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

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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 01 (CORE) Core

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
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.
Captain America   Avengers Avengers
Avengers Assemble!Common 130+instinct instinctView
  • You get +1recruit for each color of Hero you have.
Perfect TeamworkCommon 240+strength strengthView
  • You get +1attack for each color of Hero you have.
Diving BlockUncommon64tech techView
  • If you would gain a Wound, you may reveal this card and draw a card instead.
A Day Unlike Any OtherRare73+covert covertView
  • Avengers: You get +3attack for each other Avengers you played this turn.
Cyclops   X Men X Men
DeterminationCommon 123strength strengthView
  • To play this card, you must discard a card from your hand.
Optic BlastCommon 233ranged rangedView
  • To play this card, you must discard a card from your hand.
Unending EnergyUncommon64ranged rangedView
  • If a card effect makes you discard this card, you may return this card to your hand.
X-Men UnitedRare86+ranged rangedView
  • X Men: You get +2attack for each other X Men Hero you played this turn.
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-numbered vp 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.
Emma Frost   X Men X Men
Mental DisciplineCommon 131ranged rangedView
  • Draw a card.
Shadowed ThoughtsCommon 242+covert covertView
  • covert: You may play the top card of the Villain Deck. If you do, you get +2attack.
Psychic LinkUncommon53instinct instinctView
  • Each player may reveal another X Men Hero. Each player who does draws a card.
Diamond FormRare750+strength strengthView
  • Whenever you defeat a Villain or Mastermind this turn, you get +3recruit.
Gambit   X Men X Men
Stack the DeckCommon 12covert covertView
  • Draw two cards. Then put a card from your hand on top of your deck.
Hypnotic CharmCommon 232instinct instinctView
  • Reveal the top card of your deck. Discard it or put it back.
  • instinct: Do the same thing to each other player's deck.
Card SharkUncommon42ranged rangedView
  • Reveal the top card of your deck. If it's an X Men Hero, draw it.
High Stakes JackpotRare74+instinct instinctView
  • Reveal the top card of your deck. You get +attack equal to that card's cost.
Hawkeye   Avengers Avengers
Quick DrawCommon 131instinct instinctView
  • Draw a card.
Team PlayerCommon 242+tech techView
  • Avengers: You get +1attack.
Covering FireUncommon53tech techView
  • tech: Choose one: each other player draws a card or each other player discards a card.
Impossible Trick ShotRare75tech techView
  • Whenever you defeat a Villain or Mastermind this turn, rescue three Bystanders.
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 Smash!Rare85+strength strengthView
  • strength: You get +5attack.
Iron Man   Avengers Avengers
Endless InventionCommon 13tech techView
  • Draw a card.
  • tech: Draw another card.
Repulsor RaysCommon 232+ranged rangedView
  • ranged: You get +1attack.
Arc ReactorUncommon53+tech techView
  • tech: You get +1attack for each othertech Hero you played this turn.
Quantum BreakthroughRare7tech techView
  • Draw two cards.
  • tech: Draw two more cards.
Nick Fury   Shield Shield
High-Tech WeaponryCommon 132+tech techView
  • tech: You get +1attack.
Battlefield PromotionCommon 24covert covertView
  • You may KO a Shield Hero from your hand or discard pile. If you do, you may gain a S.H.I.E.L.D. Officer to your hand.
Legendary CommanderUncommon61+strength strengthView
  • You get +1attack for each otherShield Hero you played this turn.
Pure FuryRare8tech techView
  • Defeat any Villain or Mastermind whose attack is less than the number of Shield Heroes in the KO pile.
Rogue   X Men X Men
Energy DrainCommon 132+covert covertView
  • covert: You may KO a card from your hand or discard pile. If you do, you get +1recruit.
Borrowed BrawnCommon 241+strength strengthView
  • strength: You get +3attack.
Copy PowersUncommon5covert covertView
  • Play this card as a copy of another Hero you played this turn. This card is both covert and the color you copy.
Steal AbilitiesRare84strength strengthView
  • Each player discards the top card of their deck. Play a copy of each of those cards.
Spider-Man   Spider Friends Spider Friends
Astonishing StrengthCommon 121strength strengthView
  • Reveal the top card of your deck. If that card costs 2vp or less, draw it.
Great ResponsibilityCommon 221instinct instinctView
  • Reveal the top card of your deck. If that card costs 2vp or less, draw it.
Web-ShootersUncommon2tech techView
  • Rescue a Bystander.
  • Reveal the top card of your deck. If that card costs 2vp or less, draw it.
The Amazing Spider-ManRare2covert covertView
  • Reveal the top three cards of your deck. Put any that cost 2vp or less into your hand. Put the rest back in any order.
Storm   X Men X Men
Gathering StormcloudsCommon 132ranged rangedView
  • ranged: Draw a card.
Lightning BoltCommon 242ranged rangedView
  • Any Villain you fight on the Rooftops this turn gets -2attack.
Spinning CycloneUncommon64covert covertView
  • You may move a Villain to a new city space. Rescue any Bystanders captured by that Villain.
  • (If you move a Villain to a city space that already has Villain, swap them.)
Tidal WaveRare75ranged rangedView
  • Any Villain you fight on the Bridge this turn gets -2attack.
  • ranged: The Mastermind gets -2attack this turn.
Thor   Avengers Avengers
OdinsonCommon 132+strength strengthView
  • strength: You get +2recruit.
Surge of PowerCommon 240+2ranged rangedView
  • If you made 8 or more recruit this turn, you get +3attack.
Call LightningUncommon63+ranged rangedView
  • ranged: You get +3attack.
God of ThunderRare80+5ranged rangedView
  • You can use recruit as attack this turn.
Wolverine   X Men X Men
Keen SensesCommon 121instinct instinctView
  • instinct: Draw a card.
Healing FactorCommon 232instinct instinctView
  • You may KO a Wound from your hand or discard pile. If you do, draw a card.
Frenzied SlashingUncommon52instinct instinctView
  • instinct: Draw two cards.
Berserker RageRare80+instinct instinctView
  • Draw three cards.
  • instinct: You get +1attack for each extra card you've drawn this turn.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Dr. Doom   (VP: 5)
Dr. DoomMastermind9View
  • Always Leads: Doombot Legion
  • Master Strike: Each player with exactly 6 cards in hand reveals a tech Hero or puts 2 cards from their hand on top of their deck.
Dark TechnologyTactic9View
  • Fight: You may recruit a tech or ranged Hero from the HQ for free.
Monarch's DecreeTactic9View
  • Fight: Choose one: each other player draws a card or each other player discards a card.
Secrets of Time TravelTactic9View
  • Fight: Take another turn after this one.
Treasures of LatveriaTactic9View
  • Fight: When you draw a new hand of cards at the end of this turn, draw three extra cards.
Loki   (VP: 5)
LokiMastermind10View
  • Always Leads: Enemies of Asgard
  • Master Strike: Each player reveals a strength Hero or gains a Wound.
Cruel RulerTactic10View
  • Fight: Defeat a Villain in the City for free.
Maniacal TyrantTactic10View
  • Fight: KO up to four cards from your discard pile.
Vanishing IllusionsTactic10View
  • Fight: Each other player KOs a Villain from their Victory Pile.
Whispers and LiesTactic10View
  • Fight: Each other player KOs two Bystanders from their Victory Pile.
Magneto   (VP: 5)
MagnetoMastermind8View
  • Always Leads: Brotherhood
  • Master Strike: Each player reveals an X Men Hero or discards down to four cards.
Bitter CaptorTactic8View
  • Fight: Recruit an X Men Hero from the HQ for free.
Crushing ShockwaveTactic8View
  • Fight: Each other player reveals an X Men Hero or gains two Wounds.
Electromagnetic BubbleTactic8View
  • Fight: Choose one of your X Men Heroes. When you draw a new hand of cards at the end of this turn, add that Hero to your hand as a seventh card.
Xavier's NemesisTactic8View
  • Fight: For each of your X Men Heroes, rescue a Bystander.
Red Skull   (VP: 5)
Red SkullMastermind7View
  • Always Leads: HYDRA
  • Master Strike: Each player KOs a Hero from their hand.
Endless ResourcesTactic7View
  • Fight: You get +4recruit.
HYDRA ConspiracyTactic7View
  • Fight: Draw two cards. Then draw another card for each HYDRA Villain in your Victory Pile.
Negablast GrenadesTactic7View
  • Fight: You get +3attack.
Ruthless DictatorTactic7View
  • Fight: Look at the top three cards of your deck. KO one, discard one and put one back on top of your deck.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Brotherhood
Blob24View
  • You can't defeat Blob unless you have an X Men Hero.
Juggernaut46View
  • Ambush: Each player KOs two Heroes from their discard pile.
  • Escape: Each player KOs two Heroes from their hand.
Mystique35View
  • Escape: Mystique becomes a Scheme Twist that takes effect immediately.
Sabretooth35View
  • Fight: Each player reveals an X Men Hero or gains a Wound.
  • Escape: Same effect.
Enemies of Asgard
Destroyer57View
  • Fight: KO all your Shield Heroes.
  • Escape: Each player KOs two of their Heroes.
Enchantress46View
  • Fight: Draw three cards.
Frost Giant24View
  • Fight: Each player reveals a ranged Hero or gains a Wound.
  • Escape: Same effect.
Ymir, Frost Giant King46View
  • Ambush: Each player reveals a ranged Hero or gains a Wound.
  • Fight: Choose a player. That player KOs any number of Wounds from their hand and discard pile.
HYDRA
Endless Armies of HYDRA34View
  • Fight: Play the top two cards of the Villain Deck.
HYDRA Kidnappers13View
  • Fight: You may gain a S.H.I.E.L.D. Officer.
Supreme HYDRA3*6View
  • Supreme HYDRA is worth +3piercing for each other HYDRA Villain in your Victory Pile.
Viper35View
  • Fight: Each player without another HYDRA Villain in their Victory Pile gains a Wound.
  • Escape: Same effect.
Masters of Evil
Baron Zemo46View
  • Fight: For each of your Avengers Heroes, rescue a Bystander.
Melter35View
  • Fight: Each player reveals the top card of their deck. For each card, you choose to KO it or put it back.
Ultron2+6View
  • Ultron is worth +1piercing for each tech Hero you have among all your cards at the end of the game.
  • Escape: Each player reveals a tech Hero or gains a Wound.
Whirlwind24View
  • Fight: If you fight Whirlwind on the Rooftops or Bridge, KO two of your Heroes.
Radiation
Abomination35View
  • Fight: If you fight Abomination on the Streets or Bridge, rescue three Bystanders.
The Leader24View
  • Ambush: Play the top card of the Villain Deck.
Maestro46View
  • Fight: For each of your strength Heroes, KO one of your Heroes.
Zzzax35View
  • Fight: Each player reveals a strength Hero or gains a Wound.
  • Escape: Same effect.
Skrulls
Paibok the Power Skrull38View
  • Fight: Choose a Hero in the HQ for each player. Each player gains that Hero.
Skrull Queen Veranke4*View
  • Ambush: Put the highest-cost Hero from the HQ under this Villain. This Villain's attack is equal to that Hero's vp.
  • Fight: Gain that Hero.
Skrull Shapeshifters2*View
  • Ambush: Put the rightmost Hero from the HQ under this Villain. This Villain's attack is equal to that Hero's vp.
  • Fight: Gain that Hero
Super-Skrull24View
  • Fight: Each player KOs one of their Heroes.
Spider-Foes
Doctor Octopus24View
  • Fight: When you draw a new hand of cards at the end of this turn, draw eight cards instead of six.
Green Goblin46View
  • Ambush: Green Goblin captures a Bystander.
The Lizard23View
  • Fight: If you fight the Lizard in the Sewers, each other player gains a Wound.
Venom35View
  • You can't defeat Venom unless you have a covert Hero.
  • Escape: Each player gains a Wound.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Doombot Legion13View
Hand Ninjas13View
Savage Land Mutates13View
Sentinel13View

Bystanders

BystanderVP VPImageAbilities
Bystander1View

Schemes

Scheme NameImageRules
Midtown Bank RobberyView
  • Setup: 8 Twists. 12 total Bystanders in the Villain Deck.
  • Special Rules: Each Villain gets +1attack for each Bystander it has.
  • Twist: Any Villain in the Bank captures 2 Bystanders. Then play the top card of the Villain Deck.
  • Evil Wins: When 8 Bystanders are carried away by escaping Villains.
Secret Invasion of the Skrull ShapeshiftersView
  • Setup: 8 Twists. 6 Heroes. Skrull Villain Group required. Shuffle 12 random Heroes from the Hero Deck into the Villain Deck.
  • Special Rules: Heroes in the Villain Deck count as Skrull Villains with attack equal to the Hero's vp+2. If you defeat that Hero, you gain it.
  • Twist: The highest-cost Hero from the HQ moves into the Sewers as a Skrull Villain, as above.
  • Evil Wins: If 6 Heroes get into the Escaped Villains pile.
Legacy Virus, TheView
  • Setup: 8 Twists. Wound stack holds 6 Wounds per player.
  • Twist: Each player reveals a tech Hero or gains a Wound.
  • Evil Wins: If the Wound stack runs out.
Negative Zone Prison BreakoutView
  • Setup: 8 Twists. Add an extra Henchman group to the Villain Deck.
  • Twist: Play the top 2 cards of the Villain Deck.
  • Evil Wins: If 12 Villains escape.
Portals to the Dark DimensionView
  • Setup: 7 Twists. Each Twist is a Dark Portal.
  • Twist 1: Put the Dark Portal above the Mastermind. The Mastermind gets +1attack.
  • Twists 2-6: Put the Dark Portal in the leftmost city space that doesn't yet have a Dark Portal. Villains in that city space get +1attack.
  • Twist 7: Evil Wins!
Replace Earth's Leaders with KillbotsView
  • Setup: 5 Twists. 3 additional Twists next to this Scheme. 18 total Bystanders in the Villain Deck.
  • Special Rules: Bystanders in the Villain Deck count as Killbot Villains, with attack equal to the number of Twists next to this Scheme.
  • Twist: Put the Twist next to this Scheme.
  • Evil Wins: If 5 “Killbots“ escape.
Super Hero Civil WarView
  • Setup: For 2-3 players, use 8 Twists. For 4-5 players, use 5 Twists. If only 2 players, use only 4 Heroes in the Hero Deck.
  • Twist: KO all the Heroes in the HQ.
  • Evil Wins: If the Hero Deck runs out.
Unleash the Power of the Cosmic CubeView
  • Setup: 8 Twists.
  • Twist: Put the Twist next to this Scheme.
  • Twist 5-6: Each player gains a Wound.
  • Twist 7: Each player gains 3 Wounds.
  • Twist 8: Evil Wins!

Legendary Set 02 (DKCY) Dark City

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Angel   X Men X Men
High-Speed ChaseCommon 13covert covertView
  • Draw two cards, then discard a card.
Diving CatchCommon 242strength strengthView
  • When a card effect causes you to discard this card, rescue a Bystander and draw two cards.
Drop off a FriendUncommon52+instinct instinctView
  • You may discard a card. You get +attack equal to that card's vp.
Strength of SpiritRare74strength strengthView
  • Discard any number of cards. Draw that many cards.
Bishop   X Men X Men
Whatever the CostCommon 12ranged rangedView
  • Draw a card.
  • covert: You may KO a card from your hand or discard pile.
Absorb EnergiesCommon 2320+covert covertView
  • Whenever a card you own is KO'd this turn, you get +2recruit.
Concussive BlastUncommon53+ranged rangedView
  • rangedranged: You get +3attack.
Firepower from the FutureRare74+tech techView
  • Discard the top four cards of your deck. You get +attack equal to those cards' printed attack.
  • X Men: KO any number of those cards.
Blade   Marvel Knights Marvel Knights
Stalk the PreyCommon 132covert covertView
  • You may move a Villain to an adjacent city space. If another Villain is already there, swap them.
Night HunterCommon 2420+strength strengthView
  • Whenever you defeat a Villain in the Sewers or Rooftops this turn, you get +2recruit.
Nowhere to HideUncommon63tech techView
  • Whenever you defeat a Villain in the Sewers or Rooftops this turn, draw two cards.
Vampiric SurgeRare70+instinct instinctView
  • You get +1attack for each Villain in your Victory Pile.
Cable   X Force X Force
Disaster SurvivalistCommon 132tech techView
  • When a Master Strike is played, before it takes effect, you may discard this card. If you do, draw three extra cards at the end of this turn.
Strike at the Heart of EvilCommon 242+ranged rangedView
  • You get +2attack only when fighting Masterminds.
Rapid Response ForceUncommon63+covert covertView
  • Teleport
  • X Force: You get +1attack for each other X Force Hero you played this turn.
Army of OneRare85+ranged rangedView
  • KO any number of cards from your hand. You get +1attack for each card KO'd this way.
Colossus   X Force X Force
Draw Their FireCommon 113strength strengthView
  • You gain a Wound.
InvulnerabilityCommon 232strength strengthView
  • If you would gain a Wound, you may discard this card instead. If you do, draw two cards.
Silent StatueUncommon64+covert covertView
  • strength: You get +2attack.
Russian Heavy TankRare86strength strengthView
  • If another player would gain a Wound, you may reveal this card to gain that Wound and draw a card.
Daredevil   Marvel Knights Marvel Knights
BackflipCommon 132strength strengthView
  • When you play Backflip, the next Hero you recruit this turn goes on top of your deck.
Radar SenseCommon 242+instinct instinctView
  • Choose a number, then reveal the top card of your deck. If the card is that vp, you get +2attack.
Blind JusticeUncommon64covert covertView
  • Choose a number, then reveal the top card of your deck. If the card is that vp, draw it.
The Man Without FearRare87instinct instinctView
  • Choose a number, then reveal the top card of your deck. If the card is that vp, draw it and repeat this process.
Domino   X Force X Force
Lucky BreakCommon 110+0+tech techView
  • Draw a card.
  • X Force: Versatile 1
Ready for AnythingCommon 230+0+instinct instinctView
  • Versatile 2
Specialized AmmunitionUncommon50+0+tech techView
  • You may discard a card from your hand. If that card had a recruit icon, you get +4recruit. If that card had an attack icon, you get +4attack.
Against All OddsRare70+0+covert covertView
  • Versatile 5
  • X Force: This card and each other Versatile ability you use for the rest of this turn produces both recruit and attack.
Elektra   Marvel Knights Marvel Knights
First StrikeCommon 111+covert covertView
  • If this is the first card you played this turn, you get +1attack.
NinjitsuCommon 220+instinct instinctView
  • Draw a card.
  • covert: You get +2recruit.
Sai BladesUncommon64+instinct instinctView
  • You get +1attack for each Hero you played this turn that costs 1vp or 2vp.
Silent MeditationRare75+instinct instinctView
  • When you play Silent Meditation, the next Hero you recruit this turn goes into your hand.
  • Marvel Knights: You get +2recruit.
Forge   X Force X Force
Dirty WorkCommon 132tech techView
  • tech: Any Villain you fight in the Sewers this turn gets -2attack.
RebootCommon 242tech techView
  • tech: You may discard a card. If you do, draw two cards.
OverdriveUncommon50+0+tech techView
  • Versatile 3
B.F.G.Rare75tech techView
  • techtech: Defeat the Mastermind once for free.
Ghost Rider   Marvel Knights Marvel Knights
Infernal ChainsCommon 12strength strengthView
  • Draw a card.
  • strength: Defeat a Villain of 3attack or less for free.
Hell on WheelsCommon 232+tech techView
  • Marvel Knights: You get +2recruit.
Blazing HellfireUncommon52+ranged rangedView
  • You may KO a Villain from your Victory Pile. If you do, you get +3attack.
Penance StareRare83+ranged rangedView
  • Each player KOs a Villain from their Victory Pile. You get +1attack for each Villain KO'd this way.
  • Marvel Knights: Put one of those Villains into your Victory Pile.
Iceman   X Men X Men
Deep FreezeCommon 120+ranged rangedView
  • Draw a card.
  • ranged: You get +1recruit for each other ranged Hero you played this turn.
Ice SlideCommon 242+ranged rangedView
  • ranged: You get +1attack for each other ranged Hero you played this turn.
Frost Spike ArmorUncommon53strength strengthView
  • ranged: Draw a card for each ranged Hero you played this turn.
Impenetrable Ice WallRare87ranged rangedView
  • If a Villain, Master Strike, or Mastermind Tactic would cause you to gain any Wounds or discard any cards, you may reveal this card instead.
Iron Fist   Marvel Knights Marvel Knights
Ancient LegacyCommon 110+0+strength strengthView
  • Draw a card.
  • strengthstrength: Versatile 2
Focus ChiCommon 230+instinct instinctView
  • You get +1recruit for each Hero with a different vp you have.
Wield the Iron FistUncommon40+strength strengthView
  • You get +1attack for each Hero with a different vp you have.
Living WeaponRare98strength strengthView
  • Reveal cards from your deck until you have revealed two cards with the same vp. Draw all the cards you revealed.
Jean Grey   X Men X Men
Psychic SearchCommon 132ranged rangedView
  • X Men: Rescue a Bystander.
Read Your ThoughtsCommon 253+covert covertView
  • Whenever you rescue a Bystander this turn, you get +1recruit.
Mind Over MatterUncommon64covert covertView
  • Whenever you rescue a Bystander this turn, draw a card.
Telekinetic MasteryRare75+ranged rangedView
  • Whenever you rescue a Bystander this turn, you get +1attack.
  • X Men: Rescue a Bystander for each other X Men Hero you played this turn.
Nightcrawler   X Men X Men
Bamf!Common 132instinct instinctView
  • Teleport
Blend Into ShadowsCommon 242covert covertView
  • Teleport
SwashbucklerUncommon53+instinct instinctView
  • instinctcovert: You get +3attack.
Along for the RideRare75covert covertView
  • Teleport
  • When you play or Teleport this card, you may also Teleport up to three other cards from your hand.
Professor X   X Men X Men
Psionic Astral FormCommon 121+ranged rangedView
  • X Men: You get +2attack.
Class DismissedCommon 232instinct instinctView
  • You may put a Hero from the HQ on the bottom of the Hero Deck.
  • instinct: You may KO a card from your hand or discard pile.
Telepathic ProbeUncommon53ranged rangedView
  • Reveal the top card of the Villain Deck. If it's a Bystander, you may rescue it. If it's a Villain, you may fight it this turn.
Mind ControlRare86covert covertView
  • Whenever you defeat a Villain this turn, you may gain it. It becomes a grey Hero with no text that gives +attack equal to its attack. ( You still get its piercing.)
Punisher   Marvel Knights Marvel Knights
Boom Goes the DynamiteCommon 12tech techView
  • Reveal the top card of your deck. If it costs 0vp, KO it.
  • tech: Draw a card.
Hostile InterrogationCommon 232+strength strengthView
  • strength: Each other player reveals the top card of their deck. If that card costs 4vp or more, discard it. You get +1recruit for each card discarded this way.
Hail of BulletsUncommon52+tech techView
  • Reveal the top card of the Villain Deck. If it's a Villain, you get +attack equal to its printed piercing.
  • techtech: You may defeat that Villain for free.
The PunisherRare84+tech techView
  • Reveal cards from the Hero Deck until you have revealed two cards with the same vp. You get +1attack for each card revealed this way. Put them on the bottom of the Hero Deck in random order.
Wolverine   X Force X Force
Animal InstinctsCommon 120+instinct instinctView
  • Draw a card.
  • instinct: You get +2attack.
Sudden AmbushCommon 242+covert covertView
  • If you drew any extra cards this turn, you get +2attack.
No MercyUncommon4strength strengthView
  • Draw a card.
  • You may KO a card from your hand or discard pile.
Reckless AbandonRare73covert covertView
  • Count the number of extra cards you drew this turn. Draw that many cards.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Apocalypse   (VP: 6)
ApocalypseMastermind12View
  • Always Leads: Four Horsemen
  • Four Horsemen Villains get +2attack.
  • Apocalypse Wins: When Famine, Pestilence, War, and Death have escaped.
  • Master Strike: Each player reveals their hand and puts all their Heroes that cost 1vp or more on top of their deck.
Apocalyptic DestructionTactic12View
  • Fight: Each other player KOs two Heroes from their discard pile that each cost 1vp or more.
The End of All ThingsTactic12View
  • Fight: Each other player reveals the top three cards of their deck, KOs each one of those cards that cost 1 vp or more, and puts the rest back in any order.
Horsemen Are Drawing NearerTactic12View
  • Fight: Each other player plays a Four Horsemen Villain from their Victory Pile as if playing it from the Villain Deck.
Immortal and UndefeatedTactic12View
  • Fight: If this is not the final Tactic, rescue six Bystanders and shuffle this Tactic back into the other Tactics.
Kingpin   (VP: 6)
KingpinMastermind13*View
  • Bribe
  • Always Leads: Streets of New York
  • Master Strike: Each player reveals a Marvel Knights Hero or discards their hand and draws 5 cards.
Call a HitTactic13View
  • Fight: Choose a Hero from each player's discard pile and KO it.
Criminal EmpireTactic13View
  • Fight: If this is not the final Tactic, reveal the top three cards of the Villain Deck. Play all the Villains you revealed. Put the rest back in random order.
Dirty CopsTactic13View
  • Fight: Put a 0 vp Hero from the KO pile on top of each other player's deck.
Mob WarTactic13View
  • Fight: Each other player plays a Henchman Villain from their Victory Pile as if playing it from the Villain Deck.
Mephisto   (VP: 6)
MephistoMastermind10View
  • Whenever a player gains a Wound, put it on top of that player's deck.
  • Always Leads: Underworld
  • Master Strike: Each player reveals a Marvel Knights Hero or gains a Wound.
Damned If You Do...Tactic10View
  • Fight: Each other player KOs a Bystander from their Victory Pile or gains a Wound.
Devilish TormentTactic10View
  • Fight: Each other player puts all 0 vp cards from their discard pile on top of their deck in any order.
Pain Begets PainTactic10View
  • Fight: Choose any number of Wounds from your hand and discard pile. The player to your right gains them.
The Price of FailureTactic10View
  • Fight: Each other player without a Mastermind Tactic in their Victory Pile gains a Wound.
Mr. Sinister   (VP: 6)
Mr. SinisterMastermind8+View
  • Mr. Sinister gets +1attack for each Bystander he has.
  • Always Leads: Marauders
  • Master Strike: Mr. Sinister captures a Bystander. Then each player with exactly 6 cards reveals a covert Hero or discards cards equal to the number of Bystanders Mr. Sinister has.
Human ExperimentationTactic8View
  • Fight: Mr. Sinister captures Bystanders equal to the number of Villains in the city.
Master GeneticistTactic8View
  • Fight: Reveal the top seven cards of the Villain Deck. Mr. Sinister captures all of the Bystanders you revealed. Put the rest back in random order.
Plans Within PlansTactic8View
  • Fight: Mr. Sinister captures a Bystander for each Mr. Sinister Tactic in players' Victory Piles, including this Tactic.
Telepathic ManipulationTactic8View
  • Fight: Mr. Sinister captures a Bystander from each other player's Victory Pile.
Stryfe   (VP: 6)
StryfeMastermind7+View
  • Always Leads: MLF
  • Master Strike: Stack this Master Strike next to Stryfe. Stryfe gets +1attack for each Master Strike stacked next to him. Each player reveals a X Force Hero or discards a card at random.
Furious WrathTactic7View
  • Fight: Reveal the top six cards of the Villain Deck. Play all the Master Strikes you revealed. Put the rest back in random order.
Psychic TormentTactic7View
  • Fight: Look at the top five cards of your deck. Put one into your hand and discard the rest.
Swift VengeanceTactic7View
  • Fight: A Wound from the Wound Stack becomes a Master Strike that takes effect immediately.
Tide of RetributionTactic7View
  • Fight: Each other player reveals an X Force Hero or gains a Wound.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Emissaries of Evil
Egghead24View
  • Ambush: Reveal the top card of the Villain Deck. If it's a Villain, play it.
Electro46View
  • Ambush: Reveal the top card of the Villain Deck. If it's a Scheme Twist, play it.
Gladiator35View
  • Ambush: Reveal the top card of the Villain Deck. If it's a Bystander, Gladiator captures it.
Rhino35View
  • Ambush: Reveal the top card of the Villain Deck. If it's a Master Strike, each player gains a Wound.
  • Escape: Each player gains a Wound.
Four Horsemen
Death57View
  • Fight: Each other player reveals their hand and KOs one of their Heroes that costs 1vp or more.
  • Escape: Each player does that same effect.
Famine24View
  • Fight: Each other player reveals an instinct Hero or discards a card.
  • Escape: Each player does that same effect.
Pestilence35View
  • Fight: Each other player reveals the top three cards of their deck, discards each of those cards that costs 1vp or more, and puts the rest back in any order.
  • Escape: Each player does that same effect.
War46View
  • Fight: Each other player reveals an instinct Hero or gains a Wound.
  • Escape: Each player does that same effect.
Marauders
Blockbuster24+View
  • Blockbuster gets +2attack for each Bystander he has.
  • Ambush: If there is a Villain in the Bank that Villain and Blockbuster each capture a Bystander.
Chimera33+View
  • Chimera gets +3attack for each Bystander she has.
  • Ambush: Reveal the top three cards of the Villain Deck. Chimera captures all the Bystander cards you revealed. Put the rest back in random order.
Scalphunter24+View
  • Scalphunter gets +1attack for each Bystander he has.
  • Ambush: Each player chooses a Bystander from their Victory Pile. Scalphunter captures those Bystanders.
Vertigo35View
  • Fight: Each player discards all the cards in their hand, then draws as many cards as they discarded.
Mutant Liberation Front
Forearm44View
  • To fight Forearm, you must also reveal four Hero cards with different card names.
Reignfire46View
  • Escape: Reignfire becomes a Master Strike that takes effect immediately.
Wildside35View
  • Fight: If you fight Wildside in the Sewers or Bank, KO two of your Heroes.
Zero20View
  • To fight Zero, you must also discard three cards that cost 0vp.
Streets of New York
Bullseye46View
  • Fight: KO one of your Heroes with a recruit icon and one of your Heroes with an attack icon.
Hammerhead25View
  • Bribe
  • Fight: KO one of your Heroes with a recruit icon.
Jigsaw511View
  • Ambush: Each player discards three cards, then draws two cards.
  • Bribe
Tombstone48View
  • Bribe
  • Escape: Each player reveals a strength Hero or gains a Wound.
Underworld
Azazel24View
  • Fight: A card in your hand gains Teleport this turn.
Blackheart46View
  • Ambush: The player to your right reveals a Marvel Knights Hero or gains a Wound.
  • Fight: Same effect.
  • Escape: Same effect.
Dracula43+View
  • Ambush: Dracula captures the top card of the Hero Deck. Dracula gets +attack equal to that card's Cost.
  • Fight: Gain that card.
Lilith, Daughter of Dracula35View
  • Escape: Each player without Dracula in their Victory Pile gains a Wound.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Maggia GoonsView
PhalanxView

Bystanders

BystanderVP VPImageAbilities
News Reporter1View
  • When you rescue this Bystander, draw a card.
Paramedic1View
  • When you rescue this Bystander, you may KO a Wound from your hand or from any player's discard pile.
Radiation Scientist1View
  • When you rescue this Bystander, you may KO one of your Heroes or a Hero from your discard pile.

Schemes

Scheme NameImageRules
Capture Baby HopeView
  • Setup: 8 Twists. Put a token on this Scheme to represent the baby, Hope Summers.
  • Twist: If a Villain has the baby, that Villain escapes. Otherwise, the baby is captured by the closest Villain to the Villain Deck. (If there are no Villains, do nothing.)
  • Special Rules: The Villain with the baby gets +4attack. If you defeat that Villain, rescue the baby to your Victory Pile (until the next Twist). The baby is worth +6piercing at the end of the game. If a Villain escapes with the baby, stack a Twist next to the Mastermind and return the baby to this Scheme card.
  • Evil Wins: When there are 3 Twists stacked next to the Mastermind.
Detonate the HelicarrierView
  • Setup: 8 Twists. 6 Heroes in the Hero Deck.
  • Special Rules: Whenever a Hero is KO'd from the HQ, turn that Hero face down on that HQ space, representing an Explosion on the Helicarrier. When an HQ space has 6 Explosions, that space is Destroyed and can't hold Heroes anymore.
  • Twist: Stack this Twist next to the Scheme. Then for each Twist in that stack, KO the leftmost Hero in the HQ and immediately refill that space.
  • Evil Wins: When all HQ spaces are Destroyed or the Hero Deck runs out.
Massive Earthquake GeneratorView
  • Setup: 8 Twists.
  • Twist: Each player reveals a strength Hero or KOs the top card of their deck.
  • Evil Wins: When the number of non grey Heroes in the KO pile is 3 times the number of players.
Organized Crime WaveView
  • Setup: 8 Twists. Include 10 Maggia Goons as one of the Henchman Groups.
  • Special Rules: Goons also have the ability “Ambush: Play another card from the Villain Deck.“
  • Twist: Each Goon in the city escapes. Shuffle all Goons from each players' Victory Piles into the Villain Deck.
  • Evil Wins: When 5 Goons escape.
Save HumanityView
  • Setup: 8 Twists. 24 Bystanders in the Hero Deck. (1 player: 12 Bystanders in the Hero Deck)
  • Special Rules: You may spend 2recruit to rescue a Bystander from the HQ.
  • Twist: KO all Bystanders in the HQ. Then each player reveals an instinct Hero or KOs a Bystander from their Victory Pile.
  • Evil Wins: When the number of Bystanders KO'd and/or carried off is 4 times the number of players.
Steal the Weaponized PlutoniumView
  • Setup: 8 Twists representing Plutonium. Add an extra Villain Group.
  • Twist: This Plutonium is captured by the closest Villain to the Villain Deck. If there are no Villains in the city, KO this Plutonium. Either way, play another card from the Villain Deck.
  • Special Rules: Each Villain gets +1attack for each Plutonium it has. When a Villain with any Plutonium is defeated, shuffle that Plutonium back into the Villain Deck.
  • Evil Wins: When 4 Plutonium have been carried off by Villains.
Transform Citizens Into DemonsView
  • Setup: 8 Twists. Villain Deck includes 14 extra Jean Grey cards and no Bystanders.
  • Twist: Stack 5 Bystanders face down next to the Scheme. Bystanders stacked here are “Demon Goblin“ Villains. They have 2attack. Players can fight these Demon Goblins to rescue them as Bystanders.
  • Special Rules: Each Jean Grey card counts as a “Goblin Queen“ Villain. It's worth 4piercing . It has attack equal to its vp plus the number of Demon Goblins stacked next to the Scheme.
  • Evil Wins: When 4 Goblin Queen cards escape.
X-Cutioner's SongView
  • Setup: 8 Twists. Villain Deck includes 14 cards for an extra Hero and no Bystanders.
  • Special Rules: Whenever you play a Hero from the Villain Deck, that Hero is captured by the closest enemy to the Villain Deck. Each Villain gets +2attack for each Hero it has. When you fight an enemy, gain all the Heroes captured by that enemy.
  • Twist: KO all Heroes captured by enemies. Then play another card from the Villain Deck.
  • Evil Wins: 9 non grey Heroes are KO'd or carried off.

