player discards one of their covert Heroes or gains a Wound.
Epic Omega RedEpic12+View
  • Omega Red gets +3attack while you have any Wounds and +3attack while there are any Wounds in your discard pile.
  • Whenever you KO any Wounds, put them on the bottom of the Wound Deck and gain a Wound to the bottom of your deck.
  • Always Leads: Any Villain Group
  • Master Strike: Each player KOs one of their covert Heroes or gains a Wound.
Carbonadium TentaclesTactic10View
  • Fight: After you draw a new hand of cards at the end of this turn, each player discards down to three cards or gains a Wound.
The Carbonadium SynthesizerTactic10View
  • Fight: You may return a Wound from your hand or any player’s discard pile to the bottom of the Wound Deck. If you do, draw a card.
Death PheromonesTactic10View
  • Fight: Each other player discards a tech Hero or gains a Wound.
Drain Life ForceTactic10View
  • Fight: If this is not the final Tactic, and if you have at least two Wounds in your hand and/or discard pile, return all of them to the bottom of the Wound Deck and shuffle this Tactic back into Omega Red’s other Tactics.
Romulus   (VP: 6)
RomulusMastermind9+View
  • Weapon X Sequence
  • Always Leads: Weapon Plus
  • Master Strike: Each player reveals that they have a greater Weapon X Sequence than Romulus or gains a Wound. Then if this is the fifth Strike this game, this Strike becomes a Scheme Twist that takes effect immediately. (Once per game)
Epic RomulusEpic10+View
  • Weapon X Sequence
  • Always Leads: Weapon Plus
  • Master Strike: Each player reveals that they have a greater Weapon X Sequence than Romulus (don’t double his Sequence for this) or gains a Wound to the top of their deck. Then if this is the third Strike this game, this Strike becomes a Scheme Twist that takes effect immediately. (Once per game)
Anoint an Heir to Take My PlaceTactic9View
  • Fight: If this is not the last Tactic, a Hero from the HQ that costs 6 or more Ascends to become an additional Mastermind with attack equal to its printed cost and only these abilities: “Fight: Choose a player to gain this as a Hero.
  • Master Strike: Each player discards a card of this Hero Class or gains a Wound.“
Bite of the Muramasa BladeTactic9View
  • Fight: Each other player reveals three cards with different, adjacent costs (e.g. 2,3,4) or gains a Wound.
Master of SchemesTactic9View
  • Fight: If this is not the last Tactic, reveal the top 2 cards of the Villain Deck. Play a Master Strike or Scheme Twist from among them, putting the rest back in any order.
Take Over the Weapon X ProgramTactic9View
  • Fight: You get +recruit equal to the attack Romulus is gaining from Weapon X Sequence.
Sabretooth   (VP: 6)
SabretoothMastermind8+View
  • Sabretooth Berserk once for each Savagery stacked here.
  • Always Leads: Berserkers
  • Master Strike: Stack this Strike next to Sabretooth as a “Savagery.“ Each player KOs one of their Heroes that costs more than the number of Savageries. Any player that cannot do so gains a Wound instead.
  • Fail: KO a non-grey Hero discarded by Sabretooth’s Berserking.
Epic SabretoothEpic9+View
  • Sabretooth Berserk once for each Savagery stacked here, plus two more times.
  • Always Leads: Berserkers
  • Master Strike: Stack this Strike next to Sabretooth as a “Savagery.“ Each player KOs one of their Heroes that costs at least 2 more than the number of Savageries. Any player that cannot do so gains a Wound instead.
  • Fail: KO a non-grey Hero discarded by Sabretooth’s Berserking.
Adamantium-Laced ClawsTactic8View
  • Fight: Each other player reveals a instinct Hero or gains a Wound.
Lethal FangsTactic8View
  • Fight: KO a grey Hero discarded by Sabretooth’s Berserking. (You can’t KO cards you shuffled into your deck during the Berserking.)
Salivating ProwlTactic8View
  • Fight: Reveal the top three cards of your deck. Draw one of them, discard one, and put the other back on top of your deck.
Sudden SavageryTactic8View
  • Fight: Stack a card from the Wound Deck next to Sabretooth as a “Savagery.“

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Berserkers
Cyber55+View
  • Berserk, Berserk
  • Fight: KO one your Heroes. If any of the cards you Berserked were instinct or tech, shuffle Cyber into the Villain Deck, then play another card from the Villain Deck.
  • Fail: Each player discards a instinct or tech Hero or gains a Wound.
  • Escape: Do the Fail effect.
Feral3+View
  • Berserk, Berserk
  • Fight: Choose a player to gain this as a Hero.
  • Fail: KO a non-grey Hero from your discard pile.
  • Escape: Each player discards a non-grey Hero.
  • [object Object]
  • instinct: Berserk, Berserk
Thornn23+View
  • Berserk
  • Ambush: Choose a card named “Feral“ from any player’s discard pile to enter the city as a Villain.
  • Fight: Draw the card you Berserked.
  • Fail: When you draw a new hand at the end of this turn, discard a card.
Wild Child43+View
  • Berserk, Berserk, Berserk
  • Fight: KO one of the cards you Berserked this way that costs 0.
  • Fail: KO a card discarded by Wild Child’s Berserking that costs 1 or more. (You can’t KO cards you shuffled into your deck during the Berserking.)
Weapon Plus
Daken43+View
  • Weapon X Sequence
  • Berserk
  • Fight: KO one of your Heroes.
  • Fail: You gain a Wound.
Huntsman (Weapon XII)22+View
  • Weapon X Sequence
  • Ambush: Reveal the top 3 cards of the Hero Deck. Huntsman captures each that costs 4 or less. Put the rest on the bottom of the Hero Deck.
  • Fight: If Huntsman has any captured Heroes, choose a player to gain one of them and return Huntsman to his city space with the rest of them. (Ignore his Ambush.)
Nuke (Weapon VII)22+View
  • Weapon X Sequence
  • Fight: Reveal the top card of the Hero Deck as “Nuke’s Adrenaline Pill“:
  • covert: “Rage“ — Each other player gains a Wound.
  • instinct: “Balance“ — Draw a card.
  • ranged: “Relax“ — You get +2recruit.
  • Escape: Each player gains a Wound.
Skinless Man (Weapon III)33+View
  • Weapon X Sequence
  • Ambush: Skinless Man captures a Bystander of your choice from your Victory Pile. If you don’t have one, gain a Wound and he captures one from the Bystander Deck.
Typhoid Mary (Weapon IX)33+View
  • Weapon X Sequence
  • Fight: Reveal the top card of the Hero Deck as her “Personality“:
  • strength: “Typhoid“ — Put a card from your discard pile on top of the deck of the player to your left.
  • instinct: “Mary“ — Rescue a Bystander.
  • covert: “Bloody Mary“ — Each other player gains a Wound.
  • tech: “Mutant Zero“ — KO one of your cards that costs 0.
  • ranged: “Walker“ — Put a card you played
  • this turn on top of your deck.
Ultimaton (Weapon XV)64+View
  • Weapon X Sequence
  • Ambush: Each player discards a non-grey Hero.
  • Fight: Each player KOs one of their grey Heroes.
  • Escape: Each player KOs one of their non-grey Heroes.

Schemes

Scheme NameImageRules
Condition Logan into Weapon XView
  • Setup: 8 Twists. Include exactly 1 Hero with Wolverine or Logan in its name.
  • Twist 1,3,5: “Induce Violent Rage“: If you don’t defeat an Enemy worth 2piercing or more this turn, then after you draw a new hand at the end of this turn, each player discards down to four cards.
  • Twist 2,4,6“Test the Subject’s Healing Factor“: Each player discards a strength or instinct Hero or gains a Wound.
  • Twist 7“Unleash Weapon X“: For each Wolverine and/or Logan Hero in the HQ, each player gains a Wound.
  • Twist 8: Evil Wins!
Go After Heroes’ Loved OnesView
  • Setup: Add an extra Hero. Don’t use multiple Heroes that have the same Hero Name. 1 player: 8 Twists. 2-4 players: 10 Twists. 5 players: 11 Twists. Set aside a lowest-cost card for each Hero Name, face up, with 2 face up Bystanders under it as “Loved Ones.“
  • Twist 1-6: KO the Hero in the rightmost HQ space. KO one of that Hero Name’s Loved Ones. Each player discards a card of that Hero Name. If you discard a card this way during your turn, you Berserk. If that Hero Name has no more Loved Ones, that Hero is “Lost in Grief“: KO all of that Hero Name from the HQ and Hero Deck, then shuffle it.
  • Twist 7-11: Do that Twist effect twice.
  • Evil Wins: When the Hero Deck runs out.
Wipe Heroes’ MemoriesView
  • Setup: Twists equal to the number of players plus 4.
  • Twist: You “forget your past“: If you have any face up Villains or Tactics in your Victory Pile, put one of them on the bottom of your Victory Pile face down, then shuffle this Twist back into the Villain Deck, then play a card from the Villain Deck. If you didn’t have any face up Villains or Tactics, then instead stack this Twist next to the Scheme as a “Total Memory Wipe.“
  • Special Rules: Face down cards in your Victory Pile count as not being there at all until you count their VP at game end.
  • Evil Wins: When there are 4 Total Memory Wipes.

Wounds

Wound NameImageAbilities
Blazing VengeanceView
  • Healing: When you defeat a Mastermind Tactic this turn, you may KO this Wound.
Broken BonesView
  • To play this, you must put another card from your hand on top of your deck.
  • Healing: When you draw a card this turn (including drawing this card but not including drawing a new hand at the end of your turn), you may KO this Wound.
ConcussionView
  • Healing: When you play two cards of the same Hero Class this turn, you may KO this Wound.
Erratic PowersView
  • To play this, you must discard three cards, then draw a card.
  • Healing: When you use a Superpower Ability this turn, you may KO this Wound. (e.g. “strength: You get +1attack.“)
Insults and InjuriesView
  • Healing: When you defeat a Villain worth at least 2piercing this turn, you may KO this Wound.
Last BreathView
  • To play this, you must gain a Wound to the top of your deck.
  • Healing: When you KO another Wound this turn, you may KO this Wound.
Massive Blood LossView
  • To play this, you must discard a card.
  • Healing: When you discard a card this turn (not including discarding to play this card or discarding at the end of your turn) you may KO this Wound.
Shell ShockView
  • Healing: When you recruit two Heroes this turn, you may KO this Wound.
Sudden TerrorView
  • Healing: When you recruit a Hero that costs 7 or more this turn, you may KO this Wound.
Wild RageView
  • Healing: When you defeat a Henchman this turn, you may KO this Wound.

Keyword Definitions

📖 Legendary Marvel — Keyword Definitions

KeywordDefinition
“When Recruited“ Abilities
whenrecruited

The Inhumans’ powerful decision to go to war is shown with new special abilities they use “When Recruited.“

  • Some Heroes say things like: “When Recruited: You get +3attack.“ Use this “When Recruited“ ability immediately when you recruit this Hero.
  • You pay the Hero’s normal recruit cost, move it from the HQ into your discard pile, and refill that HQ space with a card from the Hero Deck. When all that is done, then you must use the “When Recruited“ ability.
  • When you play that card from your hand in later turns, don’t use the “When Recruited“ ability again. Instead, use the card’s normal abilities, recruit, and attack. A horizontal line separates the “When Recruited“ ability from the card’s normal abilities.
  • If a special ability tells you to “gain“ a Hero or “put“ a Hero somewhere, then you don’t use that Hero’s “When Recruited“ ability, since you didn’t pay recruit and you didn’t recruit that Hero. This is true even if the special ability tells you to “gain“ the Hero from the HQ.
  • However, you do use the “When Recruited“ ability if a special ability lets you “recruit a Hero for free“ or recruit it at a reduced cost or from some unusual place, since then you are still recruiting the Hero.
  • You may wish to keep some Heroes in the HQ until you especially need their “When Recruited“ ability.
Abomination
abomination

This keyword ability is used by Villains that are the twisted genetic experiments of HYDRA scientists. Likewise, some Inhuman Villains have become horrific, unpredictable, and even monstrous.

  • Abomination means “This Villain gets +attack equal to the printed attack of the Hero in the HQ space under this Villain’s city space.“
  • An Abomination Villain’s attack can go up and down as the Villain moves through the city.
  • You can recruit a Hero under an Abomination to try to reduce its attack… but you might also increase it!
  • There are also a few twists on the Abomination keyword. The Hero Gorgon has abilities like “Sewers Abomination.“ It gives attack equal to the printed attack of the Hero in the HQ space under the Sewers.
  • The highly-evolved Mastermind Maximus and Gorgon also use “Highest Abomination.“ This gives attack equal to the highest printed attack of any single card in the HQ. So if the five Heroes in the HQ have printed attack of 2, 4, 3+, 0+, and no printed attack, then Highest Abomination would give 4attack.
  • The Mastermind Arnim Zola uses “Ultimate Abomination” which means “Arnim Zola gets +attack equal to the total printed attack of all the Heroes in the HQ.”
  • “Double Abomination“ doubles the attack bonus.
  • Some “Divided Cards“ from sets like Legendary®: Civil War have two printed attack numbers, one on each side. If you need to know that card’s “printed attack,“ and the card is not currently being played, add both those attack numbers together. This applies to Abomination and Berserk (from Legendary®: X-Men).
Ambush
ambush

Black Panther and White Wolf have mastered the pouncing attacks of their animal namesakes. Storm, Shuri, and Okoye are also full of surprises. To represent this, some Heroes say things like “instinct Ambush: Draw a card.“ This is similar to how a Villain does its Ambush ability when it enters the city.

  • When a Hero with a “instinct Ambush“ ability enters the HQ during your turn, you may use that Ambush ability if you have a instinct Hero.
  • As always, you “have a instinct Hero“ if you have played a instinct Hero this turn or if you have a instinct Hero in your hand (or if you control a instinct Hero Artifact).
  • New Heroes usually enter the HQ when you recruit a Hero or a Villain escapes from the city, creating an empty space in the HQ that you refill.
  • In games with Hero Ambush abilities, you may want to recruit before you fight, in case a new Hero entering the HQ gives you extra attack or cards that you can use to fight stronger enemies.
Antics
antics

Some of Ant-Man’s craziest moments come when he uses his power to control tiny ants, as well as shrinking himself down to ant size or growing ants to giant size!