Legendary Set 03 (FF04) Fantastic Four

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Human Torch   Fantastic Four Fantastic Four
Call for BackupCommon 132+instinct instinctView
  • You may KO a Wound from your hand or discard pile. If you do, you get +1recruit.
HotheadCommon 244ranged rangedView
  • You gain a Wound.
Flame On!Uncommon64+ranged rangedView
  • Focus 6recruit focus You get +4 attack.
Nova FlameRare86+ranged rangedView
  • Fantastic Four: You get +1attack for each city space that contains a Villain.
Invisible Woman   Fantastic Four Fantastic Four
Disappearing ActCommon 142covert covertView
  • Focus 2recruit focus You may KO a card from your hand or discard pile.
Four of a KindCommon 242+ranged rangedView
  • If you played any other cards that cost 4 vp this turn, you get +2attack.
Unseen RescueUncommon42covert covertView
  • Focus 2recruit focus Rescue a Bystander. You may only use this ability up to four times this turn.
Invisible BarrierRare75covert covertView
  • If an ambush effect would occur, you may reveal this card and draw two cards instead.
Mr. Fantastic   Fantastic Four Fantastic Four
Twisting EquationsCommon 132tech techView
  • Focus 2recruit focus When you draw a new hand of cards at the end of this turn, draw an extra card.
Unstable MoleculesCommon 25tech techView
  • Draw two cards.
One Gigantic HandUncommon51+instinct instinctView
  • Fantastic Four: You get +1attack for each card in your hand.
Ultimate NullifierRare74+tech techView
  • If an Enemy you fight this turn would have a fight effect, you may cancel that effect instead.
  • Focus 1recruit focus You get +1attack usable only against the Mastermind.
Silver Surfer   Unaffiliated
Warp SpeedCommon 132covert covertView
  • Focus 2recruit focus Draw a card.
Epic DestinyCommon 242strength strengthView
  • Focus 6recruit focus Defeat a Villain of 5 attack or 6 attack.
The Power CosmicUncommon60+3ranged rangedView
  • Focus 9recruit focus You get +9 attack.
Energy SurgeRare7ranged rangedView
  • Double the recruit you have.
Thing   Fantastic Four Fantastic Four
It Started on Yancy StreetCommon 132+instinct instinctView
  • Fantastic Four: You get +2recruit.
Knuckle SandwichCommon 250+3strength strengthView
  • Focus 3recruit focus You get +2attack.
Crime StopperUncommon64strength strengthView
  • Whenever you defeat a Villain in the Bank this turn, rescue a Bystander.
  • Focus 1recruit focus Move a Villain to an adjacent city space. If another Villain is already there, swap them.
It's Clobberin' Time!Rare85+strength strengthView
  • strength: You get +3attackfor each other strengthcard you played this turn.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Galactus   (VP: 7)
GalactusMastermind20*View
  • Cosmic Threat: strengthinstinctcoverttechranged
  • Always Leads: Heralds of Galactus
  • Master Strike: Destroy the city space closest to Galactus. Any Villain there escapes. Put this Master Strike there.
  • Galactus Wins: When the city is destroyed.
Cosmic EntityTactic20View
  • Fight: Choose strength, instinct, covert, tech or ranged. Each player reveals any number of cards of that class, then draws that many cards.
Force of EternityTactic20View
  • Fight: When you draw a new hand of cards at the end of this turn, draw six extra cards, then discard six cards.
Panicked MobsTactic20View
  • Fight: Choose strength, instinct, covert, tech or ranged. Each player reveals any number of cards of that class, then rescues that many Bystanders.
Sunder the EarthTactic20View
  • Fight: Each other player KOs all Heroes from their discard pile with the same card name as a Hero in the HQ.
Mole Man   (VP: 6)
Mole ManMastermind7+View
  • Mole Man gets +1attack for each Subterranea Villain that has escaped.
  • Always Leads: Subterranea
  • Master Strike: All Subterranea Villains in the city escape. If any Villains escaped this way, each player gains a Wound.
Dig to FreedomTactic7View
  • Fight: Each other player chooses a Subterranea Villain in their Victory Pile and puts it into the Escaped Villains pile.
Master of MonstersTactic7View
  • Fight: If this is not the final Tactic, reveal the top six cards of the Villain Deck. Play all the Subterranea Villains you revealed. Put the rest on the bottom of the Villain Deck in random order.
Secret TunnelTactic7View
  • Fight: You get +6attack usable only against Villains in the Streets.
Underground RichesTactic7View
  • Fight: You get +6recruit usable only to recruit Heroes in the HQ space under the Streets.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Heralds of Galactus
Firelord49View
  • Cosmic Threat: ranged
  • Fight: Each player reveals a ranged Hero or gains a Wound.
  • Escape: Same effect.
Morg612View
  • Cosmic Threat: instinct
  • Ambush: Put each non-instinct Hero from the HQ on the bottom of the Hero Deck.
Stardust510View
  • Cosmic Threat: covert
  • Fight: Choose one of your covert Heroes. When you draw a new hand of cards at the end of this turn, add that Hero to your hand as a seventh card.
Terrax the Tamer511View
  • Cosmic Threat: strength
  • Ambush: For each strength Hero in the HQ, Terrax captures a Bystander.
Subterranea
Giganto47View
  • Fight: When you draw a new hand of cards at the end of this turn, draw two extra cards.
  • Burrow
Megataur46View
  • Ambush: Megataur captures two Bystanders.
  • Burrow
Moloids23View
  • Fight: KO one of your Heroes.
  • Burrow
Ra'ktar the Molan King24View
  • Ambush: Any Villain in the Streets moves to the Bridge, pushing any Villain already there to escape.
  • Burrow

Schemes

Scheme NameImageRules
Bathe the Earth in Cosmic RaysView
  • Setup: 6 Twists.
  • Twist: Each player in turn does the following: Reveal your hand. KO one of your non-grey Heroes. Choose a Hero from the HQ with the same or lower cost and put it into your hand.
  • Evil Wins: When the number of non-grey Heroes in the KO pile is six times the number of players.
Flood the Planet with Melted GlaciersView
  • Setup: 8 Twists.
  • Twist: Stack the Twist next to the Scheme as “Rising Waters.“ Then KO each Hero from the HQ whose cost is less than or equal to the number of Rising Waters in that stack.
  • Evil Wins: When 20 non-grey Heroes are KO'd.
Invincible Force FieldView
  • Setup: 7 Twists.
  • Twist: Stack this Twist next to the Mastermind as a “Force Field.“
  • Special Rules: To fight the Mastermind, you must also spend 1recruit or 1attack for each Force Field next to them.
  • Twist 7: Evil Wins!
Pull Reality Into the Negative ZoneView
  • Setup: 8 Twists.
  • Twist 2, 4, and 6: Until the next Twist, Enemies cost recruit to fight and Heroes cost attack to recruit.
  • Twist 7: Evil Wins!

Legendary Set 04 (PTTR) Paint the Town Red

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Black Cat   Spider Friends Spider Friends
PickpocketCommon 110+covert covertView
  • Wall-Crawl
  • Reveal the top card of any player's deck. You get +attack equal to that card's printed recruit plus its printed attack.
Casual Bank RobberyCommon 242+covert covertView
  • Wall-Crawl
  • You get another +1recruitusable only to recruit the Hero in the HQ Space under the Bank.
JinxUncommon53instinct instinctView
  • Each player reveals the top card of their deck. Choose any number of those cards to be discarded.
Cat BurglarRare85+covert covertView
  • Each other player reveals a covert Hero or chooses a Bystander from their Victory Pile. You rescue those Bystanders.
  • Spider Friends: You get +1attack for each Bystander you rescued this turn.
Moon Knight   Marvel Knights Marvel Knights
Climbing ClawsCommon 132+tech techView
  • Wall-Crawl
  • instinct: You get +1recruit.
Lunar CommunionCommon 232instinct instinctView
  • Wall-Crawl
  • Whenever you defeat a Villain on the Rooftops this turn, you may KO one of your cards or a card from your discard pile.
Crescent Moon DartsUncommon53tech techView
  • Reveal the top card of your deck. If it's instinct or tech, draw it.
Golden Ankh of KhonshuRare86instinct instinctView
  • Whenever you defeat a Villain on the Rooftops this turn, rescue Bystanders equal to that Villain's printed piercing.
  • tech: You may move a Villain to the Rooftops. If another Villain is already there, swap them.
Scarlet Spider   Spider Friends Spider Friends
Flip OutCommon 121strength strengthView
  • Wall-Crawl
  • Spider Friends: Draw a card.
Perfect HunterCommon 241instinct instinctView
  • Wall-Crawl
  • Draw a card.
Leap from AboveUncommon63+covert covertView
  • Wall-Crawl
  • instinct: You get +2attack.
Sting of the SpiderRare75strength strengthView
  • Whenever you put a card on top of your deck this turn, you may draw that card.
Spider-Woman   Spider Friends Spider Friends
Radioactive SpiderCommon 123strength strengthView
  • To play this card, you must put a card from your hand on top of your deck.
Bioelectric ShockCommon 242ranged rangedView
  • Wall-Crawl
  • Reveal the top card of your deck. If that card has an attack icon, draw it.
Venom BlastUncommon63ranged rangedView
  • Wall-Crawl
  • Reveal the top card of your deck. If that card has a recruit icon, draw it.
Arachno-PheromonesRare7covert covertView
  • Recruit a Hero from the HQ for free.
  • Spider Friends: Put that Hero on top of your deck.
Symbiote Spider-Man   Spider Friends Spider Friends
Dark StrengthCommon 121+strength strengthView
  • Wall-Crawl
  • Reveal the top card of your deck. If it costs 1 vp or 2 vp, you get +2attack.
Spider-Sense TinglingCommon 22instinct instinctView
  • Reveal the top two cards of your deck. Put any that cost 2 vp or less into your hand. Put the rest back in any order.
Shadowed SpiderUncommon21+covert covertView
  • Wall-Crawl
  • You get +1attack for each other Hero you played this turn that costs 1 vp or 2 vp.
Thwip!Rare24ranged rangedView
  • To play this card, you must put two cards from your hand on top of your deck.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Carnage   (VP: 6)
CarnageMastermindView
  • Always Leads: Maximum Carnage
  • Master Strike: Feast on each player. Whenever this Master Strike feasts on a player's 0-cost Hero, that player gains a Wound.
Drooling JawsTacticView
  • Fight: Each player reveals the top card of their deck. Then Carnage feasts on the player of your choice.
Endless HungerTacticView
  • Feast
  • If Carnage feasts on a 0-cost Hero this way, repeat this process.
Feed MeTacticView
  • Feast
  • You get +recruit equal to the vp of the card Carnage feasts on.
Om Nom NomTacticView
  • Feast
  • If Carnage feasts on a 0-cost Hero this way, each other player KOs a Bystander from their Victory Pile.
Mysterio   (VP: 6)
MysterioMastermindView
  • Always Leads: Sinister Six
  • Master Strike: Shuffle this Master Strike into Mysterio's face down Mastermind Tactics. That card becomes a Mastermind Tactic worth 6piercing.
Blurring ImagesTacticView
  • Fight: You get +1recruit for each Mastermind Tactic Mysterio has left after this one.
Captive AudienceTacticView
  • Fight: Rescue a Bystander for each Mastermind Tactic Mysterio has left after this one.
Master of IllusionsTacticView
  • Fight: If this is not the final Tactic, shuffle a Master Strike Tactic from each other player's Victory Pile back into Mysterio's Mastermind Tactics.
Mists of DeceptionTacticView
  • Fight: If this is not the final Tactic, reveal the top five cards of the Villain Deck. Play all the Master Strikes you revealed. Put the rest on the bottom of that deck in random order.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Maximum Carnage
Carrion34View
  • Feast
  • Whenever Carrion feasts on a Hero that costs 1vp or more, put Carrion back in the city space where he was.
Demogoblin35View
  • Ambush: Demogoblin captures a Bystander.
  • Feast
Doppelganger3View
  • Doppelganger's attack is equal to the vp of the Hero in the HQ space under him.
  • Feast
Shriek46View
  • Feast
  • When Shriek feasts on a 0-cost Hero, each other player gains a Wound.
  • Escape: Each player gains a Wound.
Sinister Six
Chameleon26View
  • Fight: Copy the effects of the Hero in the HQ space under Chameleon, including its recruit and attack.
Hobgoblin35View
  • Ambush: Each Sinister Six Villain captures a Bystander.
Kraven the Hunter4View
  • Kraven's attack is equal to the vp of the highest-cost Hero in the HQ.
  • Escape: (After you do the normal escape KO) KO a Hero from the HQ with the highest cost.
Sandman4View
  • Sandman's attack is twice the number of Villains in the city.
  • Escape: Each player reveals an instinct Hero or gains a Wound.
Shocker35View
  • Ambush: Each player reveals an instinct Hero or discards a card.
Vulture24View
  • Ambush: (After Vulture enters the city) If there is a Villain on the Rooftops or Bridge, swap Vulture with one of those Villains.
  • Escape: Each player reveals an instinct Hero or gains a Wound.

Schemes

Scheme NameImageRules
Clone Saga, TheView
  • Setup: 8 Twists.
  • Twist: Each player reveals two non-grey Heroes with the same card name or discards down to 3 cards.
  • Evil Wins: When 2 Villains with the same card name have escaped or the Villain Deck runs out.
Invade the Daily Bugle News HQView
  • Setup: 8 Twists. Add 6 extra Henchmen from a single Henchman Group to the Hero Deck.
  • Special Rules: You can fight Villains in the HQ.
  • Twist: KO a Hero from the HQ. Put the highest-attack Villain from the city into that HQ space.
  • Evil Wins: When there are 5 Villains in the HQ.
Splice Humans with Spider DNAView
  • Setup: 8 Twists. Include Sinister Six as one of the Villain Groups.
  • Special Rules: Sinister Six Villains get +3attack. All Hero cards have Wall-Crawl.
  • Twist: Each player puts a Sinister Six Villain from their Victory Pile on top of the Villain Deck. No matter how many players did so, play a single card from the Villain Deck.
  • Evil Wins: When 6 Sinister Six Villains have escaped or the Villain Deck runs out.
Weave a Web of LiesView
  • Setup: 7 Twists.
  • Special Rules: Whenever you defeat a Villain, you may pay 1recruit. If you do, rescue a Bystander.
  • You can't fight the Mastermind unless you have a Bystander in your Victory Pile for each Twist next to the Mastermind.
  • Twist: Stack this Twist next to the Mastermind.
  • Twist 7: Evil Wins!

Legendary Set 05 (VILL) Villains

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Bullseye   Crime Syndicate Crime Syndicate
Fulfill the ContractCommon 120+instinct instinctView
  • Dodge
  • Choose an Adversary Group. You get +1recruit for each Adversary in your Victory Pile from that Adversary Group.
Everything's a WeaponCommon 232ranged rangedView
  • instinct: Draw a card.
Specialist AssassinUncommon63covert covertView
  • Choose an Adversary. It gets -1attack for each Adversary in your Victory Pile from that Adversary Group.
Perfect AimRare75+ranged rangedView
  • You get +5attack for each Commander Tactic in your Victory Pile.
Dr. Octopus   Sinister Six Sinister Six
Brilliant ResearchCommon 132tech techView
  • tech: When you draw a new hand of cards at the end of this turn, draw an extra card.
Crazed ExperimentsCommon 252tech techView
  • Draw a card.
Eighth Time's a CharmUncommon64+strength strengthView
  • If this is the eighth card you played this turn, you get +2attack.
Octo-PulverizeRare80+tech techView
  • Discard cards from the top of your deck until your deck runs out or you have discarded 8 cards (don't shuffle). Then you get +1attack for each card you discarded this turn.
Electro   Sinister Six Sinister Six
Electroshock TherapyCommon 12ranged rangedView
  • Dodge
  • Reveal the top card of your deck. You may KO it.
Shocking RobberyCommon 230+ranged rangedView
  • Dodge
  • You get +3attack usable only against Adversaries in the Bank.
  • ranged: Instead you may get +3attack usable only against the Commander.
SuperchargeUncommon52+instinct instinctView
  • You get +1attack for each card you discarded this turn.
Anti-MatterRare74ranged rangedView
  • All Adversaries and the Commander get -1attack this turn.
  • Sinister SixSinister Six: Same Effect.
Enchantress   Foes Of Asgard Foes Of Asgard
Enchant the SensesCommon 132ranged rangedView
  • ranged: Whenever you defeat an Adversary this turn, you gain a New Recruit.
Soul SacrificeCommon 241+covert covertView
  • You may KO a card from your hand or discard pile. You get +recruit equal to that card's cost.
Irresistible BribeUncommon63covert covertView
  • Choose an Adversary. You can spend any combination of recruit and attack to fight that Adversary this turn.
  • covertcovert: You can also spend any combination of recruit and attack to fight the Commander this turn.
Unending AnguishRare7covert covertView
  • Draw three cards.
  • Foes Of Asgard: Then put Unending Anguish on the bottom of your deck.
Green Goblin   Sinister Six Sinister Six
Pumpkin BombsCommon 131+tech techView
  • Dodge
  • If you discarded any cards this turn, you get +2attack.
Goblin GliderCommon 242tech techView
  • Dodge
  • When you play or Dodge with this card, another Hydra Ally in your hand gains Dodge this turn.
Unstable KidnapperUncommon53instinct instinctView
  • Dodge
  • If you discarded any cards this turn, kidnap a Bystander.
Experimental Goblin SerumRare74tech techView
  • Return from your discard pile to your hand all the cards you discarded this turn.
Juggernaut   Brotherhood Brotherhood
Crimson Gem of CyttorakCommon 142+strength strengthView
  • strength: Each other player reveals the top card of their deck, and if it costs 1vp, 2vp, or 3vp, discards it. You get +1recruit for each card discarded this way.
Size MattersCommon 242+strength strengthView
  • You get +1attack for each other card you played this turn that costs 4vp or more.
Runaway TrainUncommon54strength strengthView
  • To play this card, you must discard a card from your hand.
Unstoppable ForceRare85+strength strengthView
  • Choose one: Each player KOs two cards from their hand, or each player KOs two cards from their discard pile. Then you get +1attack for each non-grey Ally KO'd this turn.
Kingpin   Crime Syndicate Crime Syndicate
Pull the StringsCommon 13covert covertView
  • Whenever a card effect causes you to gain a New Recruit this turn, put that New Recruit into your hand.
  • Gain a New Recruit.
Recruitment DayCommon 232strength strengthView
  • strength: Gain a New Recruit.
Import Illegal WeaponsUncommon53+tech techView
  • You get +1attack for each New Recruit you played this turn.
Endless UnderlingsRare8strength strengthView
  • Gain three New Recruits.
  • Crime SyndicateCrime Syndicate: If you would return a New Recruit to the New Recruit Stack this turn, put it on the bottom of your deck instead.
Kraven   Sinister Six Sinister Six
Ceaseless TrackerCommon 121+instinct instinctView
  • Dodge
  • Sinister Six: You get +2recruit.
Corner the PreyCommon 242covert covertView
  • Choose an Adversary. If there are no empty city spaces adjacent to that Adversary, it gets -1attack this turn.
Hunt DownUncommon52+strength strengthView
  • Choose an Adversary and a direction. Move that Adversary as many adjacent, empty spaces as you can in that direction. You get +1attack for each space it moved.
He's the Best AroundRare80+instinct instinctView
  • You get +attack equal to the Cost of the highest-cost Ally in the Lair.
Loki   Foes Of Asgard Foes Of Asgard
All Humans Are ExpendableCommon 132covert covertView
  • covert: You may KO a card from your hand or discard pile. If you do, gain a New Recruit.
Illusionary BindingsCommon 242+ranged rangedView
  • ranged: Each other player reveals a ranged Ally or gains a Bindings. If any number of players gained a Bindings this way, you get +1recruit.
Father of LiesUncommon53covert covertView
  • Look at the top two cards of another player's deck. Without revealing those cards, call one of them ”Good” and one ”Bad.” That player puts one of those cards into their discard pile and the other into your discard pile.
God of MischiefRare86covert covertView
  • Each player reveals a Foes Of Asgard Ally or reveals their hand. For each player that revealed their hand, you may swap a card from that hand with a card in the Lair of the same cost.
Magneto   Brotherhood Brotherhood
Magnetic LevitationCommon 131+ranged rangedView
  • Dodge
  • You may choose a Bindings from your hand or discard pile and have another player gain that Bindings. If you do, you get +2attack.
Mutants Will RuleCommon 242+strength strengthView
  • Dodge
  • strength: Choose a player. That player reveals a Brotherhood Ally or gains a Bindings. If a Bindings is gained this way, you get +1recruit.
Weapons from Scrap MetalUncommon53ranged rangedView
  • If you discarded any cards this turn, draw a card.
Master of MagnetismRare74+ranged rangedView
  • Brotherhood: For each other Brotherhood Ally you played this turn, choose a player to gain a Bindings. Then you get +2attack for each Bindings gained this turn.
Mysterio   Sinister Six Sinister Six
Psychedelic MistCommon 121+ranged rangedView
  • Dodge
  • covert: You get +2attack.
Shifting DecoyCommon 230+0+covert covertView
  • Put a card from the lair on the bottom of the Ally Deck. If that card had a recruit icon, you get +2recruit. If that card had an attack icon, you get +2attack.
Holographic IllusionUncommon50+tech techView
  • You get +1attack for each color of Ally in the Lair.
False ReflectionRare70+0+instinct instinctView
  • Put a card from the Lair on the bottom of the Ally Deck. You get +recruit equal to that card's printed recruit and +attack equal to that card's printed attack.
  • Sinister Six: Then, for each other Sinister Six Ally you played this turn, do the same effect. (Use a different Ally from the Lair each time.)
Mystique   Brotherhood Brotherhood
Show Your True ColorsCommon 132covert covertView
  • Dodge
  • As you play this card, you may choose a class. This card is that class instead of covert this turn.
Hidden WeaponsCommon 242+tech techView
  • instincttech: You get +3attack.
Turn the TideUncommon4instinct instinctView
  • Reveal the top card of the Ally Deck. You may play a copy of that card this turn. When you do, put that card on the bottom of the Ally Deck.
Spy GamesRare70+covert covertView
  • Reveal the top five cards of the Ally Deck. You get +attack equal to their total printed attack. Then put them back in any order.
Sabretooth   Brotherhood Brotherhood
Leap of the TigerCommon 132+instinct instinctView
  • Reveal the top card of your deck, then put it back on top of your deck or into your discard pile. If that card was an instinct Ally, you get +2attack.
Take One for the TeamCommon 241instinct instinctView
  • Reveal the top card of your deck. If it's a Brotherhood Ally, you may draw it. Otherwise, you may KO it.
Stealthy PredatorUncommon2covert covertView
  • Reveal the top three cards of your deck. Draw one of them, discard one, and put the other back on top of your deck.
Upper HandRare74+strength strengthView
  • Each player reveals a instinct Ally or reveals the top card of their deck. Choose any number of those revealed top cards to be KO'd.
  • instinct: You get +1attack for each card KO'd this turn.
Ultron   Unaffiliated
Encephalo-RayCommon 120+tech techView
  • Dodge
  • tech: You get +1attack for each other tech Ally you played this turn.
Army of UltronsCommon 232tech techView
  • Dodge
  • Reveal a Hydra card from your hand. That card is tech instead of its normal color this turn.
Genetic ExperimentationUncommon63tech techView
  • tech: Kidnap a Bystander for each other tech Ally you played this turn.
Molecular RearrangementRare85+tech techView
  • Each other player reveals a tech Ally or discards their hand. Each player who discarded their hand this way draws 5 cards.
  • tech: You get +3attack for each Ally discarded this way that costs 7vp or more.
Venom   Sinister Six Sinister Six
Symbiote TakeoverCommon 132strength strengthView
  • strength: Kidnap a Bystander.
DevourCommon 242+instinct instinctView
  • You may KO a Bystander from your Victory Pile. If you do, you get +2attack.
Horrify the PopulaceUncommon64strength strengthView
  • Each Adversary with a 4attack or more guards a Bystander.
Ravenous GreedRare750+instinct instinctView
  • Each other player reveals an instinct Ally or KOs a Bystander from their Victory Pile.
  • instinct: Kidnap all Bystanders that were KO'd this turn. Then you get +1recruit for each Bystander you kidnapped this turn.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Dr. Strange   (VP: 6)
Dr. StrangeMastermind8View
  • Always Leads: Defenders
  • Command Strike: Reveal the top three cards of the Adversary Deck. Put the Adversary you revealed with the highest printed attack on top of that deck. Then play a Plot Twist from among the cards you revealed. Then put the rest of those cards on the bottom of that deck in random order.
Book of the VishantiTactic8View
  • Fight: Each other player reveals a covert Ally or discards all the cards in their hand, then draws as many cards as they discarded.
Crimson Bands of CyttorakTactic8View
  • Fight: Each other player reveals their hand, then gains a Bindings for each non-grey Ally that player has.
Eye of AgamottoTactic8View
  • Fight: Reveal cards from the Ally Deck equal to the number of players. Put one of those cards into each player's discard pile.
Winds of WatoombTactic8View
  • Fight: After you draw a new hand of cards at the end of this turn, each player simultaneously passes a non-grey Ally from their hand to the hand of the player on their left.
Nick Fury   (VP: 6)
Nick FuryMastermind9View
  • Always Leads: Avengers
  • Command Strike: Stack this Strike next to Nick Fury. Then demolish each player once for each Strike stacked here.
Bounty on Fury's HeadTactic9View
  • Fight: KO any number of your Hydra Allies. For each Ally you KO'd this way, you may gain a Madame HYDRA.
Purge HydraTactic9View
  • Fight: Each other player reveals their hand and discards two Hydra Allies.
The Avengers InitiativeTactic9View
  • Fight: Each other player reveals a tech Ally or chooses an Avengers Adversary from their Victory Pile and it enters the Bridge.
Total FuryTactic9View
  • Fight: Defeat an Adversary whose attack is less than the number of Hydra Allies in the KO pile.
Odin   (VP: 6)
OdinMastermind10+View
  • Always Leads: Asgardian Warriors
  • Odin gets +1attack for each Asgardian Warrior in the city and in the Overrun Pile.
  • Command Strike: Each player puts an Asgardian Warrior from their Victory Pile into an empty city space. Any player who cannot do so gains a Bindings.
Divine JusticeTactic10View
  • Fight: Each other player with a Bindings in their discard pile gains another Bindings.
Might of ValhallaTactic10View
  • Fight: Draw a card for each Asgardian Warrior in your Victory Pile.
Riches of AsgardTactic10View
  • Fight: You get +1recruit for each Asgardian Warrior in your Victory Pile.
Ride of the ValkyriesTactic10View
  • Fight: Each other player reveals a Foes Of Asgard Ally or discards a card for each Asgardian Warrior in the Overrun Pile.
Professor X   (VP: 6)
Professor XMastermind8+View
  • Always Leads: X-men First Class
  • Command Strike: Choose the two highest-cost Allies in the Lair. Stack them next to Professor X as “Telepathic Pawns.“ Professor X gets +1attack for each Ally stacked next to him. Players can recrut the top Ally in the stack next to Professor X.
Cerebro DeviceTactic8View
  • Fight: Reveal the top three cards of the Adversary Deck. Play any Adversaries you revealed that have “X-Treme Attack“. Put the rest back in random order.
Mental DominanceTactic8View
  • Fight: Stack the top three cards of the Ally Deck next to Professor X in random order as “Telepathic Pawns.“
Mightiest Mutant MindTactic8View
  • Fight: Each other player reveals a Brotherhood Ally or stacks a non-grey Ally from their hand next to Professor X as a “Telepathic Pawn.“
Telepathic ImprisonmentTactic8View
  • Fight: Each other player reveals a Brotherhood Ally or gains a Bindings.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Avengers
Ant-Man23View
  • Elusive 4
Captain America54+View
  • Ambush: Each player reveals three colors of Allies or gains a Bindings. (Grey is a color.)
  • Fight: Same effect.
  • Captain America gets +1attack for each color of Ally in the Lair.
  • Overrun: Demolish each player.
Hulk68View
  • Ambush: Demolish each player twice.
  • Fight: Same effect.
  • Overrun: Same effect.
Iron Man57View
  • Ambush: Each player reveals a tech Ally or gains a Bindings.
  • Fight: Same effect.
  • Overrun: Demolish each player.
Thor57View
  • Ambush: KO each Ally from the Lair that costs 7vp or more.
  • Fight: Same effect.
  • Overrun: Demolish each player.
Wasp41View
  • Elusive 7
Defenders
Daredevil35View
  • Fight: The next Ally you recruit this turn goes on top of your deck.
  • Overrun: Each player reveals the top card of their deck and if it costs 1vp or more, discards it.
Iron Fist23View
  • To fight Iron Fist, you must also reveal three Allies with different costs.
Namor, The Sub-Mariner46View
  • Ambush: If any other Defenders Adversaries are in the city, each player gains a Bindings.
  • Fight: Same Effect.
  • Overrun: Same Effect.
Luke Cage24View
  • Fight: Each player reveals the top three cards of their deck. You choose which players discard them and which players put them back on top in the order of their choice.
Marvel Knights
Black Panther24View
  • Fight: Each player draws a card.
Elektra24View
  • Fight: KO one of your Allies. Then KO a Bindings from your hand or discard pile.
Punisher46View
  • Fight: Reveal the top card of your deck. If it costs 0vp, KO it.
  • Overrun: Each player reveals the top card of their deck and if it costs 1vp or more, KOs it.
Ghost Rider35View
  • Fight: You may KO another Adversary from your Victory Pile. If you do, you get +3recruit.
  • Overrun: Each player may KO an Adversary from their Victory Pile. Any player who does not do so gains a Bindings.
Spider Friends
Black Cat22View
  • Elusive 6
  • Fight: Each player reveals the top card of their deck. Choose any number of those cards to be discarded.
Firestar35View
  • Fight: Reveal the top card of your deck. If it has a recruit icon, KO it.
  • Overrun: Each player reveals the top card of their deck, and if it has an attack icon, KO it.
Moon Knight24View
  • Fight: KO one of your Allies. Then, if you fought Moon Knight on the Rooftops, KO another of your Allies.
Spider-Man32View
  • Fight: Reveal the top card of the Adversary Deck. If that card is worth 2piercing or less, play it. If you play a card from the Adversary Deck this way, put Spider-Man back on top of the Adversary Deck.
  • Overrun: Each player gains a Bindings.
Uncanny Avengers
Havok24+View
  • X-Treme Attack
  • Ambush: Each player who does not reveal a ranged Ally discards two cards, then draws a card.
Rogue24+View
  • X-Treme Attack
  • Fight: Each other player discards the top card of their deck. Play a copy of one of those Allies.
Scarlet Witch35View
  • Fight: Reveal the top three cards of your deck. Put any that have odd-numbered costs into your hand and discard the rest. (0 is even.)
Wolverine57+View
  • X-Treme Attack
  • Wolverine gets +1attack for each card you've drawn this turn.
  • Overrun: Each player reveals an instinct Ally or gains a Bindings. Then shuffle Wolverine back into the Adversary deck.
Uncanny X-Men
Colossus35+View
  • X-Treme Attack
  • Fight: You may KO a Bindings from your hand or discard pile. If you don't, each other player gains a Bindings.
Nightcrawler24+View
  • X-Treme Attack
  • Fight: Choose an Ally you played this turn. When you draw a new hand of cards at the end of this turn, add that Ally to your new hand as an extra card.
Shadowcat22*+View
  • X-Treme Attack
  • Elusive 5
Storm24+View
  • X-Treme Attack
  • Ambush: (After Storm enters the city). Move Storm to the Rooftops. If another Adversary is already there, swap them.
  • Fight: If you fight Storm on the Rooftops, each other player gains a Bindings.
X-Men First Class
Angel24+View
  • X-Treme Attack
  • Fight: Draws two cards, then discard a card.
Iceman35+View
  • X-Treme Attack
  • Fight: Draw a card for each ranged Ally you played this turn.
Jean Grey46+View
  • X-Treme Attack
  • Ambush: Jean Grey guards a Bystander for each Adversary in the city with X-Treme Attack (including Jean).
  • Fight: You get +1recruit for each Bystander you kidnapped this turn.
Beast35+View
  • X-Treme Attack
  • Fight: KO one of your Allies. Then KO another of your Allies if there are any other Adversaries in the city with X-Treme Attack.
Cyclops46+View
  • X-Treme Attack
  • To Fight Cyclops, you must also discard a card.
  • Overrun: Each player reveals a Brotherhood Ally or discards a card.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Asgardian WarriorsView
CopsView
Multiple ManView
S.H.I.E.L.D. Assault SquadView

Bystanders

BystanderVP VPImageAbilities
Bystander1View
Computer Hacker1View
  • When you kidnap this Bystander, draw an extra card when you draw a new hand at the end of your turn.
Engineer1View
  • When you kidnap this Bystander, reveal the top card of your deck. If it costs 0vp, KO it.
Public Speaker1View
  • When you kidnap this Bystander, gain +1recruit.
Rock Star1View
  • When you kidnap this Bystander, kidnap another Bystander.

Schemes

Scheme NameImageRules
Build an Underground MegaVault PrisonView
  • Setup: 8 Twists. The Bindings stack holds 5 Bindings per player.
  • Twist: If there is an Adversary in the Sewers, each player gains a Bindings. Otherwise, reveal the top card of the Adversary Deck. If that card is an Adversary, it enters the Sewers.
  • Good Wins: When the Bindings stack runs out.
Cage Villains in Power-Suppressing CellsView
  • Setup: 8 Twists. Stack 2 Cops per player next to this Plot.
  • Twist: Each player returns all Cops from their Victory Pile to the Cop Stack. Then each player puts a non-grey Ally from their hand in front of them. Put a Cop from the Cop Stack on top of each of those Allies.
  • Special Rules: You can fight any Cop on top of Allies. If you do, the player of your choice gains that Ally.
  • Good Wins: When a Twist must put out a Cop, but the Cop Stack is already empty.
Crown Thor King of AsgardView
  • Setup: 8 Twists. Put the Thor Adversary next to this Plot.
  • Twist: If Thor is in the city, he overruns. Otherwise, Thor enters the Bridge from wherever he is, and Thor guards 3 Bystanders.
  • Special Rules: Whenever Thor overruns, stack a Plot Twist from the KO pile next to this Plot as a “Triumph of Asgard.“
  • Good Wins: When there are 3 Triumphs of Asgard next to this Plot.
Crush HYDRAView
  • Setup: 8 Twists.
  • Twists 1-7: Each Adversary in the city captures a New Recruit, or if there are no more New Recruits, a Madame HYDRA.
  • Twist 8: Put all captured Allies from the city into the Overrun Pile.
  • Special Rules: An Adversary gets +1attack for each Ally it has captured. When you fight that Adversary, gain those Allies.
  • Good Wins: When there are 11 Allies in the Overrun Pile.
Graduation at Xavier's X-AcademyView
  • Setup: 8 Twists. Stack 8 Bystanders next to this Plot as “Young Mutants.“
  • Twist: Put a Bystander from next to this Plot into the Overrun Pile.
  • Good Wins: When there are 8 Bystanders in the Overrun Pile.
Infiltrate the Lair with SpiesView
  • Setup: 8 Twists, Stack 21 Bystanders next to this Plot as “Infiltrating Spies.“
  • Twist: Put all Bystanders from the Lair into the Overrun pile. Then put a Bystander from next to this Plot into each Lair space under the Bridge, Streets, and Sewers.
  • Special Rules: When you recruit an Ally, kidnap any Bystander in that Lair space. When an Ally leaves the Lair in any other way, put any Bystander from that Lair space into the Overrun Pile.
  • Good Wins: When there are 12 Bystanders in the Overrun Pile.
Mass Produce War Machine ArmorView
  • Setup: 8 Twists, Include 10 S.H.I.E.L.D. Assault Squads as one of the Backup Adversary groups.
  • Twist: Stack this Twist next to the Plot as “War Machine Technology.“ An Assault Squad from the current player's Victory Pile enters the Bridge.
  • Special Rules: Assault Squads get +1attack for each War Machine Technology next to the Plot.
  • Good Wins: When there are 3 Assault Squads in the Overrun Pile.
Resurrect Heroes with Norn StonesView
  • Setup: 8 Twists.
  • Twists 1-6: An Adversary from the current player's Victory Pile enters the Bridge. Then play the top card of the Adversary Deck.
  • Twists 7-8: Each player puts an Adversary from their Victory Pile into the Overrun Pile.
  • Good Wins: When there are 3 Adversaries per player in the Overrun Pile.

Legendary Set 06 (GOTG) Guardians of the Galaxy

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Drax the Destroyer   Guardians Of The Galaxy Guardians Of The Galaxy
Knives of the HunterCommon 13strength strengthView
  • Artifact -
  • Once per turn, you get +1attack.
Interstellar TrackerCommon 232instinct instinctView
  • Look at the top card of your deck. Discard it or put it back.
  • instinct: You may KO the card you discarded this way.
The DestroyerUncommon64instinct instinctView
  • Guardians Of The Galaxy: Each other player reveals an instinct Hero or discards an Artifact they control. For each Artifact discarded this way, you gain a Shard.
Avatar of DestructionRare7instinct instinctView
  • Double the attack you have.
Gamora   Guardians Of The Galaxy Guardians Of The Galaxy
Bounty HunterCommon 122covert covertView
  • A Villain gains a Shard.
Deadliest Woman in the UniverseCommon 23instinct instinctView
  • Gain two Shards.
  • covert: Gain another Shard.
Galactic AssassinUncommon53covert covertView
  • A Villain of your choice gets no attack from Shards this turn.
  • covertcovert: The Mastermind gets no attack from Shards this turn.
Godslayer BladeRare8covert covertView
  • Artifact -
  • Once per turn, gain two Shards.
  • Once per turn, you may spend 5 Shards to get +10attack.
Groot   Guardians Of The Galaxy Guardians Of The Galaxy
Surviving SprigCommon 131strength strengthView
  • When you draw a new hand of cards at the end of this turn, draw an extra card.
Prune the GrowthsCommon 242strength strengthView
  • strength: You may KO a card from your hand or discard pile. If you do, gain a Shard.
Groot and BranchesUncommon4covert covertView
  • Gain two Shards. You may spend Shards to get recruit this turn.
  • covert: You may choose another player. That player gains a Shard.
I Am GrootRare85strength strengthView
  • When you recruit your next Hero this turn, you gain Shards equal to that Hero's cost.
Rocket Raccoon   Guardians Of The Galaxy Guardians Of The Galaxy
Gritty ScavengerCommon 132tech techView
  • You may discard a card. If you do, draw a card.
Trigger HappyCommon 242ranged rangedView
  • Guardians Of The Galaxy: You gain a Shard for each other Guardians Of The Galaxy Hero you played this turn.
Incoming DetectorUncommon4instinct instinctView
  • Artifact -
  • Whenever a Master Strike or Villain's Ambush ability is completed, you may gain a Shard.
Vengeance is RocketRare75+tech techView
  • tech: You get +1attack for each Master Strike in the KO pile and/or stacked next to the Mastermind.
Star-Lord   Guardians Of The Galaxy Guardians Of The Galaxy
Element GunsCommon 14ranged rangedView
  • Artifact -
  • Once per turn, gain a Shard.
Legendary OutlawCommon 242covert covertView
  • Choose an Artifact any player controls with a “once per turn“ ability. Play a copy of one of those abilities.
Implanted Memory ChipUncommon6tech techView
  • Artifact -
  • Once per turn, draw a card.
Sentient StarshipRare8ranged rangedView
  • Artifact -
  • Once per turn, gain a Shard for each Artifact you control.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Supreme Intelligence of the Kree   (VP: 6)
Supreme Intelligence of the KreeMastermindView
  • Always Leads: Kree Starforce
  • Master Strike: The Supreme Intelligence gains a Shard. Then each player reveals their hand and discards each with cost equal to, and cost one higher than, the number of Shards on the Supreme Intelligence.
Combined Knowledge of All KreeTacticView
  • Fight: The Supreme Intelligence gains a Shard for each Kree Villain in the city and/or the Escape Pile.
Cosmic OmniscienceTacticView
  • Fight: The Supreme Intelligence gains a Shard for each Master Strike in the KO pile.
Countermeasure ProtocolsTacticView
  • Fight: The Supreme Intelligence gains a Shard for each Mastermind Tactic (including this one) in any player's Victory Pile.
Guide Kree EvolutionTacticView
  • Fight: The Supreme Intelligence and Kree Villains in the city each gain a Shard.
Thanos   (VP: 7)
ThanosMastermindView
  • Always Leads: Infinity Gems
  • Thanos gets -2attack for each Infinity Gem Artifact card controlled by any player.
  • Master Strike: Each player reveals their hand and puts one of their non-grey Heroes next to Thanos in a “Bound Souls“ pile.
Centuries of EnvyTacticView
  • Fight: Each other player discards an Infinity Gem Artifact card they control.
God of DeathTacticView
  • Fight: Each other player reveals their hand and gains a Wound for each card that player has with the same card name as any card in Thanos' Bound Souls pile.
Keeper of SoulsTacticView
  • Fight: Gain a Hero from Thanos' Bound Souls pile. Then each other player puts a non-grey Hero from their discard pile into Thanos' Bound Souls pile.
The Mad TitanTacticView
  • Fight: Each other player reveals their hand and discards all cards with the same card name as any card in Thanos' Bound Souls pile.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Kree Starforce
Captain Atlas46+View
  • Captain Atlas gets +1attack for each Shard on the Mastermind.
  • Escape: Each player loses a Shard. Each player that cannot do so gains a Wound.
Demon Druid35View
  • Ambush: Another Villain in the city gains two Shards.
Dr. Minerva35View
  • Ambush: Each Kree Villain in the city gains a Shard (including this Villain).
Korath the Pursuer35View
  • Ambush: Each player may draw a card. Korath gains a Shard for each card drawn this way.
  • Escape: If Korath had any Shards, each player gains a Wound.
Ronan the Accuser57View
  • Ambush: Each player simultaneously points their finger to accuse another player. Each player who was accused the most gains a Wound.
  • Escape: Same effect.
Shatterax35View
  • Fight: Put a Shard on each Hero in the HQ. When a player gains that Hero, they gain that Shard. If that Hero leaves the HQ some other way, return that Shard to the supply.
Supremor23View
  • Ambush: Supremor and the Mastermind each gain a Shard.
Infinity Gems
Mind Gem06View
  • Ambush: Mind Gem gains a Shard for each Scheme Twist in the KO pile and/or stacked next to the Scheme.
  • Fight: Put this into your discard pile as an Artifact.
  • Artifact - Once per turn, you get +2recruit.
Power Gem07View
  • Ambush: Power Gem gains a Shard for each Master Strike in the KO pile and/or stacked next to the Mastermind.
  • Fight: Put this into your discard pile as an Artifact.
  • Artifact - Once per turn, you get +2attack.
Reality Gem05View
  • Ambush: Reality Gem gains a Shard for each Infinity Gem Villain card in the city and/or Escape pile.
  • Fight: Put this into your discard pile as an Artifact.
  • Artifact - Before you play a card from the Villain Deck, you may first reveal the top card of the Villain Deck. If it's not a Scheme Twist, you may put it on the bottom of the Villain Deck. If you do, gain a Shard.
Soul Gem06View
  • Ambush: Soul Gem gains a Shard for each Villain in the city.
  • Fight: Put this into your discard pile as an Artifact.
  • Artifact - Whenever you defeat a Villain, put a Shard on Soul Gem from the supply. Once per turn, you get +attack equal to the number of Shards on Soul Gem.
Space Gem05View
  • Ambush: Space Gem gains a Shard for each empty space in the city.
  • Fight: Put this into your discard pile as an Artifact.
  • Artifact - Once per turn, you may move a Villain to another city space. If another Villain is already there, swap them. If you moved any Villains this way, gain a Shard.
Time Gem06View
  • Ambush: Play another card from the Villain Deck. Time Gem gains Shards equal to that card's printed Victory Points.
  • Fight: Put this into your discard pile as an Artifact.
  • Artifact - When you play this Artifact, take another turn after this one. Use this ability only if this is the fist time any player has played the Time Gem this game.

Schemes

Scheme NameImageRules
Forge the Infinity GauntletView
  • Setup: 8 Twists. Always include the Infinity Gems Villain Group.
  • Twist: Starting to your left and going clockwise, the first player with an Infinity Gem Artifact card in play or in their discard pile chooses on of those Infinity Gems to enter the city. Then put a Shard on each Infinity Gem in the city.
  • Evil Wins: When 6 Infinity Gem Villains are in the city and/or the Escape Pile.
  • Evil Wins: When a player controls 4 Infinity Gem Artifacts, that player is corrupted by power. That player wins, Evil wins, and all other players lose.
Intergalactic Kree Nega-BombView
  • Setup: 8 Twists. Make a face down 'Nega-Bomb Deck' of 6 Bystanders.
  • Twist: Shuffle this Twist into the Nega-Bomb Deck. Then reveal a random card from that deck. If it's a Bystander, rescue it. If it's a Twist, KO it, KO all Heroes from the HQ, and each player gains a Wound.
  • Evil Wins: When 16 non-grey Heroes are in the KO pile.
Kree-Skrull War, TheView
  • Setup: 8 Twists. Always include Kree Starforce and Skrull Villain Groups.
  • Twists 1-7: All Kree and Skrulls escape from the city. Then, if there are more Kree than Skrulls in the Escape Pile, stack this Twist next to the Mastermind as a Kree Conquest. If there are more Skrulls than Kree in the Escape Pile, stack this Twist next to the Villain Deck as a Skrull Conquest.
  • Twist 8: Stack this Twist on the side with the most Conquests.
  • Evil Wins: When there are 4 Kree Conquests or 4 Skrull Conquests.
Unite the ShardsView
  • Setup: 30 Shards in the supply. Twists equal to the number of players plus 5.
  • Twist: Stack this Twist next to the Scheme. Then for each Twist in that stack, the Mastermind gains a Shard.
  • Special Rules: During your turn, any number of times, you may spend 2recruit to gain one of the Mastermind's Shards.
  • Evil Wins: When the Mastermind has 10 Shards or when there are no more Shards in the supply.

Legendary Set 07 (FEAR) Fear Itself

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Greithoth, Breaker of Wills   Foes Of Asgard Foes Of Asgard
Absorb MetalCommon 131+covert covertView
  • If you control an Artifact, you get +2attack.
Mace of ChainsCommon 23instinct instinctView
  • Thrown Artifact
  • When you throw this, you get +2recruit.
Break the Will to ResistUncommon53+strength strengthView
  • covert: Each player discards the bottom card of their deck. For each non-grey card discard this way, you get +1attack.
Body of UruRare74+covert covertView
  • You get +attack equal to the total number of Artifacts controlled by players and Artifacts the Lair.
Kuurth, Breaker of Stone   Foes Of Asgard Foes Of Asgard
Reach for PowerCommon 142+strength strengthView
  • Reveal the top or bottom card of your deck. If it costs 4 or more, you get +2recruit.
Unstoppable SledgeCommon 24ranged rangedView
  • Thrown Artifact
  • When you throw this, you get +2attack.
Contest of StrengthUncommon53+strength strengthView
  • Foes Of Asgard: Discard the top card of any player's deck. Then reveal the top or bottom card of your deck. If the card you revealed has an equal or higher cost, you get +2attack.
Break Every BoneRare70+strength strengthView
  • Reveal a card from your hand, the top card of your deck, and the bottom card of your deck. You get +attack equal to their total costs.
Nerkkod, Breaker of Oceans   Foes Of Asgard Foes Of Asgard
Pull of the TidesCommon 132strength strengthView
  • You may move an Adversary to an adjacent city space. If another Adversary is already there, swap them.
Feed My Undersea LegionsCommon 242covert covertView
  • Whenever you defeat an Adversary on the Bridge this turn, you may KO one of your cards or a card from your discard pile. If you do, gain a New Recruit.
Cudgel of the DeepUncommon5ranged rangedView
  • Thrown Artifact
  • When you throw this, you get +3attack, usable only against Adversaries on the Bridge or the Commander.
Break Their LoyaltiesRare75instinct instinctView
  • Foes Of Asgard: Each other player reveals their hand. Choose a New Recruit or Madame HYDRA from each of those players' hands and put them into your hand.
Nul, Breaker of Worlds   Foes Of Asgard Foes Of Asgard
Demolition DerbyCommon 132strength strengthView
  • strength: Choose a player and Demolish them. If that player discards a card this way, draw a card.
Otherworldly MaulCommon 24instinct instinctView
  • Thrown Artifact
  • When you throw this, you get +2attack for each strength Ally you played this turn.
Nul Smash!Uncommon64strength strengthView
  • Say “NUL SMASH!“ Then each player slaps a palm on the table. The last other player to slap a palm on the table gains a Bindings.
Break the WorldRare86instinct instinctView
  • KO up to two cards from your hand and/or discard pile. For each Bindings you KO this way, demolish each other player.
Skadi   Hydra Hydra
Dark ProphecyCommon 132tech techView
  • tech: Gain a Madame HYDRA.
Ancient Oath of HYDRACommon 251tech techView
  • You may discard aHydra Ally. If you do, draw two cards.
Hammer of the SerpentUncommon5strength strengthView
  • Thrown Artifact
  • When you throw this, you get +2attack for each card you discarded this turn.
  • (Throwing an Artifact does not count as “discarding“ it.)
War Banner of HYDRARare7covert covertView
  • Thrown Artifact
  • When you throw this, you get +1attack for each otherHydra Ally you played this turn.
Skirn, Breaker of Men   Foes Of Asgard Foes Of Asgard
Towering LeaderCommon 13instinct instinctView
  • Gain two New Recruits.
  • instinct: Gain a third New Recruit.
Underhanded DealingsCommon 242covert covertView
  • Look at the bottom card of your deck. Discard it or put it back.
  • covert: Draw a card from the bottom of your deck.
Titanic BludgeonUncommon2ranged rangedView
  • Thrown Artifact
  • When you throw this, you get +1attack for each card you've drawn this turn. (This doesn't count the six cards you draw at the end of your turn.)
Break Your HopesRare74strength strengthView
  • Each player reveals a covert Ally or discards a card. For each card discarded this way, you draw a card.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Uru-Enchanted Iron Man   (VP: 6)
Uru-Enchanted Iron ManMastermindView
  • Always Leads: The Mighty
  • Command Strike: Demolish each player. Then stack this Strike next to Iron Man. Uru-Enchanted Iron Man has an Uru-Enchanted Weapon for each Strike stacked here.
Armor of the DestroyerTacticView
  • Fight: For each tech Ally you have, demolish each other player.
Pepper Potts in Rescue ArmorTacticView
  • Fight: A Bystander from the Bystander Stack becomes a Command Strike that takes effect immediately.
Quantum InventionsTacticView
  • Fight: Draw two cards. Then, if you reveal a tech card, draw two more cards.
Repulsor CoilsTacticView
  • Fight: Each other player reveals a tech Ally or gains a Bindings.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Mighty, The
Black Widow43View
  • 2 Uru-Enchanted Weapons
  • Fight or Fail: If her Uru-Enchanted Weapons revealed any Bystanders, kidnap them.
Dr. Strange45View
  • Ambush: Reveal the top three cards of the Adversary Deck. Put the Adversary you revealed with the highest printed VP on top of that deck. Put the rest on the bottom of that deck in random order.
  • Uru-Enchanted Weapon
  • Fight or Fail: You get +2recruit.
Hawkeye23View
  • Uru-Enchanted Weapon
  • Fight or Fail: Choose one: Each other player draws a card, or each other player discards a card.
Iron Fist23View
  • Uru-Enchanted Weapon
  • Fight or Fail: If his Uru-Enchanted Weapon revealed an Adversary, KO one of your Allies.
Ms. Marvel34View
  • Uru-Enchanted Weapon
  • Fight or Fail: If her Uru-Enchanted Weapon revealed a Command Strike or Plot Twist, play it.
  • Overrun: Each player reveals a ranged Ally or gains a Bindings.
Red She-Hulk24View
  • Uru-Enchanted Weapon
  • Fight or Fail: If her Uru-Enchanted Weapon revealed an Adversary, put that Adversary into your Victory Pile.
Spider-Man32View
  • 2 Uru-Enchanted Weapons
  • Fight or Fail: Play all the cards revealed by his Uru-Enchanted Weapon that are worth 2 VP or less.
  • Overrun: Each player gains a Bindings.
Wolverine65View
  • 2 Uru-Enchanted Weapons
  • Fight or Fail: Draw two cards.
  • Overrun: Each player reveals an instinct Ally or gains a Bindings. Then put Wolverine on top of the Adversary Deck.

Schemes

Scheme NameImageRules
Fear ItselfView
  • Setup: 10 Twists.
  • Earth's “Fear Level“ starts at 8. The number of Allies in the Lair is always equal to the Fear Level.
  • Twist: KO an Ally from the Lair. The Fear Level goes down by 1.
  • Good Wins: When the Fear Level is 0.
Last Stand at Avengers TowerView
  • Setup: 6 Twists.
  • Twist: Stack this Twist above the Rooftops as “StarkTech Defenses.“ If there is an Adversary on the Rooftops, choose 3 Allies from the Lair & KO them.
  • Special Rules: While an Adversary is on the Rooftops, it gets +1attack for each StarkTech Defenses.
  • Good Wins: When there are 13 non-grey Allies in the KO pile.
Traitor, TheView
  • Setup: 2+ players only. 8 Twists. Shuffle a 'Betrayal Deck' of 3 Bindings per player and a 9th Twist.
  • Twists 1-3: If there is no revealed Traitor, each player puts a 'Betrayal Card' from the Betrayal Deck face down in front of them and looks at it.
  • Special Rules: During your turn, you may reveal a Twist from your Betrayal Cards to become 'the Traitor'. If you do, each other player gains all the Bindings from their Betrayal Cards.
  • During your turns, you may spend 4attack any number of times to play an additional card from the Adversary Deck.
  • Twists 8: Good wins! The Traitor reveals themself and also wins.
  • When the players win: The Traitor reveals themself and loses.

Legendary Set 08 (3DTC) Playable Marvel 3D Trading Cards

Heroes

Hero & TeamCard NameCountRarityCost 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

HenchmanVP VPV.ATK V.ATKImageAbilities
Circus of CrimeView
Spider-SlayerView

Bystanders

BystanderVP VPImageAbilities
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 09 (SSW1) Secret Wars Vol 1

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Apocalyptic Kitty Pryde   X Men X Men
Phase OutCommon 142+covert covertView
  • covert: You may KO a card from your hand or discard pile. If you do, you get +1attack.
Infiltrate HQCommon 232tech techView
  • You may put a Hero from the HQ on the bottom of the Hero Deck. The Hero that replaces it in the HQ costs 1 less during this turn.
Disrupt CircuitsUncommon52+covert covertView
  • You get +1 attack for each tech Hero in the HQ.
UntouchableRare75covert covertView
  • When any player defeats a Villain or Mastermind with a “Fight“ effect, you may discard this card to cancel that fight effect. If you do, draw three cards.
Black Bolt   Illuminati Illuminati
Destructive WhisperCommon 132+ranged rangedView
  • You get +1attack if you reveal four cards with no rules text.
Speak No WordsCommon 2412covert covertView
Silence is GoldenUncommon64+0+strength strengthView
  • Choose a card you played this turn with no rules text. You get its recruit and attack again.
Hypersonic ScreamRare83ranged rangedView
  • For each card with no rules text you played this turn, draw a card.
Black Panther   Illuminati Illuminati
Catlike ReflexesCommon 131instinct instinctView
  • Draw a card.
Multifaceted GeniusCommon 242+strength strengthView
  • You get +1attack for each other multicolored card you played this turn.
Stalk the Urban JungleUncommon64strength strengthView
  • Whenever you defeat a Villain on the Rooftops or Streets this turn, you may KO one of your cards or a card from your discard pile.
King of WakandaRare7instinct instinctView
  • Gain three Sidekicks.
  • Illuminati: Put them on top of your deck.
Captain Marvel   Avengers Avengers
Absorb EnergiesCommon 132+ranged rangedView
  • ranged: For each other ranged Hero you have played this turn, you get+1recruit.
Supersonic FlightCommon 231strength strengthView
  • Draw a card.
Marvelous StrengthUncommon53+strength strengthView
  • strength: For each other strength Hero you have played this turn, you get +1attack.
Cosmic EnergiesRare75+ranged rangedView
  • strengthstrengthrangedranged: You get +6attack.
Dr. Strange   Illuminati Illuminati
Cloak of LevitationCommon 142ranged rangedView
  • ranged: Reveal the top card of your deck. Draw it or Teleport it.
Trust Me, I'm a DoctorCommon 221+instinct instinctView
  • Illuminati: You may KO a card from your hand or discard pile. If you do, you get +1recruit.
Fight the FutureUncommon53+instinct instinctView
  • instinct: Reveal the top card of the Villain Deck. If it's a Villain, you get +2attack and may fight that Villain this turn.
Sorcerer SupremeRare7covert covertView
  • Reveal the top three cards of your deck. Draw any number of them and Teleport the rest.
Lady Thor   Avengers Avengers
Mysterious OriginCommon 132ranged rangedView
  • Once per turn, if you made at least 6recruit this turn, draw a card.
Chosen by AsgardCommon 240+2strength strengthView
  • Once per turn, if you made at least 6recruit this turn, you get +2attack.
Heir to the HammerUncommon64+strength strengthView
  • strengthranged: You get +2attack.
Living ThunderstormRare80+4strength strengthView
  • Once per turn, if you made at least 6recruit this turn, you get +6attack.
Magik   X Men X Men
Rally the New MutantsCommon 12covert covertView
  • Gain a Sidekick.
  • covert: Gain another Sidekick.
Travel through LimboCommon 231+ranged rangedView
  • Teleport
  • ranged: You get +2attack.
Dimensional PortalUncommon52+covert covertView
  • Teleport
  • For each Sidekick you played this turn, you get +1attack.
Wield the SoulswordRare72+covert covertView
  • Teleport
  • Choose a Villain or Mastermind in your Victory Pile. You get +attack equal to its printed VP.
Maximus   Cabal Cabal
Mental DominationCommon 132covert covertView
  • covert: Defeat a Henchman Villain for free
Enslave the WillCommon 242tech techView
  • tech: Whenever you defeat a Villain this turn, you gain a Sidekick.
Pieces on a ChessboardUncommon53covert covertView
  • You may have a Henchman Villain from your Victory Pile enter the city. If you do, draw a card.
Inhuman MasteryRare74+tech techView
  • Each other player reveals atech hero or chooses a Henchman Villain from their Victory Pile. You defeat all those Henchmen for free.
  • Cabal: You get +1attackfor each Henchman you defeated this turn.
Namor, the Sub-Mariner   Cabal Cabal
Lead the Armies of AtlantisCommon 132instinct instinctView
  • instinct: Gain a Sidekick.
Ruler of the SeasCommon 242+strength strengthView
  • strength: You get +2attack, usable only against Villains on the Bridge or the Mastermind.
Feed the SharksUncommon62strength strengthView
  • You may KO a card from your hand or discard pile. If you do, draw a card.
Imperius RexRare7strength strengthView
  • Defeat a Villain for free.
  • strengthstrengthinstinctinstinct: Instead, defeat the Mastermind once for free.
Old Man Logan   X Men X Men
Last SurvivorCommon 132instinct instinctView
  • instinct: You may KO a card from your hand or discard pile. If you KO a wound this way, draw a card.
LonerCommon 252+instinct instinctView
  • If you don't recruit any heroes this turn, you get .+2attack.
Rage OutUncommon63+instinct instinctView
  • instinct: Cross-Dimensional Wolverine Rampage. For each other player who gained a Wound this way, you get +1attack.
No More HeroesRare75+instinct instinctView
  • Reveal your hand. You get +5attack if you haven't played any Shield or Hydra cards this turn and don't have any in your hand.
Proxima Midnight   Cabal Cabal
Inspiration Through PowerCommon 1211instinct instinctView
Master CombatantCommon 240+0+instinct instinctView
  • If the most recent Hero you have played this turn has a recruit icon, you get +2recruit. If it has an attack icon, you get +2attack.
General of the Black OrderUncommon530+covert covertView
  • instinct: You get +3recruit.
Supernova SpearRare84+4+instinct instinctView
  • covert: You get +4recruit and +4attack.
Superior Iron Man   Illuminati Illuminati
Armor UpgradesCommon 121+tech techView
  • tech: You get +2attack.
Optimized TechnologyCommon 252tech techView
  • Draw a card.
Superior to OthersUncommon32ranged rangedView
  • ranged: Look at the top two cards of your deck. If one of them has a higher cost than the other, draw it. Put the rest back in any order.
#HumblebragRare85tech techView
  • Draw a card for each other player who has fewer cards in their Victory Pile than you.
Thanos   Cabal Cabal
Transdimensional OverlordCommon 152+strength strengthView
  • Teleport
  • You may KO a Bystander from your Victory Pile. If you do, you get +2attack.
Revel in DestructionCommon 232+strength strengthView
  • Cabal: KO a Bystander from the Bystander Stack. Then, you get +1recruit for every three Bystanders in the KO pile.
Galactic DominationUncommon64ranged rangedView
  • ranged: Each other player reveals a ranged Hero or chooses a Bystander from their Victory Pile. You “rescue“ those bystanders.
Utter AnnihilationRare8ranged rangedView
  • KO six Bystanders from the Bystander Stack. Then, defeat any Villain or Mastermind whose attack is less than the number of Bystanders in the KO pile.
Ultimate Spider-Man   Spider Friends Spider Friends
Leaping SpiderCommon 120+strength strengthView
  • Reveal the top card of your deck. If it costs 2 or less, draw it.
  • strength: You get +2attack.
Marvel Team-UpCommon 22strength strengthView
  • Gain a Sidekick.
  • Reveal the top card of your deck. If it costs 2 or less, draw it.
Web-SlingerUncommon20+tech techView
  • You get +2attack, usable only against the Mastermind or Villains on the Rooftops or Bridge.
  • Reveal the top card of your deck. If it costs 2 or less, draw it.
Hero from Another DimensionRare20+covert covertView
  • You get +2attack for each other card you have played this turn that costs 1 or 2.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Madelyne Pryor, Goblin Queen   (VP: 6)
Madelyne Pryor, Goblin QueenMastermind10*View
  • Bystanders captured by Madelyne are “Demon Goblin“ Villains with 2attack. You can fight them to rescue them as Bystanders. You can't fight her while she has any Demon Goblins.
  • Always Leads: Limbo
  • Master Strike: Madelyne captures 4 Bystanders. If she already had any Bystanders before that, then each player gains a Wound.
City of Demon GoblinsTactic10View
  • Fight: Madelyne captures five Bystanders.
Corrupted Clone of Jean GreyTactic10View
  • Fight: Each other player reveals an X Men Hero or gains a Wound.
Everyone's a Demon on the InsideTactic10View
  • Fight: Madelyne captures a Bystander from each other player's Victory Pile.
Gather the HarvestTactic10View
  • Fight: For each Limbo Villain in the city and/or Escape Pile, Madelyne captures a Bystander.
Nimrod, Super Sentinel   (VP: 6)
Nimrod, Super SentinelMastermind6*View
  • You can't fight Nimrod unless you made at least 6recruit this turn.
  • Always Leads: Sentinel Territories
  • Master Strike: Each player who does not reveal a tech Hero must choose recruit or attack, then discard all their cards with that icon.
Adapt and DestroyTactic6View
  • Fight: Choose recruit or attack. Each other player reveals their hand and discards a card with that icon.
Detect MutationTactic6View
  • Fight: Choose recruit or attack. Then, reveal the top card of your deck. If that card has that icon, draw it and repeat this process.
Scatter the MutantsTactic6View
  • Fight: Choose recruit or attack. Put all Heroes from the HQ with that icon on the bottom of the Hero Deck.
Teleport and IncarcerateTactic6View
  • Fight: Choose recruit or attack. Then, reveal the top card of that Hero Deck. If that card has that icon, gain that card, and Teleport it.
Wasteland Hulk   (VP: 6)
Wasteland HulkMastermind7+View
  • Wasteland Hulk gets +3attack for each of his Mastermind Tactics among all players' Victory Piles.
  • Always Leads: Wasteland
  • Master Strike: Cross-Dimensional Hulk Rampage
Brutal BeatingTactic7View
  • Fight: Each other player counts the number of Wounds in their discard pile, then discards that many cards.
Memories of PainTactic7View
  • Fight: Each other player puts two Wounds from their discard pile on top of their deck.
Radioactive RegenerationTactic7View
  • Fight: KO up to two Wounds from your hand and/or discard pile.
Revert to Bruce BannerTactic7View
  • Fight: You gain a techHero from the HQ for free.
Zombie Green Goblin   (VP: 6)
Zombie Green GoblinMastermind11+View
  • Zombie Green Goblin gets +1attack for each Hero in the KO pile that costs 7 or more.
  • Always Leads: The Deadlands
  • Master Strike: Rise of The Living Dead. KO each Hero in the HQ that costs 7 or more. Then, each player discards a card for each Hero in the KO pile that costs 7 or more.
Army of CadaversTactic11View
  • Fight: Rise of The Living Dead (this effect never makes Mastermind Tactics return.) Then, each other player discards a card for each Villain in the city that has “Rise of The Living Dead.“
The Hungry DeadTactic11View
  • Fight: Rise of The Living Dead (this effect never makes Mastermind Tactics return.) Then, each other player gains a Wound if there are any Villains in the city with “Rise of The Living Dead.“
Love to Have You for DinnerTactic11View
  • Fight: Rise of The Living Dead (this effect never makes Mastermind Tactics return.) Then, reveal the top 5 cards of the Hero Deck. KO all those Heroes that cost 7 or more. Put the rest on the bottom of the Hero Deck in random order.
Reign of TerrorTactic11View
  • Fight: Rise of The Living Dead (this effect never makes Mastermind Tactics return.) Then, put all Heroes from the HQ that cost 6 or less on the bottom of the Hero Deck.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Deadlands, The
Zombie Baron Zemo46View
  • Ambush: Rise of The Living Dead
  • Fight: For each of your Avengers Heroes, rescue a Bystander.
Zombie Loki68View
  • Ambush: Rise of The Living Dead
  • Escape: Loki ascends to become a new Mastermind. He gains the ability, “Master Strike: Each player reveals a strength Hero or gains a Wound.“
Zombie Madame Hydra24View
  • Ambush: Rise of The Living Dead
  • Fight: KO one of your Shield Heroes or Hydra Allies.
Zombie Mr. Sinister57View
  • Ambush: Rise of The Living Dead
  • Escape: Sinister ascends to become a new Mastermind. He gains the ability, “Master Strike: Sinister captures a Bystander. Then, each player with exactly 6 cards reveals a covert Hero or discards cards equal to the number of Bystanders Sinister has.“
Zombie M.O.D.O.K.35View
  • Ambush: Rise of The Living Dead
  • Fight: KO one of your heroes with a recruit icon.
Zombie Mysterio66View
  • Ambush: Rise of The Living Dead
  • Escape: Shuffle this card into the Mastermind's face-down Mastermind Tactics. It becomes a Mastermind Tactic that says “Fight: Draw two cards.“
Zombie Thanos69View
  • Ambush: Rise of The Living Dead
  • Escape: Thanos ascends to become a new Mastermind. He gains the ability, “Master Strike: Each player reveals their hand and KOs one of their non-grey Heroes.“
Zombie Venom35View
  • Ambush: Rise of The Living Dead
  • You can't defeat Zombie Venom unless you have a covert Hero.
  • Escape: Each player gains a Wound.
Domain of Apocalypse
Apocalyptic Blink35View
  • Fight: Reveal the top card of your deck. Draw it or Teleport it.
Apocalyptic Magneto68View
  • Fight: Gain an X Men Hero from the HQ for free.
  • Escape: Magneto ascends to become a new Mastermind. He gains the ability, “Master Strike: Each player reveals an X Men Hero or discards down to 4 cards.“
Apocalyptic Rogue46View
  • Fight: Reveal the top card of the Hero deck. The player of your choice gains it.
  • Escape: Reveal the top card of the Hero deck. Each player reveals their hand and discards a card of that class.
Apocalyptic Weapon X57View
  • Fight: KO one of your heroes.
  • Escape: Cross-Dimensional Wolverine Rampage
Limbo
Inferno Colossus35View
  • Ambush: The Mastermind captures a Bystander.
  • Fight: KO one of your Heroes.
Inferno Cyclops46View
  • Ambush: Inferno Cyclops captures a Bystander.
  • Escape: The Mastermind captures all the Bystanders this Villain had.
  • (Players still discard for the Bystander being carried away.)
Inferno Darkchilde35View
  • Fight: Reveal the top card of your deck. KO it or Teleport it.
  • Escape: Each player Teleports a random card from their hand.
Inferno Nightcrawler24View
  • Fight: Up to two cards in your hand that have a recruit icon gain Teleport this turn.
Manhattan (Earth-1610)
Ultimate Captain America6View
  • Fight: Gain this as a Hero.
  • You get +1attack for each color of Hero you have. (including strength and grey)
Ultimate Captain Marvel4View
  • Fight: Gain this as a Hero.
  • Teleport
Ultimate Thor7View
  • Fight: Gain this as a Hero.
  • Escape: Cross-Dimensional Thor Rampage
  • ranged: You get +3attack.
Ultimate Wasp5View
  • Fight: Gain this as a Hero.
  • covert: You get +2attack.
Sentinel Territories
Colossus of Future Past35View
  • Fight: Colossus alters the future: Don't play a Villain card at the beginning of next turn.
Kate Pryde of Future Past24View
  • Fight: You get +1recruit. Then, Kate Pryde alters the future: At the beginning of the next player's turn, that player gets +1recruit.
Rachel Summers of Future Past46View
  • Fight: Rachel Summers alters the future: During the next player's turn, all Villains and the Mastermind get -1attack.
  • Escape: This turn, all Villains and the Mastermind get +1attack.
Wolverine of Future Past57View
  • Fight: Wolverine alters the future: At the start of the next player's turn, you draw a card, and that player draws a card.
  • Escape: Cross-Dimensional Wolverine Rampage
Wasteland
The Hulk Gang35View
  • Fight: Cross-Dimensional Hulk Rampage
  • Escape: Same effect.
Wasteland Kingpin611View
  • Bribe
  • Escape: Kingpin ascends to become a new Mastermind. He gains the ability, “Master Strike: Each player reveals an instinct Hero or discards their hand and draws 5 cards.“
Wasteland Hawkeye46View
  • Ambush: Wasteland Hawkeye captures a Bystander.
  • Fight: Each other player draws a card, or each other player discards a card.
Wasteland Spider-Girl24View
  • Fight: Reveal the top card of your deck. If it costs 2 or less, KO it.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Ghost RacersView
M.O.D.O.K.sView
Thor CorpsView

Bystanders

BystanderVP VPImageAbilities
Banker1View
  • When you rescue this Bystander, you get +2recruit, usable only to recruit Heroes in the HQ space under the Bank.

Schemes

Scheme NameImageRules
Build an Army of AnnihilationView
  • Setup: 9 Twists. Put 10 extra Annihilation Wave Henchmen in the KO pile.
  • Twist: KO all Annihilation Henchmen from players' Victory Piles. Stack this Twist next to the Scheme. Then, for each Twist in that stack, put an Annihilation Henchman from the KO pile next to the Mastermind. Players can fight those Henchmen.
  • Evil Wins: When there are 10 Annihilation Henchmen next to the Mastermind.
Corrupt the Next Generation of HeroesView
  • Setup: 8 Twists. Add 10 Sidekicks to the Villain Deck.
  • Special Rules: Sidekicks in the Villain Deck and city are Villains. Their attack is 2 plus the number of Twists stacked next to this Scheme. When you defeat a Sidekick, gain it to the top of your deck.
  • Twists 1-7: Each player returns a Sidekick from their discard pile to the Sidekick Stack. Then, two Sidekicks from the Sidekick Stack enter the city.
  • Twist 8: All Sidekicks in the city escape.
  • Evil Wins: When 4 Sidekicks escape.
Crush Them With My Bare HandsView
  • Setup: 5 Twists. If playing solo, add an extra Villain Group.
  • Twist: This Twist becomes a Master Strike that takes effect immediately.
  • Evil Wins: When 8 Master Strikes have taken effect.
Dark AllianceView
  • Setup: 8 Twists.
  • Twist 1: Add a random second Mastermind to the game with one Mastermind Tactic.
  • Twist 2-4: If the second Mastermind is still in play, it gains another Mastermind Tactic.
  • Twist 5-6: Each Mastermind captures a Bystander.
  • Twist 7: Evil Wins!
Fragmented RealitiesView
  • Setup: Add an extra Villain Group. Shuffle the Villain Deck, then split it as evenly as possible into a Villain Deck for each player. Then, shuffle 2 Twists into each player's Villain Deck.
  • Special Rules: The normal city does not exist. Instead, each player has a different dimension in front of them with one city space. Villains and Bystanders from your Villain Deck enter your dimension. You can fight Villains in any dimension.
  • Twist: Play two card from your Villain Deck.
  • Evil Wins: When the number of non-grey Heroes in the KO pile is 5 times the number of players.
Master of TyrantsView
  • Setup: 8 Twists. Choose 3 other Masterminds, and shuffle their 12 Tactics into the Villain Deck. Those Tactics are “Tyrant Villains“ with their printed attack and no abilities.
  • Twist 1-7: Put this Twist under a Tyrant Villain as “Dark Power.“ It gets +2attack.
  • Twist 8: All Tyrant Villains in the city escape.
  • Evil Wins: When 5 Tyrant Villains escape.
Pan-Dimensional PlagueView
  • Setup: 10 Twists.
  • Twist: KO all Wounds from next to the HQ. Then, put a Wound from the Wound Stack next to each Hero in the HQ.
  • Special Rules: When a player recruits a Hero with a Wound next to it, that player can either gain that Wound or pay 1recruit to return that Wound to the Wound Stack.
  • Evil Wins: When the Wound Stack runs out.
Smash Two Dimensions TogetherView
  • Setup: 8 Twists. Add an extra Villain Group. Put the Villain Deck on the Bank space.
  • Special Rules: The Sewers and Bank do not exist, so the city is only 3 spaces. There is a parallel dimension with 3 city spaces above the main city. Whenever a Villain enters the city, the current player chooses which city it enters.
  • Twist 1-7: Play two cards from the Villain Deck.
  • Twist 8: All Villains in both dimensions escape.
  • Evil Wins: When 10 Villains escape.