  • Some cards say things like “Antics: You get +2 attack.“
  • You can use a card’s Antics abilities only if you have at least three cards that cost 1 or 2 and/or have Size-Changing.
  • The Antics card itself can count towards those three cards if it costs 1 or 2 and/or has Size-Changing.
  • “Cards you have“ includes both cards you played this turn and cards still in your hand, so both of those can help you use Antics.
  • Use the Antics ability at the moment you play the Antics card. If you don’t use it then, you can’t go back and use it later in the turn.
Artifact
artifact

Some Hero cards are also powerful “Artifact” cards. (They still count as Hero cards too.) When you gain a Hero Artifact, put it in your discard pile like any other Hero card. When you draw that Artifact later in the game, you may play it in front of you and use its effects. This means you “control” that Artifact. At end of turn, when you discard all the cards you played that turn, the Artifacts you control stay in front of you.

  • You can use Artifacts on the first turn you play them.
  • You can control multiple Artifacts with the same card name and use each of them.
  • You can only use Artifacts during your turn unless otherwise specified.
  • If a card effect during any player’s turn asks you to “Reveal a ranged Hero,” you may reveal a ranged Hero Artifact you control. Card effects that say “your Heroes” or “Heroes you have” include Hero Artifacts you control.
  • However, you only “played” an Artifact on the turn you put it out, so it only activates Superpower Abilities (like “strength: You get +1attack.”) on the turn you play the Artifact, not every turn of the game. Likewise, card effects that count “each Hero you played this turn” only count an Artifact if you played it this turn.
  • You don’t have to use an Artifact’s abilities on a turn if you don’t want to.
  • If you are using the Final Showdown, you can use Artifacts during your Showdown Turn.
  • If a card effect like Rogue or Chameleon would let you “copy” an Artifact card, then you can use that Artifact’s “Once per turn” ability once, and there is no other effect.
Astral Plane
astralplane

The Fear Lords are cruel demons that move themselves and others beyond the physical world to a realm of pure psychic energy. There they prey on the human psyche, evoking nightmare and terror. This is represented with new “Astral Plane” abilities.

  • Some Villains say things like “Fight: If this Villain was in the city, it enters the Astral Plane.”
  • The Astral Plane is a single, unique space that only exists in games with cards that use the Astral Plane. It sits immediately to the right of the Villain Deck.
  • While a Villain is in the Astral Plane, it has no physical form: It can only be fought with recruit, not attack. To fight a 5attack Villain you must spend 5recruit. When you fight a Villain in the Astral Plane, put it in your Victory Pile and do its Fight effect as normal.
  • When a Villain enters the Astral Plane, any Villain already there escapes. This causes all the same effects as if that Villain had escaped the city (including KO’ing from the HQ, discarding from captured Bystanders, and Escape abilities).
  • Villains still get –attack and +attack bonuses while in the Astral Plane. You just use recruit to fight the total attack.
  • The Mastermind “Nightmare” can also enter the Astral Plane. While there, he can only be fought with recruit, not attack. If he escapes the Astral Plane, do all the normal effects for a Villain escaping the city. Then do the Escape ability written on Nightmare, which moves him to the Mastermind space.
  • The Astral Plane is not a city space. It’s not “adjacent” to any city spaces. Card effects can’t move or swap Villains to or from the Astral Plane unless they explicitly mention the Astral Plane.
  • Villains do Ambush effects when they enter the city. The Astral Plane is not part of the city, so Villains that enter the Astral Plane don’t do their Ambush effects at that time.
  • For keywords from other sets: To fight a “Chivalrous Duel” enemy in the Astral Plane, you must spend recruit from a single Hero name. You must spend recruit to use Excessive Violence or Human Shields from the Astral Plane. You can’t use “Piercing Energy” on enemies in the Astral Plane. “Bribe” and other cards that say “You can spend any combination of recruit and attack to fight that Villain this turn.” do not work against enemies in the Astral Plane.
Berserk
berserk

This keyword represents some X-Men going into a berserker rage of unpredictable violence.

  • “Berserk” on a Hero means “Discard the top card of your deck. You get +attack equal to the discarded card’s printed attack.” (So if the discarded card gives “+2attack”, you just count 2.)
  • Some cards have Berserk multiple times, like “Berserk, Berserk, Berserk.” In this case, just do the Berserk effect multiple times, once at a time. So you discard three cards in a row, getting each of their printed attack.
  • Building a deck with high printed attackcan increase the chance that your Berserk cards will be explosively powerful. You can also use special abilities to set up the top cards of your deck to have a higher attack value before you play a card with Berserk.
  • Some cards say things like “Berserk. X-Gene tech: You get +1attack.” You do the card abilities in order, so Berserk might discard a tech card from your deck, letting you use your X-Gene ability.

As a new twist, this set also includes unpredictable Enemies with Berserk. When they face stronger Heroes, they become even more enraged and violent.

  • When you try to fight an Enemy that has Berserk, discard the top card of your deck. That Enemy gets +attack equal to the discarded card’s printed attack.
  • If you have at least as many attack points as the Enemy’s improved attack, spend that many attack and defeat the Enemy as normal.
  • If you don’t have enough attack points, then you don’t defeat this Enemy, you lose all your attack points, and you can’t fight anymore this turn. You can still play cards and recruit. Don’t use that Enemy’s “Fight” effect. (Also don’t use any “When you fight” or “When you defeat” effects. You can’t use the “if you don’t fight…” Healing ability on normal Wounds.)
  • If an Enemy says Berserk multiple times, do the Berserk effect that many times, giving all of that attack.
  • Once you start to fight an Enemy, you can’t play any more cards until after that fight is complete. Remember to generate all the attack you can before you fight them!
  • Look for ways to set up the top cards of your deck to have low or no attack before you fight a Berserk Enemy.
Blood Frenzy
bloodfrenzy

Vampires and Werewolves famously crave the taste of blood. Furious rage drives them to seek more of the red delight, gaining strength from every kind of blood they drain. This is shown by the new Blood Frenzy keyword.

  • Blood Frenzy on a Hero card means “You get +1attack for each different VP value you have among cards in your Victory Pile.”
  • Likewise on a Villain card, during your turn Blood Frenzy means “This Villain gets +1attack for each different VP value you have among cards in your Victory Pile.”
  • (VP means “Victory Points,” shown as 4piercing.)
  • It only matters how many different VP values you have among cards in your Victory Pile. It doesn’t matter how many you have of any single value. So if your Victory Pile has cards worth 0, 1, 1, 1, 2, 2, and 5 VP, then Blood Frenzy would give +4attack.
  • This includes Bystanders in your Victory Pile. Horrifically, even heroic Vampires and Werewolves cannot always resist draining blood from innocents!
  • Use whatever VP a card is worth, not just its printed VP. If a Master Strike becomes “a Villain worth 4VP,” then it counts as 4VP for Blood Frenzy. An “Undercover” Agent worth 1VP counts as 1VP too.
  • If a card gets into your Victory Pile somehow with no printed or specified VP value, it counts as “0 VP,” which is a number that can help your Blood Frenzy.
Bribe
bribe

You can fight villains with the keyword “Bribe” by spending any combination of Attack and/or Recruit points. For example, you may play two S.H.I.E.L.D. Agents and two S.H.I.E.L.D. Troopers to fight the +4attack Maggia Goons.

Burn Shards
burnshards

Some Heroes say things like “Burn 2 Shards: Draw two cards.”

  • This means: Once this turn, you may spend that many Shards to do the listed effect.
  • You can wait to use this until later in the turn.
  • You don’t get the normal +1attack per Shard when you burn Shards this way.
Burrow
burrow

Subterranea Villains use the Burrow keyword. This allows them to retreat by digging to safety when they are attacked. “Burrow” means:

“Fight: If the Streets were empty, put this Villain back into the Streets.”

When you fight a Villain with Burrow, do all of that Villain’s Fight effects. You rescue any Bystanders the villain may have captured as normal. Then, if the “Streets” city space was empty, put that Villain back into the Streets space. This means that to stop a Villain with Burrow permanently, you have to:

  • Fight it while it’s in the Streets, or
  • Fight it while another Villain occupies the Streets, or
  • Fight it once to drive it back to the Streets then fight it again in the Streets to finish it.

If you fight a Villain with Burrow twice in a turn, you’ll do that Villain’s “Fight“ effects twice. Cards that do something “when you defeat” a Villain still work if the Villain burrows to the Streets. When a Villain burrows to the Streets, it does not do any Ambush effects.

Celestial Boon
celestialboon

The Celestials are millions of years old and immeasurably powerful. They cannot be truly defeated by mere mortals. However, if you manage to fight a Celestial, it is impressed with your efforts and grants you a Celestial Boon. This is a permanent bonus that helps you for the rest of the game, as long as the Celestial is in your Victory Pile. You can use multiple Celestial Boons, even multiple copies of the same one.

Charge
charge

“Ambush: Charge one space” means “(After this Villain enters the Sewers,) it charges forward an extra space, pushing other Villains forward.”

  • This might cause more escapes.
  • Some Villains charge multiple spaces!
Cheering Crowds
cheeringcrowds

This keyword represents the Champions being inspired to redouble their efforts by adoring fans.

  • Several Hero cards say “Cheering Crowds.” This means “You may play this card twice in a row if you return a Bystander from your Victory Pile to the bottom of the Bystander Stack.”

Example 1: Say you have a Hero that gives 1recruit and says “Draw a card. Cheering Crowds.” As you play this Hero, you could return a Bystander to play the Hero twice in a row, getting 2recruit and drawing two cards.

  • Essentially you play the card itself, and then you play a bonus copy of that card.

Example 2: Say your first play of the turn was an instinct card that gives 2attack and says “instinct: Draw a card. Cheering Crowds.” You decide to return a Bystander to play this card twice in a row. The first play wouldn’t get to use the “instinct: Draw a card” ability, since you haven’t played an instinct card earlier in the turn. However, the second play would get to use that Superpower ability, since you now have played an instinct card earlier in the turn. So you would end up getting 4attack and drawing one card.

  • If you had played a different instinct card before doubling the Cheering Crowds card, then you would get to use the “instinct: Draw a card” ability both times, getting 4attack and drawing two cards.

Example 3: Say your first play is using Cheering Crowds to play a tech card twice. Then, you play another card that says “tech: You get +1attack for each other tech Hero you played this turn.” That ability would count both plays of your Cheering Crowds card, giving you +2attack total.

  • When playing out a big turn, some people like to put the Bystander they’re returning temporarily on the Cheering Crowds card to remind themselves that they played it twice.
Chivalrous Duel
chivalrousduel

This keyword represents how Morgan le Fay, the knights of her “Queen’s Vengeance”, and Clan Yashida samurai hail from a realm of honorable single combat. You can’t gang up on an enemy in a Chivalrous Duel – you have to pick just one Hero Name to duel the enemy.

  • To fight an enemy with “Chivalrous Duel,” you can only use attack from a single Hero Name.
  • For example, to fight a 3attack Villain with Chivalrous Duel, you can spend 3attack from two different Black Knight hero cards. But you can’t combine 2attack from Black Knight cards and 1attack from a Wasp card.
  • If a Hero has no Hero Name listed, (like S.H.I.E.L.D. Trooper, or any Sidekick, or a Villain that became a Hero) then its Hero Name is the same as its card name. So you can play three S.H.I.E.L.D. Troopers then fight a 3attack Villain with Chivalrous Duel. But you can’t spend 2attack from Black Knight cards and 1attack from a S.H.I.E.L.D. Trooper to fight an enemy with Chivalrous Duel.
  • You can’t use attack you get from anything that’s not a Hero card, including Microscopic Size-Changing Villains, Mastermind Tactics, Shard tokens from other sets, etc. You can use attack from Hero Artifacts in other sets with the right Hero Name.
  • In a setup with lots of Chivalrous Duels, like fighting Morgan le Fay or the Scheme “Pull Earth into Medieval Times,” you will want to build your deck to concentrate your attack cards into just one or two Hero Names!
Circle of Kung-Fu (and Quack-Fu)
circleofkungfu

“5th Circle of Kung-Fu” means “During your turn, this Villain has +5attack unless you reveal a Hero that costs 5 or more.”

  • Likewise, the 7th Circle gets +7attack unless you reveal a Hero that costs 7 or more, etc.
  • If a Villain or Mastermind already has a Circle of Kung-Fu, and a Scheme gives them another one, only count the highest circle – don’t add them up.
Clone
clone

Clone Heroes

Multiple Man and the Stepford Cuckoos are literal clones. M and her sisters can transform into copies of each other. Shatterstar is genetically engineered from cloned DNA. All of these use the new Clone keyword, saying things like “instinct: Clone“

  • Clone means: You may gain another copy of this card from the HQ. If there are none in the HQ, you may gain a copy from the Hero Deck and shuffle it.
  • “Gain” means “put it into your discard pile.”
  • If you Clone a S.H.I.E.L.D. Officer or Sidekick, search and shuffle that stack instead.

“When Recruited” Clones

Some Heroes say “When Recruited: Clone”. This means Use the Clone ability immediately when you recruit this Hero. (Do this right after you put the recruited Hero in your discard pile, after you refill its HQ space.)

  • Use a “When Recruited” ability only when you recruit a Hero, not when an ability causes you to “gain” a Hero or “put it in your hand.” So the copy you gain from “When Recruited: Clone” won’t make you gain more copies.
  • Some Heroes say things like “When Recruited — covert: Clone.” Use this ability only if you have played a covert Hero this turn before recruiting this card.

Clone Villains

On a Villain, “Ambush: Clone” means: Search the Villain Deck for a copy of this Villain, and it enters the city, ignoring any further Clone effects. Shuffle that deck. When you Clone a “Predator X” Villain, just use the first “Predator X” you find in the Villain Deck. If you can’t find a Clone copy of a Villain (or Hero), just move on.

Command
command

Some Villains say things like “Taserface gets +2attack while he Commands the Ravagers.”

  • A Villain “Commands” their group and gets these abilities as long as it’s the leftmost Villain of that Villain Group in the city.
  • If there’s only one Villain of a Villain Group in the city, it still Commands that Villain Group.
Conqueror
conqueror

Some Villain cards have a special ability called “Conqueror,” representing their desire to conquer and hold a specific part of the city.