Legendary Set 10 (SSW2) Secret Wars Vol 2

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Agent Venom   Spider Friends Spider Friends
Multi-GunCommon 121+1+tech techView
  • Spectrum: You get +1recruit and +1attack.
Government PayrollCommon 230+0+strength strengthView
  • Wall-Crawl
  • Patrol the Bank: If it's empty, you get +2recruit. If it's not, you get +2attack.
Big SlimeportunityUncommon622instinct instinctView
  • Wall-Crawl
  • Patrol the Sewers: If it's empty, draw a card.
Shapeshifting SymbioteRare70+0+strength strengthView
  • Wall-Crawl
  • For each other card you played this turn with a recruit icon, you get +1recruit.
  • For each other card you played this turn with a attack icon, you get +1attack.
  • (If another card has both recruit and attack, you get both bonuses.)
Arkon the Magnificent   Unaffiliated
All-Terrain BarbarianCommon 132+strength strengthView
  • Wall-Crawl
  • Patrol the Sewers: If it's empty, you get +1recruit.
Quiver of ThunderboltsCommon 232ranged rangedView
  • Spectrum: Draw a card.
Warlord of Open SpacesUncommon53+instinct instinctView
  • Patrol two adjacent city spaces: If they're both empty, you get +1attack.
Lord of DragonsRare70+0+instinct instinctView
  • Patrol the Rooftops: If it's empty, you get +4recruit and +4attack. If it's not, defeat the Villain there for free.
Beast   Illuminati Illuminati
Balanced AttackCommon 132strength strengthView
  • Reveal the top card of your deck. If it's tech or strength, draw it.
Upside-down ThinkingCommon 24strength strengthView
  • Wall-Crawl
  • Patrol any city space: If it's empty, then the hero in the HQ space under it costs 3 less this turn.
Doctor of BeatdownUncommon62+strength strengthView
  • For each other strength card you played this turn, you get +1attack.
  • For each other tech card you played this turn, you get +1attack.
Multi-Variable SmackulusRare84strength strengthView
  • techtechstrengthstrength: Draw three cards.
Black Swan   Cabal Cabal
Apocalyptic VisionCommon 132+ranged rangedView
  • ranged: Reveal the top card of the Villain Deck. If it's a Scheme Twist, you get +2attack. Otherwise, put it back on the top or bottom.
Witness the EndCommon 252instinct instinctView
  • instinct: You may KO a card from your hand or discard pile. If you do, draw a card.
Dark ForetellingUncommon64instinct instinctView
  • Reveal the top three cards of the Villain Deck. Rescue any Bystanders you revealed, then put the rest back in any order.
Telepathic ControlRare70+covert covertView
  • Reveal the top five cards of the Villain Deck. You get +attack equal to the printed piercing of one of those cards. Put them back in any order.
  • Cabal: Instead, you get +attack for two of those cards.
Captain and the Devil, The   Avengers Avengers
Jurassic AmericaCommon 121+strength strengthView
  • Spectrum: you get +2recruit.
Patriotic ChompCommon 242+instinct instinctView
  • Spectrum: you get +2attack.
Feeding GroundsUncommon63covert covertView
  • Patrol the Streets: If it's empty, you may KO a card from your hand or discard pile.
Dino-Roar of TriumphRare86ranged rangedView
  • Whenever you defeat a Villain this turn, each Villain and Mastermind adjacent to it gets -2attack this turn.
Captain Britain   Illuminati Illuminati
Transatlantic SaviorCommon 130+covert covertView
  • You get +1recruit for each different team icon among your heroes.
Combined StrengthCommon 240+strength strengthView
  • You get +1attack for each different team icon among your heroes.
Raise the Union JackUncommon53strength strengthView
  • Patrol the Rooftops: If it's empty, reveal the top two cards of your deck. If they have different team icons, draw them. Otherwise, put them back in any order.
Lead the Captain Britain CorpsRare7strength strengthView
  • When you draw a new hand of cards at the end of this turn, draw three extra cards.
Corvus Glaive   Cabal Cabal
Let None Escape YouCommon 120+0+strength strengthView
  • Patrol the Escape Pile: If there are Bystanders in it, you get +2attack. Otherwise, you get +2recruit.
Culling BladeCommon 232instinct instinctView
  • KO a Bystander from the Bystander Deck. If it's a Special Bystander, you may use its Rescue effect.
Rictus GrinUncommon63+strength strengthView
  • Cabal: KO a Bystander from the Bystander Stack. Then, you get +1attack for every four Bystanders in the KO Pile.
Atom-Splitting GlaiveRare86+tech techView
  • Cabal: You may KO a Bystander from the Escape Pile and from each player's Victory Pile. You get +1attack for each Bystander KO'd this way.
Dr. Punisher, Soldier Supreme   Marvel Knights Marvel Knights
Sweep the Streets of TrashCommon 121tech techView
  • Patrol the Streets: If it's empty, draw a card.
You're a Slow LearnerCommon 242+tech techView
  • tech: Reveal the top card of your deck. If it costs 0, KO it and you get +1attack.
Ice MagicUncommon32+ranged rangedView
  • Reveal the top card of the Villain Deck. If it's a Villain, you may fight it this turn.
  • rangedranged: You get +attack equal to that Villain's printed piercing.
Calm Before the StormRare75+ranged rangedView
  • Patrol every city space: For each space that's empty, you get +1attack.
Elsa Bloodstone   Shield Shield
Monster HunterCommon 132covert covertView
  • Patrol the Sewers: If it's empty, rescue a Bystander.
Bloodstone PendantCommon 252+instinct instinctView
  • Spectrum: You may KO a card from your hand or discard pile. If you do, you get +1recruit.
Defend the S.H.I.E.L.D. WallUncommon60+ranged rangedView
  • Wall-Crawl
  • You get +1attack for each other Shield Hero you played this turn.
Prodigy of Ulysses BloodstoneRare86+strength strengthView
  • Spectrum: You get +3attack.
Phoenix Force Cyclops   X Men X Men
ReincarnateCommon 13covert covertView
  • KO this card. Gain a hero from the S.H.I.E.L.D. Officer stack or HQ that costs 4 or less and put it into your hand.
Burn OutCommon 242+ranged rangedView
  • You may KO this card. If you do, you gain +2attack.
Rise from the AshesUncommon63instinct instinctView
  • Gain a Hero that was KO'd this turn.
Destruction Is CreationRare84ranged rangedView
  • KO up to three cards from your hand. Draw that many cards.
Ruby Summers   X Men X Men
Guerrilla WarfareCommon 132ranged rangedView
  • When a card effect causes you to discard this card, if it is your turn, Teleport it instead. If it is not your turn, set it aside and add it to your hand at the end of this turn.
Heir to LegendsCommon 2522strength strengthView
  • To play this card, you must discard a card from your hand.
Form of Solid RubyUncommon640+strength strengthView
  • X Men: Whenever you defeat a villain or mastermind this turn, you get +2recruit.
Extinction BlastRare810ranged rangedView
  • To play this card, you must discard three cards from your hand.
Shang-Chi   Marvel Knights Marvel Knights
Shuffling FootworkCommon 132instinct instinctView
  • instinct: You may shuffle your discard pile into your deck.
Acrobatic Kung-FuCommon 242+instinct instinctView
  • Wall-Crawl
  • Patrol the Rooftops: If it's empty, you get +1attack.
Seek the Empty MindUncommon53+covert covertView
  • Patrol your discard pile: If it's empty, you get +2attack.
Muscle MemoryRare75instinct instinctView
  • Wall-Crawl
  • Any time you are shuffling your deck with this card in it, you may set this card aside and put it on top of your deck at the end of the shuffle.
Silk   Spider Friends Spider Friends
Long-Range Spider-SenseCommon 122ranged rangedView
  • Spectrum: Reveal the top card of your deck. If it costs 2 or less, draw it.
Cascading ManeuverCommon 221strength strengthView
  • Wall-Crawl
  • Spectrum: Draw a card.
Silk StalkingUncommon21covert covertView
  • Spider Friends: Reveal the top card of your deck. If it costs 0, KO it. If it costs 1 or 2, draw it.
Borrowed Cloaking DeviceRare21tech techView
  • Wall-Crawl
  • Spectrum: Reveal the top four cards of your deck. Put any combination of those cards with a total cost of 2 or less into your hand. But the rest back in any order.
Soulsword Colossus   X Men X Men
Invade the InfernoCommon 132covert covertView
  • covert: Once this turn, you may fight the top card of the Bystander Stack as if it were a 3attack Demon Villain with “Fight: KO one of your heroes.“
Steel InterceptionCommon 242strength strengthView
  • If a player would gain a Wound, you may discard this card instead. If you do, draw two cards.
Possessed by the SoulswordUncommon63+strength strengthView
  • strength: Cross-Dimensional Colossus Rampage. You get +2attack if at least one other player didn't reveal a Colossus card.
Rescue My Family from HellRare75instinct instinctView
  • X Men: You may gain an X Men Hero from the HQ or the KO pile to your hand.
Spider-Gwen   Spider Friends Spider Friends
Fateful BridgeCommon 122instinct instinctView
  • Patrol the Bridge: If it's empty, reveal the top card of your deck. If that card costs 2 or less, draw it.
Save the DayCommon 221+tech techView
  • Patrol the Rooftops: If it's empty, rescue a Bystander, and then you get +1attack for every two Bystanders in your Victory Pile.
First AdventureUncommon21+strength strengthView
  • Wall-Crawl
  • Patrol the Bank: If it's empty, you get +1attack.
  • Patrol your Victory Pile: If it's empty, you get +1attack.
Intertwining WebsRare20+covert covertView
  • Wall-Crawl
  • Reveal the top three cards of your deck, then put them back in any order. You get +1attack for each card you revealed that costs 2 or less.
Time-Traveling Jean Grey   X Men X Men
Throw Over the RailingCommon 132covert covertView
  • covert: Choose a Villain on the Rooftops or Bridge. It gets -2attack this turn.
Bridge to a Better FutureCommon 24instinct instinctView
  • Patrol the Bridge: If it's empty, then when you draw a new hand of cards at the end of this turn, draw an extra card.
TelekinesisUncommon53covert covertView
  • You may move a villain to an adjacent city space. If another Villain is already there, swap them.
Change HistoryRare75covert covertView
  • X Men: Patrol any city space: If it's empty, gain the hero in the HQ space under it. Put that hero on top of your deck.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Immortal Emperor Zheng-Zhu   (VP: 5)
Immortal Emperor Zheng-ZhuMastermind7+View
  • 7th Circle of Kung-Fu
  • Always Leads: K'un-Lun
  • Master Strike: Each player reveals a Hero that costs 7 or more, or they discard down to 3 cards.
Ultimate Kung-Fu MasteryTactic7+View
  • Fight: Each other player reveals a card with “Circle of Kung-Fu“ from their Victory Pile or gains a Wound.
Emperor's JusticeTactic7+View
  • Fight: Each other player reveals a Marvel Knights Hero or gains a Wound.
Humble the PretendersTactic7+View
  • Fight: Each other player reveals a Marvel Knights Hero or discards a card that costs less than 7.
Imperial EdictTactic7+View
  • Fight: Choose any number of Heroes from the HQ. Put them on the bottom of the Hero Deck in random order.
King Hyperion   (VP: 6)
King HyperionMastermind12View
  • Always Leads: Utopolis
  • Master Strike: King Hyperion enters the city if he was not already there. Then, he charges three spaces.
  • Escape: Each player gains a wound. Put King Hyperion on the Mastermind space.
Worshipped by MillionsTactic12View
  • Fight: If King Hyperion is in the city, put him back on the Mastermind space and shuffle this Tactic back into his Tactics. If you do, rescue six Bystanders.
Royal TreasuryTactic12View
  • Fight: If King Hyperion is in the city, put him back on the Mastermind space and shuffle this Tactic back into his Tactics. If you do, you get +5recruit.
Monarch of UtopolisTactic12View
  • Fight: If King Hyperion is in the city, put him back on the Mastermind space and shuffle this Tactic back into his Tactics. If you do, when you drew a new hand of cards at the end of this turn, draw three extra cards.
Rule with an Iron FistTactic12View
  • Fight: If King Hyperion is in the city, put him back on the Mastermind space and shuffle this Tactic back into his Tactics. If you do, you may defeat a Villain in the city for free.
Shiklah, the Demon Bride   (VP: 6)
Shiklah, the Demon BrideMastermind9View
  • Always Leads: Monster Metropolis
  • Master Strike: Reveal the top three cards of the Villain Deck. Put all the Scheme Twists you revealed on top of the Villain Deck. Put the rest on the bottom of that deck in random order.
Shiklah's Husband, DeadpoolTactic9View
  • Fight: Gain this as a Hero.
  • You get +1attack for each Hero with an odd-numbered cost you played this turn. (0 is even.)
Enslavement BeamTactic9View
  • Fight: Fateful Resurrection. If she resurrects, rescue four bystanders.
Drain LifeTactic9View
  • Fight: Fateful Resurrection. If she resurrects, defeat a Villain in the city for free.
Infernal PowerTactic9View
  • Fight: Fateful Resurrection. If she resurrects, draw two cards.
Spider-Queen   (VP: 6)
Spider-QueenMastermind8+View
  • Spider-Queen gets +1attack for each Bystander in the Escape pile.
  • Always Leads: Spider-Infected
  • Master Strike: Each player puts a Spider-Infected from their Victory Pile into an empty city space. Any player who cannot do so gains a Wound.
Sonic ScreamTactic8+View
  • Fight: Reveal the top eight cards of the Villain Deck. Put all the Bystanders you revealed into the Escape pile. Put the rest on the bottom of the Villain Deck in random orders.
Infect the Entire CityTactic8+View
  • Fight: Put a Bystander from the Bystander Deck into the Escape Pile. Then, each Spider-Infected in the city captures a Bystander.
Control Arachnid GenesTactic8+View
  • Fight: You may gain a Spider Friends Hero from the HQ.
Web the SkyscrapersTactic8+View
  • Fight: Each other player reveals a Spider Friends Hero or puts a Bystander from their Victory Pile into the Escape pile.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Deadpool's Secret Secret Wars
Deadpool55+View
  • 5th Circle of Kung-Fu
  • Fight: Fateful Resurrection
  • Escape: Deadpool ascends to become a new Mastermind. He gains the ability, “Master Strike: Each player reveals a Hero with an odd-numbered cost or gains a Wound.“ (0 is even.)
Doop22View
  • You can't fight Doop if there is a Villain in an adjacent city space.
Howard the Duck41+View
  • Ambush: Howard the Duck captures (the heart of) a Bystander.
  • 7th Circle of Quack-Fu
Pink Sphinx24View
  • Fight: Spectrum: KO one of your Heroes.
Guardians of Knowhere
Angela57View
  • Fight: Fateful Resurrection
  • Escape: Angela ascends to become a new Mastermind. She gains the ability, “Master Strike: Each player KOs a Hero from their discard pile that costs 1 or more.“
Drax the Destroyer45View
  • Fight: Reveal the top card of your deck. KO it or put it back. Fateful Resurrection.
Gamora46View
  • Ambush: Charge one space.
  • Fight: (After this goes to your Victory Pile) Patrol the Sewers: If it's empty, each other player gains a Wound.
  • Escape: Each player gains a Wound.
Groot45View
  • Fight: Fateful Resurrection. If Groot resurrects this way, then he becomes Tiny Dancing Groot with 1attack and no abilities for the rest of the turn.
Rocket Raccoon24View
  • Fight: (After this goes to your Victory Pile) Patrol the Bank: If it's empty, draw a card. If it's not empty, KO one of your Heroes.
K'un-Lun
Laughing Skull55+View
  • 5th Circle of Kung-Fu
  • Escape: Each player reveals a Hero that costs 5 or more, or they discard a card.
Rand K'ai66+View
  • 6th Circle of Kung-Fu
  • Escape: Each player reveals a Hero that costs 6 or more, or they gain a Wound.
Razor Fist33+View
  • 3rd Circle of Kung-Fu
  • Fight: For each of your Heroes that costs 3, KO one of your Heroes.
Red Sai44+View
  • 4th Circle of Kung-Fu
  • Fight: Draw a card for each of your Heroes that costs 4.
Monster Metropolis
Bug, Shiklah's Dragon34View
  • Fight: KO a card from your discard pile.
  • Fateful Resurrection
Ghost Deadpool55View
  • Fight: Fateful Resurrection. Then, Cross-Dimensional Deadpool Rampage.
  • Escape: Cross-Dimensional Deadpool Rampage.
Man-Thing45View
  • Ambush: Each Monster Metropolis Villain captures a Bystander.
  • Fight: Fateful Resurrection
Marcus Symbiote Centaur33+View
  • Ambush: Charge two spaces.
  • When in the Sewers, Rooftops or Bridge, he is in “wolf form“ and gets +3attack.
Utopolis
Doctor Spectrum46View
  • Ambush: Charge one space.
  • Fight: Spectrum: KO a card from your discard pile.
  • Escape: Each player who doesn't have Spectrum discards a card.
Nighthawk44+View
  • While in the Sewers, Rooftops or Bridge, Nighthawk gains +4attack.
  • Escape: Nighthawk becomes a Scheme Twist that takes effect immediately.
Warrior Woman68View
  • Ambush: Charge one space.
  • Escape: Warrior Woman ascends to become a new Mastermind. She gains the ability, “Master Strike: Patrol the Bank: If there's a Villain there, each player discards a card with a recruit icon.“
Whizzer35View
  • Ambush: Charge three spaces.
  • Fight: (After this goes to your Victory Pile) Patrol the Bridge: If there's a Villain there, each other player gains a Wound.
  • Escape: Each player gains a Wound.
X-Men '92
'92 Beast5View
  • Ambush: Charge one space.
  • Fight: Gain this as a Hero.
  • tech: Draw a card.
'92 Jubilee4View
  • Fight: Gain this as a Hero.
  • Spectrum: You get +2attack.
'92 Professor X68+View
  • Escape: '92 Professor X ascends to become a new Mastermind. He gains the ability, “Master Strike: Stack the two Heroes from the HQ with the highest cost next to '92 Professor X. He gets +1attack for each Hero stacked there. Players can recruit the top card of the stack.“
'92 Wolverine7View
  • Fight: Gain this as a Hero.
  • Escape: Cross-Dimensional Wolverine Rampage
  • instinct: Draw two cards.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Khonshu GuardiansView
Magma MenView
Spider-InfectedView

Bystanders

BystanderVP VPImageAbilities
Alligator Trapper1View
  • When you rescue this Bystander, Patrol the Sewers: If it's empty, you get +2recruit.
Shapeshifted Copycat1View
  • When you rescue this Bystander, this card becomes a Villain with 3attack and enters the city. It gains the ability: “Fight: KO one of your Heroes.“
Undercover Agent1View
  • When you rescue this Bystander, a player of your choice gains a S.H.I.E.L.D. Officer.

Schemes

Scheme NameImageRules
Deadlands Hordes Charge the WallView
  • Setup: 8 Twists. Add an extra Villain Group.
  • Twist: Each Villain simultaneously charges two spaces. Play another card from the Villain Deck.
  • Evil Wins: When the number of escaped Villains equals the number of players plus 6.
Enthrone the Barons of BattleworldView
  • Setup: 8 Twists.
  • Twists 1-7: The Villain in the city or Escape Pile with the highest printed attack ascends to become a new Mastermind. It gets +2attack. It gains the ability “Master Strike: Each Player discards a card with cost equal to this Mastermind's printed piercing.“ (Keep them separate from any Villains who ascend through Escape effects.)
  • Twist 8: The Villain in each player's Victory Pile with the highest printed attack ascends the same way.
  • Evil Wins: When there are 6 Masterminds.
Fountain of Eternal Life, TheView
  • Setup: 8 Twists. (1 player: 4 Twists.)
  • Special Rules: All Villains and Mastermind Tactics have “Fight: Fateful Resurrection.“
  • Twist: A Villain from your Victory Pile enters the Sewers. Put this Twist on the bottom of the Villain Deck.
  • Evil Wins: When the number of escaped Villains is 3 times the number of players.
God-Emperor of Battleworld, TheView
  • Setup: 8 Twists.
  • Twist 1:This Scheme ascends to becomes a new 9attack “God-Emperor“ Mastermind worth 9piercing. It has “Master Strike: Each player with exactly six cards in hand reveals a techHero or puts two cards from their hand on top of their deck.“
  • Twist 2-6: Stack this Twist next to the Scheme. The God-Emperor gets another +2attack.
  • Twist 7: If the God-Emperor lives, it KOs all other Masterminds.
  • Twist 8: Evil wins! (If any Mastermind still lives.)
Mark of Khonshu, TheView
  • Setup: 10 Twists. Always include Khonshu Guardians. Add all fourteen cards for an extra Hero to the Villain Deck.
  • Special Rules: Heroes in the Villain Deck are “Khonshu Guardian“ Villains with attack equal to their printed cost. While in the Sewers, Rooftops, or Bridge, they are in “wolf form“ and have double their attack. When you defeat one, gain it as a Hero.
  • Twist: Play two cards from the Villain Deck.
  • Evil Wins: When 7 Khonshu Guardians escape (includes both Villain and Henchman).
Master the Mysteries of Kung-FuView
  • Setup: 8 Twists.
  • Twist: Stack this Twist next to the Scheme.
  • Special Rules: Villains and the Mastermind have the Circle of Kung-Fu matching the number of Twists stacked here.
  • Evil Wins: When the number of escaped Villains is double the number of players.
Secret WarsView
  • Setup: 8 Twists.
  • Twists 1-3: Add another random Mastermind to the game with one Tactic.
  • Twist 8: Evil wins!
Sinister AmbitionsView
  • Setup: 6 Twists. Add 10 random Ambition cards to the Villain Deck.
  • Special Rules: Ambition cards are Villains with their printed attack. Add +1attack for each Twist stacked next to the Scheme. They are worth 4piercing. Whenever an Ambition Villain escapes, do its Ambition effect.
  • Twist 1-5: Stack this Twist next to the Scheme. Play another card from the Villain Deck.
  • Twist 6: Each Ambition Villain in the city escapes.
  • Evil Wins: When 4 Ambition Villains escape.

Legendary Set 11 (CA75) Captain America 75th

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Agent X-13   Shield Shield
Sniper SquadCommon 1311ranged rangedView
  • ShieldShieldShieldShield: Woman Out of Time
Paramilitary OpsCommon 242+tech techView
  • You get +1attack for each other Shield Hero you played this turn that costs 1 or more.
Spy NetworkUncommon40+covert covertView
  • Choose one: Gain a S.H.I.E.L.D. Officer, or you get +2attack.
  • covert: Woman Out of Time
Mobilize for WarRare74+instinct instinctView
  • KO up to two Shield Heroes from your hand and/or discard pile.
  • Savior: For each card KO'd this way, you get +1attack.
Captain America (Falcon)   Avengers Avengers
Aerial CatchCommon 132instinct instinctView
  • instinct: Rescue a Bystander.
Winged SalvationCommon 242+ranged rangedView
  • Savior: You get +2attack.
Flying Shield BlockUncommon64tech techView
  • Once per turn, if a player would gain a Wound, you may reveal this card and rescue a Bystander instead.
Star-Spangled HeroRare70+0+covert covertView
  • You get +2attack for each Hero Class you have.
  • Savior: You get +2recruit for each Hero Class you have.
Captain America 1941   Avengers Avengers
Devoted PatriotCommon 13strength strengthView
  • Draw a card.
  • strength: Man Out of Time
Storm the BeachheadCommon 250+tech techView
  • You get +1attack for each Hero class you have.
  • Man Out of Time
Liberate the PrisonersUncommon63covert covertView
  • Avengers: Rescue a Bystander.
  • Savior: Draw a Card.
Punch Evil in the FaceRare85instinct instinctView
  • Savior: Man Out of Time
Steve Rogers, Director of S.H.I.E.L.D.   Shield Shield
International Strike ForceCommon 130+0+strength strengthView
  • You get +1recruit for each Hero Class you have.
  • Savior: You get +1attack for each Hero Class you have.
Reassign to Civilian DutyCommon 252instinct instinctView
  • ShieldShieldShield: You may KO a Shield Hero that you played this turn. If you do, rescue a Bystander.
Shadow of Wars PastUncommon42covert covertView
  • Savior: Man Out of Time
Save the WorldRare84+tech techView
  • Rescue a Bystander.
  • Savior: You get +3attack.
Winter Soldier   Unaffiliated
Bionic ArmCommon 132strength strengthView
  • tech: Man Out of Time
Sniper NestCommon 241tech techView
  • Draw a card.
  • tech: Man Out of Time
KGB TrainingUncommon53+covert covertView
  • If you played at least 7 other cards this turn you get +2attack.
2>4Rare74tech techView
  • A Hero in your hand gains Man Out of Time this turn.
  • tech: Another Hero in your hand gains Man Out of Time this turn.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Arnim Zola   (VP: 6)
Arnim ZolaMastermind6+View
  • Ultimate Abomination
  • Always Leads: Zola's Creations
  • Master Strike: For each Hero in the HQ that has less than 2 printed attack, put that Hero on the bottom of the Hero Deck, and each player discards a card of that Hero's cost.
Dominate the WeakTactic6View
  • Fight: The player of your choice gains a Hero from the HQ that has less than 2 printed attack.
Computer-Uploaded GeniusTactic6View
  • Fight: Each other player reveals a tech Hero or discards a card.
Pet ProjectsTactic6View
  • Fight: Each other player reveals a Zola's Creations Villain from their Victory Pile or gains a Wound.
Crush Pacifist ResistanceTactic6View
  • Fight: KO up to two of your Heroes that have less than 2 printed attack.
Baron Heinrich Zemo   (VP: 6)
Baron Heinrich ZemoMastermind9+View
  • Whenever you fight a Villain, you may use 2recruit to rescue a Bystander. Baron Zemo gets +9attack unless you are a Savior.
  • Always Leads: Masters of Evil (WWII)
  • Master Strike: Each player KOs a Bystander from their Victory Pile. Any player who cannot do so gains a Wound.
Fallen IdolsTactic9View
  • Fight: Each other player that is not a Savior discards a card.
Finding ZemoTactic9View
  • Fight: Reveal the top five cards of the Villain Deck. If you revealed any Bystanders, KO them and each other player gains a Wound. Put the rest back in random order.
Hatred for the AvengersTactic9View
  • Fight: For each of your Avengers Heroes, rescue a Bystander.
Prisoners of WarTactic9View
  • Fight: Each other player reveals an Avengers Hero or chooses a Bystander from their Victory Pile, and you rescue that Bystander.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Zola's Creations
Captain Zolandia56+View
  • Abomination
  • Fight: You get +1recruit for each Hero Class you have.
Doughboy34+View
  • Abomination
  • Fight: KO one of your Heroes.
Man-Fish45+View
  • Abomination
  • Fight: If you fought Man-Fish in the Sewers or Bridge, then each other player gains a Wound.
  • Escape: Each player gains a Wound.
Primus33View
  • To fight Primus, you must also discard a card that costs 2, 3, 5, or 7.
  • Escape: each player discards a Hero that costs 2, 3, 5, or 7.
Masters of Evil (WWII)
Black Knight24View
  • Ambush: Black Knight captures a Bystander.
  • Fight: Savior: KO one of your Heroes.
Executioner46View
  • Ambush: Executioner captures a Bystander.
  • Fight: Savior: Draw a card.
  • Escape: KO a Bystander from each player's Victory Pile.
Melter (WWII)35View
  • Ambush: Melter captures a Bystander.
  • Fight: Savior: Each player reveals the top card of their deck. For each card, you choose to KO it or put it back.
Radioactive Man35View
  • Ambush: Radioactive Man captures a Bystander.
  • Fight: Each player who is not a Savior gains a Wound.
  • Escape: Same effect.

Schemes

Scheme NameImageRules
Brainwash the MilitaryView
  • Setup: 7 Twists. Add 12 S.H.I.E.L.D. Officers to the Villain Deck.
  • Special Rules: S.H.I.E.L.D. Officers in the Villain Deck are Villains. Their attack is 3 plus the number of Twists stacked next to this Scheme. When you defeat a S.H.I.E.L.D. Officer, gain it as a Hero.
  • Twist 1-6: Stack this Twists next to the Scheme as a “Traitor Battalion.“ Play another card from the Villain Deck.
  • Twist 7: All S.H.I.E.L.D. Officers in the city escape.
  • Evil Wins: When 5 S.H.I.E.L.D. Officers escape.
Change the Outcome of WWIIView
  • Setup: 7 Twists. Add an extra Villain Group.
  • Twist: The Axis invades a new country. Put all Villains and Bystanders from the city on the bottom of the Villain Deck. The number of city spaces changes. Play 2 cards from the Villain Deck. If any Villains escape this country, stack a Twist next to the scheme as a “conquered capital.“
  • Twist 1: Poland: 4 spaces.
  • Twist 2: France: 3 spaces.
  • Twist 3: USSR: 6 spaces.
  • Twist 4: England: 3 spaces.
  • Twist 5: USA: 5 spaces.
  • Twist 6: Australia: 2 spaces.
  • Twist 7: Switzerland: 1 space.
  • Evil Wins: When 3 capitals are conquered.
Go Back in Time to Slay Heroes' AncestorsView
  • Setup: 9 Twists. 8 Heroes in Hero deck.
  • Twist: Put a Hero form the HQ next to the Scheme, “Purged from the Timestream.“
  • Special Rules: Whenever a Hero is in the HQ whose Hero Name has been Purged from the Timestream, KO that Hero.
  • Evil Wins: When the Hero Deck runs out.
Unbreakable Enigma Code, TheView
  • Setup: 6 Twists.
  • Twists 1-5: Put a card from the Hero Deck face down next to the scheme as part of the “Enigma Code.“ Mix up those cards face-down.
  • Twist 6: Evil Wins!
  • Special Rules: Whenever you fight a Villain, you may pay 1recruit to look at one of the face-down Enigma Cards. When you fight the Mastermind, first guess the color of each Enigma card, and then reveal them. If you guessed them right, fight the Mastermind as normal. If not, your turn ends, and mix up the Enigma cards face-down.

Legendary Set 12 (CVWR) Civil War

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Captain America, Secret Avenger   Avengers Avengers
Bold LeadershipCommon 120+covert covertView
  • You get +1recruit for each Hero Class you have.
Inspire a NationCommon 23strength strengthView
  • Gain a Sidekick.
Inspire a ManCommon 332instinct instinctView
Secret Avengers Assemble!Uncommon52+tech techView
  • You get +1attack for each Sidekick and other Avengers Hero you played this turn.
Freedom Never DiesRare75ranged rangedView
  • Whenever you play a Sidekick or another Avengers Hero this turn set that card aside. At the end of your turn, put those cards on the bottom of your deck in random order before you draw your new hand.
Cloak & Dagger   Avengers Avengers
AboveCommon 132covert covertView
BelowCommon 230+ranged rangedView
  • You get +3recruit usable only to recruit Heroes in the HQ space under the Sewers.
FleeCommon 342+covert covertView
  • Phasing
  • covert: You get +1recruit.
FightCommon 442+ranged rangedView
  • Phasing
  • ranged You get +1attack.
DarknessUncommon63covert covertView
  • covert: Reveal the top card of your deck. If it costs 0, KO it.
LightUncommon 263ranged rangedView
  • ranged: Reveal the top card of your deck. If it costs 1 or more, draw it.
PenumbraRare74ranged rangedView
  • Whenever you play a Divided Card card this turn, play both sides as if they were two different cards.
Daredevil   Avengers Avengers
Dual ExistenceCommon 12instinct instinctView
  • Look at the top two cards of your deck. Draw one and put the other back.
Roundhouse Side KickCommon 242covert covertView
  • Choose a number, then reveal the top card of your deck. If that card is that cost, gain a Sidekick.
Hidden IdentityUncommon63instinct instinctView
  • The next Hero you recruit this turn goes on top of your deck.
Revealed IdentityUncommon 260+strength strengthView
  • You get +1attack for each different cost of Hero you have.
Master of Martial ArtsRare84+covert covertView
  • Avengers: Discard the top two cards of your deck. If they have different costs, you get +2attack, then repeat this process.
Falcon   Avengers Avengers
Rapid ReinforcementsCommon 132+tech techView
  • Put a Hero from the HQ on the bottom of the Hero Deck.
  • tech: If that Hero had a recruit icon, you get +1recruit.
Talk with BirdsCommon 242ranged rangedView
  • ranged: Gain a Sidekick.
Squawk BackCommon 34instinct instinctView
  • Look at the top three cards of your deck. Draw one. Put the rest back in any order.
Scout the BattlefieldUncommon60+ranged rangedView
  • You get +1attack for each card in the HQ with an attack icon.
Fly in a FriendRare74+instinct instinctView
  • Avengers: You get +attack equal to the printed attack of a Hero in the HQ.
Goliath   Avengers Avengers
Brilliant BiochemistCommon 142tech techView
  • Size-Changing: tech
Massive WarriorCommon 242strength strengthView
  • Size-Changing: strength
Growth IndustryCommon 352tech techView
  • Size-Changing: tech
  • tech: Draw a card.
Being Big is BestUncommon63+strength strengthView
  • Size-Changing: strength
  • You get +1attack for each other card you played this turn that costs 4 or more.
Enormous ImplicationsRare80+strength strengthView
  • Size-Changing: strength
  • You get +attack equal to the cost of another card you played this turn.
Hercules   Avengers Avengers
Manly DullardCommon 133strength strengthView
  • To play this, you must discard a card from your hand.
Boy GeniusCommon 23tech techView
  • Draw a card.
Crowd FavoriteCommon 342instinct instinctView
  • instinct: Whenever you defeat a Villain this turn, rescue a Bystander.
Prince of PowerUncommon53strength strengthView
  • strength: Reveal the top card of your deck. If it costs 0, KO it.
Son of ZeusRare70+0+strength strengthView
  • Rescue a Bystander. Then, you get +1attack for each Bystander in your Victory Pile.
  • Avengers: You get +1recruit for each Bystander in your Victory Pile.
Hulkling   Avengers Avengers
Half-KreeCommon 143strength strengthView
  • Size-Changing: strength
  • Gain a Wound.
Half-SkrullCommon 242covert covertView
  • Size-Changing: covert
Cellular RegenerationCommon 352+strength strengthView
  • Size-Changing: strength
  • You may KO a Wound from your hand or discard pile. If you do, you get +1attack.
ImpersonateUncommon6covert covertView
  • Size-Changing: covert
  • Play this card as a copy of another Hero you played this turn. This card is both covert and the class and color you copy.
Enormous ShapeshifterRare84+covert covertView
  • Size-Changing: covert
  • covert: You get +4attack.
Luke Cage   Avengers Avengers
CautiousCommon 132strength strengthView
RecklessCommon 233instinct instinctView
  • Gain a Wound.
Take a Bullet for the TeamCommon 3411strength strengthView
  • If any player would gain a Wound, you may discard this card instead. If you do, draw two cards.
Sweet ChristmasUncommon53instinct instinctView
  • instinct: Look at the top three cards of your deck. Discard them all or put them back in any order.
Unbreakable SkinRare86strength strengthView
  • Avengers: Fortify the Wound Stack. While it's fortified, players can't gain Wounds. At the beginning of your next turn, put this card in your discard pile.
Patriot   Avengers Avengers
New Generation of HeroesCommon 120+strength strengthView
  • You get +1recruit for each Hero Name among your non-Shield Heroes.
Intuitive TacticianCommon 230+instinct instinctView
  • You get +1attack for each Hero Name among your non-Shield Heroes.
Incredible EffortUncommon51+covert covertView
  • covert: You get +3attack.
EffortlessUncommon 253tech techView
Lead the Young AvengersRare83tech techView
  • Reveal the top three cards of your deck. If you revealed at least three different Hero Names this way, draw those three cards. Otherwise, put them back in any order.
Peter Parker   Avengers Avengers
Conflicted LoyaltiesCommon 1211tech techView
  • tech: Reveal the top card of your deck. If it costs 2 or less, draw it.
Spider-Man UnmaskedCommon 221instinct instinctView
  • Gain a Sidekick.
  • instinct: Put that Sidekick on top of your deck.
Protect My FamilyUncommon21tech techView
  • Rescue a Bystander.
Hot Bowl of SoupUncommon 221instinct instinctView
  • You may KO a Wound from your hand or discard pile.
Reluctant CelebrityRare22+instinct instinctView
  • instinct: You get +1attack for each extra card you've drawn this turn.
Speedball   New Warriors New Warriors
Reckless Rescue AttemptCommon 132ranged rangedView
  • ranged: Reveal the top card of the Villain Deck. If it's a Villain, rescue a Bystander. Otherwise, KO a Bystander from the Bystander Deck.
Bounce AroundCommon 242+covert covertView
  • covert: If there are any Bystanders in the city or KO pile, you get +2attack.
Double DownUncommon5ranged rangedView
  • Draw two cards.
Bubble UpUncommon 250+covert covertView
  • You get +3attack usable only against Villains on the Bridge or against the Mastermind.
Kinetic Force FieldRare75ranged rangedView
  • If a Master Strike would occur, you may reveal this card to KO that Master Strike, cancel its effects, and draw a card.
Stature   Avengers Avengers
Shrink to NothingCommon 120+tech techView
  • Size-Changing: tech
  • Draw a card.
  • tech: You get +1attack.
Crush AntsCommon 252strength strengthView
  • Size-Changing: strength
  • strength: Defeat a Villain that has 3attack or less.
Crush File SizesCommon 352tech techView
  • Size-Changing: tech
  • tech: Draw a card.
Growing ConfidenceUncommon62+strength strengthView
  • Size-Changing: strength
  • strength: You get +1attack for each Villain in your Victory Pile that has a printed attack 3 or less.
Trample the TinyRare85strength strengthView
  • Size-Changing: strength
  • strength: Defeat each Villain that has 4 attack or less.
Storm & Black Panther   X Men X Men
Gathering Rain CloudsCommon 121ranged rangedView
  • ranged: Draw a card.
Gathering CluesCommon 221instinct instinctView
  • instinct: Draw a card.
Lightning StrikeCommon 332ranged rangedView
  • Any Villain you fight on the Rooftops this turn gets -1attack.
Pouncing StrikeCommon 432instinct instinctView
  • You may move a Villain to an adjacent empty city space.
Tsunami of WaterUncommon53ranged rangedView
  • ranged: You get +2attack usable only against the Mastermind.
Tsunami of JusticeUncommon 253covert covertView
  • covert: You may KO a card from your hand or discard pile.
King & Queen of WakandaRare75tech techView
  • Reveal any number of multi-class cards from your hand. Gain that many Sidekicks.
Tigra   Avengers Avengers
FriendshipCommon 121covert covertView
  • covert: Gain a Sidekick.
FerocityCommon 221instinct instinctView
  • instinct: Draw a card.
Supernatural SensesCommon 332instinct instinctView
  • Look at the top card of your deck. Discard it or put it back.
  • instinctinstinct: You may KO the card you discarded this way.
Can't Surprise a CatUncommon52covert covertView
  • If an Ambush effect would occur, you may discard this card to cancel that effect and draw two cards.
Mystic TalismanRare70+0+covert covertView
  • Recruit a Hero from the HQ for free.
  • Avengers: You get that Hero's printed recruit and attack.
Vision   Avengers Avengers
Solar EnergyCommon 131+ranged rangedView
  • Phasing
  • ranged: You get +2attack.
Through Solid ObjectsCommon 242tech techView
  • Phasing
  • Choose a Hero Class. Reveal the top card of your deck. If it's the Hero Class you named, then draw it.
Lighter than AirUncommon63ranged rangedView
  • Size-Changing: ranged
  • Phasing
Harder than DiamondUncommon 263tech techView
  • Size-Changing: tech
  • Phasing
Insubstantial AccomplishmentsRare74tech techView
  • Phasing
  • When you play this, you may swap a card from your hand with the top two cards of your deck.
Wiccan   Avengers Avengers
Sorcerous IllusionsCommon 121+covert covertView
  • Phasing
  • covert: You get +2recruit.
Astral ProjectionCommon 242+ranged rangedView
  • Phasing
  • Choose a number, and then reveal the top card of your deck. If that card is that cost, then you get +1attack.
Supersonic SpellsUncommon42ranged rangedView
  • ranged: Draw a card.
Supersonic SpeedUncommon 24covert covertView
  • Draw a card.
  • covert: Draw another card.
ClairvoyanceRare73ranged rangedView
  • Choose a number, and then reveal the top card of your deck. If that card is that cost, draw it and draw another card.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Authoritarian Iron Man   (VP: 6)
Authoritarian Iron ManMastermind12View
  • Always Leads: Superhuman Registration Act
  • Master Strike: Authoritarian Iron Man fortifies the next city space to his right, starting with the Bridge. You can't fight him while there's a Villain in that space. Villains in that space get +3attack.
Armada of ArmorsTactic12View
  • Fight: You get +6recruit usable only to recruit ranged and/or tech Heroes.
Freeze Domestic AssetsTactic12View
  • Fight: Each other player reveals their hand and discards all their cards with recruit icons.
Man the FortificationsTactic12View
  • Fight: Reveal the top card of the Villain Deck. If it's a Villain, it enters the city space that Authoritarian Iron Man is fortifying.
Recall to ServiceTactic12View
  • Fight: The Villain with the highest printed attack in the Escape Pile enters the city space that Authoritarian Iron Man is fortifying.
Baron Helmut Zemo   (VP: 6)
Baron Helmut ZemoMastermind16*View
  • Baron Zemo gets -1attack for each Villain in your Victory Pile.
  • Always Leads: Thunderbolts
  • Master Strike: Each player KOs a Villain from their Victory Pile. Any player who cannot do so gains a Wound.
Blasted Henchmen!Tactic16View
  • Fight: Each other player reveals a tech Hero or KOs a Villain from their Victory Pile.
Cursed DynastyTactic16View
  • Fight: When you draw a new hand of cards at the end of this turn, draw two extra cards.
Endless MinionsTactic16View
  • Fight: Each other player reveals a tech Hero or chooses a Villain from their Victory Pile and it enters the city.
Revenge for My FatherTactic16View
  • Fight: Each other player reveals their hand. Each player who revealed an Avengers Hero gains a Wound.
Maria Hill, Director of S.H.I.E.L.D.   (VP: 6)
Maria Hill, Director of S.H.I.E.L.D.Mastermind7*View
  • Double S.H.I.E.L.D. Clearance. You can't fight Maria Hill while there are any S.H.I.E.L.D. Elite or Officers in the city.
  • Always Leads: S.H.I.E.L.D. Elite
  • Master Strike: Two S.H.I.E.L.D. Officers enter the city as 3attack Villains. When you fight them, gain them as Heroes.
Crash the HelicarrierTactic7View
  • Fight: KO any number of your Shield Heroes.
Declare Martial LawTactic7View
  • Fight: Put a S.H.I.E.L.D. Officer into each empty city space as 3attack Villains. When you fight them, gain them as Heroes.
Evacuation Code EpsilonTactic7View
  • Fight: Each other player reveals their hand and discards a Shield card.
Rapid Response TeamTactic7View
  • Fight: Two S.H.I.E.L.D. Officers enter the city as 3attack Villains. When you fight them, gain them as Heroes.
Misty Knight   (VP: 6)
Misty KnightMastermind14*View
  • Bribe
  • Always Leads: Heroes for Hire
  • Master Strike: Each player reveals 4 cards with recruit icons or gains a Wound.
Bionic Repulsor FieldTactic14View
  • Fight: Each other player reveals a Marvel Knights Hero or puts two cards from their hand on top of the deck.
Cyborg DetectiveTactic14View
  • Fight: Reveal the top three cards of the Villain Deck. Put them back in any order.
Trusted BodyguardTactic14View
  • Fight: Going clockwise, the first other player with Colleen Wing in their Victory Pile rescues 5 Bystanders and returns Colleen Wing to play fortifying Misty Knight.
Vibranium Cyber ArmTactic14View
  • Fight: Each other player reveals a Marvel Knights Hero or gains a Wound.
Ragnarok   (VP: 6)
RagnarokMastermind6+View
  • Ragnarok gets +2attack for each Hero Class among Heroes in the HQ.
  • Always Leads: Registration Enforcers
  • Master Strike: Each player says “zero“ or “not zero.“ Then, each player discards all their cards with that cost.
Electrical ChargeTactic6View
  • Fight: Count how many ranged Heroes you have. Draw that many cards.
God of Cyborg ThunderTactic6View
  • Fight: You can spend recruit as attack this turn.
Hammer GoliathTactic6View
  • Fight: KO each Hero from the HQ that costs 7 or more.
Unnatural Storm CloudsTactic6View
  • Fight: Put all Heroes from the HQ on the bottom of the Hero Deck in random order.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
CSA Special Marshals
Bullseye46View
  • Fight: KO one of your heroes with a recruit icon.
  • Escape: Each player KOs one of their Heroes that has printed attack of 2 or more.
Moonstone24View
  • Fight: Each other player discards two cards, and then draws a card.
Penance32+View
  • Penance gets +1attack for each Villain in your Victory Pile.
Venom47View
  • Size-Changing: covert
  • Escape: Fortify the Bystander Stack. While it's fortified, if a Bystander would be rescued from there, KO that Bystander instead.
Great Lakes Avengers
Big Bertha47View
  • Size-Changing: strength
  • Fight: Each player reveals a strength Hero or gains a Wound.
  • Escape: Same effect.
Flatman25View
  • Size-Changing: covert
  • Fight: KO a card from your discard pile.
Mr. Immortal22View
  • Fight: Reveal the top card of the Villain Deck. If it's a Villain or Bystander, Mr. Immortal reenters the Sewers.
Squirrel Girl23View
  • You can't fight Squirrel Girl if you played more than one card this turn.
  • Escape: Fortify the Sidekick Stack. While it's fortified, Sidekicks can't be recruited or gained.
Heroes for Hire
Colleen Wing59View
  • Bribe
  • Escape: Fortify the Mastermind. While it's fortified, the Mastermind can't be fought.
Humbug35View
  • Bribe
  • Fight: KO one of your Heroes.
Shang-Chi23View
  • Bribe
  • Fight: If you have any cards in your discard pile, then shuffle them into your deck, and Shang-Chi reenters the Sewers.
Tarantula57View
  • Bribe
  • Fight: Each player discards two cards or gains a Wound.
  • Escape: Same effect.
Registration Enforcers
Blade24View
  • Fight: If you fight Blade in the Sewers or Rooftops, you get +2recruit.
Captain Marvel46View
  • Fight: Each player swaps a card from their hand with the top card of their deck.
  • Escape: Each player swaps their hand with the top four cards of their deck.
Deadpool55View
  • Ambush: Each player reveals a card that costs 5 or discards down to 5 cards.
  • Fight: Same effect.
  • Escape: Same effect.
Micromax36View
  • Size-Changing: instinct
  • Fight: KO one of your Heroes.
S.H.I.E.L.D. Elite
Agent Eric Marshall21View
  • S.H.I.E.L.D. Clearance
  • Ambush: A S.H.I.E.L.D. Officer enters the city as a 3attack Villain. When you fight it, gain it as a Hero.
Agent Gabe Jones22View
  • S.H.I.E.L.D. Clearance
  • Fight: A S.H.I.E.L.D. Officer enters the city as a 3attack Villain. When you fight it, gain it as a Hero.
Dum Dum Dugan34View
  • S.H.I.E.L.D. Clearance
  • Fight: Each player with no S.H.I.E.L.D. Officers in their discard pile gains a Wound.
  • Escape: Same effect.
Sharon Carter, Agent 1356View
  • S.H.I.E.L.D. Clearance
  • Escape: Fortify the S.H.I.E.L.D. Officer stack. While it's fortified, whenever any number of S.H.I.E.L.D. Officers become Villains, an extra one becomes a Villain.
Superhuman Registration Act
Iron Spider32View
  • Ambush: Fortify your deck. While Iron Spider fortifies a players deck, that player draws one fewer card at the end of their turn.
  • Fight: Reveal the top card of the Villain Deck. If that card is worth 2VP or less, Iron Spider fortifies the deck of the player on your left.
Ms. Marvel35View
  • Escape: Fortify an HQ space. While its fortified, Heroes can't be gained from that space.
She-Hulk58View
  • Size-Changing: strength
  • Escape: Fortify the Villain deck. When a Master Strike is completed from that deck, each player gains a Wound and She-Hulk enters the Sewers.
Yellowjacket47View
  • Size-Changing: tech
  • Escape: Fortify the Hero Deck. While it's fortified, whenever a Hero in the HQ costs 7 or more, KO that Hero.
Thunderbolts
Fixer24View
  • Fight: Look at the top three cards of your deck. KO one and put the rest back in any order.
Mach-IV35View
  • Fight: Each player reveals a tech Hero or gains a Wound.
  • Escape: Same effect.
Radioactive Man46View
  • Escape: Fortify the Wound Stack. While it's fortified, whenever a player gains a Wound, that player gains an extra Wound.
Songbird35View
  • Fight: Each player without another Thunderbolts Villain in their Victory Pile gains a Wound.
  • Escape: Same effect.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
MandroidView
Cape-KillersView

Bystanders

BystanderVP VPImageAbilities
Aspiring Hero1View
  • When you rescue this Bystander, gain a Sidekick.
Comic Shop Keeper1View
  • When you rescue this Bystander, reveal the top three cards of the Hero Deck. The player of your choice gains one of them that costs 3 or less. Put the rest back in any order.

Schemes

Scheme NameImageRules
Avengers vs. X-MenView
  • Setup: 9 Twists. Hero Deck has 3 Heroes of one Team and 3 Heroes of another Team. (Avengers,X Men,Spider Friends,Marvel Knights, etc.)
  • Twist 1-7: Each player reveals their hand. Each player that has cards of both those teams gains a Wound.
  • Twist 8: Evil wins!
Dark Reign of H.A.M.M.E.R. OfficersView
  • Setup: 7 Twists.
  • Twist: Stack this Twist next to the Scheme. Then, for each Twist in that stack, put a S.H.I.E.L.D. Officer next to the Mastermind as a 3attack Villain with S.H.I.E.L.D. Clearance. You can fight them to gain them as Heroes.
  • Evil Wins: When there are 7 Officers next to the Mastermind.
Epic Super Hero Civil WarView
  • Setup: 1 player: 4 Heroes in Hero Deck. 1-3 players: 9 Twists. 4-5 players: 6 Twists.
  • Twist: Stack this Twist next to the Scheme. Then, for each Twist in that stack, KO a Hero from the HQ and immediately refill that HQ space.
  • Evil Wins: When the Hero Deck runs out.
Imprison Unregistered SuperhumansView
  • Setup: 11 Twists.
  • Twist 1, 3, 5, 7, 9: This Scheme fortifies the city space to its right starting with the Bridge. Villains in that space get +1attack.
  • Other Twists: If there's a Villain in that fortified city space, KO a Bystander.
  • Evil Wins: When 3 Bystanders are in the KO pile and/or Escape Pile.
Nitro the Supervillain Threatens CrowdsView
  • Setup: 8 Twists.
  • Twist: KO all Bystanders held by Villains. Then, the Villain with the highest attack captures 3 Bystanders.
  • Evil Wins: When 15 Bystanders are in the KO pile and/or Escape Pile.
Predict Future CrimeView
  • Setup: 6 Twists. Add an extra Villain Group.
  • Twist: Reveal the top 3 cards of the Villain Deck. Play each Villain you revealed. Put the rest back in any order.
  • Evil Wins: When there are 2 Villains per player in the Escape Pile.
Reveal Heroes' Secret IdentitiesView
  • Setup: 6 Twists. 7 Heroes in Hero Deck.
  • Twist: Put a Hero from the HQ next to the Scheme as an “Unmasked“ Hero. All cards with “Unmasked“ Hero Names cost +1recruit to recruit. You can't Unmask a Hero Name that has already been Unmasked.
  • Evil Wins: When 5 Heroes are Unmasked.
United States Split by Civil WarView
  • Setup: 10 Twists.
  • Twist: If there is a Villain on the Streets or Bridge, put this Twist in a stack of “Western States Victories.“ Otherwise, if there is a Villain in the Sewers, put this Twist in a stack of “Eastern States Victories.“
  • Evil Wins: When there are 3 Western Victories or 3 Eastern Victories.

Legendary Set 13 (DEAD) Deadpool

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Bob, Agent of HYDRA   Hydra Hydra
Bullets Flying, Bob HidingCommon 13covert covertView
  • Excessive Violence: Draw a card.
HYDRA Half-WitCommon 22tech techView
  • Reveal the top card of your deck. If it's Hydra or Shield, draw it.
How Do I Get Out of Here??Uncommon64covert covertView
  • covert: Look at the top card of another player's deck. Ask them a yes or no question about it. If they guess right, then they draw that card. If not, then you draw a card.
Epic Middle ManagerRare85covert covertView
  • Excessive Violence: KO up to two Hydra and/or Shield Heroes from your discard pile. Draw a card for each Hero KO'd this way.
Deadpool   Mercs For Money Mercs For Money
Nighttime Is the Right TimeCommon 130+0+tech techView
  • If it's between 8 p.m. and midnight, you get +2attack. Otherwise, you get +2recruit.
  • tech: Screw it, just take both!
It'll Grow BackCommon 242½+instinct instinctView
  • If you have a Wound in your hand or discard pile, KO it and you get +1attack. Otherwise, gain a Wound. These days, getting wounded mostly just pisses me off.
Running CommentaryUncommon53½+covert covertView
  • You get +1/2attack for each other card with flavor text you played this turn. Now maybe you'll stop telling me to shut up.
Deadpool Rage!Rare75strength strengthView
  • Excessive Violence: Take another turn after this one. But don't use this ability more than once per game — trilogies are stupid.
Slapstick   Mercs For Money Mercs For Money
Napoleon ComplexCommon 142+ranged rangedView
  • ranged: If any other players are taller than you, draw a card. If any other players are shorter than you, you get +1recruit. If both, get both!
Saturday Morning HarpoonsCommon 23ranged rangedView
  • Excessive Violence: Rescue a Bystander.
Surprise ChainsawUncommon6strength strengthView
  • Excessive Violence: When you have a new hand of cards at the end of this turn, draw an extra card.
Electroplasmic InsanityRare85ranged rangedView
  • Excessive Violence: Recruit a Hero from the HQ for free. Then, you may shuffle your discard pile into your deck.
Solo   Mercs For Money Mercs For Money
Half-CockedCommon 12tech techView
Merc's Gotta Get PaidCommon 230+instinct instinctView
  • Excessive Violence: You get +1recruit.
Guns on My GunsUncommon5tech techView
  • tech: Does the top card of your deck have a gun in the art? If so, draw that gun!
Cut in HalfRare7instinct instinctView
  • Choose a Villain. Cut its attack in half this turn.
  • Mercs For Money: Cut the Mastermind's attack in half for one fight this turn.
Stingray   Mercs For Money Mercs For Money
Deck Chairs on the TitanicCommon 14tech techView
  • Draw a card.
  • You may move a Villain to an adjacent city space. If another Villain is already there, swap them.
Superpowered SwimsuitCommon 22½+tech techView
  • Draw a card.
  • tech: You get +2attack, usable only against Villains in the Sewers or Bridge or the Mastermind.
Sting of the Stingray's StingUncommon53ranged rangedView
  • Excessive Violence: You may KO one of your cards or a card from your discard pile.
PhD in OceanographyRare84+tech techView
  • You may KO a card from your hand or discard pile.
  • Mercs For Money: You get +1/2attack for each Hero in the KO pile.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Evil Deadpool   (VP: 6)
Evil DeadpoolMastermind11+View
  • Revenge for Mastermind Tactics
  • Always Leads: Evil Deadpool Corpse
  • Master Strike: Without talking, each player simultaneously discards a card. Whoever discards the lowest-costing card (or tied for lowest) gains a Wound.
Evil Even OddballTactic11View
  • Fight: Each other player reveals their hand. Whoever has the fewest cards with odd-numbered costs (or tied for fewest) gains a Wound.
Hyper-Insane Healing FactorTactic11View
  • Fight: If this is not the final Tactic, you get +6recruit and shuffle this Tactic back into the other Tactics.
Of Course it's CorpseTactic11View
  • Fight: The other player with the fewest Evil Deadpool Corpse Villains in their Victory Pile (or tied for fewest) gains a Wound.
Stitched from Dead (Pool) PartsTactic11View
  • Fight: Each other player discards the top card of their deck. Whoever discards the lowest-costing card (or tied for lowest) gains a Wound.
Macho Gomez   (VP: 6)
Macho GomezMastermind9+View
  • Revenge for Deadpool's “Friends“
  • Always Leads: Deadpool's “Friends“
  • Master Strike: Put this Strike in front of you as a “Bounty on Your Head.“ Then, each player gains a Wound for each Bounty on them. Any number of times during your turn, you may pay 1recruit to move a Bounty from you to the player on your left.
Bounty PayoutTactic9View
  • Fight: You get +1recruit for each “Bounty on Your Head“ on other players.
Interstellar AssassinTactic9View
  • Fight: Each other player with at least one “Bounty on Your Head“ discards down to 4 cards.
Renegotiate the ContractTactic9View
  • Fight: Redistribute the “Bounty on Your Head“ cards among any number of players.
Super Macho ManTactic9View
  • Fight: Rescue a Bystander for each “Bounty on Your Head“ on other players.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Deadpool's “Friends“
Blind Al and Deuce32+View
  • Revenge for Deadpool's “Friends“
  • To fight Blind Al, you also gotta drop a Deuce (discard a card with a “2“ printed anywhere on it). Deuce is her dog, obviously.
  • Escape: Everybody drop a Deuce.
Sluggo45+View
  • Revenge for Deadpool's “Friends“
  • Fight: Excessive Violence: Gain the Hero from the HQ with the lowest cost (or tied for lowest).
  • Escape: Each player gains a Wound.
Taskmaster43+View
  • Ambush: Taskmaster captures a Bystander.
  • During your turn, Taskmaster gets +attack equal to the cost of the highest cost Hero you played this turn.
Weasel34+View
  • Revenge for Deadpool's “Friends“
  • Ambush: Each player simultaneously passes a card from their hand to the player on their left.
  • Fight: Same effect.
Evil Deadpool Corpse
D.E.A.D.P.O.O.L.34+View
  • Revenge for Evil Deadpool Corpse
  • Fight: Excessive Violence: KO one of your Heroes. Remind them that if they were better at hero-ing, these accidents wouldn't happen.
The Deadpool Kid45+View
  • Revenge for Evil Deadpool Corpse
  • Escape: Old West Shootout. Each player reveals the top card of their deck. KO the card with the highest cost (or tied for highest).
Ultimate Deadpool45+View
  • Revenge for Evil Deadpool Corpse
  • Fight: Excessive Violence: Draw a card for each “Ultimate“ in the HQ. You know, those totally kickass cards that cost 7 or more.
  • Escape: KO all Ultimates from the HQ.
Wolverinepool67+View
  • Revenge for Evil Deadpool Corpse
  • Ambush: Each player reveals a card with an odd-numbered cost or gains a Wound. Ya know, the number 0 is pretty weird, but it's not odd.
  • Fight: Same effect.
  • Escape: Same effect. Then, shuffle me back into the Villain Deck so I can kick your ass again!

Schemes

Scheme NameImageRules
Deadpool Kills the Marvel UniverseView
  • Setup: Use Deadpool as one of the Heroes. 2 players: Use 4 Heroes total. 1-3 players: 6 Twists. 4-5 Players: 5 Twists.
  • Twist: Reveal cards from the Hero Deck until you reveal a Deadpool card. KO all the cards you revealed.
  • Evil Wins: When the Hero Deck runs out.
Deadpool Wants a ChimichangaView
  • Setup: 6 Twists. 12 total Bystanders in the Villain Deck. All Bystanders represent “Chimichangas.“ (They're Bystanders too.) 3-5 players: Add a Villain Group.
  • Nobody Eats Just One Chimichanga! Whenever you play a Chimichanga from the Villain Deck, play another card from the Villain Deck.
  • Twist: Put each Chimichanga from the city into the Escape Pile. Then, each player shuffles a Chimichanga from their Victory Pile back into the Villain Deck. Any player who cannot do so gains a Wound.
  • Evil Wins: When 6 Chimichangas are in the Escape Pile.
Deadpool Writes a SchemeView
  • Setup: Hey, writing these doesn't seem so tough. Use the best Hero in the game: Deadpool! Add 6 Twists of Lemon, shake vigorously, and I'll make it up as I go.
  • Twist 1: Everybody draw 1 card. Wait, are these supposed to be bad?
  • Twist 2: Anyone without a Deadpool in hand is doing it wrong -- discard 2 cards.
  • Twist 3: Play 3 cards from the Villain Deck. That sounds pretty bad, right?
  • Twist 4: Each Villain captures 4 Bystanders. Hey, I'm not a balance expert.
  • Twist 5: Each player gains 5 Wounds. Is that a good number?
  • Twist 6: Deadpool wins 6 times! Wow, I'm way better at this game than you.
Everybody Hates DeadpoolView
  • Setup: 6 Twists. Use at least 1Mercs For Money Hero.
  • Special Rules: All Villains have Revenge for their own Villain Groups. (If they already have Revenge, double it.)
  • Twist: Everyone reveals their hand. Whoever reveals the fewest Mercs For Money cards (or tied for fewest) gains a Wound.
  • Evil Wins: When 3 Villains per player have escaped.

Legendary Set 14 (NOIR) NOIR

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Angel Noir   X Men X Men
Impetuous DiveCommon 132+instinct instinctView
  • instinct: You get +1attack.
MultitalentedCommon 2411strength strengthView
  • Choose a Hero Class. Investigate for a card of that Hero Class.
Identical Twin BrotherUncommon50+0+instinct instinctView
  • You get the printed recruit and attack of a Hero in the HQ. Then put that Hero on the bottom of the Hero Deck.
Missing Person CaseRare83covert covertView
  • Investigate the Hero Deck for any card and put that card in your hand.
Daredevil Noir   Marvel Knights Marvel Knights
Balancing ActCommon 1311covert covertView
  • The next Hero you recruit this turn goes on top of your deck.
Listen for HeartbeatsCommon 242instinct instinctView
  • Choose a number 1 or more. Investigate for a card of that cost.
Discover the BodiesUncommon53covert covertView
  • covert: Investigate for a card that costs 0. KO that card.
Hitting Rock BottomRare73+instinct instinctView
  • Discard a card from the top or bottom of your deck. If it costs 0, you get +1attack and repeat this process. If your deck runs out, stop.
Iron Man Noir   Avengers Avengers
Steam-Powered ArsenalCommon 133ranged rangedView
  • To play this, you must put another card from your hand on top of your deck.
Mechanized Plate-MailCommon 242tech techView
  • Investigate for a tech card.
Learn from EnemiesUncommon63tech techView
  • tech: You may use the “Fight“ ability of a Villain worth 1piercing in your Victory Pile.
Adventurers Assemble!Rare74tech techView
  • Whenever you Investigate this turn, look at three cards instead of two.
  • Choose recruit or attack. Investigate for a card with that icon.
Luke Cage Noir   Marvel Knights Marvel Knights
Follow Big LeadsCommon 142+strength strengthView
  • You get +1recruit for each other card you played this turn that costs 4 or more.
Private InvestigationsCommon 242covert covertView
  • Investigate for a card that costs 4 or more.
Unbreakable CageUncommon64strength strengthView
  • Once per turn, if a player would gain a Wound, you may reveal this card and Investigate for any card instead.
Weight of the WorldRare85+strength strengthView
  • You get +2attack for each other card you played this turn that costs 4 or more.
Spider-Man Noir   Spider Friends Spider Friends
Gumshoe's RevolverCommon 121tech techView
  • Investigate for a card that costs 2 or less.
Webs of DarknessCommon 221+ranged rangedView
  • ranged: You get +2attack.
Solve the CrimeUncommon22instinct instinctView
  • instinct: Investigate the Bystander Stack for a Bystander and rescue it.
Spider-Totem's ChosenRare21strength strengthView
  • Spider Friends: Investigate each player's deck for a card that costs 2 or less, play a copy of that card, then put it into their discard pile.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Charles Xavier, Professor of Crime   (VP: 6)
Charles Xavier, Professor of CrimeMastermind8+View
  • Charles Xavier gets +1attack for each Bystander in the HQ and city.
  • Always Leads: X-Men Noir
  • Master Strike: Four Heroes in the HQ capture Hidden Witness.
Commit to the AsylumTactic8View
  • Fight: Each other player Investigates their deck for a card with an attack icon and KOs it. Players reveal all the cards they Investigated.
Master ManipulatorTactic8View
  • Fight: Investigate the Hero Deck for an X Men card and put it into your discard pile.
Corrupt Weak MindsTactic8View
  • Fight: Each other player puts a random Bystander from their Victory Pile onto a Hero in the HQ as a Hidden Witness.
X-Con MenTactic8View
  • Fight: Each other player reveals an X Men Hero or gains a Wound.
The Goblin, Underworld Boss   (VP: 6)
The Goblin, Underworld BossMastermind10*View
  • Start of Game: The Goblin captures 2 Hidden Witness.
  • Always Leads: Goblin's Freak Show
  • Master Strike: Two random Bystanders from each player's Victory Pile become Hidden Witness held by The Goblin. Any player who didn't have two Bystanders gains a Wound instead.
Sinister DreamsTactic10View
  • Fight: Each other player reveals a Sinister Six or Spider Friends Hero or gains a Wound.
Blackmail the JudgesTactic10View
  • Fight: For each Goblin's Freak Show Villain in the city, The Goblin captures 2 Hidden Witness.
Carnival of CarnageTactic10View
  • Fight: For each Goblin's Freak Show Villain in the city, each other player discards a card.
Blind LoyaltyTactic10View
  • Fight: Investigate the Villain Deck for a Goblin's Freak Show Villain and put it into your Victory Pile.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Goblin's Freak Show
Vulture, Carnival Cannibal35View
  • Ambush: The Vulture captures 2 Hidden Witnesses.
  • Fight: Each other player KOs a Bystander from their Victory Pile or gains a Wound.
  • Escape: Each player gains a Wound.
The Chameleon24View
  • Ambush: Chameleon captures a Hidden Witness.
  • Fight: Reveal the top card of the Villain Deck. If it's a Villain, it enters the city space where The Chameleon was.
Kraven, Animal Trainer4*View
  • Ambush: For each Hero in the HQ that costs 7 or more, Kraven captures a Hidden Witness. Kraven's attack is equal to the cost of the highest-cost card in the HQ.
Ox35View
  • Ambush: Each other player reveals a strength Hero or Ox captures a random Bystander from their Victory Pile as a Hidden Witness.
Montana24View
  • Ambush: Each Goblin's Freak Show Villain captures a Hidden Witness.
Fancy Dan21View
  • Ambush: Fancy Dan captures 3 Hidden Witnesses.
  • Fight: KO one of your Heroes.
X-Men Noir
Bobby “Iceman“ Drake24View
  • Fight: Investigate for a card with a recruit icon.
Comrade Rasputin, Steel Wall35View
  • Fight: Investigate for a Hero that costs 0 and KO it.
Henry “Beast“ McCoy35View
  • Fight: Investigate for any card that's tech or strength.
Jean Grey Noir35View
  • Fight: When you draw a new hand of cards at the end of your turn, Investigate for an extra card.
Scott “Cyclops“ Summers46View
  • Escape: Each player Investigates their deck for a card that costs 1 or more and KOs it. Players reveal the cards they Investigated.
Warden Emma Frost46View
  • Escape: Investigate the Villain Deck for a Scheme Twist and play it. Reveal all the cards you Investigated.
Ororo Munroe, Storm-Tossed24View
  • Fight: KO a Hero from the HQ. Investigate the Hero Deck for a card to put in that emptied HQ space.

Bystanders

BystanderVP VPImageAbilities
Detective Wolverine1View
  • When you rescue this Bystander, Investigate the Villain Deck for a Villain worth 1piercing and put it in your Victory Pile.

Schemes

Scheme NameImageRules
Find the Split Personality KillerView
  • Setup: 8 Twists.
  • Twist 1-5: Shuffle 3 Bystanders from the Bystander Stack and the top card of the Hero Deck face down next to this Scheme as a deck of “Murder Suspects.“
  • Special Rules: Whenever you defeat a Villain, you may pay 1attack extra to Investigate the Murder Suspects for a Bystander and rescue it.
  • Twist 6: Each player writes down their guess for which Hero Name is the Split Personality Killer. Reveal the entire Murder Suspects Deck. The Hero Name with the most cards in the Murder Suspect Deck (or tied for most) is the Split Personality Killer. Each player who guessed right wins. All other players lose.
Silence the WitnessesView
  • Setup: 6 Twists.
  • Twist: This Scheme captures 3 Hidden Witnesses. If it already had any Hidden Witnesses, put those into the Escape Pile.
  • Evil Wins: When 6 Bystanders are in the Escape Pile.
Five Families of CrimeView
  • Setup: 8 Twists. Add two extra Villain Groups. Split the Villain Deck into 5 shuffled decks, one above each city space.
  • Special Rules: Each Villain Deck uses its own city of one city space. Each turn, you choose which Villain Deck plays a card.
  • Twist: Play two cards from a Villain Deck.
  • Evil Wins: When 8 Villains escape or all Villain Decks run out.
Hidden Heart of DarknessView
  • Setup: 8 Twists. Shuffle the Mastermind Tactics into the Villain Deck as Villains.
  • Special Rules: If there are no Tactics in the city, you can win the game by fighting the Mastermind card.
  • Twist: Each player shuffles a Tactic from their Victory Pile into the Villain Deck. Any player who did so draws two cards. Then, Investigate the Villain Deck for a Tactic and that Tactic enters the city. Reveal all the cards you Investigated.
  • Evil Wins: When 2 Tactics escape.