  • Some Enemies say “Bridge Conqueror 3.“ This means “This gets +3attack while any Villain is on the Bridge.”
  • The enemy gets the bonus wether itself or another Villain is on the Bridge.
  • Different Villains and Masterminds have different Conqueror abilities, with different bonus numbers and referring to different city spaces.
  • Some Hero cards also have abilities like “Rooftops Conqueror 2”, meaning “You get +2attack if any Villain is on the Rooftops.”
Contest of Champions
contestofchampions

The Grandmaster and the Elders of the Universe are literally immortal. To them, mortals are merely playthings. This is shown with the Contest of Champions keyword. Some Villains and Masterminds say things like “Ambush: Contest of Champions strength.” When this happens:

  • Each player in turn reveals a single card, either from their hand, or that they played this turn, or the top card of their deck. That player announces their “Contest Score,” which is that card’s printed cost, doubled if it’s a strength card.
  • You must choose carefully whether to use the best score you have from your hand, or to take a risk by trying the top card of your deck instead.
  • After all players have announced their Contest Score, then Evil tries to win the contest. Reveal the top two cards of the Hero Deck, and Evil uses whichever card gives the highest Contest Score (taking account of any doubling). Again, this is the card’s printed cost, doubled if it’s a strength card. Then put both those cards on the bottom of the Hero Deck.
  • Whichever score is highest (or tied for highest) “wins” the contest. Everyone else “loses.”
  • For example, in a 3-player game, say Alana’s score is 6, Piper’s score is 6, Melody’s score is 4, and Evil’s score is 6. Then Alana, Piper, and the Mastermind all win the contest, and Melody loses the contest.
  • The card lists outcomes for winning & losing.
  • A few cards reveal a Hero card and use its colors for a contest. This can create contests that are multicolor, such as “Contest of Champions tech, ranged.” In this case, any card that includes either tech or ranged will match the contest and have its score doubled. (A card that’s both tech and ranged won’t be quadrupled.)
  • Some contests say that Evil reveals 4 or 6 cards from the Hero Deck. Evil’s Contest Score is still the highest-scoring single card.
Coordinate
coordinate

This keyword represents how Tony Stark and May Parker act as mentors to Spider-Man in the movie, helping him reach his full potential and become a true hero.

Coordinating allows you to let another player “borrow” one of your cards. It is a critical way to help other players defeat tough enemies. During another player’s turn, you can Coordinate with them like this:

  • Discard a Coordinate card from your hand and then draw a new card to replace it.
  • That player can now play a copy of the card you coordinated with them. (A copy counts as playing the exact same card including its attack, recruit, special abilities, and Hero Class symbol.)

You can only Coordinate one card to each player on their turn. However, multiple players can each Coordinate one card to the player whose turn it is, in order to give that player a huge advantage.

  • If you are playing a solo game, once per turn, you may discard a card with Coordinate to draw a card.
  • Coordinate is printed on cards in red text to make it easier to notice during other players’ turns.

There are a couple of things about Coordinate specific to Marvel Legendary® that don’t apply to Legendary® Encounters:

  • When you offer to Coordinate a card to another player, that player can decline. If so, you don’t discard that card and that player doesn’t play a copy of it.
  • If you are playing with the Final Showdown, you can’t Coordinate during that Showdown.
Cosmic Threat
cosmicthreat

Some cosmic Villains use the Cosmic Threat keyword. Villains with this keyword have incredibly high Attack values with a special vulnerability. If an enemy has Cosmic Threatranged, that means: “Once per turn, for each ranged card you reveal, this Enemy gets -3attack this turn.”

  • For example, The Shaper of Worlds has “Cosmic Threat ranged” and 10*attack. If you reveal two ranged cards, he gets -6attack this turn, so he has 4attack left. If you reveal four ranged cards, he gets -12attack this turn, so he has 0attack, and you can fight him without spending any attack.
  • The Celestials say things like “Cosmic Threat strength or instinct” You can choose to use either strength or instinct cards for its Cosmic Threat in a single turn, but you can’t use both to reduce its attack.
  • If you try to fight a Mastermind with Cosmic Threat a second time in the same turn, it will return to its full attack, and you cannot use any Cosmic Threat abilities against it in additional fights that turn.
  • You can use the same ranged cards to reduce the Attack on different “Cosmic Threat ranged“ Villains in one turn.
Cross-Dimensional Rampage
crossdimensionalrampage

As different Hulks rampage across planets and dimensions, only another Hulk can stop them!

  • “Cross-Dimensional Hulk Rampage” means “Each player reveals one of their Hulk Heroes or a Hulk card in their Victory Pile or gains a Wound.”
  • You can reveal any card that includes the word “Hulk” in its card name, Hero name, Villain Group name, or Tactics for Hulk Masterminds. This includes any Red Hulk, She-Hulk, Red She-Hulk, Skaar, Son of Hulk, Joe Fixit Grey Hulk, Hulkling, Hulk Gang, Cosmic Hulk Robot, Hulkbuster, Enchain the Hulk, and so on.
  • You don’t need to know the whole history of Marvel comics to judge who counts as a Hulk – just rely on whether the card says Hulk in its name or not. There are only a few, very specific exceptions we have to make to stay true to the characters: “Nul, Breaker of Worlds” from Fear Itself and “Maestro” (core set) count as Hulks for this.
  • Some Heroes can transform into Hulks, like Bruce Banner and Amadeus Cho. A puny “Bruce Banner” card doesn’t say “Hulk” on it, so it can’t stop a Hulk Rampage. But revealing the transformed Bruce Banner card named “Savage Hulk Unleashed” works.
  • When a Cross-Dimensional Hulk Rampage happens, you can choose to gain the Wound, even if you have a Hulk that you already played or could otherwise reveal. You might want the Wound if you have cards that benefit from gaining Wounds, or a card that benefits from preventing Wounds.
  • There are also Cross-Dimensional Void, Illuminati, Deadpool, Thor, Colossus, Zombie, Demon, Party, Ultron, and Wolverine (“Weapon X” and “Old Man Logan” included) Rampages.
Cyber-Mod
cybermod

Cyber-Mods for Heroes

In 2099, weak organic flesh is quickly becoming obsolete. Desperate Heroes work with underground hacker-docs to augment their bodies with cybernetic enhancements, unleashing raw power. This is represented by the new Cyber-Mod keyword. Some Heroes say things like “Cyber-Modtech: Draw a card.”

  • You may use a Cyber-Mod ability only if you have a card of the listed Hero Class in your Victory Pile.
  • Likewise, you can use “Cyber-Modrangedrangedranged: You get +2attack” only if you have at least 3 ranged cards in your Victory Pile.
  • The Heroes that use Cyber-Mods have ways to send cards Undercover. This can help you put the right cards into your Victory Pile to activate your Cyber-Mods.
  • The cyber-tech that infused Hulk 2099 with gamma rays lets him push his pain under the surface, channeling it into ever more strength and rage. Accordingly, Hulk 2099 can send Wounds Undercover and use “Cyber-Mod Wound” abilities in the same way.

Cyber-Mods for Enemies

The corporations, bounty hunters, and enforcers of 2099 also enhance their abilities with deadly cybernetic tech, often scavenged from captured victims. Some enemies say things like “Cyber-Modcovertcovertcovert: This gets +3attack.”

  • Villains and Masterminds use their Cyber-Mod abilities only while there are cards of the listed Hero Classes in the Escape Pile.
  • Likewise, if a Villain says “Fight — Cyber-Modtech: KO one of your Heroes”, use that ability only if there is a tech card in the Escape Pile.
  • If a Villain escapes the city with a captured Hero, that Hero card stays in the Escape Pile and can help activate all enemies’ Cyber-Mods.
  • Cyber-Mod Enemies also have ways to put Hero cards directly into the Escape Pile, helping activate Cyber-Mods.
Danger Sense
dangersense

Danger Sense on Heroes

This keyword represents heroes using their superpowers to detect danger and evade it

  • Some cards say things like “Danger Sense 2.” This means “Reveal the top 2 cards of the Villain Deck. You get +1attack for each Villain you revealed. Put all the cards back on top in any order.”
  • Cards can say Danger Sense 1, 2, 3, or even 4, revealing that many cards.
  • Several Danger Sense cards also say they have additional effects when they reveal particular kinds of cards.
  • Sometimes you can use one Danger Sense card to put a particular card on top of the Villain Deck, and then use a different Danger Sense card to benefit from that card being on top of that deck.
  • Danger Sense can also be a good way to delay nasty Scheme Twists, Master Strikes, and powerful Villains. But you won’t be able to avoid them forever!

Danger Sense on Villains

The arrival of the Black Order of Thanos often signals a world’s imminent destruction. Although that world can sense grave danger approaching, they are often powerless to stop it. The Black Order work together to guard each other and their lord. To represent this, these Villains use Danger Sense in a new way.

  • Some cards say “Ambush: Danger Sense 2, helping all Black Order Villains and the Mastermind.“
  • To do this, reveal the top cards of the Villain Deck and rearrange them, just like normal Danger Sense. However, the +1attack bonus for each Villain card revealed is gained by all Black Order Villains in the city and the Mastermind this turn, instead of being gained by a player.
  • This bonus wears off at the end of the turn.
Dark Memories
darkmemories
  • Some Villains and Masterminds have the keyword “Dark Memories.” This means “This gets +1attack for each Hero Class among cards in your discard pile.”
  • Likewise, some Hero cards also have “Dark Memories,”. Playing a Hero card with this keyword gives you that same bonus: “You get +1attack for each Hero Class among cards in your discard pile.”
  • The Hero Classes are strength, instinct, covert, tech, and ranged, so Dark Memories can give anywhere from +0attack to +5attack. Grey cards like S.H.I.E.L.D. Agents don’t have a Hero Class.
  • It doesn’t matter how many cards of a particular Hero Class you have in your discard pile. So if your discard pile were three strength cards, four instinct cards, and five grey S.H.I.E.L.D. Agents, Dark Memories would give +2attack.
  • Recruiting Heroes, Hyperspeed, Dodge, and other discard abilities may increase the Dark Memories bonus.
  • Likewise, if you draw or reveal enough cards that you have to shuffle your discard pile to make a new deck, the Dark Memories bonus will go back to +0attack. Time your plays and build your deck carefully to turn Dark Memories to your advantage!
  • You can minimize the attack of The Hood and his gang by building a deck with very few Hero Classes. Or you can maximize the attack of Heroes with Dark Memories by recruiting many Hero Classes.
  • “Double Dark Memories” means double the bonus.
Demolish
demolish

This keyword represents the Heroes being devastated by the enchanted weapons of the Wrecking Crew and enormous Monsters Unleashed.

  • “Demolish each player” means “Reveal the top card of the Ally/Hero Deck, note its cost, and put it on the bottom of the Ally/Hero Deck. Each player reveals their hand and discards a card with that cost.”
  • Reveal only one card from the Ally/Hero Deck — don’t reveal a different card from the Hero Deck for each player.
Demonic Bargain
demonicbargain

Demons offer gifts of power with a dark price, hoping to corrupt the souls of mortals. These deals with the devil are especially corrupting to the powerful and arrogant. The humble are more likely to escape with their souls intact. This is represented with the Demonic Bargain keyword.

  • Some Villains like Satana Hellstrom say things like “Fight: Choose a player to make a Demonic Bargain with Satana Hellstrom to rescue three Bystanders.”
  • That player discards the top card of their deck to see if they are corrupted by power. If that discarded card costs 1 or more, that player is too powerful and arrogant to resist temptation and gains a Wound, to the demon’s delight.
  • If that discarded card costs 0, then that player has been humble enough to resist corruption.
  • Whether that player gained a Wound or not, they then gain the Demonic Bargain’s listed benefit.
  • Some cards have you choose which player must make a Bargain for a benefit. Think carefully about how many cards in your deck cost 0. If most of your deck is still 0-cost cards, it may be worthwhile to seize the power of the Demonic Bargain for yourself. But if your deck has lots of high-cost cards, then it may be wiser to choose another player to make the Demonic Bargain instead. Just beware: mortals who think they can outwit and outbargain a Demon are often left regretting their hubris.
  • When you choose a player to make a Demonic Bargain, that player cannot decline.
  • Dormammu can force players to make cruel, all-downside Demonic Bargains, with the chance of a Wound plus an additional negative effect.
  • If you use card abilities to look at or manipulate the top card of your deck, you may gain valuable insight as to whether a Demonic Bargain will punish you.
Digest
digest

This grisly keyword represents how the Venom and Carnage symbiotes get stronger as they devour people and absorb their energy.

  • Some Heroes say things like “Digest 2: Draw a card.”
  • Use this Digest ability only if you have at least that many cards in your Victory Pile.
  • All kinds of cards in your Victory Pile count for Digest. This includes Henchman Villains, regular Villains, Bystanders, Mastermind Tactics, Traps from other sets, etc.
  • You don’t have to remove any cards from your Victory Pile to use Digest.
  • Even if you have 10 cards in your Victory Pile, you can’t use a card’s “Digest 2” ability five times – just once.
Dodge
dodge
  • Dodge means “During your turn, you may discard this card from your hand to draw another card.”
  • When you Dodge a card from your hand, ignore all the other text on that card. (Unless it specifically mentions Dodging). You didn’t “play” the Dodged card, so it’s Hero Class/color don’t help you trigger Superpower abilities of other cards you play that turn.
  • Some Allies count the number of cards you discarded this turn. This includes cards you discarded with Dodge.
  • Many Dodge cards have effects that can be specifically strong or weak in different situations. That way you can play them when they’re strong and Dodge them away when they’re weak. Dodge also helps to sculpt your hand towards Recruit Points or Attack as you see fit.
Dominate
dominate

This keyword represents Villains using telepathy, sorcery, or illusions to twist Heroes’ minds to evil.

  • Some Villains and Masterminds say they “Dominate” Hero cards from various places. This means “Put those Heroes under this enemy. This enemy gets +1attack for each Hero it’s Dominating.”
  • When you fight that enemy, put one of those Dominated Heroes into each player’s discard pile. You choose which player gets which Hero, including yourself. There might not be enough for every player to get one. KO any excess Dominated Heroes.
  • If a Villain escapes, any Heroes Dominated by that Villain go to the Escape Pile too.
Double-Cross
doublecross

Seeming allies often betray the Heroes of the Ant-Man movies, represented by the new Double-Cross keyword.

  • “Double-Cross each player“ means “Each player reveals their hand and discards one of their highest-cost ‘doubles’ (a card that has the same cost as another card in your hand).“
  • Example: The costs in your hand are 0,0,4,4,4,6. You must discard one of your 4-cost cards.
Elusive
elusive

“Elusive 6” means “You can only fight this Adversary if you have made at least 6recruit this turn.” You don’t have to spend that recruit to fight this Adversary, you just have to have made that much recruit this turn. You can still spend that recruit on recruiting Allies. Elusive represents how some Adversaries are hard to pin down, can’t be defeated with sheer brute force, and need to be cornered in a more subtle way.

Empowered
empowered

This keyword represents Heroes and Villains who draw power from ambient energy, technology, or superpowers around them.

  • Some Heroes say things like “You get Empowered by strength.” This means “You get +1attack for each strength card in the HQ.”
  • On Villains and Masterminds “Empowered by tech” means “This gets +1attack for each tech card in the HQ.”
  • Uatu the Watcher is sometimes Empowered by a specific Hero Name or Hero Team, in the same way.
  • As heroes enter and leave the HQ, an Empowered card can get stronger or weaker. You only check the attack bonus at the moment you play your Empowered Hero or at the moment you fight the Empowered enemy.
  • One clever move is to recruit a Hero from the HQ at the right time, changing the colors in the HQ to weaken an Empowered enemy or try to strengthen an Empowered Hero in your hand.
  • Some cards are even “Double Empowered”, “Triple Empowered”, or Quadruple Empowered” meaning that they get +2attack, +3attack, or +4attack for each appropriate card in the HQ.
  • (A multicolored or divided card from counts if either half is the correct color. For example, an “Empowered by ranged and strength” ability can get +1attack from a covertranged card or from a instinctstrength card. However, a “rangedstrength” card in the HQ would only give +1attack, not +2attack.)
  • Abilities that let you put cards from the HQ on the bottom of the Hero Deck are especially useful at setting up Empowered Heroes or Empowered Villains. They are also great at giving you more Hero Ambushes!
Endgame
endgame

This keyword represents how the Children of Thanos attack most fiercely in their final battles of their Endgame: the destruction of the Avengers, Wakanda, half of all life, and eventually all life in the universe. Some enemies say things like ”Endgame: +3attack”.

  • It is the ”Endgame” whenever the Villain Deck holds 8 cards per player or fewer.
  • This gives Enemies their Endgame attack bonus or other listed Endgame abilities.
  • Captain Marvel is not in Infinity War and arrives only in the Endgame movie, reaching her full power in the final battle. Accordingly, she uses the Endgame keyword in the same way Enemies do.
  • If you reach the Endgame and then cards are added back to the Villain Deck somehow, it might not be the Endgame anymore. If a Scheme has multiple Villain Decks, it is the Endgame if any of them are small enough.
  • Some Enemies have special abilities that say ”It is the Endgame this turn.” This temporarily activates Endgame abilities for all Heroes and Enemies across the game this turn.
  • Captain Marvel also has a card which says ”For the rest of this turn, it is the Endgame for your Hero cards.” This turns on Heroes’ Endgame abilities, but it does not activete Enemies’ Endgame abilities.
  • If you are playing with Endgame abilities, you may find it easier to count 8 cards per player from the bottom of the Villain Deck and put that bottom section to the side of the rest of the Villain Deck. Or keep the Villain Deck in one stack but turn that bottom section of the deck 90 degrees, perpendicular to the top section. This will make it easier to see how close you are to the Endgame. Remember that it’s technically all still one deck, so you might not want to do this if using a Scheme that shuffles the Villain Deck, like ”Sacrifice for the Soul Stone.”
Excessive Kindness
excessivekindness

By contrast, the empath Mantis and the adorable Baby Groot are often way kinder than necessary. Their “Excessive Kindness” abilities work just like Excessive Violence, except that you trigger them by spending 1recruit more than you need when recruiting a Hero.

  • Some Heroes say things like “Excessive Kindness: Draw a card.”
  • Once per turn, you can spend 1recruit more than you need to recruit a Hero “using Excessive Kindness.” If you do, you get to use all the “Excessive Kindness abilities on cards you played this turn.
  • Say you’ve played three Heroes with Excessive Kindness abilities this turn. If you spend 8recruit to recruit a Hero that has cost 7, then you’ll get to use all three Excessive Kindness abilities!
  • If you don’t recruit anything this turn, or if you don’t spend an extra 1recruit on someone, then you won’t be able to use Excessive Kindness.
  • Since you can only recruit “using Excessive Kindness once per turn, you can only use a card’s Excessive Kindness ability once per turn. (It’s OK to play two cards with the same card name, recruit a Hero “using Excessive Kindness and use both of those cards’ Excessive Kindness abilities.)
  • If you recruit using Excessive Kindness and then draw or play more cards with Excessive Kindness abilities later in the turn, it will be too late to use those abilities.
Excessive Violence
excessiveviolence

This keyword represents how some heroes often go out of their way to be insanely more violent than necessary to get a job done.

  • Some Heroes say things like “Excessive Violence: Draw a card.”
  • Once per turn, you can spend 1attack more than you need to fight a Villain or Mastermind “using Excessive Violence.” If you do, you get to use all the “Excessive Violence” abilities on cards you played this turn.
  • Say you’ve played three Heroes with Excessive Violence abilities this turn. If you spend 8attack to fight a Villain or Mastermind that has 7attack, then you’ll get to use all three Excessive Violence abilities!
  • If you don’t fight anything this turn, or if you don’t spend an extra 1attack on someone, then you won’t be able to use Excessive Violence.
  • Since you can only fight “using Excessive Violence” once per turn, you can only use a card’s Excessive Violence ability once per turn. (It’s OK to play two cards with the same card name, fight an enemy “using Excessive Violence” and use both of those cards’ Excessive Violence abilities.)
  • Do the enemy’s Fight effect and the Excessive Violence abilities in any order of your choice.
  • If you fight using Excessive Violence and then draw or play more cards with Excessive Violence abilities later in the turn, it will be too late to use those abilities.
  • Gravity Mines says “Triggered Artifact — Whenever you use Excessive Violence, draw a card.” You can use this even if this Artifact is the only Excessive Violence card you have, or combine it with other Excessive Violence cards.
Explore
explore

In the twisting landscapes of the Quantum Realm, Janet van Dyne searches for her loved ones and for escape routes, while Jentorra searches for Freedom Fighters. This is represented by the new “Explore“ keyword.

  • Some cards say things like “ranged: Explore. You get +attack equal to the Found Hero’s printed attack.“
  • Explore means “Put a Hero from the HQ on the bottom of the Hero Deck. Reveal the top two cards of the Hero Deck and choose which one refills the empty HQ space. Put the other on the bottom of the Hero Deck.“
  • Some Explore cards give bonus effects based on the “Found Hero.“ The Found Hero is the Hero you added to the HQ this way.
Fail
fail

Some Berserk Enemies say “Fail: You gain a Wound.”

  • Do the “Fail” effect if you try to fight that Enemy but the Berserk attack bonus causes you to fail.
  • You can’t try to fight an Enemy unless you have enough points to match its printed attack.
Fated Future
fatedfuture

Marvel 2099 shows a chilling vision of what could come to pass if the characters of the Marvel Universe don’t change Earth’s fate. Sometimes fate can seem inevitable… until someone finds the courage to turn the future in a new direction. This is represented by the new Fated Future keyword.

  • When you play a card with Fated Future, you may put it on the bottom of your deck.
  • This helps you draw the card again more quickly than if you discarded it, waited for your discard pile to shuffle into a new deck, then waited to draw the card.
  • You can “predict the future” of when you’ll see it again.
  • You can also increase the chance that you will draw multiple Fated Future cards in the same powerful hand once you get to the bottom of your deck.
Fateful Resurrection
fatefulresurrection

On a Villain card, “Fight: Fateful Resurrection” means “Fight: Reveal the top card of the Villain Deck. If it’s a Scheme Twist or Master Strike, this Villain reenters the city.”

  • If a Villain resurrects this way, you still rescue its Bystanders and do its other Fight effects.
  • The Villain pushes into the Sewers and does any Ambush abilities as normal.
  • If a Mastermind Tactic resurrects this way, shuffle it back into the other face down Tactics.
  • If a Villain that has ascended to become a Mastermind resurrects this way, it stays a Mastermind and does not reenter the city.
Feast
feast

This Keyword states that when you fight a Villain or Mastermind with this ability you treat it as a fight effect.

  • For example: “Feast” means “Fight: KO the top card of your deck.”
  • Likewise, “Feast on each player” means “KO the top card of each player’s deck.”

Some Maximum Carnage Villains create special effects when they feast on certain cards:

  • Carnage’s Master Strike starts with “Feast on each player.” That means each player does the “Feast” effect. Then Carnage’s Master Strike causes Wounds when he feasts on certain cards.
  • Note that Carnage’s Master Strike is the only effect that feasts on every player. The “Maximum Carnage” Villains and Carnage’s Mastermind Tactics each feast on only one player.
  • While Carnage’s Master Strike causes Wounds, the Feast abilities on his Mastermind Tactics and most of his Villains don’t cause Wounds.
Fight or Fail
fightorfail

Enemies with Uru-Enchanted Weapons sometimes also say things like “Fight or Fail: KO one of your Heroes.

  • Do the “Fight or Fail” effect if you successfully fight that Enemy or if you try to fight them but the Uru-Enchanted Weapons’ attack bonus causes you to fail.
  • You can’t try to fight an enemy unless you have enough attack points to match its printed attack.
Focus
focus

The “Focus“ keyword lets you transform your Recruit Points into powerful, flexible effects. Some hero cards say things like “Focus 2recruit → Draw a card.”

  • When you play a card with a Focus ability, you can pay the cost on the left side of the arrow to get the effect on the right side of the arrow. You can use that Focus ability as many times as you want for the rest of the turn.
  • For example, say you play a card that says: “Focus 2recruit → Draw a card.” For the rest of your turn, you can use 2 Recruit points to draw a card, as many times as you want, as long as you have the Recruit points available. You can even play more Heroes, recruit, fight, then use the Focus ability again.
  • Note: You can use Focus abilities and still use the “Healing” ability on Wounds.
  • Super-Skrull uses the Fantastic Four’s abilities with a twist, focusing attack instead of recruit.
Fortify
fortify

This keyword represents Villains setting up nasty traps for the players.

  • Some Villains say things like “Escape: Fortify the Mastermind. While it’s fortified, the Mastermind can’t be fought.”
  • Put this Villain on or near the specified place. While it’s there, it has the listed effect. Any player can fight that Villain as normal to end that Fortify effect and put that Villain into their Victory Pile.
  • If a card would fortify a place, don’t do anything if there’s already a Villain fortifying that place.
Haunt
haunt

Zarathos and his Fallen can control Heroes’ bodies like twisted puppets. They say things like “Ambush: Haunt the rightmost unhaunted Hero in the HQ.

  • This means: Tuck this Villain beneath that Hero, ‘Haunting’ it, so you can see the Villain’s name. Players can’t recruit that Haunted Hero while the Haunting Villain is under it.
  • Instead, a player can spend attack equal to to “exorcise” that Haunted Hero. If a player does, they either KO the Haunted Hero or choose a player to gain it. Then the Haunting Villain enters the city, ignoring any Ambush effects it has.
  • While a Villain is Haunting a Hero, you can’t fight the Haunting Villain itself – you have to spend attack to exorcise the Haunted Hero first, driving the Haunting Villain into the city so you can finish it off there.
  • Exorcizing a Haunted Hero is not a “fight” – don’t do any Fight abilities on the Haunting Villain.
  • A Hero can’t be Haunted by two Villains at once. Haunt abilities all say to Haunt an “unhaunted Hero.”
  • Zarathos’ Master Strikes and Tactics can cause him to Haunt a Hero in the same way. Exorcizing that Hero drives Zarathos back to the Mastermind space.
  • A “Haunted Hero” is still a Hero, so it can still be affected by things that affect Heroes in the HQ. A Villain escaping the city that KOs a Hero from the HQ (that costs 6 or less) can KO a Haunted Hero. Card effects that let you “gain a Hero from the HQ” or “Put a Hero from the HQ on the bottom of the Hero Deck” still work on Haunted Heroes. However, card effects that say “recruit a Hero from the HQ for free” don’t work on Haunted Heroes, since you can’t recruit them.
  • If something causes a Haunted Hero to leave the HQ, then the Haunting Villain stays in that HQ space and Haunts the new Hero that arrives to refill that HQ space.
  • If an HQ space is “destroyed,” KO any Haunted Hero there and the Haunting Villain there enters the city, ignoring any Ambush effects.
Heist
heist

Scott Lang’s elaborate Heists are highlights of the movies, represented by this new keyword:

  • Some cards say things like “Heist: You get +2recruit“.
  • Once per turn, if you have played any Heroes with Heist abilities (and/or fought any Enemies with Heist abilities) you may “attempt a Heist.“
  • To do this, first assemble your crew: Count the number of different non-zero costs you have among all your Heroes this turn. This is your Heist Count. Then try to outfox the guards: Reveal the top card of the Villain Deck and check its printed VP.
  • If your Heist Count is higher than that VP: The Heist worked! Use all Heist effects of Heroes you played and Enemies you fought this turn, in any order.
  • If your Heist Count is tied with that VP: It all went sideways, and you barely escaped! No effects.
  • If your Heist Count is lower than that VP: Your crew got caught! You gain a Wound (& no Heist effects).
  • You can only ever attempt one Heist per turn, no matter the outcome. If you succeed in the Heist, do all of the Heist effects before moving on to playing more Heroes or recruiting or fighting anything else. After your one Heist attempt for the turn, if you draw additional cards with Heist abilities (or fight additional Enemies. with Heist abilities), it will be too late to get those additional Heist effects.
  • Heist checks for printed cost, so 4* and 4 count as the same cost.
  • You don’t have to go on a Heist. Weigh it carefully!
Hidden Witness
hiddenwitness

In a world of Noir, conspiracies are hard to unravel, betrayal is commonplace, and it’s hard to determine who the real Villains are.