Legendary Set 15 (XMEN) X-Men

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Aurora & Northstar   X Men X Men
Northern LightsCommon 132covert covertView
  • Soaring Flight
  • Lightshow: Draw a card.
Blazing FlareCommon 242+ranged rangedView
  • Lightshow: You get +2recruit.
Blazing FistsCommon 342+strength strengthView
  • Berserk
Twin BlastUncommon52+ranged rangedView
  • Soaring Flight
  • Lightshow: You get +3attack.
Mach 10Rare70+4instinct instinctView
  • Soaring Flight
  • All Heroes you recruit this turn have Soaring Flight.
  • Lightshow: You get +2attackfor each Lightshow card you played this turn.
Banshee   X Men X Men
Sonar DetectionCommon 12covert covertView
  • Draw a card.
  • Piercing Energy
  • X-Gene covert: You get +1piercing.
Speed of SoundCommon 23ranged rangedView
  • Soaring Flight
  • Piercing Energy
Sonic BlastwaveUncommon53ranged rangedView
  • Piercing Energy
  • ranged: You may have this card produce piercing instead ofrecruit.
Bone-Shattering HowlRare8ranged rangedView
  • Piercing Energy
  • rangedcovert: You may useattack as if it were piercing this turn.
Beast   X Men X Men
Captivating ConundrumCommon 121tech techView
  • X-Gene tech: Draw a card.
Furry FuryCommon 242+strength strengthView
  • Berserk
  • X-Gene strength: Berserk
Calculated RageUncommon53+tech techView
  • Look at the top card of your deck. Discard it or put it back.
  • Berserk
Recursive PummelingRare83+tech techView
  • Berserk
  • X-Gene X Men: You may return a 0-cost, 3-cost, and 4-cost card from your discard pile to your hand.
Cannonball   X Men X Men
Kinetic Blast FieldCommon 131+instinct instinctView
  • Soaring Flight
  • instinct: You get +2attack.
Carry to the AirCommon 242strength strengthView
  • Soaring Flight
  • strength: The next Hero you recruit this turn has Soaring Flight.
Natural LeaderUncommon63strength strengthView
  • Soaring Flight
  • strength: Return a ShieldHero from your discard pile to your hand.
Human CannonRare84+strength strengthView
  • Soaring Flight
  • If you played at least 6 other cards this turn, you get +2attack.
Colossus & Wolverine   X Men X Men
ReliableCommon 132strength strengthView
UnpredictableCommon 231+instinct instinctView
  • Berserk, Berserk
Fastball SpecialCommon 342+strength strengthView
  • Soaring Flight
  • X-Gene instinct: Berserk
Insane Disregard for DangerUncommon64+instinct instinctView
  • Berserk
  • If you have a Wound in your hand or discard pile, KO it. Otherwise, gain a Wound.
Uncanny X-MenRare73+strength strengthView
  • Berserk, Berserk, Berserk
  • Then, draw a card for each X Men card you Berserked.
Dazzler   X Men X Men
Convert Sound to LightCommon 131instinct instinctView
  • Piercing Energy
  • Lightshow: You get +1piercing for each Lightshow card you played this turn.
Dazzling GlamourCommon 242+ranged rangedView
  • Lightshow: You get +2attack.
Citywide Mega-ConcertUncommon53tech techView
  • Lightshow: When you draw a new hand of cards at the end of this turn, draw two extra cards.
Inspire the WorldRare75ranged rangedView
  • Lightshow: Put a Hero from the HQ on top of your deck.
Havok   X Men X Men
Blinding BurstCommon 130+2ranged rangedView
  • Lightshow: You get +3attack usable only against the Mastermind.
Unleash HavokCommon 242+ranged rangedView
  • To play this card, you must discard a card from your hand.
  • Berserk, Berserk
Concussive PlasmaUncommon52+ranged rangedView
  • X-Gene ranged: You get +1attackfor each ranged card in your discard pile.
Radiation Focus ArrayRare73+tech techView
  • Berserk
  • X-Gene ranged: You get the total printedattackof all the ranged cards in your discard pile.
Jubilee   X Men X Men
Light a SparkCommon 120+covert covertView
  • Draw a card.
  • Lightshow: You get +1recruit for each Lightshow card you played this turn.
Blasting FireworksCommon 241+ranged rangedView
  • Draw a card.
  • Lightshow: You get +1attack for each Lightshow card you played this turn.
Unexpected ExplosionUncommon53instinct instinctView
  • Lightshow: Look at the top card of your deck. If it costs 0, KO it.
Prismatic CascadeRare75+0+covert covertView
  • Lightshow: You get +1recruitand +1attackfor each Lightshow card you played this turn.
Kitty Pryde   X Men X Men
Intangible QualitiesCommon 130+0+instinct instinctView
  • Put a card from the HQ on the bottom of the Hero deck. If that card had a recruit, get +2recruit. If that card had an attack, you get +2attack. (If both, get both.)
Going through a PhaseCommon 2411covert covertView
  • X-Gene X Men: Draw a card.
Ghost in the MachineUncommon60+tech techView
  • You get +1attackfor each different cost among the Heroes in the HQ.
Lockheed, Kitty's DragonRare80+ranged rangedView
  • Soaring Flight
  • Put a card from the HQ on the bottom of the Hero Deck. You get +attack equal to its cost.
Legion   X Men X Men
Bend SteelCommon 121+strength strengthView
  • Berserk
Bend LightCommon 221+covert covertView
  • Lightshow: You get +2recruit.
Split PersonalityCommon 332tech techView
Split EardrumsCommon 43ranged rangedView
  • Piercing Energy
Channel TimeUncommon5instinct instinctView
  • Draw two cards.
Channel FireUncommon 250+tech techView
  • You get +1attackfor each different Hero Class in your discard pile.
Maelstrom of Clashing PowersRare83+covert covertView
  • Soaring Flight
  • Reveal the top three cards of the Hero Deck. You get their total printed attack. Put them on the bottom of the Hero Deck.
Longshot   X Men X Men
Fortune Favors the BoldCommon 133instinct instinctView
  • To play this card, you must put a card from your hand on top of your deck.
Flurry of BladesCommon 242+tech techView
  • Berserk
  • tech: Berserk
Make My Own LuckUncommon63covert covertView
  • Look at the top card of your deck. Discard it or put it back.
  • covert: You may KO the card you discarded this way.
Escape from Mojo WorldRare75+tech techView
  • Reveal the top card of the Villain Deck. If it's a Villain, you may put it on the bottom of that Deck.
  • X Men: You get +attackequal to the printed Victory Points of the card you revealed.
Phoenix   X Men X Men
Life & Death IncarnateCommon 133strength strengthView
  • KO this card.
  • You may KO a card from your hand or discard pile.
Obliterating FireCommon 24ranged rangedView
  • Soaring Flight
  • Piercing Energy
  • KO this card.
Reincarnating PhoenixUncommon6covert covertView
  • Draw two cards.
  • You may put a Hero that was KO'd this turn into your discard pile.
Driven Mad by PowerRare96+strength strengthView
  • Berserk, Berserk, Berserk, Berserk
  • KO all the cards you Berserked. If this card makes at least 13attack, then the Phoenix Force becomes corrupted by power and devours the Earth. You win, Evil wins, and all other players lose.
Polaris   X Men X Men
Ride the Magnetic WavesCommon 132covert covertView
  • Soaring Flight
  • covert: When you draw a new hand of cards at the end of this turn, draw an extra card.
Electromagnetic PulseCommon 24ranged rangedView
  • Piercing Energy
  • ranged: Draw a card.
Subtle AttunementUncommon62covert covertView
  • Soaring Flight
  • covert: Look at the top two cards of your deck. You may KO one of them. Put the rest back in any order.
Reverse PolarityRare84covert covertView
  • Soaring Flight
  • X-Gene X Men: You can use recruit as attack this turn, and vice versa.
Psylocke   X Men X Men
Psychic KnifeCommon 12instinct instinctView
  • Draw a card.
  • Piercing Energy
  • instinct: You get +1piercing.
PrecognitionCommon 232covert covertView
  • Reveal the top card of the Hero Deck. You may recruit it this turn. If you do, draw a card.
Butterfly EffectUncommon5covert covertView
  • Piercing Energy
  • X-Gene covert: You get +1piercing.
Telepathic NinjutsuRare7instinct instinctView
  • Piercing Energy
  • Reveal the top card of the Hero Deck. The player of your choice puts it in their hand.
X-23   X Men X Men
Adamantium Foot ClawsCommon 132tech techView
  • X-Gene instinct: Draw a card.
Healing Factor GenomeCommon 242+instinct instinctView
  • Berserk
  • You may KO a Wound from your hand or discard pile.
Bioengineered AssassinUncommon62+covert covertView
  • Berserk
  • X-Gene instinct: You may KO a card from your hand or discard pile.
Heir to WolverineRare73+instinct instinctView
  • Berserk, Berserk
  • X-Gene instinct: Count theinstinct cards in your discard pile. Berserk that many times.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Arcade   (VP: 5)
ArcadeMastermind3*View
  • Start of Game: Arcade captures 5 Human Shields.
  • Always Leads: Murderworld
  • Master Strike: Arcade captures a random Bystander from each player's Victory Pile as a Human Shield. Each player who didn't have a Bystander gains a Wound instead.
Epic ArcadeEpic4View
  • Start of Game: Arcade captures 8 Human Shields. Play a random Horror.
  • Always Leads: Murderworld
  • Master Strike: Arcade captures two random Bystander from each player's Victory Pile as a Human Shield. Each player who didn't have two Bystanders gains a Wound instead.
I Love a Parade!Tactic3View
  • Fight: Arcade captures two Human Shields. Play an extra card from the Villain Deck next turn.
I Need an AudienceTactic3View
  • Fight: Arcade captures Human Shields equal to the number of Villains in the city.
Roulette Wheel of DeathTactic3View
  • Fight: Arcade captures a random Bystander as a Human Shield from each of these places: The Bystander Stack, the Escape Pile, each city space, and each other player's Victory Pile.
Welcome to my Theme Park!Tactic3View
  • Fight: Arcade and each Murderworld Villain in the city capture two Human Shields.
Dark Phoenix   (VP: 7)
Dark PhoenixMastermind13View
  • Always Leads: Hellfire Club
  • Master Strike: KO the top card of the Hero Deck and each card in the Hero Deck that shares a color with it. Shuffle the Hero Deck.
  • Dark Phoenix Wins: When the Hero Deck is empty.
Epic Dark PhoenixEpic15View
  • Always Leads: Hellfire Club
  • Master Strike: KO the top card of the Hero Deck and each card in the Hero Deck that shares a color with it. Shuffle the Hero Deck. Then, each player plays a Hellfire Club card from their Victory Pile. Next, play a random Horror.
  • Dark Phoenix Wins: When the Hero Deck is empty.
Burn the World to AshesTactic13View
  • Fight: Each other player discards each card from their hand that has the same name as any card in the KO pile.
Consume an Entire GalaxyTactic13View
  • Fight: Each other player chooses a card from their discard pile that costs 1 or more and KOs it.
Fiery ReincarnationTactic13View
  • Fight: Gain a Hero from the KO pile that costs 7 or more.
Worship Me as a GodTactic13View
  • Fight: Each other player gains two 0-cost cards from the KO pile.
Deathbird   (VP: 6)
DeathbirdMastermind8+View
  • Deathbird gets +1attack for each Shi'ar Villain in the city and Escape Pile.
  • Always Leads: Shi'ar Imperial Guard and a Shi'ar Henchmen Group.
  • Master Strike: If there are already any Shi'ar Villains in the city, each player gains a Wound. Then this strike enters the city as a “Shi'ar Battlecruiser“ token Villain with 7attack worth 5 piercing.
Epic DeathbirdEpic10+View
  • Deathbird gets +2attack for each Shi'ar Villain in the city and Escape Pile.
  • Always Leads: Shi'ar Imperial Guard and a Shi'ar Henchmen Group.
  • Master Strike: If there are already any Shi'ar Villains in the city, play a random Horror. Then this strike enters the city as a “Shi'ar Battleship“ token Villain with 9attack worth 6 piercing.
Shi'ar Elite BodyguardsTactic8View
  • Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain whose only ability is “Escape: Shuffle this card back into Deathbird's Mastermind Tactics as another Tactic.“
Shi'ar Extermination LegionTactic8View
  • Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain whose only ability is “Escape: Each player discards two cards.“
Shi'ar Hovertake BattalionTactic8View
  • Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain whose only ability is “Escape: Each player gains a Wound.“
Shi'ar Master SpiesTactic8View
  • Fight: Rescue 4 Bystanders. This Tactic enters the city as a Villain whose only ability is “Escape: This card becomes a Scheme Twist that takes effect immediately.“
Mojo   (VP: 5)
MojoMastermind6*View
  • Start of Game: Mojo captures 3 Human Shields.
  • All Bystanders in Victory Piles are worth 3 piercing.
  • Always Leads: Mojoverse
  • Master Strike: Mojo captures a Human Shield. Each player reveals a tech Hero or discards a card at random.
Epic MojoEpic7View
  • Start of Game: Mojo captures 6 Human Shields. Play a random Horror.
  • All Bystanders in Victory Piles are worth 4 piercing.
  • Always Leads: Mojoverse
  • Master Strike: Mojo and each Mojoverse Villain capture a Human Shield. Each player reveals a tech Hero or discards down to 4 cards.
Billions of TV ViewersTactic6View
  • Fight: Each player reveals a tech Hero or chooses a random Bystander from their Victory Pile. Mojo captures those Bystanders as Human Shields.
Brain-Melting TV MarathonTactic6View
  • Fight: Each other player without a Mojo Tactic in their Victory Pile gains a Wound.
Cross-Dimensional MarketingTactic6View
  • Fight: You get +1recruit for each Bystander in your Victory Pile. Mojo captures a Human Shield.
Mojo Branding OpportunityTactic6View
  • Fight: Draw a card for each Mojoverse Villain in your Victory Pile. Mojo captures a Human Shield.
Onslaught   (VP: 7)
OnslaughtMastermind10+View
  • Each player's hand size is 1 less.
  • Always Leads: Dark Descendants
  • Master Strike: KO all Heroes Dominated by Onslaught. Then each player reveals their hand and chooses one of their non-grey Heroes. Onslaught Dominates those Heroes.
Epic OnslaughtEpic12+View
  • Each player's hand size is 1 less.
  • Always Leads: Dark Descendants
  • Master Strike: KO all Heroes Dominated by Onslaught. Then each player reveals their hand and chooses two of their non-grey Heroes. Onslaught Dominates those Heroes. Then play a random Horror.
Godlike Psionic EntityTactic10View
  • Fight: Onslaught Dominates all five Heroes from the HQ.
Sins of X-Men PastTactic10View
  • Fight: Each other player reveals the top six cards of their deck and chooses an X Men Hero revealed this way. Onslaught Dominates those Heroes. Put the rest back in random order.
Xavier and Magneto CombinedTactic10View
  • Fight: Reveal the top three cards of the Hero Deck. Onslaught Dominates all the X Men and Brotherhood Heroes you revealed. Put the rest back in random order.
Worldwide Mental ControlTactic10View
  • Fight: Onslaught Dominates four 0-cost Heroes from the KO pile. The next time a player fights Onslaught, KO those 0-cost Heroes.
Shadow King   (VP: 6)
Shadow KingMastermind7+View
  • Always Leads: Shadow-X
  • Master Strike: KO all Heroes Dominated by Shadow King. Then each player chooses a non-grey Hero from their discard pile. Shadow King Dominates those Heroes.
Epic Shadow KingEpic9+View
  • Start of Game: Play two random Horrors.
  • Always Leads: Shadow-X
  • Master Strike: KO all Heroes Dominated by Shadow King. Then each player chooses a non-grey Hero from their discard pile. Shadow King Dominates those Heroes.
Fiend of the Astral PlaneTactic7View
  • Fight: Each other player reveals their hand and shuffles two cards with recruit icons from their hand back into their deck.
Poison their MindsTactic7View
  • Fight: Each other player reveals their hand and chooses one of their non-grey Heroes. Shadow King Dominates those Heroes.
Psychic SeductionTactic7View
  • Fight: Shadow King Dominates each Hero that costs 5 or less from the HQ.
Telepathic BetrayalTactic7View
  • Fight: If the “Betrayal of the Shadow“ Trap is in any Victory Pile or the KO pile, put it on top of the Villain Deck.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Dark Descendants
Fatale35View
  • Fight: KO one of your Heroes.
  • Escape: The Mastermind Dominates the top card of the Hero Deck.
Havok, Brainwashed6View
  • Fight: Gain this as a Hero.
  • Escape: Havok becomes a Hero Dominated by the Mastermind.
  • X-Gene ranged: You get +2attack.
Nemesis55+View
  • Ambush: Each player reveals their hand and chooses one of their non-grey Heroes. Nemesis Dominates those Heroes.
Psychic Subjugation3View
  • By End of Turn: Recruit the left-most and right-most Heroes in the HQ.
  • Or Suffer: Each of those Heroes you didn't recruit enters the city as a Villain with attack equal to that Hero's cost. When you fight one, you gain it.
Random34+View
  • Ambush: Random Dominates the top card of the Hero Deck. Then, each player reveals their hand and chooses one of their Heroes with that same cost. Random Dominates those Heroes.
Hellfire Club
Corrupt the Phoenix Force3View
  • By End of Turn: Have no Hellfire Villains in the city.
  • Or Suffer: This Trap becomes a 6attack “Phoenix Force“ token Villain that enters the city and Dominates all the Heroes in the HQ that cost 6 or less.
Emma Frost (White Queen)44+View
  • Ambush: Each player chooses an X Men Hero from their discard pile. Emma Frost Dominates those Heroes.
Harry Leland (Black Bishop)35View
  • Ambush: Heroes cost 1 more to recruit this turn.
  • Escape: Same effect.
Mastermind (Jason Wyngarde)68+View
  • Ambush: This Villain ascends to become a new Mastermind. He gains the ability “Master Strike: Each player simultaneously reveals a non-grey Hero.“ Mastermind Dominates the revealed Hero with the highest cost (and tied for highest).
Sebastian Shaw (Black King)43+View
  • Sebastian Shaw has +1attack for each card you've played from your hand this turn.
  • Escape: Each player gains a Wound.
Mojoverse
Mindwarping TV Broadcast3View
  • Ambush: A Villain captures a Bystander.
  • By End of Turn: Have no Bystanders in the city captured by Villains.
  • Or Suffer: After you draw your new hand at end of turn, each player discards down to four cards in hand.
Minor Domo22View
  • Ambush: Minor Domo captures 2 Human Shields.
  • Escape: Each player simultaneously reveals a card from their hand. Whoever revealed the lowest cost card (or tied for lowest) gains a Wound.
Major Domo34View
  • Ambush: Major Domo captures a Human Shield.
  • Escape: Each player simultaneously reveals a card from their hand. Whoever reveals the highest-costing card (or tied for highest) gains a Wound.
Spiral46View
  • Ambush: Each player reveals a covert Hero or discards their hand. Each player who discarded their hand this way draws 5 cards.
  • Escape: Same effect.
Warwolves23View
  • Ambush: These Warwolves capture a Human Shield.
  • Fight: KO one of your Heroes.
Murderworld
Animatronic Killer Clowns2View
  • By End of Turn: Recruit two Heroes.
  • Or Suffer: This Trap enters the city as a 3attack “Animatronic Killer Clown“ token Villain that captures a Human Shield.
Guillotine Rollercoaster3View
  • By End of Turn: Have at least four different costs of Heroes in the HQ.
  • Or Suffer: After you draw your new hand at the end of this turn, each player reveals their hand and discards each card with the same cost as the cards in the HQ.
Miss Locke22View
  • Ambush: Miss Locke captures 2 Human Shields. Then reveal the top card of the Villain Deck. If it's a Trap or Master Strike, play it.
Monstrous Pinball Machine3View
  • By End of Turn: Pay any amount of recruit. Then you must reveal the top card of the Hero Deck. If you paid enough, recruit that Hero and put this Trap in your Victory Pile.
  • Or Suffer: KO that Hero. Play two extra cards from the Villain Deck next turn.
Sulfuric Acid Water Slide2View
  • Ambush: Play another card from the Villain Deck.
  • By End of Turn: Have no Villains in the Sewers.
  • Or Suffer: Each player gains a Wound.
Shadow-X
Betrayal of the Shadow4View
  • By End of Turn: You may pay 6recruit.
  • Or Suffer: Each player reveals their hand. Then, each player chooses a Shadow-X card from their hand or discard pile to enter the city as a Villain.
Dark Angel4View
  • Fight: Gain this as a Hero.
  • X-Gene instinct: The next Hero you recruit from the HQ has Soaring Flight.
Dark Beast5View
  • Fight: Gain this as a Hero.
  • X-Gene tech: You may KO a card from your hand or discard pile.
Dark Cyclops7View
  • Ambush: Each player reveals a ranged Hero or discards a card.
  • Fight: Gain this as a Hero.
  • X-Gene ranged: Return a ranged Hero from your discard pile to your hand.
Dark Iceman5View
  • Fight: Gain this as a Hero.
  • X-Gene strength: Draw a card.
Dark Marvel Girl4+View
  • Ambush: Dark Marvel Girl Dominates each X Men Hero that costs 4 or less from the HQ.
  • Fight: Gain this as a Hero.
  • X-Gene covert: Rescue a Bystander.
Shi'ar Imperial Guard
Blackthorn35View
  • Fight: If you fought Blackthorn in the Sewers or Streets, each other player gains a Wound.
  • Escape: Each player gains a Wound.
Gladiator57View
  • Ambush: Each player discards an X Men Hero or gains a Wound.
  • Escape: Same effect.
Oracle44+View
  • Ambush: Each player discards the top four cards of their deck and chooses one of those cards that costs 1 to 4. Oracle Dominates those Heroes.
Shi'ar Trial by Combat2View
  • Ambush: If the Bridge is empty, reveal the top card of the Villain Deck. If it's a Villain, put it on the Bridge.
  • By End of Turn: Have no Villains on the Bridge.
  • Or Suffer: After you draw a new hand at end of turn, each player KOs a non-grey Hero from their discard pile.
Smasher35View
  • Ambush: Each player reveals a strength Hero or discards a card.
  • Fight: KO a card from your discard pile.
Sisterhood of Mutants
Lady Deathstrike46View
  • Fight: KO one of your Heroes.
  • Escape: Each player reveals an instinct Hero or gains a Wound.
Lady Mastermind57+View
  • Ambush: This Villain ascends to become a new Mastermind. She gains the ability “Master Strike: Each player simultaneously reveals a non-grey Hero.“ Lady Mastermind Dominates the revealed Hero with the lowest cost (and tied for lowest).
Resurrect Madelyne PryorView
  • By End of Turn: You may pay 3recruit. If you do, shuffle this Trap back into the Villain Deck, then play a card from the Villain Deck.
  • Or Suffer: This Trap becomes a Scheme Twist that takes effect immediately.
Selene33+View
  • Ambush: Selene Dominates all of the 0-cost Heroes from the KO pile.
  • Fight: KO all the Heroes Dominated by Selene.
  • Escape: Put one Hero Dominated by Selene into each player's discard pile.
Typhoid Mary33+View
  • Ambush: Each player reveals their hand and chooses a 3-cost Hero from it. Typhoid Mary Dominates those Heroes.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Brood, TheView
Hellfire CultView
Sapien LeagueView
Shi'ar Death CommandosView
Shi'ar Patrol CraftView

Bystanders

BystanderVP VPImageAbilities
CypherView
  • When you rescue this Bystander, gain it as a Hero.
  • Look at the top two cards of your deck. Draw one and discard the other.
Heartless Computer ScientistView
  • When you rescue this Bystander, gain it as a Hero.
  • tech: You may KO a card from your hand or discard pile.
KarmaView
  • When you rescue this Bystander, gain it as a Hero.
  • Reveal the top card of the Hero Deck. You get +attack equal to its printed attack.
MagikView
  • When you rescue this Bystander, gain it as a Hero.
  • Teleport (Instead of playing this card, you may set it aside. At the end of the turn, add it to your hand as an extra card.)
MagmaView
  • When you rescue this Bystander, gain it as a Hero.
  • Chose one: Draw a card or you get +2attack.
Martial Arts MasterView
  • When you rescue this Bystander, gain it as a Hero.
  • Draw a card.
MirageView
  • When you rescue this Bystander, gain it as a Hero.
  • Draw a card.
SunspotView
  • When you rescue this Bystander, gain it as a Hero.
  • strength: You get +1attack.
WarlockView
  • When you rescue this Bystander, gain it as a Hero.
  • tech: Draw a card.
WolfsbaneView
  • When you rescue this Bystander, gain it as a Hero.
  • Berserk, Berserk, Berserk

Schemes

Scheme NameImageRules
Alien Brood EncountersView
  • Setup: 8 Twists. Add 10 Brood as extra Henchmen. No Bystanders in Villain Deck.
  • Special Rules: Cards are played from the Villain Deck face-down. You may spend 1attack to “scan“ a face-down card in the city, turning it face-up and doing any Ambush effect, Twist, Trap, or Master Strike. If a face-down card would escape, scan it, and then it escapes if it's a Villain.
  • Twist: The player on your right gains this Twist as a “Brood Infection.“ When drawn, they KO it and gain 2 Wounds.
  • Evil Wins: When 3 Villains per player have escaped.
Anti-Mutant HatredView
  • Setup: 11 Twists. 30 Wounds.
  • Twist: Put this Twist into your discard pile as an “Angry Mob.“
  • Special Rules: At the start of your turn, for each Angry Mob in your hand, the player on your right gains a Wound and gains that Angry Mob.
  • Evil Wins: When the Wound Stack or Villain Deck runs out.
Dark Phoenix Saga, TheView
  • Setup: 10 Twists. Include Hellfire Club as one of the Villain Groups. Add 14 Jean Grey Hero cards to the Villain Deck.
  • Special Rules: Jean Grey cards in the Villain Deck are Villains with attack equal to their cost, “Ambush: Play another Villain card“ and “Fight: Gain this as a Hero.“
  • Twist: Shuffle all Jean Grey cards from the KO pile and from all players' hands and discard piles into the Villain Deck.
  • Evil Wins: When 5 Jean Grey cards have escaped.
Horror of HorrorsView
  • Setup: 6 Twists.
  • Twist 1-5: Play a random Horror.
  • Twist 6: Evil wins!
Mutant-Hunting Super SentinelsView
  • Setup: 9 Twists. Include 10 Sentinels as extra Henchmen (or substitute another Henchman group).
  • Twist: Stack this Twist next to the Scheme as a “Sentinel Upgrade.“ Shuffle all Sentinels from players' Victory Piles into the Villain Deck. Play another card from the Villain Deck.
  • Special Rules: All Sentinels get +1attack for each Sentinel Upgrade next to the Scheme.
  • Evil Wins: When 3 Sentinels have Escaped.
Nuclear ArmageddonView
  • Setup: 5 Twists.
  • Twist: Destroy the city space closest to the Mastermind. Any Villain There escapes. Put this Twist there.
  • Evil Wins: When the city is destroyed.
Televised Deathtraps of MojoworldView
  • Setup: 11 Twists. 6 Wounds per player in Wound Stack.
  • Twist: Stack this Twist next to the Scheme as a “Deathtrap.“ This turn, you may pay 1attack for each Deathtrap stacked there. If you don't, each player gains a Wound.
  • Evil Wins: When the Wound Stack or Villain Deck runs out.
X-Men Danger Room Goes BerserkView
  • Setup: 8 Twists.
  • Twist: Trap! By End of Turn: You may pay 2recruit. If you do, shuffle this Twist back into the Villain Deck, then play a card from the Villain Deck. Or Suffer: Stack this Twist next to the scheme as an “Airborne Neurotoxin.“
  • Evil Wins: When there are 5 Airborne Neurotoxins.

Legendary Set 16 (SMHC) Spider-Man Homecoming

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Happy Hogan   Unaffiliated
Head of SecurityCommon 132instinct instinctView
  • Coordinate
  • KO all Wounds you gained this turn.
Watchful EyeCommon 242+instinct instinctView
  • instinct: Danger Sense 2. If this revealed any Master Strikes, KO those Strikes, then you may KO a card from your hand or discard pile.
Loyal FriendUncommon50+tech techView
  • Coordinate
  • Striker
Asset ManagementRare50+instinct instinctView
  • Double Striker
High Tech Spider-Man   Spider Friends Spider Friends
Advanced Targeting SystemCommon 12covert covertView
  • Reveal the top card of your deck. If it costs 2 or less, draw it.
  • covert: Draw a card.
Recon Drone ConnectionCommon 220+tech techView
  • Wall-Crawl
  • Danger Sense 3
Spider-GripUncommon22tech techView
  • Wall-Crawl
  • tech: Choose two Villains in adjacent city spaces. Each of them gets -1attack this turn.
Friendly Neighborhood...Rare20+tech techView
  • Wall-Crawl
  • Coordinate
  • You get +3attack, usable only against the Mastermind or Villains on the Rooftops or Streets.
Peter Parker, Homecoming   Spider Friends Spider Friends
Avenger in TrainingCommon 122+instinct instinctView
  • Wall-Crawl
  • instinct: Danger Sense 1. If this revealed a Villain, you may fight it.
Heightened SensesCommon 220+covert covertView
  • Danger Sense 2
  • Reveal the top card of your deck. If it costs 2 or less, draw it.
Homemade Web-ShootersUncommon22+tech techView
  • Wall-Crawl
  • tech: Danger Sense 1. If this revealed a Bystander, rescue it.
Something is HappeningRare20+strength strengthView
  • Wall-Crawl
  • Coordinate
  • Danger Sense 4. If this revealed any Scheme Twists, you may shuffle the Villain Deck.
Peter's Allies   Spider Friends Spider Friends
NedCommon 121+covert covertView
  • Coordinate
  • covert: You get +2recruit.
MichelleCommon 232covert covertView
  • You may choose a Villain or Mastermind. You can fight it using only recruit this turn.
LizUncommon64instinct instinctView
  • Whenever you Coordinate a card to another player, you may reveal this to draw two cards instead of one.
May ParkerRare75covert covertView
  • Coordinate
  • Spider Friends: Each Villain gets -2attack this turn. The next time you fight the Mastermind this turn, it gets -2attack.
Tony Stark   Avengers Avengers
Genius, Billionaire...Common 1211tech techView
  • Coordinate
Stay Out of TroubleCommon 242+tech techView
  • Coordinate
  • tech: Danger Sense 2
Little Grey AreaUncommon53+ranged rangedView
  • Avengers: Danger Sense 1. If this revealed a Villain, then Villains from that same Villain Group get -1attack this turn.
As Usual, I Did All the WorkRare75ranged rangedView
  • Coordinate
  • If another player accepts this Coordinate, then at the end of this turn, move all cards that entered that player's Victory Pile this turn into your Victory Pile.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Adrian Toomes   (VP: 6)
Adrian ToomesMastermind5+View
  • Double Striker
  • Always Leads: Salvagers
  • Master Strike: Starting from the Sewers, each Villain in the city uses its “Escape“ ability.
Epic Adrian ToomesEpic5+View
  • Triple Striker
  • Always Leads: Salvagers
  • Master Strike: Starting from the Sewers, each Villain in the city uses its “Ambush“ ability, then its “Escape“ ability.
Don't InterfereTactic5View
  • Fight: Danger Sense 4. If this revealed any Bystanders, rescue them.
More Harm than GoodTactic5View
  • Fight: Each other player discards a Spider Friends Hero or gains a Wound.
Take EverythingTactic5View
  • Fight: You may put a card from your discard pile on top of your deck.
The World's ChangedTactic5View
  • Fight: Danger Sense 3. Put all Henchmen Villains revealed this way into your Victory Pile, then do their “Fight“ abilities.
Vulture   (VP: 6)
VultureMastermind8+View
  • Striker
  • Always Leads: Vulture Tech
  • Master Strike: Put a Wound from the Wound Stack below each HQ space as a “Winged Assault.“ Whenever a player gains or KOs a Hero from the HQ, the player on their right gains one of the Wounds below that HQ space.
Epic VultureEpic10+View
  • Striker
  • Always Leads: Vulture Tech
  • Master Strike: Put a Wound from the Wound Stack or KO pile below each HQ space as a “Winged Assault.“ Whenever a player gains or KOs a Hero from the HQ, the player on their right gains one of the Wounds below that HQ space, putting it on top of their deck.
Bird of PreyTactic8View
  • Fight: Each other player discards a Spider Friends Hero or discards two cards.
Lurking ShadowTactic8View
  • Fight: Danger Sense 2. If the Rooftops are empty, a Villain you revealed enters the Rooftops.
Mid Air HeistTactic8View
  • Fight: You get +5recruit usable only to recruit tech Heroes.
Winged AssaultTactic8View
  • Fight: Put two “Winged Assault“ Wounds from under the HQ into each other player's discard pile.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Salvagers
Hybrid Alien Tech44+View
  • Striker
  • Fight: KO one of your 0-cost Heroes.
  • Escape: The current player reveals a ranged Hero or gains a 0-cost Hero from the KO pile.
Shocker #133+View
  • Striker
  • Escape: Each player reveals an instinct Hero or discards a card.
Shocker #235View
  • Ambush: Each player reveals their hand and discards all cards with the same card name as a card in the HQ.
  • Escape: (After the normal HQ KO for this escaping) Same effect.
Tinkerer24View
  • Fight: You get +1recruit for each tech Hero in the HQ.
  • Escape: Each player reveals a tech Hero or gains a Wound.
Vulture Tech
Chitauri Weapon Assault44+View
  • Striker
  • Fight: KO one of your Heroes with a recruit icon.
  • Escape: Each player discards a card with a recruit icon.
High Tech Helmet33+View
  • Striker
  • Fight: Danger Sense 3
Razor Talons22+View
  • Striker
  • Fight: The next Hero you gain this turn has Wall-Crawl.
Turbine Powered55+View
  • Striker
  • Ambush: Turbine Powered captures a Bystander. Then move this Villain to the Rooftops. If there's already a Villain there, swap them.

Bystanders

BystanderVP VPImageAbilities
Damage Control1View
  • When you rescue this Bystander, reveal the top two cards of your deck. Put any that cost 2 or less into your hand. Put the rest back in any order.

Schemes

Scheme NameImageRules
Distract the HeroView
  • Setup: 8 Twists. Use at least 1Spider Friends Hero.
  • Twist: If you get any Victory Points this turn, put this Twist on the bottom of the Villain Deck. Otherwise, stack this Twist next to the Scheme as a “Villainous Interruption.“
  • Evil Wins: When there have been 5 Villainous Interruptions.
Explosion at the Washington MonumentView
  • Setup: 8 Twists. Shuffle 18 Bystanders and 14 Wounds, then deal them evenly into eight decks. Put these decks in a row, as Floors of the Washington Monument.
  • Special Rules: Whenever you fight a Villain, you may reveal any face-down card from any Floor. If it's a Bystander, rescue it. If it's a Wound, put it back face-up.
  • Twist: KO the topmost Floor of the Washington Monument. You gain one of the Wounds KO'd this way.
  • Evil Wins: When 10 Bystanders are in the KO pile and/or Escape Pile, or all Floors are KO'd.
Ferry DisasterView
  • Setup: 9 Twists. Put the Bystander Stack above the Sewers as the “Ferry.“
  • Twist 1-4: If there's a Villain in the city space below the Ferry, KO 2 Bystanders from the Ferry. Whether you KO'd or not, the Ferry moves one space left.
  • Twist 5-8: Same effect, but it moves right.
  • Twist 9: KO half the Bystanders from the Bystander deck, rounding up.
  • Evil Wins: When 7 Bystanders are in the KO pile and/or Escape Pile.
Scavenge Alien WeaponryView
  • Setup: 7 Twists. Add an extra Henchmen Group of 10 cards as “Smugglers.“
  • Special Rules: Smugglers have Striker.
  • Twist: Play two cards from the Villain Deck.
  • Evil Wins: When 3 Villains per player have escaped or the Villain Deck runs out.

Legendary Set 17 (CHMP) Champions

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Gwenpool   Champions Champions
Come On, Nobody Reads Card NamesCommon 120+0+covert covertView
  • Versatile 1
  • covert: Instead, Versatile 3.
I'll Rescue You If I Feel Like ItCommon 232instinct 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.
I Heard Keywords Are PowerfulUncommon62instinct instinctView
  • Size-Changing: instinct
  • instinct: Draw a card.
  • Cheering Crowds
I'm the Best at Board GamesRare75instinct instinctView
  • Demolish each other player. For each player that discards a card this way, draw a card.
Ms. Marvel   Champions Champions
Long Arm of the LawCommon 13covert covertView
  • Size-Changing: covert
  • Draw a card.
  • covert: Rescue a Bystander.
Big ImpactCommon 240+0+strength strengthView
  • Size-Changing: strength
  • Versatile 2
Need to Stretch My LegsUncommon62covert covertView
  • Size-Changing: covert
  • Champions: You may KO a card from your hand or discard pile.
  • Cheering Crowds
Rising HopeRare90+0+strength strengthView
  • Size-Changing: strength, covert
  • Versatile 4
  • Cheering Crowds
Nova   Champions Champions
Space CopCommon 120+0+strength strengthView
  • Versatile 1
  • Champions: Rescue a Bystander.
Interstellar HeroCommon 240+0+ranged rangedView
  • Versatile 2
  • Cheering Crowds
Holographic ProjectionUncommon52+0+ranged rangedView
  • ranged: Versatile 3.
Growing Nova ForceRare90+0+ranged rangedView
  • Size-Changing: ranged, strength
  • For each other card you played this turn with a recruit icon, you get +1recruit. For each other card you played this turn with an attack icon, you get +1attack.
Totally Awesome Hulk   Champions Champions
Beloved BehemothCommon 142strength strengthView
  • Size-Changing: strength
  • strength: The first time you defeat a Villain this turn, rescue a Bystander.
Incredible Mind, Awesome BodyCommon 241tech techView
  • Size-Changing: tech
  • Draw a card.
  • Cheering Crowds
Growing PainsUncommon52+strength strengthView
  • Size-Changing: strength
  • If you have a Wound in your hand or discard pile, KO it and you get +2attack. Otherwise, gain a Wound.
7th Smartest Man in the WorldRare95+tech techView
  • Size-Changing: tech, strength
  • You get +1attack for each extra card you drew this turn.
Viv Vision   Champions Champions
Walking Wi-FiCommon 132tech techView
  • tech: Whenever you recruit a Hero from the HQ this turn, rescue a Bystander.
Expanding Neural NetworkCommon 242tech techView
  • Size-Changing: tech
  • tech: When you draw a new hand of cards at the end of this turn, draw an extra card.
CrowdsourcingUncommon60+0+ranged rangedView
  • Versatile 3
  • Cheering Crowds
Alter Molecular DensityRare90+5tech techView
  • Size-Changing: tech, ranged
  • Whenever you recruit a Hero this turn, you get +2attack.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Fin Fang Foom   (VP: 7)
Fin Fang FoomMastermind20*View
  • Size-Changing: strength,instinct,covert,tech,ranged
  • Always Leads: Monsters Unleashed
  • Master Strike: Demolish each player, then do it again for each Monsters Unleashed Villain in the city and Escape Pile.
Epic Fin Fang FoomEpic24View
  • Size-Changing: strength,instinct,covert,tech,ranged
  • Always Leads: Monsters Unleashed
  • Master Strike: Demolish each player, then do it again for each Monsters Unleashed Villain in the city and Escape Pile. KO all the Heroes Demolished this way.
Alien Dragon TechnologyTactic20View
  • Fight: A Hero in the HQ gets Size-Changing: strength,instinct,covert,tech,ranged this turn.
Flammable Acid BreathTactic20View
  • Fight: KO the top card of the Hero Deck. Then each other player KOs a Hero of that Hero class from their discard pile (strength,instinct,covert,tech,ranged).
Multipronged AssaultTactic20View
  • Fight: Each other player reveals at least 3 Hero Classes (strength,instinct,covert,tech,ranged) or gains a Wound.
Supersonic Dive AttackTactic20View
  • Fight: KO the top card of the Hero Deck. Then each other player reveals their hand and discards a Hero of that Hero Class (strength,instinct,covert,tech,ranged).
Pagliacci   (VP: 6)
PagliacciMastermind9View
  • Always Leads: Wrecking Crew
  • Master Strike 1, 5: This card becomes a Scheme Twist that takes effect immediately.
  • Master Strike 2, 3, 4: Demolish each player.
Epic PagliacciEpic11View
  • Always Leads: Wrecking Crew
  • Master Strike 1, 3, 5: This card becomes a Scheme Twist that takes effect immediately.
  • Master Strike 2, 4: Demolish each player.
Commedia Dell'MorteTactic9View
  • Fight: Each other player may gain two Wounds. Demolish each of those players who does not.
Creative AssassinTactic9View
  • Fight: You get Versatile 3.
Insane Clown Has a PosseTactic9View
  • Fight: Each other player may KO a Wrecking Crew Villain from their Victory Pile. Demolish each of those players who does not.
Jester of a Twisted OperaTactic9View
  • Fight: Each other player may KO a card from their discard pile that costs 1 or more. Demolish each of those players who does not.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Monsters Unleashed
Goom46View
  • Ambush: Goom captures a Bystander.
  • Fight: KO one of your Heroes.
Groot from Planet X26View
  • Size-Changing: strength, covert
  • Fight: Two Bystanders from the Bystander Stack enter the city as 3attack “Splintered Half-Groot“ Villains. When you fight one, rescue it as a Bystander.
Monsteroso25View
  • Size-Changing: strength, instinct
  • Fight: When you draw a new hand of cards at the end of this turn, draw an extra card.
Orrgo22View
  • You can't fight Orrgo unless you have already defeated another Villain this turn.
Sporr37View
  • Size-Changing: tech, ranged
  • Fight: A Hero in the HQ gains Size-Changing: tech, ranged this turn.
Tim Boo Ba512View
  • Size-Changing: strength, instinct, covert, tech, ranged
  • Fight: All Heroes currently in the HQ cost 1 less this turn.
Trull the Unhuman48View
  • Size-Changing: covert, tech
  • Ambush: Trull captures a Bystander. Then Demolish each player.
Zzutak59View
  • Size-Changing: ranged, instinct
  • Escape: Demolish each player.
Wrecking Crew
Bulldozer24View
  • Ambush: Bulldozer moves an extra space forward. If this pushes any Villains forward, Demolish each player.
Piledriver46View
  • Fight: KO one of your Heroes.
  • Escape: Demolish each player.
Thunderball35View
  • Fight: If you fight Thunderball in the Sewers or Bank, Demolish each other player.
The Wrecker57View
  • Ambush: For each Wrecking Crew Villain in the city (including this one), Demolish each player.

Schemes

Scheme NameImageRules
Clash of the Monsters UnleashedView
  • Setup: 10 Twists. 6 Wounds per player in the Wound Stack. Shuffle 8 Monsters Unleashed Villains into a face-down “Monster Pit“ deck.
  • Twist 3-10: Each player chooses a Villain from their Victory Pile as their “Gladiator.“ Then the top card of the Monster Pit enteres the city. Each player whose Gladiator has a lower printed attack than that Monster gains a Wound.
  • Evil Wins: When the Wound Stack or Monster Pit Deck runs out.
Divide and ConquerView
  • Setup: 8 Twists. 7 Heroes. Sort the Hero Deck by Hero Class: strength,instinct,covert,tech,ranged. (If a card has multiple Classes, break ties at random.) Put these 5 smaller, shuffled Hero Decks beneath the 5 HQ Spaces.
  • Special Rules: Whenever an HQ Space is empty, fill it with the top card of the Hero Deck below that space.
  • Twist 1-3: KO all Heroes in the HQ.
  • Twist 4-8: KO one of the Hero Decks.
  • Evil Wins: When all Hero Decks are gone.
Hypnotize Every HumanView
  • Setup: 8 Twists. Add another Henchman Villain Group. No Bystanders in the Villain Deck.
  • Twist 1-6: Put a Bystander from the Bystander Stack above each city space as a facedown 2attack “Hypno-Thrall“ Villain. They don't move. When you fight one, rescue it as a Bystander. You can't fight a Villain in a city space that has any Hypno-Thralls above it.
  • Twist 7-8: Each player puts a Villain from their Victory Pile into the Escape pile.
  • Evil Wins: When 8 Villains are in the Escape pile.
Steal All Oxygen on EarthView
  • Setup: 8 Twists. The “Oxygen Level“ starts at 8.
  • Twist: Stack this Twist next to the Scheme. The Oxygen Level decreases by 1. Then KO each Hero from the HQ whose cost is greater than the Oxygen Level.
  • Evil Wins: When 20 non-grey Heroes are KO'd.