  • This keyword represents Villains and Masterminds hiding behind layers of informants, victims, and stooges. To find these Villains, you must track down and interview Hidden Witnesses who know their locations.
  • Some Villains say things like “Ambush: This Villain captures 2 Hidden Witnesses.” This means the Villain captures the top 2 cards of the Bystander Stack, face-down, as Hidden Witnesses. You can’t fight a Villain while it has a Hidden Witness.
  • During your turn you can pay 2recruit to rescue a Hidden Witness any number of times and put it in your Victory Pile.
  • Hidden Witnesses still count as Bystanders. When you rescue one, you get any special “When you rescue this Bystander …” effect written on it. It stays in your Victory Pile as a normal, face-up Bystander.
  • A Villain can have face-up Bystanders and face-down Hidden Witnesses at the same time. You’ll need to pay to rescue the face-down Hidden Witnesses. Then, you can fight the Villain, which will automatically rescue the face-up Bystanders.
  • If a Villain escapes with any number of Bystanders, including Hidden Witnesses, it will cause all players to discard a single card, just like a Villain escaping with any normal Bystanders. Hidden Witnesses carried away by escaping Villains stay in the Escape Pile as normal, face-up Bystanders.
  • You can pay to rescue Hidden Witnesses even if you’re not going to fight that Villain during that turn. You can also rescue just some of the Hidden Witnesses and leave others for later.
  • If a special ability lets you “Defeat a Villain for free,” you automatically rescue all the Hidden Witnesses on it without paying recruit.
  • Masterminds and Schemes can have Hidden Witnesses on them too. They work the same way.

Charles Xavier, Professor of Crime

This Mastermind can put Hidden Witnesses on Heroes in the HQ. These work the same way as other Hidden Witnesses.

  • You can’t recruit Heroes that have Hidden Witnesses on them until someone pays to rescue those Hidden Witnesses.
  • Those Hidden Witnesses still count as Bystanders to increase Charles Xavier’s attack.
  • If a Hero in the HQ is KO’d by an escaping Villain or leaves the HQ because of some special ability, then KO any Hidden Witnesses on that Hero.
Human Shields
humanshield

This keyword represents enemies hiding behind innocent people to prevent Heroes’ attacks.

  • ““Ambush: This Villain captures 2 Human Shields” means the Villain captures the top 2 cards of the Bystander Stack face-down. You can’t fight a Villain while it has any Human Shields. During your turn, any number of times, you can pay attack equal to that Villain’s attack value to rescue one of its Human Shields at random and put it in your Victory Pile. (The * on their attack is a reminder.)
  • A Villain can have face-up Bystanders and face-down Human Shields at the same time. You’ll need to pay to rescue the face-down Human Shields. Then you can fight the Villain, which will rescue the face-up Bystanders automatically.
  • Human Shields still count as Bystanders. Villains escaping with Human Shields still make players discard as normal.
Hunt for Victims
huntforvictims

Some sadistic Villains say “Ambush: Hunt for Victims.”

  • This means: “KO a Bystander that is captured by any Villain or Mastermind or in the Escape Pile. If you can’t, then this captures a Bystander instead.”
  • Other abilities on Lilith and the Lilin then benefit from the number of Bystanders in the KO Pile.
  • If a player fights Lilith, and her Mastermind Tactic Hunts for Victims and captures a Bystander, the player doesn’t immediately rescue that Bystander.
  • When facing Enemies that Hunt for Victims, defeat Villains holding captured Bystanders quickly, before those Bystanders are Hunted as Victims!
Hydra Level
hydralevel

Some Villain Groups try to rise through the ranks of the Hydra organization, achieving higher Hydra Levels and ever-greater power. To do this, they help Hydra operatives achieve their missions and escape the city unharmed. They also subvert double agents to infiltrate S.H.I.E.L.D., then escape it with key intel.

  • The Hydra Level is the number of S.H.I.E.L.D. and/or HYDRA cards in the Escape Pile.
  • Some Villains and Masterminds say things like “Growing Man gets +attack equal to the Hydra Level.“
  • Like S.H.I.E.L.D. Level, this includes any card with the Shield or Hydra team icons, as well as any card with “S.H.I.E.L.D.“ or “Hydra“ in its card name, Villain Group name, or Mastermind name.
  • Some abilities put Shield cards directly from S.H.I.E.L.D. Officer Stack into the Escape Pile to increase the Hydra Level. This is not an “escape“ unless it’s a Villain escaping from the city, so it won’t KO a Hero of cost 6 or less from the HQ.
Hyperspeed
hyperspeed

This keyword represents how Heroes like Quicksilver and Speed move blindingly fast, battering opponents with a flurry of unpredictable strikes. It also includes hyperspeed flight, hypersonic cannons and hyper-fast volleys of arrows.

  • Some Hero cards say things like “Hyperspeed 5.” This means “Reveal the top 5 cards of your deck. You get +1attack for each card with an attack icon you revealed this way. Discard all those cards.”
  • It doesn’t matter what numbers are in the attack icons. Ignore recruit and other icons on the revealed cards.
  • When building a deck with lots of Hyperspeed, you will want as many cards with attack icons as you can get – including cards with “0+” printed inside their attack icon.
  • You can also cleverly use abilities that let you set up the top card of your deck to have an attack icon right before you play a card with Hyperspeed.
  • Some cards explicitly tell you to “Hyperspeed 3 for recruit.” This means “Reveal the top 3 cards of your deck. You get +1recruit for each card with a recruit icon you revealed this way. Discard all those cards.”
  • Finally, some cards say “Hyperspeed 3 for recruit and attack.” In this case, if you revealed one card with a recruit icon and two cards that each had recruit and attack icons, you would get +3recruit and +2attack. Cards with both recruit and attack icons can be very useful with Hyperspeed!
Indigestion
indigestion

Venompool shares a twisted sense of humor with the original Venom and Carnage. It wasn’t enough for them to have Digest abilities while eating people – they had to have Indigestion abilities too! Let’s just say you don’t want to see what happens when Carnage is eating somebody and gets Indigestion…

  • If you don’t have enough cards in your Victory Pile to use a card’s Digest ability, use its Indigestion ability instead.
  • For example, some Heroes say things like:
  • “Digest 4: Draw two cards
  • Indigestion: You get +2recruit.“
  • When you play this card, if you have at least 4 cards in your Victory Pile, then you use the Digest ability and draw two cards.
  • If you have zero to three cards in your Victory Pile, then you use the Indigestion ability instead, getting +2recruit.
  • If you have enough cards in your Victory Pile to use the Digest ability, you cannot choose to use the Indigestion ability instead.
Investigate
investigate

This keyword represents hard-bitten detectives investigating mysteries and searching for evidence and allies.

  • Some cards say things like “Investigate for a tech card.“ That means “Look at the top two cards of your deck. Reveal a tech card from among them and draw it. Put the rest of those cards back on the top and/or bottom of your deck in any order.”
  • Other cards let you investigate for cards with certain costs, teams, icons, and other traits.
  • Whether your investigation finds the right kind of card or not, you can still decide which cards go back on the top or bottom of your deck. This lets you set up your next investigation, or make powerful combos with other abilities that care about the top card of your deck.
  • Some abilities tell you to investigate entirely different decks, like the Villain Deck and more. They will tell you what to do with the card you find. Like before, put the rest of the cards you looked at back on the top and/or bottom of that deck in any order.
  • (Note that Howard the Duck is also a private investigator. Many of his cards work similarly to the Investigate keyword and combine well with Investigate cards. However, Howard doesn’t literally Investigate, since his cards originally came out in Marvel 3D before Investigate existed.)
Last Stand
laststand

This keyword represents how a Dark Avenger fights hardest when all alone, back to the wall, making a last stand. Treacherous and cruel, they don’t understand the teamwork of the real Avengers.

  • Some Villains say “Last Stand.” This means “This gets +1attack for each empty space in the city.“
  • Some Captain Marvel and Photon cards also say “Last Stand,” representing how they fight their hardest near the end of a battle. Likewise, “You get +1attack for each empty space in the city.”
  • Choose the order you fight Villains carefully when Last Stand is in the game!
  • If a Mastermind or Scheme causes a city space not to exist, that does not count as an “empty space.”
  • “Double Last Stand” means double the bonus.
Liberate
liberate

Apocalyptic Black Widow hails from the reality where Ultron won, destroyed the other Avengers, and annihilated most of humanity. She realizes that destroying replaceable robotic sentries will never win the war. Instead she devotes herself to specific strikes on two targets: saving human hostages and destroying the Mastermind once and for all. Killmonger, Spec Ops likewise devotes himself to targeted rescue missions and taking out the top of the opposing command structure. This is represented by the new Liberate keyword. Some Hero cards say things like “Liberate 3.”

  • This means “You get +3attack, usable only against Villains holding Bystanders or the Mastermind.”
  • You can use the bonus attack against the Mastermind whether it’s holding Bystanders or not.
  • You can use attack that’s “only usable against Masterminds” (like Liberate) on additional attack that Mastermind abilities ask you to spend, like when Hank Pym Yellowjacket requires extra attack to “track him down.”
Lightshow
lightshow

This keyword represents X-Men using fireworks and blinding bursts in spectacular combinations.

  • Some Heroes say things like “Lightshow: You get +3attack.” Once per turn, if you played at least two Lightshow cards this turn, you can use a single Lightshow ability from any of those cards.
  • If you play three, four, or more Lightshow cards you still use only a single Lightshow ability.
Man/Woman Out of Time
manoutoftime

Heroes from 1941 use this keyword ability to represent fighting in both the past and the present. It also represents how Psy-Lord, Brainstorm and Kang the Conqueror return from the future.

  • This keyword means “After you use this card’s abilities, set it aside. At the beginning of your next turn, play this card a second time and then discard it.”
  • The card is discarded the second time you play it, so you can only play the card twice. You can’t use Man Out of Time again to play that card for a third turn.
  • Play your returning Man Out of Time cards after the “Play a Villain Card” part of your turn and before you start playing out your hand.
  • You “played” a Man Out of Time card on both the first turn you played it and the second turn when you replayed it, so it can help activate your Superpower Abilities on both turns.
  • You can use a Focus ability on a Man Out of Time card throughout the first and second turns you play the card.
  • If a special ability lets you copy (or play a copy of) a Hero card, you can’t use Man Out of Time on the copy.
  • Some enemies send your cards Out of Time, setting them asside in the same way. When you play and discard that card at the start of your next turn, you can’t use Man Out of Time again.
Microscopic Size-Changing
microscopicsizechanging

Far beyond other Heroes that can stretch or grow, Ant-Man and Wasp can change their size to a whole new scale. They can shrink down smaller than an atom, to the quantum Microverse. Here, the very laws of physics can be broken and even reversed! This ability works like regular Size-Changing, but with a couple of twists.

  • Some cards say “Microscopic Size-Changing techtechtech.”
  • This means “You can recruit this card for 2recruit less for each tech card you played this turn, counting up to three tech cards.”
  • If you played 1 tech Hero this turn, this card costs you 2 less. If you played 2 tech Heroes, it costs you 4 less. If you played 3+ tech Heroes, it costs you 6 less.
  • Playing a fourth tech card wouldn’t reduce this cost any further since there are only three tech icons listed in this particular Microscopic Size-Changing ability.
  • The second twist is that Microscopic Size-Changing can actually reduce a card’s Recruit cost to zero or even a negative number! When you recruit a Microscopic Size-Changing Hero with a negative cost, you actually gain that many Recruit points!
  • Some Villains also have Microscopic Size-Changing. It works the same way, letting you fight that Villain for 2attack less for each card of the correct Hero Class you played this turn, up to the number of icons shown in the Microscopic Size-Changing ability.
  • Likewise, if you fight a Villain with Microscopic Size-Changing and reduce its attack value to a negative number, you actually gain that many attack points when you fight it! You don’t even need to have any attack points before you fight them.
  • For example, say you play five covert Heroes, then fight a Villain with 3attack and “Microscopic Size-Changing covertcovertcovertcovert.” The Villain’s attack decreases to -5, and you actually gain +5attack when you fight them! (The 5th covert Hero you played didn’t reduce the attack, since the Microscopic Size-Changing ability only had 4 icons.)
  • Building the right deck and shrinking down to the crazy backwards physics of the Microverse can create some very powerful turns!
  • Microscopic Size-Changing is a type of Size-Changing, so any effect that mentions Size-Changing works with Microscopic Size-Changing.
Momentum
momentum

The Annihilation Wave is a fast-moving invasion force. While pushing forward, they feed on the resources of new territory, becoming more powerful. This is represented by the new “Momentum“ keyword.

  • Some Villains say things like “Momentum 3.“ This means “This Villain gets +3attack if it entered another city space this turn.“
  • This works on the turn the Villain enters the city. It also works on any other turn when it is pushed into another city space by another Villain, or by a special ability moving or swapping it to another space.
  • The Mastermind Annihilus has the variant “Mass Momentum 2.“ This means he gets +2attack for each Villain currently in the city that entered a new city space this turn. (This doesn’t include Villains who entered the Escape Pile this turn.)
  • For both Momentum and Mass Momentum, it doesn’t matter how many different city spaces a Villain entered during a turn. It only matters if it entered any new city spaces at all.
  • If a board gets complicated, with special abilities moving Villains around, some players like to shift Momentum Villains up a bit to help signal that they have entered a new space this turn.
Moonlight and Sunlight
moonlightsunlight

Vampires and Werewolves are especially vicious at night. By contrast, Sunspot absorbs solar energy to fuel his powers, gaining strength from the force of full sunlight. And Wong’s spells can focus sunlight to destroy creatures of shadow. This is represented by this matched pair of keywords.

  • Some Hero cards say things like “Moonlight: Draw a card.” Others say things like “Sunlight: You get +2attack.”
  • Moonlight abilities work only when most of the Heroes in the HQ have odd-numbered costs. Likewise, Sunlight abilities work only when most of the Heroes in the HQ have even-numbered costs.
  • Besides Heroes, some Villains and Masterminds also say they get extra attack or abilities during Moonlight or Sunlight.
  • If there are a tied number of odd and even-numbered Heroes in the HQ (perhaps because some HQ spaces were added or destroyed), then neither Moonlight nor Sunlight is in effect.
  • Only the printed costs matter. Abilities that change the costs of Heroes in the HQ won’t affect Moonlight and Sunlight.
  • “Haunted Heroes” are still Heroes, so they still count towards Moonlight and Sunlight. (Any Villains Haunting them don’t count, since they aren’t Heroes.)
  • “Divided Cards” from Civil War and other sets count as just one card for Moonlight/Sunlight.

Manipulating Moonlight and Sunlight:

  • Clever players can recruit cards out of the HQ at crucial times to manipulate whether it is Moonlight or Sunlight.
  • When Villains scape, KO’ing Heroes from the HQ, you can also use this to shift towards Moonlight or Sunlight.
  • In a game with many Moonlight and Sunlight effects, some players like to shift the odd-numbered cost cards in the HQ down a little bit. This makes it easier to tell at a glance whether Moonlight or Sunlight is in effect.

Moonlight and Sunlight Timing

As always, do a card’s abilities in the order they are listed. You check Moonlight or Sunlight at the moment when you would use that ability.

  • For example, Sunspot has a card that says “Moonlight: You may put a Hero from the HQ on the bottom of the Hero Deck. Sunlight: Draw a card.” Sunspot’s cards primarily benefit from Sunlight, so the Moonlight ability here mostly helps him push the HQ towards Sunlight.
  • You do these abilities in the order they are listed. So if there are three odd-numbered cards in the HQ, and you play this card, you might be able to use the Moonlight ability to change the HQ to have only two odd-numbered cards, and then you could immediately use the Sunlight ability.
  • Once you are completely done playing a Hero card or fighting a Villain with a Moonlight or Sunlight ability, move on. If later in the turn you change Moonlight or Sunlight, you don’t go back in time to change the past.

Remembering Odd and Even

  • To help you remember that Moonlight uses odd-numbered cards, all the Moonlight-loving Hero cards have odd-numbered costs. Likewise, all the Sunlight-loving Hero cards have even-numbered costs.
  • Similarly, Moonlight-loving Villains all have odd-numbered attack while Sunlight-loving Villains all have even-numbered attack Of course, some cards use both Sunlight and Moonlight, so they don’t follow this guideline.
  • You can also remember with the phrase “The odd ones come out at night…”
Outwit
outwit

In the duality of Bruce Banner’s brains and Hulk’s brawn, the Outwit keyword is the brains. It represents how Bruce Banner, Amadeus Cho, the Illuminati, and the Intelligencia are among the smartest characters in the Marvel universe.

  • Some Heroes say things like “Outwit: Draw a card.”
  • You can use this Outwit ability only if you reveal Heroes with 3 different costs.
  • You can count the Outwit card itself. So you can reveal a 2-cost Hero in your hand, plus a 6-cost Outwit card and 0-cost S.H.I.E.L.D. Agent Hero you already played.
  • Some Villains and Masterminds also say they get stronger or harm you in special ways if you fail to Outwit them. For example: “Ambush: If you can’t Outwit the Leader, play the top card of the Villain Deck.”
  • You can choose not to Outwit, even if you are able.
Patrol
patrol

Some cards have abilities like “Patrol the Sewers: If it’s empty, rescue a Bystander.” You can use the specified Patrol ability only if the specified city space has no cards in it.

  • If that city space becomes empty later in the turn, it’s too late to use the Patrol ability.
  • If playing a Patrol card gives you attack, and you use that attack to clear out that city space, it’s still too late to use the Patrol ability, since the space wasn’t empty when you played the Patrol card.
  • This can also say “Fight: Patrol the Bank: If it’s empty, you get +2recruit. If it’s not, you get +2attack.”
  • Other cards let you patrol even stranger places, like the Escape Pile or a Victory Pile. Similarly, you can use those Patrol abilities if that place has no cards in it.
  • If a card effect causes a city space not to exist, you can’t use Patrol abilities for that space.
Phasing
phasing

This keyword represents Heroes becoming insubstantial and moving through solid objects.

  • During your turn, if a card with Phasing is in your hand, you may swap it with the top card of your deck.
  • This lets you get a different card instead, or save a crucial Phasing card for the next turn, or set up a combo that cares about the top card of your deck.
  • Many Phasing cards have effects that can be especially strong or weak in different situations. That way you can play them when they’re strong and Phase them away when they they’re weak. You can also sculpt your hand towards Recruit or Attack.
  • Swapping cards this way isn’t “playing a card,” “drawing a card,” or “putting a card on top of your deck,” so it doesn’t count for other abilities that trigger on those things.
Piercing Energy
piercingenergy

This keyword represents X-Men using psychic knives & sonic screams to pierce enemy defenses.

  • Some Heroes give you a new kind of points called “Piercing Energy,” using the piercing icon. You can fight a Villain or Mastermind by spending piercing points equal to that enemy’s printed Victory Points value (piercing). You ignore that enemy’s attack and any attack modifiers.
  • You can also ignore any special conditions for fighting that enemy, automatically rescuing any Human Shields.
  • You can’t use Piercing Energy against cards that have no printed VP value, like Shadow-X Villains, or Master Strikes that become Villains.
Prey
prey

Some Villains say things like “Ambush: Prey on the fewest tech.” After this Villain enters the Sewers, each player reveals their hand, and you check which player has the fewest tech cards. (The current player decides how to break ties, including ties of 0 tech cards.) Put this Villain in front of that player, “Preying” on them.

  • Any player may still fight that Villain as normal. However: if no player defeats that Villain by the end of the preyed-on player’s turn, use that Villain’s “Finish the Prey”ability against that player, then that Villain enters the Sewers, ignoring its Ambush effects.
  • Important: Do the “Finish the Prey” ability after that player draws their new hand at end of turn. Some players like to lean the Prey Villain on their deck as a reminder to Finish the Prey then.
  • After Lady Deathstrike Finishes the Prey, or if you fight her while she’s Preying on a player, return her to the Mastermind space. You still take one of her Tactics if you fight her while she’s Preying.
  • Multiple enemies can prey on a player at once.
Revenge
revenge

This keyword represents villains getting stronger the more of them you kill.

  • Some villains say things like “Revenge for Evil Deadpool Corpse.”
  • That means: “This Villain gets +1attack for each Evil Deadpool Corpse Villain in your Victory Pile.“
  • This counts only the Victory Pile of the player fighting. Evil Deadpool Corpse Villains on other players’ Victory Piles do not increase the Villain attack.
  • Revenge is not limited just to Villains, and can also target other types of cards.
Rise of The Living Dead
riseofthelivingdead
  • “Rise of the Living Dead” means “Each player checks the top card of their Victory Pile. If that card is a Villain with a ‘Rise of the Living Dead’ ability, that Villain reenters the city.”
  • A Villain that reenters the city this way follows the same rules as any other Villain entering the city: First check if a Villain is pushed out to Escape, and resolve any Escape effects. Then do any Ambush abilities for the arriving Villain.
  • However, note that a Villain returning to the city because a “Rise of the Living Dead” ability does NOT itself bring back additional Villains with its own Rise of the Living Dead ability – a single player does NOT do a chain reaction of many Villains returning at once. However, since each player is affected by Rise of the Living Dead, several Villains might still return when Rise of the Living Dead occurs – a maximum of one returning Villain per player. (This is a change from when this keyword appeared in Secret Wars, when chain reactions were allowed. This change affects the old Secret Wars expansion cards too.)
  • When Rise of the Living Dead happens, it affects each player in order. The player whose turn it is resolves it first, including any potential Escapes, then any Ambush effects. When all of that is complete, then the next player in clockwise order resolves Rise of the Living Dead in the same way.
  • So how do you stop Zombies from returning? By burying them deep! After fighting a Villain with Rise of the Living Dead, look for ways to put a card that doesn’t have Rise of the Living Dead on top of that zombie Villain, effectively ‘burying it.’ That way, the next time Rise of the Living Dead happens, nothing will return. You can do this by fighting a Villain that doesn’t have Rise of the Living Dead or Mastermind Tactic or rescuing a Bystander. You can also “Soulbind” the Rise of the Living Dead card to bind the zombie’s soul and prevent it from ever returning.
  • Mastermind Tactics are never returned by Rise of the Living Dead. Zombie Scarlet Witch’s Tactics say ““Fight: Before putting this Tactic in your Victory Pile, Rise of the Living Dead.” This means that fighting any Tactic with Rise of the Living Dead can return other Rise of the Living Dead Villains to the city. However, the Mastermind Tactics themselves are never returned, even if the top card of your Victory Pile was a different Mastermind Tactic with Rise of the Living Dead.
  • If you put a Villain with Bystanders into your Victory Pile, you choose the order that all those cards go into your Victory Pile. So if you fight a Rise of the Living Dead Villain that had Bystanders, it’s smart to put the Bystanders on top.
Ritual Artifact
ritualartifact

Marvel’s sorcerers invoke Rituals of awesome power, anchored by mystic talismans. This is represented with a special type of Artifact: Ritual Artifacts. These use the Artifact rules, with some new twists.

  • They say things like “Ritual Artifact — If you drew a card, you may discard this Artifact to get +3attack.“
  • If you have fulfilled the listed Ritual condition this turn, you can discard the Ritual Artifact to get the listed effect.
  • You don’t have to use the Ritual Artifact even if you fulfill the Ritual condition. You might want to save it for a future turn instead of discarding it.
  • You can use as many Ritual Artifacts as you wish in a turn, including using multiple Ritual Artifacts with the same name. If you draw one card, that’s enough to use the Rituals of multiple Artifacts that each have the condition “Draw a card.”
  • If you use a “draw a card” ability, and it draws you a Ritual Artifact with the condition “draw a card,” then you can play that Artifact and use it right away. It’s ok that the Artifact wasn’t in play when you fulfilled the Ritual condition earlier in the turn.
  • If a card lets you “copy” a Ritual Artifact card or “play a copy of it,” then you can use its Ritual effect (or “Thrown Artifact” or “Once per turn” Artifact ability) once, and you don’t need to fulfill the ritual condition. You don’t need to immediately discard the copy card to use the Ritual. The copy doesn’t stay in play as an Artifact.
S.H.I.E.L.D. Clearance
shieldclearance

This keyword represents pro-registration S.H.I.E.L.D. forces that can be only defeated with the help of S.H.I.E.L.D. information.

  • If a Villain says “S.H.I.E.L.D. Clearance,” then you must discard a Shield Hero as an additional cost to fight that Villain.
  • Likewise, if a Mastermind has “Double S.H.I.E.L.D. Clearance,” then you must discard two Shield Heroes each time you fight them.
  • If you are playing with Hydra Heroes, you may discard them instead of Shield Heroes.
S.H.I.E.L.D. Level
shieldlevel

This keyword represents how S.H.I.E.L.D. agents unlock special operations, resources, and abilities as they rise through the ranks of the organization. Sending agents on undercover missions, fighting Hydra, and defeating rogue S.H.I.E.L.D. operatives are all good ways to increase your S.H.I.E.L.D. Level.

  • Your S.H.I.E.L.D. Level is the number of S.H.I.E.L.D. and/or HYDRA cards in your Victory Pile.
  • Some cards say things like “S.H.I.E.L.D. Level 2: Draw a card.“ You can use this ability only if your S.H.I.E.L.D. Level is 2 or higher.
  • This counts any card with the Shield or Hydra team icons, as well as any card with “S.H.I.E.L.D.“ or “Hydra“ in its card name, Villain Group name, or Mastermind name. So this includes S.H.I.E.L.D. Assault Squads, Hydra Kidnappers, Hydra High Council Tactics, etc.
  • This never consumes the cards in your Victory Pile – it just checks to make sure you have them.
  • Heroes that use S.H.I.E.L.D. Level all have ways to get the needed cards into your Victory Pile.
  • Note: When playing with Hydra Villain Groups and/or multiple Heroes that use S.H.I.E.L.D. Levels, your S.H.I.E.L.D. Levels will naturally be higher.
Sacrifice
sacrifice

Across Infinity War and Endgame, multiple Avengers give their lives in heroic sacrifice to try to stop Thanos and save lives across the galaxy. This is represented with the Sacrifice keyword. Several Heroes say things like ”ranged Sacrifice: Take another turn after this one. Dont’t play a card from the Villain Deck at the start of that turn.”

  • This means ”You may KO this card to use its Sacrifice ability only if you played another ranged Hero earlier this turn.”
  • Sacrificing is always optional: you don’t have to use the Sacrifice ability and KO the card, even if you played the matching Hero Class earlier in the turn. However, if you don’t KO the Sacrifice card, you can’t use the Sacrifice ability.
  • You still get the normal recruit, attack, and any non-Sacrifice abilities from the card, whether you Sacrifice it or not.
  • You have to choose whether to Sacrifice the card at the moment you play it. You can’t wait then Sacrifice it later in the turn.
  • If you Sacrifice it, you still ”played it this turn,” for triggering abilities like ”strength: You get +1attack.” However, it’s no longer ”one of your Heroes” or ”a Hero you have,” since it has gone to the KO pile.
Savior
savior

This keyword ability on Heroes and Villains rewards you for saving the innocent. It means “Use this ability if you have at least 3 Bystanders in your Victory Pile.”

  • For example: “Savior: Draw a card.”
  • If you defeat a Villain with Bystanders, put those Bystanders into your Victory Pile before checking any Savior ability on that Villain.
  • If a Hero card rescues a Bystander, that Bystander counts towards any Savior ability on that Hero.
Shatter
shatter

Rictor’s earthquake powers, Siryn’s sonic shrieks, and Shatterstar’s bioelectric shocks can Shatter even the strongest defenses. Some Heroes say things like “Shatter a Villain in the Sewers.”

  • This means “Halve that enemy’s current attack. (round up to the nearest whole number.)” This effect lasts until the end of this turn.
  • You can shatter the same Villain multiple times, halving their attack (rounding up) each time.
  • “Shatter a Villain” can’t be used on a Mastermind.
  • “Shatter the Mastermind” lasts for one fight against one Mastermind.
  • A few cards even let you Shatter a Hero in the HQ, halving their current cost (round up) the same way.
  • Technically, the Villain gets – attack equal to half its current attack . For example: Pestilence has 5 printed attack. Apocalypse says “Four Horsemen Villains get +2attack.” Shattering gives her -3attack, from 7attack to 4attack.
Size-Changing
sizechanging

This keyword represents Heroes and Villains using superpowers to stretch or massively change their size. It’s also used by characters that can change the size of a weapon, technology, or energy.