Legendary Set 18 (WWHK) World War Hulk

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Amadeus Cho   Champions Champions
ExtrapolateCommon 121instinct instinctView
  • Outwit: Draw a card.
Gamma-Draining NanitesCommon 23tech techView
  • Draw a card.
  • Then, if you drew two cards this turn, Transform this into Like Totally Smart Hulk.
Like Totally Smart HulkCommon 352+strength strengthView
  • Outwit: You get +2attack.
Renegade GeniusUncommon60+tech techView
  • You get +1attack for each different cost of Hero you have.
  • Outwit: Draw a card.
Visualize the VariablesRare84tech techView
  • Whenever you use an Outwit ability this turn, you may use it an extra time.
  • Outwit: Look at the top card of your deck. KO it or put it back.
Bruce Banner   Avengers Avengers
Solve the ImpossibleCommon 121tech techView
  • Outwit: When you draw a new hand of cards at the end of this turn, draw an extra card.
Gamma Bomb DisasterCommon 242tech techView
  • Outwit: Transform this into Savage Hulk Unleashed.
Savage Hulk UnleashedCommon 350+strength strengthView
  • Smash 4
Dangerous TestingUncommon63tech techView
  • tech: Reveal the top card of your deck. If it costs 0, KO it.
Gamma Ray ExperimentRare74tech techView
  • Outwit: Look at the top three cards of your deck. Draw one of them, KO one, and put one back.
Caiera   Warbound Warbound
Shadow QueenCommon 121covert covertView
  • Outwit: Draw a card.
Shadowforged BladeCommon 242+covert covertView
  • covert: Smash 2
Focus The Old PowerUncommon62strength strengthView
  • Outwit: You may KO a card from your hand or discard pile.
Dutiful ProtectorRare7instinct instinctView
  • Double the recruit you have.
  • If there are at least 3 Heroes per player in the KO pile, Transform this into Vengeful Destructor.
Vengeful DestructorRare7strength strengthView
  • Double the attack you have.
Gladiator Hulk   Warbound Warbound
Don't Make Me AngryCommon 130+strength strengthView
  • Draw a card.
  • Smash 2
Seize The ThroneCommon 240+instinct instinctView
  • Smash 3
  • Then, if you discarded at least two cards this turn, Transform this into Hulk Is King and put it on top of your deck.
Hulk Is KingCommon 353strength strengthView
  • When a card effect causes you to discard this card, you may return this card to your hand.
The Green ScarUncommon53+strength strengthView
  • strength: Cross-Dimensional Hulk Rampage.
  • If any players gained a Wound this way, you get Wounded Fury.
Double-Fisted SmashingRare80+strength strengthView
  • You get doubleattack from each Smash this turn.
  • Smash 3
Hiroim   Warbound Warbound
Seek RedemptionCommon 132covert covertView
  • covert: The first time you defeat a Villain this turn, rescue a Bystander.
Save from the RubbleCommon 241covert covertView
  • Draw a card.
  • If there are at least 2 Bystanders in your Victory Pile, Transform this into Hiroim Redeemed.
Hiroim RedeemedCommon 351+strength strengthView
  • You get +1attackfor every two Bystanders in your Victory Pile.
Mystic Shadow PriestUncommon62covert covertView
  • Warbound: You may KO a 0-cost card from any player's discard pile. If you KO a Wound this way, rescue a Bystander.
Blade of the PeopleRare7instinct instinctView
  • Choose one: Rescue three Bystanders, or defeat any Villain or Mastermind whose attack is less than the number of Bystanders in your Victory Pile.
Hulkbuster Iron Man   Avengers Avengers
Pound for PoundCommon 120+strength strengthView
  • Draw a card.
  • tech: You get +2attack.
Attune Techtonic TransducerCommon 242+tech techView
  • Outwit: Smash 2
Build the SuitUncommon53tech techView
  • techstrength: Transform this into Ultra-Massive Armor.
Ultra-Massive ArmorUncommon 260+tech techView
  • Draw two cards.
  • Smash 2
Final BattleRare85+tech techView
  • You get +2attack for each other tech and/or strength card you played this turn.
Joe Fixit, Grey Hulk   Crime Syndicate Crime Syndicate
Carefully Considered SmashingCommon 130+2strength strengthView
  • strength: Smash 2
Threaten And BribeCommon 242covert covertView
  • Choose a Villain. You can spend any combination ofrecruitandattackto fight it this turn.
Ambitious EnforcerUncommon63strength strengthView
  • When you defeat a Villain this turn that has 6attack or more, Transform this into Underworld Boss and put it on top of your deck.
Underworld BossUncommon 260+instinct instinctView
  • Choose a Villain in your Victory Pile, You get +attack equal to it's printed VP.
Hulk Runs This TownRare74covert covertView
  • You can spend any combination ofrecruitandattackto fight the Mastermind this turn.
Korg   Warbound Warbound
Nothing Beats RockCommon 120+strength strengthView
  • Draw a card.
  • strength: Smash 2. If you Smash a Wound this way, KO it.
Move MountainsCommon 242strength strengthView
  • Outwit: Draw a card.
Forged by FireUncommon32strength strengthView
  • strengthstrength: Transform this into Lord of Granite.
Lord of GraniteUncommon 250+covert covertView
  • Draw a card.
  • Smash 3
Kronan TacticianRare80+strength strengthView
  • Put all cards from the HQ on the bottom of the Hero Deck in random order. You get their total printedattack.
Miek, The Unhived   Warbound Warbound
This Bug Smashes YouCommon 132+instinct instinctView
  • Smash 1
Devouring FrenzyCommon 242instinct instinctView
  • Look at the top card of your deck. Put it back on the top or bottom.
  • instinct: You may Feast.
Endless AppetiteUncommon53instinct instinctView
  • Whenever a card is KO'd from your deck this turn, you may draw a card.
MetamorphosisRare75covert covertView
  • You may Feast. Then, if a card with anattack icon was KO'd from your deck this turn, Transform this into Hive King Miek.
Hive King MiekRare86strength strengthView
  • Look at the top three cards of your deck and put them back in any order. Then you may Feast.
Namora   Champions Champions
Crushing TsunamiCommon 130+ranged rangedView
  • Draw a card.
  • ranged: Smash 3
Heart of the OceanCommon 242+covert covertView
  • You get +1attack, usable only against Villains in the Sewers or Bridge or the Mastermind.
Herculean EffortUncommon53ranged rangedView
  • When you defeat a Villain in the Sewers or Bridge, Transform this into Master of Depths and put it on top of your deck.
Master of DepthsUncommon 260+strength strengthView
  • Smash 3
  • If you Smash a 0-cost Hero this way, KO it.
Turning The TideRare75covert covertView
  • covert: If the Bridge is empty, you may move a Villain there from another city space. A Villain moved this way gets -3attack this turn.
No-Name, Brood Queen   Warbound Warbound
Surprise AttackCommon 121covert covertView
  • If this is the first card you played this turn, draw a card.
Appetite for DestructionCommon 242covert covertView
  • Look at the top card of your deck. Discard it or put it back.
  • covert: You may Feast.
Bursting with LifeUncommon32strength strengthView
  • You may Feast. Then, if a non-grey Hero was KO'd from your deck this turn, Transform this into Torrent of Broodlings.
Torrent of BroodlingsUncommon 252covert covertView
  • Draw a card.
World-Spanning HungerRare84+instinct instinctView
  • Look at the top card of your deck. Then Feast up to three times. You get +2attack for each non-grey Hero that was KO'd from your deck this turn.
Rick Jones   Shield Shield
HacktivistCommon 132tech techView
  • tech: Reveal the top card of your deck. If it's aShield, draw it.
Seek the Nega-BandsCommon 242instinct instinctView
  • Reveal the top card of your deck. If it costs 3 or more, Transform this into Captain Marvel.
Captain MarvelCommon 352ranged rangedView
  • Reveal the top card of your deck. If it costs 3 or more, draw it.
Irradiated BloodUncommon53tech techView
  • If you have at least 5 Villains in your Victory Pile, Transform this into A-Bomb and put it on top of your deck.
A-BombUncommon 260+strength strengthView
  • Smash 5
Caught in Kree-Skrull WarRare74covert covertView
  • If you defeat two Villains this turn, Transform this into The Destiny Force and put it on top of your deck.
The Destiny ForceRare9ranged rangedView
  • Count the number of different printed VP values in your Victory Pile. Draw that many cards.
Sentry   Avengers Avengers
AgoraphobiaCommon 12covert covertView
  • Transform this into Golden Guardian of Good and put it in your discard pile.
Golden Guardian of GoodCommon 260+strength strengthView
  • You may Transform this into Agoraphobia and put it in your discard pile. If you do, you get +4attack.
Rival PersonalitiesCommon 342+strength strengthView
  • You get +1attackfor each card that Transformed this turn.
Mournful SentinelUncommon32ranged rangedView
  • Reveal the top card of your deck. If it costs 1 or more, Transform this into The Void Unchained and put it on top of your deck.
The Void UnchainedUncommon 253covert covertView
  • Reveal the top card of your deck. If it costs 0, then Feast. Otherwise, Transform this into Mournful Sentinel and put it in your discard pile.
Vast Unstable PowerRare80+ranged rangedView
  • Reveal the top five cards of the Hero Deck, gain their total printedattack, and put them on the bottom of that deck. If this card makes 12attack or more, then Transform this card into The Void Mastermind and add it to the game at the start of the next turn with one random Tactic.
She-Hulk   Avengers Avengers
Hurl Legal ObjectionsCommon 132instinct instinctView
  • Once this turn, if you made at least 6recruitthis turn, Transform this into Hurl Trucks.
Hurl TrucksCommon 262+strength strengthView
  • Smash 2
  • Smash 2
Window of OpportunityCommon 342strength strengthView
  • Outwit: Draw a card.
Radioactive RiotUncommon63strength strengthView
  • Once this turn, if you made at least 6recruitthis turn, you may KO a card from your hand or discard pile.
Jade GiantessRare80+4strength strengthView
  • For every 2recruityou made this turn, Reveal the top card of the Hero Deck, put it on the bottom of that deck, and you get that card's printedattack.
Skaar, Son of Hulk   Avengers Avengers
Anger ManagementCommon 131+strength strengthView
  • strength: Smash 3
Scarred PastCommon 232+instinct instinctView
  • instinct: Wounded Fury.
Mood SwingsUncommon53instinct instinctView
  • instinct: You may gain a Wound. If you do, Transform this into Raging Savage.
Raging SavageUncommon 263+strength strengthView
  • Wounded Fury
Planetary-Level RevengeRare84+strength strengthView
  • Wounded Fury
  • Then, you may KO any number of Wounds from your hand and/or discard pile, then draw that many cards.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
General “Thunderbolt” Ross   (VP: 6)
General “Thunderbolt” RossMastermind6*View
  • Start of Game: Stack 8 Bystanders next to General Ross as “Helicopter“ Villains with 2attack. You can fight them to rescue them as Bystanders. You can't fight General Ross while he has any Helicopters.
  • Always Leads: Code Red
  • Master Strike: General Ross Transforms, then Cross-Dimensional Hulk Rampage.
Red HulkMastermind6*View
  • Wounded Fury
  • You can't fight Helicopters, and they don't stop you from fighting Red Hulk.
  • Master Strike: Red Hulk Transforms, then stack a random Bystander from each player's Victory Pile next to this as a Helicopter. Each player who didn't have a Bystander gains a Wound instead.
Bust You Down to PrivateTactic6View
  • Fight: Each other player puts a non-grey Hero from their hand on the bottom of the Hero Deck, then puts a 0-cost Hero from the KO pile into their hand.
  • This Mastermind Transforms.
Call Out the ArmyTactic6View
  • Fight: Put 3 Bystanders from the Bystander Stack next to this Mastermind as “Helicopters.“
  • This Mastermind Transforms.
Personal ArsenalTactic6View
  • Fight: For each Master Strike in the KO pile, put a Bystander from the Bystander Stack next to the Mastermind as a “Helicopter.“
  • This Mastermind Transforms.
Urban WarfareTactic6View
  • Fight: Put a random Bystander next to the Mastermind as a “Helicopter“ from each of these places: The Bystander Stack, the Escape Pile, each city space, and each other player's Victory Pile.
  • This Mastermind Transforms.
Illuminati, Secret Society   (VP: 7)
Illuminati, Secret SocietyMastermind11+View
  • This Mastermind gets +4attack unless you Outwit them.
  • Always Leads: Illuminati
  • Master Strike: Each player reveals their hand and discards two cards that each cost between 1 and 4. The Illuminati Transform.
Illuminati, Open WarfareMastermind13View
  • Whenever a card effect causes a player to draw any number of cards, that player must then also discard a card.
  • Master Strike: Each player reveals their hand and discards two cards that each cost between 5 and 8. The Illuminati Transform.
Black Bolt's Omni-ShoutTactic11View
  • Fight: Each other player reveals their hand and discards two cards with no rules text.
  • The Illuminati Transform.
Dr. Strange's Orb of AgamottoTactic11View
  • Fight: Each other player reveals their hand and discards a ranged or instinct Hero.
  • The Illuminati Transform.
Hulkbuster's Hammer FistTactic11View
  • Fight: Each other player reveals their hand and KOs a tech or strength Hero from their hand or discard pile.
  • The Illuminati Transform.
Zom's Manacles of Living BondageTactic11View
  • Fight: Each other player reveals a covert Hero or gains a Wound.
  • The Illuminati Transform.
King Hulk, Sakaarson   (VP: 6)
King Hulk, SakaarsonMastermind9+View
  • King Hulk gets +1attack for each Warbound Villain in the city and in the Escape Pile.
  • Always Leads: Warbound
  • Master Strike: Each player KO's a Warbound Villain from their Victory Pile or gains a Wound. King Hulk Transforms.
King Hulk, WorldbreakerMastermind10+View
  • Wounded Fury
  • Master Strike: Each player reveals their hand, then KO's a card from their hand or discard pile that has the same card name as a card in the HQ. King Hulk Transforms.
Fury of the Green ScarTactic9View
  • Fight: Each other player reveals their hand and discards a Hero that isn't grey and isn't strength.
  • King Hulk Transforms.
Oath of the WarboundTactic9View
  • Fight: The Villain in the Escape Pile with the highest printed attack enters the Sewers.
  • King Hulk Transforms.
Revenge from the StarsTactic9View
  • Fight: After you put this in your Victory Pile, Cross-Dimensional Hulk Rampage.
  • King Hulk Transforms.
Rule By the StrongestTactic9View
  • Fight: You get +1recruit for each of your strength Heroes.
  • King Hulk Transforms.
M.O.D.O.K.   (VP: 6)
M.O.D.O.K.Mastermind9View
  • All cards' Outwit abilities require four different costs instead of three.
  • Always Leads: Intelligencia
  • Master Strike: Each player who can't Outwit M.O.D.O.K. gains a Wound, then M.O.D.O.K. Transforms.
M.O.D.O.K., Network NightmareMastermind8*View
  • You can only fight M.O.D.O.K. with recruit, not attack.
  • Master Strike: Each player who can't Outwit M.O.D.O.K. KO's a non-grey Hero from their discard pile. M.O.D.O.K. Transforms.
Brain ScrambleTactic9View
  • Fight: Each other player discards their hand, then draws as many cards as they discarded.
  • M.O.D.O.K. Transforms.
Designed Only For...K.O.INGTactic9View
  • Fight: Reveal the top three cards of your deck. KO one of them, draw one, and discard one.
  • M.O.D.O.K. Transforms.
Don't Get a Big head About ItTactic9View
  • Fight: Draw a card for each Intelligencia Villain in your Victory Pile.
  • M.O.D.O.K. Transforms.
Redundancy AlgorithimTactic9View
  • Fight: Each other player reveals their hand and discards two cards that hand the same cost.
  • M.O.D.O.K. Transforms.
Red King, The   (VP: 6)
The Red KingMastermind7*View
  • You can't fight the Red King while any Villains are in the city.
  • Always Leads: Sakaar Imperial Guard
  • Master Strike: The Red King Transforms, then each player reveals a tech card or gains a Wound.
The Red King, Power ArmoredMastermind10View
  • Master Strike: The Red King Transforms, then play another card from the Villain Deck.
Haughty SpiteTactic7View
  • Fight: Each other player without a Red King Tactic in their Victory Pile gains a Wound.
  • The Red King Transforms.
Royal BodyguardTactic7View
  • Fight: Reveal cards from the Villain Deck until you reveal a Sakaar Imperial Guard. If you find one, play it. Either way, shuffle all the other revealed cards back into the Villain Deck.
  • The Red King Transforms.
Treasury of SakaarTactic7View
  • Fight: You get +1recruit for each Sakaar Imperial Guard and Red King Tactic in your Victory Pile, including this one.
  • The Red King Transforms.
Vast Armies of SakaarTactic7View
  • Fight: If this is not the final Tactic, reveal the top three cards of the Villain Deck. Play all the Villains you revealed. Put the rest back in random order.
  • The Red King Transforms.
Sentry, The   (VP: 6)
The SentryMastermind10View
  • Start of Game: Shuffle 2 Wounds into each player's deck before drawing starting hands.
  • Always Leads: Aspects of the Void
  • Master Strike: The Sentry Transforms, then Cross-Dimensional Void Rampage.
The VoidMastermind10View
  • Wounded Fury
  • Master Strike: Feast on each player. If this feasts on a player's grey Hero, that player gains a Wound. The Void Transforms.
Pacifying LightTactic10View
  • Fight: Each other player reveals their hand and discard two cards with recruit icons.
  • This Mastermind Transforms.
Power of a Million Exploding SunsTactic10View
  • Fight: Put all Heroes from the HQ on the bottom of the Hero Deck. Each other player reveals their hand and discards each card with the same card name as any of those cards.
  • This Mastermind Transforms.
Reflexive TeleportationTactic10View
  • Fight: Choose one of your Heroes that costs 5 or less. When you draw a new hand of cards at the end of this turn, add that Hero to your hand as an extra card.
  • This Mastermind Transforms.
Repressed DarknessTactic10View
  • Fight: Each other player reveals a ranged Hero or plays an Aspects of the Void Villain from their Victory Pile as if playing it from the Villain Deck.
  • This Mastermind Transforms.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Aspects of the Void
Black Anti-Hurricane46View
  • Fight: Each player simultaneously puts a card from their discard pile into the discard pile of the player to their right.
  • Escape: Same effect.
Demonform57View
  • Fight: Feast. If Demonform feasts on a non-grey Hero, gain a Hero from the HQ of that cost or less.
Infini-Tendrils34+View
  • Wounded Fury
  • Ambush: Infini-Tendrils captures a Bystander.
Psychotic Break2View
  • Ambush: Play another card from the Villain Deck.
  • By End of Turn: Defeat a Villain.
  • Or Suffer: (After you draw your new hand) Psychotic Break becomes a Master Strike that takes effect immediately.
Shadow Man35View
  • Fight: You get +2recruit.
Code Red
Caught Red-Handed3View
  • By End of Turn: Recruit a covert Hero or recruit any two Heroes.
  • Or Suffer: (After you draw your new hand) Each player reveals a covert Hero or gains a Wound.
Crimson Dynamo24View
  • Fight: Choose a covert Hero in the HQ. It costs 2 less this turn.
Elektra, Red Blades35View
  • Fight: If you played a covert Hero this turn, KO one of your Heroes.
Punisher, Red Dot Sniper46View
  • Fight: Reveal the top card of your deck. If it costs 0, KO it. If it's covert, draw it.
Red She-Hulk56+View
  • Wounded Fury
  • Fight: Each player reveals a covert Hero or gains a Wound.
  • Escape: Same effect.
Thundra34+View
  • Thundra gets +2attack if there are any number of covert Heroes in the HQ.
  • Ambush: Put each non-covert Hero from the HQ on the bottom of the Hero Deck.
Illuminati
Black Bolt513View
  • During your turn, any number of times, you may discard a card that has no rules text to give Black Bolt -2attack this turn.
  • Escape: Each player discards a card with no rules text.
Dr. Strange35View
  • Ambush: Each player who can't Outwit Dr. Strange discards a card.
Dr. Strange, Possessed by Zom35+View
  • This Villain gets +1attack for each Bystander in the city.
  • Ambush: This Villain captures 3 Bystanders.
Enchain the Hulk4View
  • By End of Turn: Discard two cards of the same Hero Class or recruit two cards of the same Hero Class. (strength, instinct, covert, tech, ranged, but not grey)
  • Or Suffer: (After you draw your new hand) Cross-Dimensional Hulk Rampage
Hulkbuster Iron Man46+View
  • Hulkbuster Iron Man gets +3attack unless you Outwit him.
  • Escape: Cross-Dimensional Illuminati Rampage
Intelligencia
Battle of Wits3View
  • By End of Turn: Outwit this trap.
  • Or Suffer: (After you draw your new hand) Each player discards down to 4 cards.
Cosmic Hulk Robot45+View
  • Wounded Fury
  • Ambush: Each player who can't Outwit Cosmic Hulk Robot gains a Wound.
  • Escape: Same effect.
Doc Samson34+View
  • Doc Samson has +4attack unless you Outwit him.
  • Fight: KO one of your Heroes.
The Leader, Gamma Fiend35View
  • Ambush: If you can't Outwit the Leader, play the top card of the Villain Deck.
  • Fight: Same effect.
Sakaar Imperial Guard
Gladiators' Colosseum4View
  • By End of Turn: Only play cards from a single Team of your choice this turn (e.g. Shield, Avengers, X Men, Warbound, etc.)
  • Or Suffer: (After you draw your new hand) Each player reveals their hand, chooses a Team, and discards all cards that don't belong to that Team.
Great Devil Corker46View
  • Fight: Look at the top three cards of your deck. Put them back in any order. Then Feast.
Headman Charr22+View
  • During your turn, Headman Charr gets +1attack for each Villain in your Victory Pile.
  • Escape: Each player gains a Wound.
Lieutenant Caiera57View
  • Fight: If you Outwit Lieutenant Caiera draw two cards.
Primus Vand33+View
  • Primus Vand gets +1attack for each Villain adjacent to him.
  • Fight: KO one of your Heroes.
U-Foes
Ironclad46View
  • Fight: Each player reveals a strength Hero or KO's a Hero that costs 1 or more from their discard pile.
  • Escape: Same effect.
Vapor24View
  • Fight: Each player reveals a covert Hero or gains a Wound.
  • Escape: Same effect.
Vector24View
  • Fight: Each player who reveals an instinct Hero draws a card.
Unidentified Flying U-Foes3View
  • By End of Turn: Discard a tech Hero or discard three cards.
  • Or Suffer: Play two extra cards from the Villain Deck next turn.
X-Ray35View
  • Fight: Each player who reveals a ranged Hero may KO a card from their discard pile.
Warbound
Elloe Kaifi35View
  • Fight: Draw a card. Another player of your choice also draws a card.
Hiroim57View
  • Fight: KO a card from the HQ. Each player reveals their hand and KO's a card with that same cost.
  • Escape: Same effect.
Korg46View
  • Ambush: KO a Hero from the HQ. Each player reveals their hand and discards a card with that same cost.
  • Escape: Same effect.
Miek The Unhived35View
  • Fight: Look at the top two cards of your deck. Put them back on the top and/or bottom. Then Feast.
No-Name, Brood Queen34+View
  • Wounded Fury
  • Fight: Feast. If this feasts on a non-grey Hero, draw two cards.
Warbound Rescue7View
  • By End of Turn: Put a Warbound Villain and Henchman Villain from your Victory Pile back into the city.
  • Or Suffer: Each player gains a Wound.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Cytoplasm SpikesView
Death's HeadsView
Sakaaran HivelingsView

Bystanders

BystanderVP VPImageAbilities
Actor1View
  • When you rescue this Bystander, choose a Hero in the HQ that costs 4 or less. You get its printed recruit and attack.
Animal Trainer1View
  • When you rescue this Bystander, each instinct and/or covert Hero currently in the HQ costs 1 less this turn.
Tourist Couple1View
  • When you rescue this Bystander, you get +1recruit if the Rooftops are empty and +1recruit if the Bridge is empty.
Triage Nurse1View
  • When you rescue this Bystander, look at the top three cards of your deck. KO one, discard one, and put one back.

Schemes

Scheme NameImageRules
Break the Planet AsunderView
  • Setup: 9 Twists. 7 Heroes.
  • Twist: Stack this Twist next to the Scheme as a “Tectonic Break.“ Then KO each Hero from the HQ whose printed attack is less than the number of Tectonic Breaks (no printed attack counts as 0).
  • Evil Wins: When 25 non-grey Heroes are KO'd.
Cytoplasm Spike InvasionView
  • Setup: 10 Twists. Shuffle together 20 Bystanders and 10 Cytoplasm Spike Henchmen as an “Infected Deck.“
  • Twist: Reveal the top three cards of the Infected Deck. KO all Bystanders you revealed. All Spikes you revealed enter the city.
  • Evil Wins: When the KO pile and Escape Pile combine to have 18 Bystanders and/or Spikes.
Fall of the HulksView
  • Setup: 10 Twists. 6 Wounds per player in Wound Stack. Use exactly two Heroes with “Hulk“ in their Hero Names.
  • Twist 3-6: Cross-Dimension Hulk Rampage.
  • Twist 7-10: Each player gains a Wound.
  • Evil Wins: When the Wound Stack runs out.
Gladiator Pits of SakaarView
  • Setup: 6 Twists.
  • Twist: Until the start of your next turn, each player can only play cards from a single Team of their choice during their turn. (e.g. Shield,Avengers,X Men,Warbound, etc.)
  • Evil Wins: When 2 Villains per player have escaped or the Villain Deck runs out.
Mutating Gamma RaysView
  • Setup: 7 Twists. Take 14 cards from an extra Hero with “Hulk“ in its Hero Name. Put them in a face-up “Mutation Pile.“
  • Twist 1-6: Each player in turn does the following: Put a non-grey Hero from your hand into the Mutation Pile. Then you may put a different card name with the same cost from the Mutation Pile into your discard pile.
  • Twist 7: Evil Wins!
Shoot Hulk into SpaceView
  • Setup: 8 Twists. Take 14 cards from an extra Hero with “Hulk“ in its Hero Name. Shuffle them into a “Hulk Deck.“
  • Twist: Put 2 cards from the Hulk Deck into a face-up “Prison Ship“ stack next to the S.H.I.E.L.D. Officer Stack.
  • Special Rules: You may recruit the top card of the Prison Ship stack.
  • Evil Wins: When there are 10 cards in the Prison Ship or the Hulk Deck runs out.
Subjugate with Obedience DisksView
  • Setup: 11 Twists.
  • Twist: Put this Twist under an HQ space as an “Obedience Disk.“ No space can have two more Obedience Disks than any other space.
  • Special Rules: To recruit a Hero in the HQ, you must also pay 1recruit for each Obedience Disk under it.
  • Evil Wins: When each HQ space has 2 Obedience Disks.
World War HulkView
  • Setup: 9 Twists. Put three additional Masterminds out of play, “Lurking.“ Each of the four Masterminds has two random Tactics.
  • Special Rules: When you defeat all of a Mastermind's Tactics, KO its face card and a random Lurking Mastermind enters play.
  • Twist 1-8: Swap the current Mastermind with a random Lurking Mastermind.
  • Twist 9: Evil Wins!

Legendary Set 19 (MSP1) Marvel Studios Phase 1

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
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.
Captain America   Avengers Avengers
Avengers Assemble!Common 130+instinct instinctView
  • You get +1recruit for each color of Hero you have.
Perfect TeamworkCommon 240+strength strengthView
  • You get +1attack for each color of Hero you have.
Diving BlockUncommon64tech techView
  • If you would gain a Wound, you may reveal this card and draw a card instead.
A Day Unlike Any OtherRare73+covert covertView
  • Avengers: You get +3attack for each other Avengers you played this turn.
Hawkeye   Avengers Avengers
Quick DrawCommon 131instinct instinctView
  • Draw a card.
Team PlayerCommon 242+tech techView
  • Avengers: You get +1attack.
Covering FireUncommon53tech techView
  • tech: Choose one: each other player draws a card or each other player discards a card.
Impossible Trick ShotRare75tech techView
  • Whenever you defeat a Villain or Mastermind this turn, rescue three Bystanders.
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 Smash!Rare85+strength strengthView
  • strength: You get +5attack.
Iron Man   Avengers Avengers
Endless InventionCommon 13tech techView
  • Draw a card.
  • tech: Draw another card.
Repulsor RaysCommon 232+ranged rangedView
  • ranged: You get +1attack.
Arc ReactorUncommon53+tech techView
  • tech: You get +1attack for each othertech Hero you played this turn.
Quantum BreakthroughRare7tech techView
  • Draw two cards.
  • tech: Draw two more cards.
Nick Fury   Shield Shield
Battlefield PromotionCommon 14covert covertView
  • You may KO a Shield Hero from your hand or discard pile. If you do, you may gain a S.H.I.E.L.D. Officer to your hand.
High-Tech WeaponryCommon 232+tech techView
  • tech: You get +1attack.
Legendary CommanderUncommon61+strength strengthView
  • You get +1attack for each otherShield Hero you played this turn.
Pure FuryRare8tech techView
  • Defeat any Villain or Mastermind whose attack is less than the number of Shield Heroes in the KO pile.
Thor   Avengers Avengers
OdinsonCommon 132+strength strengthView
  • strength: You get +2recruit.
Surge of PowerCommon 240+2ranged rangedView
  • If you made 8 or more recruit this turn, you get +3attack.
Call LightningUncommon63+ranged rangedView
  • ranged: You get +3attack.
God of ThunderRare80+5ranged rangedView
  • You can use recruit as attack this turn.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Iron Monger   (VP: 5)
Iron MongerMastermind9+View
  • Bank Conqueror 4
  • Always Leads: Iron Foes
  • Master Strike: If there is a Villain in the Bank, each player gains a Wound. Otherwise, put this Master Strike into the Bank as a 6attack “StaneTech Weaponry” Villain worth 4VP.
Hostile TakeoverTactic9View
  • Fight: If there are no Villains in the bank, reveal the top card of the Villain Deck. If it’s a Villain, it enters the Bank.
Overloaded ArsenalTactic9View
  • Fight: Each other player reveals a tech Hero or gains a Wound. Then each other player reveals a ranged Hero or gains a Wound.
Sonic StunnerTactic9View
  • Fight: Each other player reveals a tech Hero or discards down to 4 cards.
Unexpected BetrayalTactic9View
  • Fight: If the Bank is empty, the player on your right chooses a Villain from their Victory Pile. That Villain enters the Bank.
Loki   (VP: 5)
LokiMastermind10View
  • Always Leads: Enemies of Asgard
  • Master Strike: Each player reveals a strength Hero or gains a Wound.
Cruel RulerTactic10View
  • Fight: Defeat a Villain in the City for free.
Maniacal TyrantTactic10View
  • Fight: KO up to four cards from your discard pile.
Vanishing IllusionsTactic10View
  • Fight: Each other player KOs a Villain from their Victory Pile.
Whispers and LiesTactic10View
  • Fight: Each other player KOs two Bystanders from their Victory Pile.
Red Skull   (VP: 5)
Red SkullMastermind7View
  • Always Leads: HYDRA
  • Master Strike: Each player KOs a Hero from their hand.
Endless ResourcesTactic7View
  • Fight: You get +4recruit.
HYDRA ConspiracyTactic7View
  • Fight: Draw two cards. Then draw another card for each HYDRA Villain in your Victory Pile.
Negablast GrenadesTactic7View
  • Fight: You get +3attack.
Ruthless DictatorTactic7View
  • Fight: Look at the top three cards of your deck. KO one, discard one and put one back on top of your deck.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Chitauri
Chitauri Soldier23+View
  • Rooftops Conqueror 2
  • Ambush: Chitauri Soldier captures a Bystander.
Chitauri Commander23+View
  • Rooftops Conqueror 2
  • Ambush: (After this enters the city) If the Rooftops are empty, reveal the top card of the Villain Deck. If it's a Villain, that Villain enters the Rooftops.
Chitauri Leviathan45+View
  • Rooftops Conqueror 2
  • Fight: Each player with no Bystanders in their Victory Pile gains a Wound.
  • Escape: Same effect.
Chitauri Chariot34+View
  • Rooftops Conqueror 2
  • Ambush: (After this enters the city) If the Rooftops are empty, move this Villain there.
Gamma Hunters
Sonic Cannon24View
  • Ambush: Each Player discards two cards, then draws a card.
  • Escape: Same Effect
Lt. Gen “Thunderbolt“ Ross35View
  • Ambush: Each Player reveals their hand. Each player with any strength cards must discard one of them or gain a Wound.
  • Escape: Same effect.
Abomination, Raging Monster44+View
  • Streets Conqueror 3
  • Ambush: (After this enters the city) If the Streets are empty, move another Villain from any city space to the Streets.
Fighter Jet23+View
  • Streets Conqueror 2
  • Fight: KO one of your heroes.
Enemies of Asgard
Destroyer57View
  • Fight: KO all your Shield Heroes.
  • Escape: Each player KOs two of their Heroes.
Enslaved Hawkeye46View
  • Fight: Draw three cards
Frost Giant24View
  • Fight: Each player reveals a ranged Hero or gains a Wound.
  • Escape: Same effect.
Laufey, Frost Giant King46View
  • Ambush: Each player reveals a ranged Hero or gains a Wound.
  • Fight: Choose a player. That player KOs any number of Wounds from their hand and discard pile.
HYDRA
Endless Armies of HYDRA34View
  • Fight: Play the top two cards of the Villain Deck.
HYDRA Motorcycle Squad13View
  • Fight: You may gain a S.H.I.E.L.D. Officer.
Arnim Zola3+6View
  • Arnim Zola is worth +3piercing for each other HYDRA Villain in your Victory Pile.
HYDRA Tank35View
  • Fight: Each player without another HYDRA Villain in their Victory Pile gains a Wound.
  • Escape: Same effect.
Iron Foes
Hammer Drone Marine24View
  • Fight: Look at the top three cards of your deck. KO one of them and put the rest back in any order.
Raza, Ten Rings Leader34+View
  • Raza gets +1attack for each Bystander he has.
  • Ambush: Raza captures a Bystander from the Bystander Stack and a random Bystander from each player's Victory Pile.
Whiplash46View
  • Fight: Each player reveals a tech hero or gains a Wound.
  • Escape: Same effect.
Justin Hammer23+View
  • Bank Conqueror 2
  • Fight: You get +2recruit usable only to recruit heroes in the HQ space under the Bank.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Hammer Drone Army13View
  • Fight: Look at the top two cards of your deck. KO one of them and put the other back.
HYDRA Pilots13View
  • Fight: You get +1recruit.
HYDRA Spies13View
  • Fight: When you draw a new hand of cards at the end of this turn, draw an extra card.
Ten Rings Fanatics13View
  • Fight: KO one of your Heroes.

Bystanders

BystanderVP VPImageAbilities
Bystander1View
Happy Hogan1View
  • When you rescue this Bystander, you may KO a Wound from your hand or from any player's discard pile.
Jane Foster1View
  • When you rescue this Bystander, you may KO one of your Heroes or a Hero from your discard pile.
Peggy Carter1View
  • When you rescue this Bystander, draw a card.
Pepper Potts1View
  • When you rescue this Bystander, you get +2recruit, usable only to recruit Heroes in the HQ space under the Bank.

Schemes

Scheme NameImageRules
Asgard Under SiegeView
  • Setup: 8 Twists. Add an extra Henchman group to the Villain Deck.
  • Twist: Play the top 2 cards of the Villain Deck.
  • Evil Wins: If 12 Villains escape.
Destroy the Cities of Earth!View
  • Setup: 8 Twists. 12 Bystanders in the Villain Deck.
  • Special Rules: Each Villain gets +1attack for each Bystander it has.
  • Twist: Any Villain in the Bank captures 2 Bystanders. Then play the top card of the Villain Deck.
  • Evil Wins: When 8 Bystanders are carried away by escaping Villains.
Enslave Minds with the Chitauri ScepterView
  • Setup: 8 Twists. 6 Heroes. Chitauri Villain Group required. Shuffle 12 random Heroes from the Hero Deck into the Villain Deck.
  • Special Rules: Heroes in the Villain Deck count as “Enslaved“ Villains with attack equal to the Hero's vp+2. If you defeat that Hero, you gain it.
  • Twist: The highest-cost Hero from the HQ moves into the Sewers as an “Enslaved“ Villain as above.
  • Evil Wins: If 6 Heroes get into the Escaped Villains pile.
Invade AsgardView
  • Setup: 7 Twists. Each Twist is a Dark Portal.
  • Twist 1: Put the Dark Portal above the Mastermind. The Mastermind gets +1attack.
  • Twists 2-6: Put the Dark Portal in the leftmost city space that doesn't yet have a Dark Portal. Villains in that city space get +1attack.
  • Twist 7: Evil Wins!
Radioactive Palladium PoisoningView
  • Setup: 8 Twists. Wound stack holds 6 Wounds per player.
  • Twist: Each player reveals a tech Hero or gains a Wound.
  • Evil Wins: If the Wound stack runs out.
Replace Earth's Leaders with HYDRAView
  • Setup: 5 Twists. 3 additional Twists next to this Scheme. 18 total Bystanders in the Villain Deck.
  • Special Rules: Bystanders in the Villain Deck count as “Infiltrator“ Villains, with attack equal to the number of Twists next to this Scheme.
  • Twist: Put the Twist next to this Scheme.
  • Evil Wins: If 5 “Infiltrators“ escape.
Super Hero Civil WarView
  • Setup: For 2-3 players, use 8 Twists. For 4-5 players, use 5 Twists. If only 2 players, use only 4 Heroes in the Hero Deck.
  • Twist: KO all the Heroes in the HQ.
  • Evil Wins: If the Hero Deck runs out.
Unleash the Power of the Cosmic CubeView
  • Setup: 8 Twists.
  • Twist: Put the Twist next to this Scheme.
  • Twist 5-6: Each player gains a Wound.
  • Twist 7: Each player gains 3 Wounds.
  • Twist 8: Evil Wins!

Legendary Set 20 (ANTM) AntMan

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Ant-Man   Avengers Avengers
Ride the AntsCommon 141tech techView
  • Size-Changing tech
  • Draw a card.
Risky ScienceCommon 252tech techView
  • Microscopic Size-Changing techtechtech
  • tech: You may discard a card. If you do, draw a card.
Giant EgoUncommon62+strength strengthView
  • Size-Changing tech
  • You get +1attack for each extra card you drew this turn.
Pym ParticlesRare95tech techView
  • Microscopic Size-Changing techtechtechtechtech
  • A hero in the HQ with no Size-Changing abilities gain Size-Changing tech this turn.
Black Knight   Avengers Avengers
Amulet of AvalonCommon 130+instinct instinctView
  • You get Empowered by the color of your choice.
Defend the WeakCommon 232strength strengthView
  • strength: Return a 0-cost card from your discard pile to your hand.
Flying SteedUncommon63covert covertView
  • When a Master Strike is played, before it takes effect, you may discard this card. If you do, draw three extra cards at the end of this turn.
The Ebony BladeRare70+instinct instinctView
  • You get +attack equal to the printed attack of a Villain in your Victory Pile. (Mastermind tactics aren't Villains.)
Jocasta   Avengers Avengers
Creation of UltronCommon 132+tech techView
  • tech: You get Empowered by tech.
ReprocessCommon 242+ranged rangedView
  • If your discard pile is empty, you get +2recruit. Otherwise, shuffle your discard pile into your deck.
Holographic Image InducerUncommon6tech techView
  • Size-Changing tech
  • Draw two cards.
Electromagnetic EyebeamsRare75+ranged rangedView
  • If your discard pile is empty, you get +2attack. Otherwise shuffle your discard pile into your deck.
Wasp   Avengers Avengers
Bio-Electric StingCommon 131+covert covertView
  • Microscopic Size-Changing covertcovert
  • covert: You get +2attack.
Tiny Winged JusticeCommon 242covert covertView
  • Size-Changing covert
  • covert: Draw a card.
Swarm TacticsUncommon62+ranged rangedView
  • Size-Changing covert
  • You get +1attack for each card you recruited this turn.
Founding AvengerRare94+covert covertView
  • Microscopic Size-Changing covertcovertcovertcovertcovert
  • Avengers: You get +1attack for each other Avengers card you played this turn.
Wonder Man   Avengers Avengers
One-Hit WonderCommon 120+strength strengthView
  • Chose one: Draw a card, or you get Empowered by strength.
Ionic EnergyCommon 242+ranged rangedView
  • You may put a card from the HQ on the bottom of the Hero Deck.
  • ranged: You get Empowered by ranged.
Absorb Ambient PowerUncommon50+0+ranged rangedView
  • Put a card from the HQ on the bottom of the Hero Deck. If that card had a recruit icon, you get +3recruit. If that card had an attack icon, you get +3attack. (if both, get both.)
8th Wonder of the WorldRare84+strength strengthView
  • Size-Changing strength
  • Choose any number of cards from the HQ. Put them on the bottom of the Hero Deck. Then you get Empowered by ranged and strength.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Morgan Le Fay   (VP: 6)
Morgan Le FayMastermind7*View
  • Chivalrous Duel
  • Always Leads: Queen's Vengeance
  • Master Strike: Each player in turn reveals a covert Hero or gains a 0-cost Hero or Wound from the KO pile.
Epic Morgan Le FayEpic9View
  • Chivalrous Duel
  • Always Leads: Queen's Vengeance
  • Master Strike: Each player in turn gains a Wound, then gains a 0-cost Hero from the KO pile.
Reverse the Flow of TimeTactic7View
  • Fight: For the rest of the game, players take turns in the opposite order around the table.
Sorcerous BlastsTactic7View
  • Fight: Each other player discards a covert Hero or gains a Wound.
Stolen Tomes of MerlinTactic7View
  • Fight: You get +4recruit usable only for recruiting covert and/or ranged Heroes.
TransmogrifyTactic7View
  • Fight: Each other player in turn KOs a non-grey Hero from their discard pile, then gains a card from the KO pile that has a lower cost.
Ultron   (VP: 6)
UltronMastermind9+View
  • Always Leads: Ultron's Legacy
  • Master Strike: Each player reveals a tech Hero or puts a non-grey Hero from their discard pile into a “Threat Analysis pile“ next to Ultron. Ultron is Empowered by each color in his Threat Analysis pile.
Epic UltronEpic10+View
  • Always Leads: Ultron's Legacy
  • Master Strike: Each player puts a non-grey Hero from their hand into a “Threat Analysis pile“ next to Ultron. Ultron is Triple Empowered by each color in his Threat Analysis pile.
Arrogant BlindspotTactic9View
  • Fight: You may gain a Hero from Ultron's Threat Analysis pile.
Paralyzing Encephalo-RayTactic9View
  • Fight: Each other player reveals their hand and discards each card that has the same card name as any card in Ultron's Threat Analysis pile.
Predictive AnalysisTactic9View
  • Fight: Put the top three cards of the Hero Deck into Ultron's Threat Analysis pile.
Self-Repairing LegionsTactic9View
  • Fight: Each other player in turn reveals a tech Hero or puts an Ultron's Legacy Villain from the Victory Pile into an empty city space.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Ultron's Legacy
Ultron Roboticks23View
  • Microscopic Size-Changing techtechtech
  • Fight: KO one of your Heroes.
Original Ultron-123+View
  • Empowered by ranged
  • Fight: KO one of your Heroes.
Legions of Ultron34+View
  • Empowered by tech
  • Fight: Draw a card.
Alkhema34+View
  • Empowered by instinct
  • Fight: KO a card from your discard pile.
Ultron-Pym36View
  • Microscopic Size-Changing techtechtechtechtech
  • Fight: A Hero in the HQ with no Size-Changing abilites gains Size-Changing tech this turn.
Future Ultron Prime55+View
  • Double Empowered by tech
  • Ambush: Put all non-tech Heroes from the HQ on the bottom of the Hero Deck.
Brutish Ultron-1445+View
  • Empowered by strength
  • Fight: Each player reveals a strength Hero or gains a Wound.
  • Escape: Same effect.
Crimson Cowl45+View
  • Empowered by covert
  • Ambush: Crimson Cowl captures a Bystander.
Queen's Vengeance
Daystar25View
  • Microscopic Size-Changing rangedrangedrangedrangedranged
  • Fight: Reveal the top card of your deck. You may KO it.
Blackbird33View
  • Chivalrous Duel
  • Fight: KO one of your Heroes.
Gigantus47View
  • Microscopic Size-Changing strengthstrengthstrengthstrengthstrengthstrength
  • Fight: KO one of your Heroes.
Iron Knight44View
  • Chivalrous Duel
  • Escape: Each player reveals a tech Hero or gains a Wound.
Yeoman America55View
  • Chivalrous Duel
  • Fight: You get +1recruit for each color of Hero you have (including grey).
Star-Knight33View
  • Chivalrous Duel
  • Fight: KO a card from your discard pile.
Pixie23View
  • Microscopic Size-Changing covertcovertcovertcovert
  • Fight: Reveal a covert Hero or play another card from the Villain Deck.
Mordred the Evil35View
  • Fight: Choose a card in your discard pile. The player to your right gains it.
  • Escape: Each player simultaneously does that same effect.