  • Some Hero cards say things like “Size-Changing: covert.“ This means “You can recruit this card for 2recruit less if you played any covert cards this turn.”
  • Likewise, some Villain cards say things like “Size-Changing: tech.“ This means “You can fight this Villain for 2attack less if you played any tech cards this turn.”
  • Some Divided Cards say “Size-Changing: tech” on one side and “Size-Changing: strength” on the other side. You can recruit either side of the card with its own Size-Changing discount, but you can’t get both discounts at once.
  • Some Heroes and Villains say things like “Size-Changing: strength, covert.“ If you played any strength Heroes this turn, the cost is 2 less. If you played any covert Heroes, the cost is 2 less. If you played both a strength Hero and a covert Hero this turn, then the cost is 4 less.
  • Fin Fang Foom and one of his Monsters Unleashed even say “Size-Changing: strength, instinct, covert, tech, ranged.“ You can pay 2attack less to fight them for each of these Hero Classes you played this turn.
  • Note: For a typical Size-Changing card, it doesn’t matter how many Heroes of that Hero Class you played – it only matters if you played any Heroes of that Hero Class or not.
  • After you’ve recruited a card, Size-Changing doesn’t do anything else on that card.
  • The Size-Changing card’s cost is only changed during the moment you are recruiting it, not other times.
  • If a Hero in the HQ already has “Size-Changing: tech” and it gains “Size-Changing: tech, ranged” from another special ability like the Sporr Villain, it just ends up with “Size-Changing: tech, ranged.” A card can’t have a typical Size-Changing for the same Hero Class twice.
Smash
smash

This keyword covers the brawn. It represents how when Hulks get angry, they SMASH hard, no matter what they have to toss aside.

  • Some Heroes say things like “Smash 3.” This means “You may discard another card from your hand. If you do, you get +3attack.”
Soaring Flight
soaringflight

This ability represents X-Men flying into action as rapid reinforcements.

  • “Soaring Flight” means “When you recruit this Hero, set it aside. At the end of this turn, add it to your new hand as an extra card.”
Soulbind
soulbind

In a maddened drive to save his beloved Christine Palmer, the alternate-dimension variant known as Doctor Strange Supreme binds demons’ dark souls to devour their power. Uatu the Watcher and Gamora also make crucial moves to bind certain souls and Infinity Stones. This is represented with the new Soulbind keyword. Some cards say things like “ranged Soulbind: You get +attack equal to that Villain’s printed Victory Points.”

  • This means “If you have played a ranged Hero earlier this turn, you may choose a face up Villain card from your Victory Pile, turn it face down, and put it on the bottom of your Victory Pile. If you do, then do the listed Soulbind effect.”At the end of the game when you are counting Victory Points, turn all those face down cards face up again and you can count their Victory Points. But until the end of the game, the face down cards count as not being in your Victory Pile at all.
  • This is a great way to stop Rise of the Rise of The Living Dead from coming back to life out of your Victory Pile. The face down card can’t be used for another Soulbind effect later. The face down card can’t help you against Cross-Dimensional Rampage. It doesn’t count for effects that count the number of cards or Villains in your Victory Pile. Act as if the face down card is no longer in your Victory Pile at all, until you are counting Victory Points at the end of the game.
  • Some cards ask you to Soulbind more specific things, like “Soulbind a Henchman” or “Soulbind six Villains.”
  • Using Soulbind is usually optional. You generally don’t have to use Soulbind if you don’t want to, whether on a Hero card you played or a Villain you just fought. However, some cards explicitly say that you “must Soulbind,” which means you have to do it.
Spectrum
spectrum

Some cards have abilities like “Spectrum: Draw a card.” You can use a card’s Spectrum abilities only if you have at least 3 classes of Hero. (e.g. covert, strength and ranged)

  • Grey S.H.I.E.L.D. Heroes, HYDRA Allies, New Recruits and normal grey Sidekicks don’t have classes, so they don’t help.
  • You can count all the classes you have among cards you played this turn and cards in your hand.
  • Multiclass cards work especially well with Spectrum.
Striker
striker

This keyword represents Villains and Masterminds that get more confident and powerful as the Mastermind smashes Heroes. It means “This gets +1attack for each Master Strike in the KO pile and/or stacked next to the Mastermind.”

  • A couple of Hero cards also have the Striker ability and give you +attack the same way.
  • A couple of cards say “Double Striker,” meaning they get +2attack per Strike, or even “Triple Striker” meaning +3attack per Strike.

By default, most Master Strikes go to the KO pile when they occur. However, some Masterminds specifically put their Master Strikes in unusual places. Striker also counts all face-up Master Strike cards in any of these unusual places. For example, for these Masterminds:

  • Galactus – Count Master Strikes in the city.
  • Macho Gomez – Count Master Strikes in front of all players.
  • Deathbird – Count Master Strikes in the city, Escape Pile, and all players’ Victory Piles.
  • Mysterio – Count Master Strikes in all players’ Victory Piles. Don’t count Master Strikes shuffled into his Tactics, since they’re not face up.
Switcheroo
switcheroo

This keyword represents how Heroes like Squirrel Girl and Jessica Jones unpredictably switch up their tactics. Sometimes they instantly switch to new fighting stances, while other times they switch in new Heroes altogether.

  • Some Hero cards say things like “Switcheroo 4.”
  • This means “You can reveal this card from your hand and put it on the bottom of the Hero Deck. If you do, you may put a Hero of the specified printed cost from the HQ into your hand.”
  • So when you have a Switcheroo card in your hand, you can choose to play it for its normal recruit, attack, and other effects. Or you can choose to permanently swap it for another card in the HQ instead.
  • You use Switcheroo instead of playing the card. So when you Switcheroo, you don’t get any recruit, attack, or other effects from the Switcheroo card that you put on the bottom of the Hero Deck.
  • Remember: You put the Switcheroo card on the bottom of the collective Hero Deck on the board – not your personal deck.
  • It’s totally fine to Switcheroo into a card of a different Hero Name.
  • You can only use Switcheroo during your turn, when you could play cards from your hand. So you can’t use it during other players’ turns, and you can’t use it while playing a card from the Villain Deck, like during a Master Strike, Scheme Twist, or Villain’s Ambush ability.
  • You can’t Switcheroo into S.H.I.E.L.D. Officers or Sidekicks, since they aren’t in the HQ.
  • Switcheroo doesn’t count as “recruiting” a Hero, so you can’t use abilities like Wall-Crawl or Soaring Flight when you Switcheroo.
  • Switcheroo uses the “printed cost” of cards in the HQ, so even if special abilities make cards in the HQ cost more or less, Switcheroo still uses the cost number literally printed on the card.
Symbiote Bonds
symbiotebonds

This keyword represents how symbiotes like Hybrid, Riot, and Lasher bond with other characters, enhancing them with a dark shell. You must fight the combined strength of the host and symbiote to split them apart, then finish what remains in a second fight.

  • Some Villains say things like “Ambush: A Henchman Villain from your Victory Pile Symbiote Bonds with Lasher.”
  • This means stack this card onto the specified Villain, combining them into a single Villain with both cards’ attack and text added together.
  • To fight a Combined Villain, you must spend the total attack of both Villain cards combined. Rescue all the Bystanders that Combined Villain had. Then put either one of the Villain cards from that Combined Villain into your Victory Pile and do that card’s Fight effect. The other card from that Combined Villain stays in that city space, and you don’t do its Fight effect.
  • If a Combined Villain escapes, it’s only a single escape, so it only KOs one Hero that costs 6 or less from the HQ. (If it’s carrying any number of Bystanders, it makes all players discard a single card as normal.) Do the Escape abilities of both those Villain cards in any order. Once in the Escape Pile, they are two unattached Villains again.
  • Keep one card of the Combined Villain tucked under the other, so you can see both cards’ attack and text.
  • Since a Combined Villain has the text of both its Villain cards, it can get extra attack or restrictions from various special abilities on either of its cards. It also counts as both cards’ Villain Groups.
  • Symbiote Bonds never combine more than two Villains in the same city space. Ignore any effect that would combine a third Villain in that space.
  • Once two Villains are bonded, only fighting can break them up. Other Symbiote Bonds abilities can’t break up a Combined Villain to attach one of the cards to something else.
  • If a Symbiote Bonds ability puts a new Villain card into the city from the Villain Deck, Escape Pile, Victory Pile, etc., do any Ambush ability on the newly entering card. However, that Ambush ability won’t be able to break up a Combined Villain or add a third card to it.
  • If a special ability automatically “defeats” a Combined Villain, you still put just one of its cards into your Victory Pile and do that card’s Fight effect.
  • A combined Villain has the VP of both its cards combined. So you can spend Piercing Energy (from Legendary ®: X-Men) equal to both cards’ total combined VP to fight the Combined Villain, putting one of its cards into your Victory Pile as normal.
Tactical Formation
tacticalformation

X-Force is known for precise strike force tactics. X-Factor Investigations likewise plans their missions to the finest detail. With this new keyword, some Heroes say things like “Tactical Formation 445: You get +3attack.”

  • You can use this ability only if you have two Heroes that cost 4 and one Hero that costs 5.
  • You can count the “Tactical Formation” card itself.
  • “Heroes you have” includes Heroes in your hand and Heroes you already played this turn (unless they have been put somewhere else, like the KO pile or bottom of the Sidekick stack.)
Teleport
teleport

Instead of playing, you may set aside a card with the keyword “Teleport“. If you do, add it to your new hand at the end of your turn as an extra card.

Thrones Favor
thronesfavor
  • Some Heroes say “You gain the Throne’s Favor.“ When this happens, take a nearby object to represent the Throne’s Favor, like a coin, key, miniature, or pawn. There is only ever one Throne’s Favor in the game. If another player or Mastermind already has the Throne’s Favor, and you gain it, then you take it from them.
  • If an ability tells you to gain the Throne’s Favor, you must take it. You cannot leave it where it is.
  • Some Heroes say things like “You may spend the Throne’s Favor to draw two cards.“ This means if you have the Throne’s Favor, you may give it up to use the listed ability. You set aside the Throne’s Favor object, and no one has the Throne’s Favor until someone gains it again.
  • You can only spend the Throne’s Favor at the moment the card you’re playing tells you to do so. You can’t wait and spend it later in the turn.
  • The Throne’s Favor is not a card. It never goes into decks or discard piles. Instead, when it comes up, just use whatever cool object is easily at hand. There’s no need to store a special Throne’s Favor object with the game.
  • Cards can also cause the Mastermind to gain the Throne’s Favor and/or benefit from having it. When the Mastermind gains the Throne’s Favor, they take it away from any player that may already have it. Likewise, a card ability that causes a player to gain the Throne’s Favor will take it away from the Mastermind and give it to the player.
Thrown Artifact
thrownartifact

These are Artifact cards that a player can “throw” at the perfect moment. When you gain a card that’s an Artifact, put it into your discard pile like any other. When you draw that Artifact later in the game, you may play it in front of you when the time comes. This means you “control” that Artifact. At the end of your turn, when you discard all the cards you played that turn, the Artifacts you control stay in front of you for future turns and are not discarded.

  • To “throw” a Thrown Artifact, put it on the bottom of your deck and use its ability.
  • You can throw it on the same turn that you play the Throw Artifact, or you can wait until a later turn.
  • If you use this when your deck has not many cards left, you might draw the Thrown Artifact again quite soon. (Much like Thor’s hammer, a Thrown Artifact can return to your hand very quickly!)
  • You can throw as many Artifacts as you want in a turn, including multiple Artifacts with the same card name.
  • You can only throw artifacts during your turn (unless it specifically says otherwise).
  • If a card effect like Rogue, Hulkling, or Scarlet Witch would let you “copy“ an Artifact card, you can use that Artifact’s “Once per turn“ or “When you throw this“ ability once, and there is no other effect. (Don’t put anything on the bottom of your deck.).
Transform
transform

Transforming Heroes

Duality and transformation are key themes of Hulk stories: the puny, brilliant scientist transforming into a raging monster. The “Transform” keyword highlights this theme.

  • Each Hero in this set has some special “Transformed” cards that go along with it. When you use these Heroes, don’t shuffle their “Transformed” cards into the Hero Deck. Instead, set them aside in a special Transformation Pile. You can’t recruit cards from this pile. Instead, you transform other cards into them.
  • Some Hero cards like “Bruce Banner: Gamma Ray Experiments” say things like “…Transform this into Savage Hulk Unleashed.”
  • When you play a Hero card that says it transforms into another card, you complete all effects on the card you played and get its normal recruit and attack.
  • Then remove the transforming card from the game (putting it in the Transformation Pile) and put the newly transformed card into your hand instead (from the Transformation Pile). You can play the new Transformed card immediately that same turn.
  • You still count as having played the transforming card you played and removed from the game, including effects like “You get +1attack for each tech card you played this turn.” But if an effect asks you to reveal one of your cards, you can only reveal the new, transformed card, not the old card that you removed from the game.
  • Some transforming cards tell you to put the new card on top of your deck or in your discard pile instead.
  • You can look through the Transformation Pile at any time.
  • At the end of the game, store a Hero’s Transformed cards with the rest of that Hero’s cards. To start a game, you only need to bring out the Transformed cards for the Heroes you’re using. Don’t bring out all the Transformed cards in the entire game.
  • If you sleeve your cards, you can put the Transformed version of the card in the same sleeve, behind the Transforming card. When it’s time to transform, you just pull the back card to the front of the sleeve. It’s a little thicker in the sleeve, but it still shuffles well.

Transforming Masterminds

Each Mastermind in this set is a double-sided “Transforming Mastermind” that transforms back and forth between two forms during the game.

  • The side with the “Always Leads” ability starts face up.
  • When a Master Strike or Mastermind Tactic ability occurs, it will tell you to “Transform” the Mastermind, meaning flip it over to its other side. (Don’t also do the Master Strike ability of the new side.)
  • A Mastermind only uses the abilities and attack of its currently face up side. Ignore the special abilities and values on the currently face down side.
Triggered Artifact
triggeredartifact

Each Artifact in Legendary®: Marvel Studios’ Guardians of the Galaxy set is a new variety called a “Triggered Artifact”. From gadgets to cannons, many of these literally have triggers!

  • Some cards say things like “Triggered Artifact — Whenever you draw a card during your turn, you get +1attack.” While you control this Artifact, every time you do that trigger, you get the listed effect.
  • If a card lets you “copy” a Triggered Artifact card or “play a copy of it,” then you can use that Triggered Artifact ability (or “Thrown Artifact,” “Once per turn” Artifact or “Ritual Artifact” ability) once, and you don’t need to fulfill the trigger. The copy doesn’t stay in play as an Artifact. The ‘Legendary Outlaw’ card from the 2014 Guardians set cannot copy any Artifacts in this set.
Undercover
undercover

This keyword represents sending S.H.I.E.L.D. agents off the grid on special missions to recover valuable intel. Also, it represents the Black Widows and their contacts going off the grid on special missions to recover valuable intel.