Schemes

Scheme NameImageRules
Age of UltronView
  • Setup: 11 Twists. 4-5 Players: Add another Hero.
  • Twist: Put the top card of the Hero Deck next to the Scheme in an “Evolution“ Pile. Then this Twist enters the city as an “Evolved Ultron“ Villain.
  • Special Rules: Evolved Ultrons have 4attack and are Empowered by each color in the Evolution pile. They're worth 6VP.
  • Evil Wins: When 7 Evolved Ultrons are in the city and/or Escape Pile.
Pull Earth into Medieval TimesView
  • Setup: 9 Twists.
  • Twist 1-6: Until the start of your next turn, all Villains and Mastermind everywhere have Chivalrous Duel.
  • Twist 7-9: Each player puts a Villain from the Victory Pile into the Escape Pile.
  • Evil Wins: When 3 Villains per player have escaped.
Transform Commuters into Giant AntsView
  • Setup: Twists equal to the number of players plus 6.
  • Twist: Stack this Twist next to the Scheme. Then for each Twist in that stack, put a Bystander face down next to the Mastermind as a 2attack “Giant Ant“ Villain. When you fight one, rescue it as a Bystander.
  • Evil Wins: When ther are 10 Giant Ants next to the Mastermind.
Trap Heroes in the MicroverseView
  • Setup: 11 Twists. Add all 14 cards for and extra Hero the Villain Deck.
  • Special Rules: Heroes in the Villain Deck are “Micro-Sized“ Villains with attack equal to their printed cost. They have Size-Changing for their card color and no outher abilites while in the city. When you fight one, choose any player to gain it as a Hero.
  • Twist: Play two cards from the Villain Deck.
  • Evil Wins: When 3 Villains per player have escaped or the Villain Deck runs out.

Legendary Set 21 (VNOM) Venom

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Carnage   Venomverse Venomverse
Rending ClawsCommon 132instinct instinctView
  • Excessive Violence: Draw a card.
CarnivoreCommon 240+strength strengthView
  • Digest 4: Draw two cards.
  • Indigestion: You get +2recruit.
Gruesome FeastUncommon63covert covertView
  • Excessive Violence: Reveal the top card of your deck. You may KO it.
Feast or FamineRare86covert covertView
  • Excessive Violence: Reveal the top card of your deck. If it costs 0, KO it and you may repeat this process.
Venom   Venomverse Venomverse
Devouring DroolCommon 130+0+instinct instinctView
  • Digest 3: You get +2attack.
  • Indigestion: You get +2recruit.
  • instinct: Instead, you get both.
Razor TeethCommon 2420+strength strengthView
  • Excessive Violence: You get +2recruit.
Symbiotic AdaptationUncommon60+0+instinct instinctView
  • Choose one:
  • - You get +1recruit for each other card you played this turn with a recruit icon.
  • - Or you get +1attack for each other card you played this turn with an attack icon.
Insatiable HungerRare80+0+instinct instinctView
  • Digest 8: KO a card from your Victory Pile. You get +6attack.
  • Indigestion: KO a card from your hand or discard pile. You get +6recruit.
  • VenomverseVenomverse: Instead, do both.
Venom Rocket   Venomverse Venomverse
Hungry for ActionCommon 132instinct instinctView
  • Digest 3: You may discard a card. If you do, draw a card.
Spring the TrapCommon 242+tech techView
  • If a Master Strike or Villain that has an Ambush ability was played this turn, you get +1attack.
Serious OverkillUncommon52ranged rangedView
  • Excessive Violence: You may KO a card from your hand or discard pile.
Ultimate SurvivorRare75tech techView
  • When a Master Strike is played, before it takes effect, you may put Ultimate Survivor from your hand on top of your deck. If you do, you may put any card from the HQ into your hand.
Venomized Dr. Strange   Venomverse Venomverse
Cauldron of the CosmosCommon 121ranged rangedView
  • Digest 2: Draw a card.
See Future TimelinesCommon 242+ranged rangedView
  • ranged: Reveal the top card of your deck. If it costs 0, discard it and you get +2attack.
Complete the Grand RitualUncommon64+instinct instinctView
  • If you played a 4-cost card and a 2-cost card this turn, you get +2attack.
Crystal of KadavusRare84ranged rangedView
  • Reveal the top three cards of your deck. Draw one of them, discard one, and KO one.
  • VenomverseVenomverse: Do this ability again.
Venompool   Venomverse Venomverse
Digest That ChimichangaCommon 120+strength strengthView
  • Digest 2: You get +2attack.
  • Indigestion: “Rescue“ a Bystander.
  • strength: Instead, you get both.
ShenanigansCommon 23tech techView
  • Draw two cards. But you can't draw any more cards until the end of this turn.
Can I Get a Little Gratitude?Uncommon53instinct instinctView
  • Whenever you Rescue a Bystander this turn, do any “rescue“ ability on it an extra time.
  • Excessive Violence: “Rescue“ a Bystander.
Play to the CrowdRare74+strength strengthView
  • Digest 7: You get +1attack for each two Bystanders in your Victory Pile.
  • Indigestion: “Rescue“ two Bystanders.
  • VenomverseVenomverse: Instead, do both (in order).

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Hybrid   (VP: 6)
HybridMastermindView
  • If you fight Hybrid while he's bonded to a Villain, defeat that Villain and rescue three Bystanders instead of taking a Tactic.
  • Always Leads: Life Foundation
  • Master Strike: A Villain from the city Symbiote Bonds with Hybrid, If Hybrid was already bonded, then each player gains a Wound instead.
Epic HybridEpic8View
  • If you fight Hybrid while he's bonded to a Villain, defeat that Villain and rescue three Bystanders instead of taking a Tactic.
  • Always Leads: Life Foundation
  • Master Strike: The highest attack unbonded Villain from the city and/or Escape Pile Symbiote Bonds with Hybrid. If no new bond could occur, then each player gains a Wound instead.
Alien AwakeningTactic6View
  • Fight: If this is not the final tactic, a Henchman Villain from any Victory Pile Symbiote Bonds with Hybrid.
Escaped MonstrosityTactic6View
  • Fight: If this is not the final Tactic, a Villain from the city or Escape Pile Symbiote Bonds with Hybrid.
Life Foundation ResearchTactic6View
  • Fight: You get +1recruit for each Life Foundation Villain in your Victory Pile.
Symbiotic CallTactic6View
  • Fight: If this is not the final Tactic, reveal the top four cards of the Villain Deck. A Henchman Villain you revealed Symbiote Bonds with Hybrid. Put the rest back in any order.
Poison Thanos   (VP: 7)
Poison ThanosMastermind12+View
  • Poison Thanos gets +1attack for each different cost among cards in his “Poisoned Souls“ pile.
  • Always Leads: Poisons
  • Master Strike: Each player reveals their hand and puts one of their non-grey Heroes next to Thanos in a “Poisoned Souls“ pile.
Epic Poison ThanosEpic13+View
  • Poison Thanos gets +2attack for each different cost among cards in his “Poisoned Souls“ pile.
  • Always Leads: Poisons
  • Master Strike: Each player reveals their hand and puts half (round up) of their non-grey Heroes next to Thanos in a “Poisoned Souls“ pile. Each player that lost no Heroes this way gains a Wound.
Desperate RescueTactic12View
  • Fight: You may gain a Hero from Poison Thanos' “Poisoned Souls“ pile.
Poisoned LoyaltiesTactic12View
  • Fight: Each other player puts a Poisons card from their discard pile into Poison Thanos' “Poisoned Souls“ pile.
Searing PoisonsTactic12View
  • Fight: Each other player discards a Poisons card from their hand or gains a Wound.
Soul SeizeTactic12View
  • Fight: Put all Heroes that cost 5 or more from the HQ into Poison Thanos' “Poisoned Souls“ pile.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Life Foundation
Agony33View
  • Ambush: Reveal the top three cards of the Villain Deck. A Villain you revealed Symbiote Bonds with Agony. Put the rest back in any order.
  • Escape: Each player reveals a covert Hero or gains a Wound.
Dr. Carlton Drake35View
  • Fight: Each instinct and tech Hero currently in the HQ costs 1 less this turn.
Lasher22View
  • Ambush: A Henchman Villain from your Victory Pile Symbiote Bonds with Lasher.
Phage33View
  • Ambush: A Villain from the Escape Pile or your Victory Pile Symbiote Bonds with Phage.
Riot22View
  • Ambush: Reveal the top card of the Villain Deck. If it's a Villain, it Symbiote Bonds with Riot.
  • Fight: KO one of your Heroes.
Scream44View
  • Ambush: Reveal the top card of the Villain Deck. If it's a Henchman or Life Foundation Villain, it Symbiote Bonds with Scream.
Poisons
Poison Captain America4View
  • Fight: This Symbiote Bonds with another Villain in the city. If already bonded or unable to bond, gain this as a Hero instead.
  • You get +1attack for each color of Hero you have. (including instinct and grey)
Poison Dr. Octopus3View
  • Fight: This Symbiote Bonds with a Villain in the Bank. If already bonded or unable to bond, gain this as a Hero instead.
  • Draw a card.
Poison Hulk5View
  • Fight: This Symbiote Bonds with a Henchman Villain in the city. If already bonded or unable to bond, gain this as a Hero instead.
  • strength: You get +2attack.
Poison Sabretooth4View
  • Fight: This Symbiote Bonds with a Villain in the Streets. If already bonded or unable to bond, gain this as a Hero instead.
  • instinct: Look at the top card of your deck. You may KO it.
Poison Scarlet Witch3View
  • Fight: This Symbiote Bonds with another Villain in the city with an odd-numbered attack. If already bonded or unable to bond, gain this as a Hero instead.
  • Reveal the top card of your deck. If it has an odd-numbered cost, draw it. (0 is even.)
Poison Spider-Man2View
  • Fight: This Symbiote Bonds with another Villain in the city. If already bonded or unable to bond, gain this as a Hero instead.
  • Reveal the top card of your deck. If it costs 2 or less, draw it.
Poison Storm3View
  • Fight: This Symbiote Bonds with a Villain on the Rooftops or Bridge. If already bonded or unable to bond, gain this as a Hero instead.
  • ranged: You get +2attack usable only against the Mastermind.
Symbiotic Armor61View
  • Ambush: This Symbiote Bonds with the Mastermind. When you fight the Mastermind, defeat Symbiotic Armor and KO one of your Heroes instead of taking a Tactic.

Schemes

Scheme NameImageRules
Invasion of the Venom SymbiotesView
  • Setup: 8 Twists. Add an extra Henchman Group.
  • Twist: This Twist enters the city as a 3attack “Symbiote“ Villain worth 3VP with “Ambush: This Symbiote Bonds with another Villain in the city. Play another card from the Villain Deck.“
  • Evil Wins: When the Escape Pile has 3 cards per player, or the Villain Deck runs out.
Maximum CarnageView
  • Setup: 10 Twists. Wound Stack has 6 Wounds per player.
  • Twist: Stack this Twist next to the Scheme. If the Streets are empty, put a Bystander there as a “Possessed Psychotic“ Villain. If the Streets weren't empty, each player gains a Wound.
  • Special Rules: “Possessed Psychotics“ have attack equal to the number of Twists next to the Scheme. When you fight one, rescue it as a Bystander.
  • Evil Wins: When there are 6 Bystanders in the Escape Pile or the Wound Stack runs out.
Paralyzing VenomView
  • Setup: 6 Twists. All Bystanders are also “Biochemists.“
  • Twist: Each player KOs a Biochemist from their Victory Pile or discards down to 4 cards in hand.
  • Twist 6: Evil Wins!
Symbiotic AbsorptionView
  • Setup: 11 Twists. Set aside a second “Drained“ Mastermind and its 4 Tactics, out of play. Add its “Always Leads“ Villains as an extra Villain Group.
  • Twist 1-4: Shuffle one of the Drained Mastermind's Tactics into the main Mastermind's Tactics.
  • Twist 6, 8, 10: The Mastermind uses this Twist to copy the Master Strike ability of the Drained Mastermind.
  • Twist 11: Evil Wins!
  • Special Rules: If Tactics or Master Strikes mention the Drained Mastermind, use the main Mastermind instead.

Legendary Set 22 (DIMS) Dimensions

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Jessica Jones   Marvel Knights Marvel Knights
Alter EgoCommon 132strength strengthView
  • Switcheroo 4
Alias InvestigationsCommon 241covert covertView
  • Switcheroo 5
  • Investigate for a card with an attack icon.
Crack the CaseUncommon53strength strengthView
  • Switcheroo 6
  • Investigate for a card with an recruit icon. You may draw that card or KO it.
Uncover Hidden EvilRare74covert covertView
  • covert: Investigate the Villain Deck for a Villain. You may put it into your Victory Pile and do its Fight effect. Otherwise, put it back on the top or bottom of that deck.
Ms. America   Avengers Avengers
Star PowerCommon 131+strength strengthView
  • Teleport
  • strength: You get +2attack.
Search Parallel DimensionsCommon 242ranged rangedView
  • Investigate for an Avengers card and Teleport that card.
Kick a Hole in RealityUncommon63strength strengthView
  • strength: Reveal the top card of your deck. KO it or Teleport it.
Hyper-Cosmic AwarenessRare70+covert covertView
  • You get +1attack for each other card in your hand.
Squirrel Girl   Avengers Avengers
Find Tiny FriendsCommon 12instinct instinctView
  • Switcheroo 3
  • Investigate for a card that costs 3 or less.
Nut PunchCommon 231+instinct instinctView
  • Switcheroo 4
  • instinct: You get +2attack.
SquirrelgilityUncommon42+covert covertView
  • Switcheroo 5
  • You get +2attack if at least 2 cards entered the HQ this turn.
Unbeatable Squirrel GirlRare85instinct instinctView
  • You may choose a number from 1 to 5. A Hero in your hand gains Switcheroo for that number.
  • instinctinstinct: You may choose a number from 1 to 8 instead.
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 0recruit 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
  • Teleport
  • 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
  • Teleport
  • 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.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
J. Jonah Jameson   (VP: 5)
J. Jonah JamesonMastermindView
  • Start of Game: Put 2 S.H.I.E.L.D. Officers per player into a face down “Angry Mobs“ stack.
  • Special Rules: You can spend 4attack to reveal a random Angry Mob and put it into any player's discard pile. You can't fight J. Jonah Jameson while he has Angry Mobs.
  • Always Leads: Spider-Slayers
  • Master Strike: Each player Investigates their deck for a card and puts it into the Angry Mobs stack.
Epic J. Jonah JamesonEpic5View
  • Start of Game: Put 3 S.H.I.E.L.D. Officers per player into a face down “Angry Mobs“ stack.
  • Special Rules: You can spend 5attack to reveal a random Angry Mob and put it into any player's discard pile. You can't fight J. Jonah Jameson while he has Angry Mobs.
  • Always Leads: Spider-Slayers
  • Master Strike: Each player Investigates their deck for a card and puts it into the Angry Mobs stack. If that card cost 0, that player gains a Wound.
Incite Violent RiotsTacticView
  • Fight: Each player puts a Wound from the Wound Stack into the Angry Mobs stack.
Promote Spider-Slayer SecurityTacticView
  • Fight: Each other player puts a Spider-Slayer from their Victory Pile into the Angry Mobs stack. When a Spider-Slayer is revealed from the Angry Mobs, it enters the city.
Slanderous EditorialTacticView
  • Fight: Each other player Investigates their deck for a non-grey Hero and puts it into the Angry Mobs stack. Players reveal all the cards they investigated.
That Menace Spider-Man!TacticView
  • Fight: Each other player reveals their hand and discard a Spider Friends Hero. Any player who cannot must instead put a non-grey card from their hand into the Angry Mobs stack.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
Circus of Crime13View
  • Fight: Reveal the top card of your deck. If it costs 0recruit, KO it. Otherwise, draw it.
Spider-Slayer13View
  • Fight: Reveal the top two cards of your deck. Put any that cost 2recruit or less into your hand. Put the rest back in any order.

Bystanders

BystanderVP VPImageAbilities
Forklift Driver1View
  • When you rescue this Bystander, put any number of Heroes from the HQ on the bottom of the Hero Deck.
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 +1vp for each Hero you have that costs 7recruit or more among all your cards at the end of the game.

Legendary Set 23 (RVLT) Revelations

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
Captain Marvel, Agent of S.H.I.E.L.D.   Shield Shield
The Sword of S.H.I.E.L.D.Common 132strength strengthView
  • ShieldShieldShieldShield: Draw a card.
Radiant BlastCommon 242+ranged rangedView
  • If you drew any extra cards this turn, you get +1attack.
Dominate the BattlefieldUncommon62+ranged rangedView
  • ranged: Last Stand
Higher, Further, FasterRare70+strength strengthView
  • Choose one: Draw three cards or Last Stand.
  • strengthstrength: Instead, do both.
Darkhawk   Avengers Avengers
Balance the DarkforceCommon 1311tech techView
  • tech: Draw a card.
Hawk DiveCommon 240+0+covert covertView
  • Choose recruit or attack. Then Hyperspeed 4 for that icon.
Travel to NullspaceUncommon60+0+tech techView
  • If the most recent Hero you played this turn has a recruit icon, you get +3recruit. If it has an attack icon, you get +3attack. (If both, you get both.)
WarflightRare70+0+tech techView
  • Whenever you Hyperspeed this turn, you get both recruit from recruit icons and attack from attack icons.
  • Hyperspeed 7
  • techtech: Instead, Hyperspeed 9.
Hellcat   Avengers Avengers
Catlike AgilityCommon 121instinct instinctView
  • instinct: Choose one - Draw a card or you get +1attack.
Part-Time PICommon 232+instinct instinctView
  • Reveal the top card of any deck. If it's not a Scheme Twist, you may put it on the bottom of that deck.
  • instinct: Choose one - Draw a card or you get +1recruit.
Demon SightUncommon52+covert covertView
  • Guess Villain, Bystander, Strike, or Twist. Then reveal the top card of the Villain Deck. If you guessed right, you get +2attack.
  • Avengers: If it was a Villain, you may fight it this turn.
Second Chance at LifeRare86instinct instinctView
  • If a Master Strike or Scheme Twist would occur, you may discard this card from your hand instead. If you do, draw three cards, then shuffle that Strike or Twist back into the Villain Deck.
Photon   Avengers Avengers
Infrared ConversationCommon 13ranged rangedView
  • To play this, you must discard a card. Draw two cards.
Ultraviolet RadiationCommon 243+ranged rangedView
  • To play this, you must discard a card.
  • ranged: Hyperspeed 3
Light the WayUncommon63+covert covertView
  • You get +1attack for each card you discarded from your hand this turn.
Coruscating VengeanceRare86+ranged rangedView
  • AvengersAvengers: Last Stand
Quicksilver   Avengers Avengers
Too Fast to SeeCommon 130+0+instinct instinctView
  • Hyperspeed 3 forrecruit.
  • instinct: Instead, Hyperspeed 3 for recruit and attack.
Perpetual MotionCommon 242+strength strengthView
  • strength: Hyperspeed 4
Jittery ImpatienceUncommon622instinct instinctView
  • Look at the top card of your deck. Discard it or put it back.
  • instinct: You may KO the card you discarded this way.
Around the World PunchRare80+strength strengthView
  • Hyperspeed your entire remaining deck. (Don't reshuffle.)
  • AvengersAvengersAvengersAvengers: Before you do that, put your discard pile on top of your deck.
Ronin   Avengers Avengers
Mysterious IdentityCommon 132covert covertView
  • As you play this card, you may choose a color and/or a team icon. This card is that color and team icon this turn. (instead of covert and Avengers)
Storm of ArrowsCommon 240+ranged rangedView
  • Hyperspeed 4
  • ranged: Draw a card.
Haunted by LossUncommon52+instinct instinctView
  • instinct: Dark Memories
Brooding FuryRare73+strength strengthView
  • Dark Memories
  • strength: Dark Memories again.
Scarlet Witch   Avengers Avengers
Hex BoltCommon 121ranged rangedView
  • ranged: Discard the top card of any player's deck. You may play a copy of that card this turn.
Alter RealityCommon 230+2covert covertView
  • Reveal the top card of your deck. Discard it or put it back.
  • covert: Dark Memories
Chaos MagicUncommon4covert covertView
  • Reveal the top card of the Hero Deck. You may play a copy of that card this turn. When you do, put that card on the bottom of the Hero Deck.
Warp Time and SpaceRare70+covert covertView
  • Reveal the top three cards of the Hero Deck. Put one of them in your hand. Put the rest on the top or bottom of the Hero Deck in any order.
  • AvengersAvengersAvengers: Dark Memories
Speed   Avengers Avengers
AccelerateCommon 120+instinct instinctView
  • Hyperspeed 2
  • instinct: Instead, Hyperspeed 6
Speedy DeliveryCommon 2412instinct instinctView
  • The next Hero you recruit this turn goes on top of your deck.
Race to the RescueUncommon53covert covertView
  • Choose a Hero Class. (strength,instinct,covert,tech or ranged) Reveal the top card of your deck. If it's the Hero Class you named, draw it. Otherwise, put it back on the top or bottom.
Break the Sound BarrierRare80+covert covertView
  • Look at the top six cards of your deck, draw two of them, and put the rest back on the top or bottom in any order.
  • covert: Hyperspeed 6
War Machine   Avengers Avengers
Simulated Target PracticeCommon 132tech techView
  • tech: You may fight a Henchman from your Victory Pile this turn. If you do, KO it and rescue a Bystander. (Do that Henchman's Fight effect too.)
Military-Industrial ComplexCommon 2420+tech techView
  • Whenever you defeat a Villain this turn, you get +1recruit.
Hypersonic CannonUncommon50+ranged rangedView
  • Hyperspeed 5
  • ranged: You may KO a card from your discard pile.
Overwhelming FirepowerRare85tech techView
  • Whenever you defeat a Villain or Mastermind this turn, draw a card and rescue a Bystander.

Masterminds

MastermindCard NameTypeV.ATK V.ATKImageAbilities
Grim Reaper   (VP: 6)
Grim ReaperMastermind8+View
  • Grim Reaper gets +1attack for each Location card in the city.
  • Always Leads: Lethal Legion
  • Master Strike: This Strike enters the city as a 7attack “Graveyard“ Location that says “This gets +2attack while there's a Villain here.“ It's Worth 5VP.
Epic Grim ReaperEpic9+View
  • Grim Reaper gets +2attack for each Location card in the city.
  • Always Leads: Lethal Legion
  • Master Strike: This Strike enters the city as an 8attack “Graveyard“ Location that says “This gets +3attack while there's a Villain here.“ It's worth 6VP. Then, if there are at least three Location cards in the city, each player gains a Wound.
Carnival of ConcussionsTacticView
  • Fight: If this was not already a Location, draw three cards, and this card enters the city as a Location with this ability:
  • Whenever you fight a Villain here, each other player KOs a Bystander from their Victory Pile.
Cult of SkullsTacticView
  • Fight: If this was not already a Location, KO up to two cards from your discard pile, and this card enters the city as a Location with this ability:
  • Whenever you fight a Villain here, each other player reveals their hand and discards a non-grey card.
Maze of BonesTacticView
  • Fight: If this was not already a Location, look at the top four cards of your deck, KO any number of them, and put the rest back in any order. Then this card enters the city as a Location with this ability:
  • Whenever you fight a Villain here, each other player gains a Wound.
Prison of CoffinsTacticView
  • Fight: If this was not already a Location, you get +5recruit, and this card enters the city as a Location with this ability:
  • Whenever you fight a Villain here, each other player puts a Villain from their Victory Pile into the Escape Pile.
Hood, The   (VP: 6)
The HoodMastermind9+View
  • Dark Memories
  • Always Leads: Hood's Gang
  • Master Strike: 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.
Epic HoodEpic10+View
  • Double Dark Memories
  • Always Leads: Hood's Gang
  • Master Strike: Each player discards their deck, then shuffles 6 random grey cards from their discard pile to form their new deck.
Demonic RevelationTacticView
  • Fight: Each other player reveals their hand and discards a non-grey Hero.
Focus Magic Through GunsTacticView
  • Fight: Each other player reveals a covert Hero or discards a card.
  • Then each other player reveals a tech Hero or gains a Wound.
Paean to DormammuTacticView
  • Fight: Each other player discards their deck.
The Hood's WarehouseTacticView
  • Fight: If this was not already a Location, rescue 4 Bystanders, and this card enters the city as a Location with this ability:
  • When you fight a Villain here, play another card from the Villain Deck.
Mandarin   (VP: 6)
MandarinMastermindView
  • All Mandarin's Rings get +1attack.
  • Mandarin gets -1attack for each Mandarin's Ring among all players' Victory Piles. (-3attack for each in solo.)
  • Always Leads: Mandarin's Rings
  • Master Strike: Each player chooses a Mandarin's Ring from their Victory Pile to enter the city. Any player who didn't have a Ring gains a Wound instead.
Epic MandarinEpic26View
  • All Mandarin's Rings get +2attack.
  • Mandarin gets -2attack for each Mandarin's Ring among all players' Victory Piles. (-6attack for each in solo.)
  • Always Leads: Mandarin's Rings
  • Master Strike: Each player chooses a Mandarin's Ring from their Victory Pile to enter the city. Any player who didn't have a Ring gains a Wound to the top of their deck instead.
Circles UnbrokenTacticView
  • Fight: Draw a card for each Mandarin's Ring in your Victory Pile.
Dragon of Heaven SpaceshipTactic9View
  • Fight: If this was not already a Location, KO up to two of your Heroes, and this card enters the city as a Location with this ability:
  • Whenever you fight a Villain here, each other player reveals their hand and KOs one of their non-grey Heroes.
  • Fight: KO up to two of your Heroes.
Intertwining PowersTacticView
  • Fight: Each other player without at least two Mandarin's Rings in their Victory Pile gains a Wound.
Rings Seek Their True HandTacticView
  • Fight: Each other player reveals a tech Hero or puts a Mandarin's Ring from their Victory Pile into the Escape Pile.

Villains

Villain GroupCard NameVP VPV.ATK V.ATKImageAbilities
Army of Evil
Mister Hyde46View
  • While in the Bank or Streets, this card's name is “Dr. Calvin Zabo“, and you muist spend recruit to fight him instead of attack.
  • Fight: KO pne of your Heroes.
Klaw35View
  • Ambush: Klaw captures a tech or ranged Hero that costs 5 or less from the HQ.
  • Fight: Gain that Hero
Dome of Darkforce57View
  • Whenever you fight a Villain here, each other player reveals a ranged Hero or discards a card.
  • Fight: Draw two cards.
Count Nefaria57View
  • Ambush: All players reveal their hands. Unless all those revealed cards together include strength, instinct, covert, tech, and ranged Heroes, each player gains a Wound.
  • Escape: Same Effect.
Blackout24View
  • Ambush: Each player reveals a ranged Hero or discards a card.
  • Fight: Draw two cards.
Dark Avengers
Ares66+View
  • Last Stand
  • Fight: KO one of your Heroes.
Captain Marvel (Noh-Varr)33+View
  • Last Stand
  • Ambush: If any other Dark Avengers are in the city, each player gains a Wound.
  • Escape: Same Effect.
Dark Hawkeye (Bullseye)44+View
  • Last Stand
  • Fight: KO one of your Heroes. Then choose one:
  • - Each other player KOs one of their Heroes.
  • - Each other player gains a 0-cost Hero from the KO pile.
Dark Ms. Marvel (Moonnstone)44+View
  • Last Stand
  • Fight: Each other player discards two cards, then draws a card.
Dark Spider-Man (Scorpion)22+View
  • Double Last Stand
  • Fight: Reveal the top two cards of your deck. KO one of them that costs 2 or less. Put the rest back in any order.
Dark Wolverine (Daken)55+View
  • Last Stand
  • Ambush: Each player reveals an instinct Hero or gains a Wound.
  • Escape: Same Effect, then shuffle Dark Wolverine back into the Villain Deck.
Sentry57+View
  • While in the Bank or Streets, this card's name is “The Void“, it gets +5attack, and it gets “Fight: KO up to two cards from your discard pile.“
  • Escape: Each player gains a Wound.
Sentry's Watchtower58View
  • Villains here get Last Stand. (Villains who already have it get the bonus again.)
  • Fight: You gain the Hero on the HQ space under this.
Hood's Gang
Cancer23+View
  • Dark Memories
  • Ambush: Each player that has any cards in their discard pile gains a Wound.
  • Escape: Same effect.
Chemistro34+View
  • Dark Memories
  • Fight: Exchange a card you played this turn with a card in the HQ that has the same or lower cost. (The card you gained goes to your discard pile.)
Madam Masque45+View
  • Dark Memories
  • Ambush: Guess Villain, Bystander, Strike, or Twist. Then reveal the top card of the Villain Deck. If you guessed wrong, play that card.
  • Fight: KO one of your Heroes.
The Brothers Grimm22View
  • To fight The Brothers Grimm, you must also discard two identical cards.
  • Fight: You may KO a card from your discard pile.
The Dark Dimension59View
  • Villains here get Dark Memories. (Villains who already have it get the bonus again.)
  • Fight: Take another turn after this one.
Lethal Legion
Carnival of Wonders35View
  • Whenever you fight a Villain here, each other player chooses a Bystander from their Victory Pile to be captured by Carnival of Wonders.
Laser Maze57View
  • Whenever you fight a Villain here, each other players reveals a ranged Hero or gains a Wound.
Living Laser56+View
  • Living Laser gers +3attack while there's a “Maze“ Location in the city.
  • Fight: Each player reveals a ranged Hero or gains a Wound.
  • Escape: Same effect.
M'Baku45+View
  • M'Baku gets +3attack while there's a “Cult“ Location in the city.
  • Fight: Each player reveals their hand and discards a tech card.
  • Escape: Same effect.
Power Man (Erik Josten)45+View
  • Power Man gets +3attack while there's a “Prison“ Location in the city.
  • Escape: Each player puts a Villain from their Victory Pile into the Escape Pile or gains a Wound.
Swordsman34+View
  • Swordsman gets +3attack while there's a “Carnival“ Location in the city.
  • Ambush: Swordsman and each Location in the city capture a Bystander.
“The Raft“ Prison46View
  • Whenever you fight a Villain here, each other player puts a Villain from their Victory Pile into the Escape Pile or gains a Wound.
White Gorilla Cult46View
  • Whenever you fight a Villain here, each other player reveals their hand and discards a tech card.

Henchmen

HenchmanVP VPV.ATK V.ATKImageAbilities
HYDRA BaseView
Mandarin's RingsView

Bystanders

BystanderVP VPImageAbilities
Dog Show Judge1View
  • When you rescue this Bystander, each player reveals the top card of their deck. Judge one of those cards to be the “best in show.“ That player draws that card.
Lawyer1View
  • When you rescue this Bystander, reveal the top 3 cards of your deck. Draw each of them that has at least 10 words of rules text. Put the rest back in any order. (Numerals, icons, and punctuation don't count.)
Rocket Test Pilot1View
  • When you rescue this Bystander, choose recruit or attack. Then Hyperspeed 3 for that icon.

Schemes

Scheme NameImageRules
Earthquake Drains the OceanView
  • Setup: 11 Twists. Add an extra Villain Group.
  • Special Rules: There are two extra “Low Tide“ city spaces on the left side of the city, so the city has 7 spaces total.
  • Twist: The tide rushes in. This Scheme Transforms.
  • Evil Wins: When 3 Villains per player have escaped or the Villain Deck runs out.
  • Special Rules: The Low Tide, Bridge, and Streets city spaces no longer exist. The city has 3 spaces total. Put this Scheme on the Streets to mark the edge of the city. Villains in destroyed city spaces escape, starting from the left.
  • Twist: The tide rushes out. This Scheme Transforms, then play another card from the Villain Deck.
  • Evil Wins: When 3 Villains per player have escaped or the Villain Deck runs out.
House of MView
  • Setup: 8 Twists. Hero Deck is 4X Men Heroes and 2 non-X Men Heroes. (Or substitute another team for all X Men icons on both sides.) Add 14 Scarlet Witch Hero cards to the Villain Deck.
  • Special Rules: Each Scarlet Witch in the city is a Villain with attack equal to its vp+3. If you fight one, gain it as a Hero.
  • Twist: KO all non-X Men Heroes from the HQ. If there are at least 2 Scarlet Witch cards in the city, this Scheme Transforms. Otherwise play another card from the Villain Deck.
  • Special Rules: Each Scarlet Witch in the city is a Villain with attack equal to its vp+4. If you fight one, gain it as a Hero.
  • Twist: KO all X Men Heroes from the HQ. Play another card from the Villain Deck.
  • Evil Wins: When the number of non-grey Heroes in the KO pile is ten plus double the number of players.
Secret HYDRA CorruptionView
  • Setup: 30 Officers in the S.H.I.E.L.D. Officer stack. 1 player: 7 Twists. 2-3 players: 9 Twists. 4-5 players: 11 Twists.
  • Special Rules: Officers stacked next to this Scheme are “Hydra Sympathizers.“ You may pay 3recruit to have the player of your choice gain one as a Hero.
  • Twist: For each Twist in the KO pile (including this one), put a card from the S.H.I.E.L.D. Officer stack next to this Scheme. Then this Scheme Transforms.
  • Special Rules: Officers next to this Scheme are 3attack “Hydra Traitor“ Villains. When you fight one, return it to the Officer Stack and KO one of your Heroes.
  • Twist: For each Twist in the KO pile (including this one), put a card from the S.H.I.E.L.D. Officer stack next to this Scheme, Then if Evil hasn't won yet, this Scheme Transforms.
  • Evil Wins: When there are 15 Officers next to this Scheme or the S.H.I.E.L.D. Officer Stack runs out.
Korvac Saga, TheView
  • Setup: 8 Twists.
  • Twist: Each player must discard down to four cards or KO a Bystander from their Victory Pile to “search for the Korvac Entity.“ This Scheme Transforms.
  • Special Rules: This Scheme counts as a 19attack “Korvac“ Villain worth 9VP. If you defeat Korvac, KO the Mastermind and all its Tactics.
  • Twist: 2,4,6: Each player discards an Avengers Hero or gains a Wound. This Scheme Transforms.
  • Twist 8: Evil Wins!

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 31 (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 32 (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 33 (BKPT) Black Panther

Heroes

Hero & TeamCard NameCountRarityCost CostATK ATKREC RECClassImageAbilities
King Black Panther   Heroes Of Wakanda Heroes Of Wakanda
Unseen ProtectorCommon 121+instinct instinctView
  • Heroes Of Wakanda Ambush: Rescue a Bystander.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • covert: If any Villain or Mastermind has any Wounds, you get +2recruit.
Cloaking Tech AmbushCommon 242tech techView
  • tech Ambush: Wound a Villain.
  • tech: Wound a Villain.
Command the Hatut ZerazeUncommon53covert covertView
  • Heroes Of Wakanda Ambush: You may KO one of your cards.
  • 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.
  • 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 Double 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 Quadruple 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 Empowering 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“.
  • {"points":[[{"bold":"Fist"},": “War“ - Defeat a non-Henchman Villain or Mastermind Tactic."],[{"bold":"Palm"},": “Diplomacy“ - Play three Heroes that share a Hero Class."],[{"bold":"Two Fingers"},": “Commerce“ - Recruit two Heroes from the HQ."]]}
  • Twist 9-11: Do all three tasks this turn or add an International Crisis.
  • Evil Wins: At 6 International Crises.

Legendary Set 34 (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 35 (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 36 (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 37 (WTIF) 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 38 (AMWP) 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 39 (2099) 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 40 (WPNX) 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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