  • Some cards say things like “You may send one of your other Heroes Undercover.“ This means “Put that Hero into your Victory Pile. It’s worth 1 Victory Point.“
  • This can help get your starting S.H.I.E.L.D. Agents and Troopers out of your deck so that you draw your more powerful Heroes more often. You can also use it to get rid of other S.H.I.E.L.D. cards like Officers that you might not need later in the game.
  • If you play a card, and it sends itself Undercover, you still get its recruit and attack, and other abilities.
  • Sending Shield Heroes Undercover is also key to increasing your S.H.I.E.L.D. Level.
Unleash
unleash

At the perfect moment, Black Widows shed their disguised identities, reveal themselves, and strike. To represent this, Heroes use the Unleash keyword.

  • When an effect says “Unleash a Hero from Undercover“: Return that Hero from your Victory Pile to your hand.
  • If you have several cards Undercover with a trigger like “When you fight a Villain, you may Unleash this card from Undercover,“ fighting one Villain is enough to Unleash any number of those cards.
  • When you Unleash a Hero back to your hand, you can play that Hero on the same turn as normal. At the end of your turn, it will go to your discard pile as normal. It doesn’t return to your Victory Pile unless an effect tells the card to go Undercover again.
  • If you Unleash cards based on fighting Villains or the Mastermind, you can do the Unleash effects and/or Fight effects from that enemy in any order.
Uru-Enchanted Weapons
uruenchantedweapons

To corrupt the people of 2099’s faith in ancient Heroes, Alchemax creates false Asgardian “gods”. They combine nanotech and nuclear fusion to engineer jaw-dropping weapons that mimic the power of the fabled Mjolnir. These use the UruEnchanted Weapons keyword, which first appeared in Legendary®: Fear Itself.

  • When you try to fight an Enemy that has some number of Uru-Enchanted Weapons, reveal that many cards from the top of the Villain Deck. That Enemy immediately gains +attack equal to the total Victory Points of all the cards you revealed.
  • If you have at least as many attack points as the Enemy’s improved attack, use them and defeat the Enemy as normal. If you don’t have enough attack points, you don’t defeat this Enemy, you lose all your attack points, and you can’t use fight anymore this turn. (You can still play cards and recruit – you just can’t fight or Heal Wounds.)
  • Whether you defeat that Enemy or not, put all the cards you revealed from the Villain Deck on the bottom of that deck in random order.
  • Once you start to fight an Enemy, you can’t play any more cards until after that fight is complete. Remember to generate all the attack you can before you fight them!
  • Flipping cards for Uru-Enchanted Weapons cannot end the game. If you run out of cards in the Villain Deck, shuffle the cards you’ve revealed so far and keep revealing. (If there are no cards left in the Villain Deck there is no attack bonus.)
Versatile
versatile

This keyword represents Heroes who think quickly on their feet to react perfectly to any situation.

  • “Versatile 2” means “You get +2recruit or +2attack.” Other cards use different Versatile numbers.
  • You choose to get all recruit or all attack when you play the card. You can’t divide it up.
  • However, if you play multiple Versatile cards in a turn, you can choose recruit for some cards and attack for others, if you wish.
  • If you use Cheering Crowds to play a Versatile card twice, you could get recruit with one play and get attack with the other play, or choose the same for both.
Villainous Weapons
villainousweapons

Villains and Masterminds can capture these ancient weapons to become even more powerful. But if you defeat them, you can seize those weapons to use as Artifact of your own. Some of them also have Ambush effects, which happen when they enter the city captured by a Villain.

  • Villainous Weapons are not Villains.
  • When a Villainous Weapon is played from the Villain Deck, the Weapon is captured by the Villain in the city that’s closest to the Villain Deck. If there are no Villains in the city, then KO the Weapon instead.
  • Villainous Weapons empower the Villain holding them, adding the attack bonus printed on the Weapon. Tuck the Weapon under the Villain so you can see the Weapon’s attack bonus right under the Villain’s attack.
  • An enemy can use any number of Weapons at the same time, getting all of their bonuses combined.
  • When a Villain with any number of Villainous Weapons escapes the city, the Mastermind captures all those Weapons, getting their attack bonuses.
  • When you fight a Villain or Mastermind holding any number of Weapons, put all those Weapons into your discard pile as Artifacts.
  • When you have a Villainous Weapon in your hand, you can play it just like any other Artifact.
  • You never get the Weapon’s printed attack bonus when you play the Artifact or control it. Only Villains and Masterminds get that attack bonus. You only get the specific Artifact abilities written on the card.
  • Villainous Weapons you have captured as Artifacts have 0 cost, have no color or Hero Class, and don’t count as Hero cards or Villain cards. Since they have no cost, Villainous Weapons can never make you Worthy. (How appropriate…)
  • If you have gained a Villainous Weapon, and a card effect makes an enemy capture that Weapon again, then it works as a Villainous Weapon again until someone defeats that enemy to reclaim it.
  • Malekith, Hela, and Ronan have Mastermind Tactics that turn into Villainous Weapons. You win when the Mastermind has no face down Tactics left under them, even if there are still some Tactics that have turned into other card types.
Waking Nightmare
wakingnightmare

The New Mutants often confront demons, monsters, sadists, trauma, and psychological horror. This keyword represents these attacks on their very sanity. It’s also used to represent how the Hero Mirage uses her powers to bring dream and nightmare constructs to life.

  • Some cards tell you to “have a Waking Nightmare.” This means “Discard a non-grey Hero from your hand. If you discard a Hero this way, draw a card.”
  • Getting pummeled by Waking Nightmares can downgrade your hand from powerful superheroes to mere S.H.I.E.L.D. Agents. However, you can sometimes find new courage in a nightmare: you may be able to discard a non-grey Hero you don’t need very much and have a chance to draw something more helpful.
  • Some Mirage Hero cards also let you have a Waking Nightmare and give you specific benefits for it.
Wall-Crawl
wallcrawl

The “Wall-Crawl“ keyword lets Heroes set up powerful combos by placing cards at the top of their decks. “Wall-Crawl“ means:

“When you recruit this Hero, you may put it on top of your deck.“

With Wall-Crawl, you get to use your new Hero much faster than you would if that Hero went in your discard pile. Keep an eye out for powerful combos you can create if you recruit a Wall-Crawl Hero early in your turn, before you play cards that reveal the top card of your deck.

  • Remember: When you use Wall-Crawl to put a card on top of your deck, don’t use any other abilities on that card until it gets drawn from your deck. If you “gain” a Hero through some special ability like Skrull Shapeshifters, you can’t use Wall-Crawl because you didn’t “recruit” that Hero.
Weapon X Sequence
weaponxsequence

The lethal success of the Weapon Plus program comes from their relentless iteration on the science of death. From Weapon XII to Weapon XIII to Weapon XV, each of their sequence of killers is more deadly than the last.

  • On a Hero, “Weapon X Sequence” means “you get +attack equal to the longest sequence of different printed cost numbers on your cards.”
  • “Your cards” includes both cards you’ve played this turn and cards in your hand, so you can count both.
  • For example, say your cards have the costs 0,4,2,7,3,3. Then each time you played a card with the Weapon X Sequence ability, you would get +3attack , since your longest sequence of different cost numbers is 2-3-4.
  • Each number in the sequence must be one higher than the previous number. Your sequence can start with any number, including 0. You can’t skip any number in the sequence. Having duplicates of the same cost doesn’t help. If your costs are 0,0,0,4,4,6, then your longest sequence is 1 and you would get +1attack.
  • After you play a Weapon X Sequence card, if you draw more cards later in the turn that would have extended your sequence, it’s too late to go back and get more attack from the Weapon X Sequence you already played.
  • “Doubled Weapon X Sequence” means double the bonus.
  • Build your deck carefully to get long sequences!
  • On Enemies, Weapon X Sequence means “This Enemy gets +attack equal to the longest sequence of different printed cost numbers among cards in the HQ.”
  • For example, say the Heroes in the HQ have printed costs 4,7,5,3,2. Then Weapon X Sequence gives an Enemy +4attack (for the sequence 2-3-4-5).
  • It doesn’t matter which HQ spaces those cards are in or if any of them are physically in any particular order.
  • One clever move is to recruit a Hero from the HQ at the right time, disrupting an Enemy’s Weapon X Sequence before you fight them. Take the above example where Heroes in the HQ have printed costs 4,7,5,3,2. If you recruit the 3-cost Hero and it gets replaced with a 5-cost Hero, you’ve reduced the Enemy’s Weapon X Sequence bonus from +4attack to +2attack .
What If…?
whatif

This new keyword highlights how a Hero’s destiny can pivot on a single crucial choice, with consequences that spill through the rest of that dimension. Some Hero cards say things like “What If…?: You get +3recruit.”

  • This means “Choose a Hero Class or Hero Name. Then reveal the top card of your deck, and either put it back on top of your deck or discard it. If the revealed card had the Hero Class or Hero Name you chose, then do the What If effect.”
  • What If…? is not allowed to trigger on 0-cost grey starting cards like S.H.I.E.L.D. Agent or S.H.I.E.L.D. Trooper, so don’t choose those Hero Names.
  • Even if a What If…? ability misses, it’s still valuable to be able to choose to put your top card in your discard pile or not. For example, it can give you key information about your top card so you know what to choose with your next What If…? card that turn. Or if the top card is a S.H.I.E.L.D. Agent, you can discard it so you have a chance to hit with your next What If…? ability that turn and so you don’t have to draw it next turn.
  • If you choose a Hero Name like “Black Widow,” that will trigger on any card whose Hero Name is literally “Black Widow” as well as any Hero Name that contains “Black Widow”, such as “Apocalyptic Black Widow.” However, you have to choose an actual Hero Name. You can’t choose just the word “Captain” and trigger on both Captain America and Captain Carter cards, since the single word “Captain” isn’t a Hero Name.

Increasing Your Chances with What If…?

There are lots of ways you can increase the chance that your What If…? abilities will work:

  • First: There are several cards in this set that let you reveal the top card of your deck or put a card on top of your deck, so that you know what to choose with What If…?.
  • Second: You can try focusing your deck on a single Hero Class or single Hero Name.
  • Third: Collecting lots of What If…? cards can let you see the top card with the first What If…?, so you know what to guess with the rest of your What If…? abilities that turn.
  • Fourth: You can look for ways to KO your 0-cost starter cards and avoid or KO Wounds.
When Recruited: Send This Undercover
whenrecruitedundercover

Red Guardian works as a sleeper agent until the right time to reveal himself. To represent this, all his cards say “When Recruited: Send this Undercover.“ ““When Recruited“ Abilities“ abilities also appear in Legendary®: Realm of Kings and Messiah Complex.

  • “When Recruited“ means: “Do this ability when you recruit this Hero.“
  • In this case, you pay the Hero’s normal recruit cost, put it in your Victory Pile worth 1VP, and refil that HQ space with a card from the Hero Deck.
  • Other abilities Unleash the card at the right time.
  • If you recruit a Hero with multiple effects telling you to put it in different places (like Wall-Crawl, Soaring Flight, “When Recruited: Send this Undercover“, etc.), you choose which one applies.
Worthy
worthy

Many Marvel stories involve Thor and others proving whether they are worthy of wielding Asgard’s mightiest weapons, like Mjolnir and Stormbreaker. This is represented by the new “Worthy” keyword. Some Hero cards say things like “If you are Worthy, draw a card.”

  • You are Worthy if you have a Hero that costs 5 or more.
  • As usual, the phrases “your Heroes” and “Heroes you have” include both cards in your hand and cards you have played this turn. They also include Hero Artifacts you control. (Heroes in your deck and discard pile don’t count.)
  • Some Villains and Schemes also check if you are Worthy and reward or punish you accordingly.
  • When you consider whether to recruit a card that asks you to be Worthy, you may find yourself hesitating, wondering whether you truly have enough to prove Worthy at the crucial moment. This is a great fit to how Thor and other Heroes question whether they will be Worthy at the crucial moment in Marvel stories.
Wounded Fury
woundedfury

This keyword represents how wounding a Hulk often just makes it ANGRIER and STRONGER! It also includes Villains attacking with more furious bloodlust as they wound you.

  • When a Hero card says “Wounded Fury”, it means “You get +1attack for each Wound in your discard pile.”
  • Likewise, when a Villain or Mastermind says “Wounded Fury”, it means “It gets +1attack for each Wound in your discard pile.”
X-Gene
xgene

This keyword represents X-Men combining unique mutant powers with their signature teamwork.

  • Some Heroes say things like “X-Gene ranged: You get +2attack.” This means “If you have a ranged card in your discard pile, you get +2attack.“ You can use a card’s X-Gene ability only if you have the specified kind of card in your discard pile.
  • You can only use a card’s X-Gene ability once, no matter how many matching cards you have in your discard pile.
  • Remember: when you play a card during your turn, it stays in front of you until the end of turn. Then all the cards you played that turn go to the discard pile. So if you have an empty discard pile, you can’t play a tech card from your hand, then immediately play a card with “X-Gene tech“ and use that X-Gene ability.
  • One cool combo is to recruit a strength Hero into your discard pile, then play your “X-Gene strength“ card, and you’ll get to use its X-Gene ability.
X-Treme Attack
xtremeattack

“X-Treme Attack” means “This Adversary gets +1attack for each other Adversary in the city with X-Treme Attack.” This ability shows how X-Men are especially powerful when they work as a team. Some “ex-X-men” in the Uncanny Avengers use the ability as well, cooperating with their old X-Men colleagues.

Entity Relationship Diagram (ERD)

Used for database design

📊 JSON Data — Entity Relationship Diagram

Relationships between all JSON data files in src/data/ — sets, heroes, masterminds, villains, schemes, keywords, and rules.

Loading diagram…

ERD legend

📖 ERD Connector Symbol Legend

Cardinality markers (end symbols) Symbol Meaning Example in this ERD || (double bar) Exactly one (mandatory) A SET has exactly one abbr field o| (circle + bar) Zero or one (optional) Optional single relationship }{ (crow’s feet) One or more Keyword used on one or more cards o{ (circle + crow’s foot) Zero or more A set may have zero henchmen Connector patterns used in this ERD ||–o{ One (mandatory) to zero or more e.g. SETS ||–o{ HEROES — one set has zero or more heroes }o–o{ One or more to zero or more e.g. HERO_CARDS }o–o{ KEYWORDS — cards reference many keywords Symbol key| vertical bar = exactly one (mandatory end)o circle = zero (optional end)} crow’s foot (three lines) = many (unbounded upper limit)

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