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Vs.

System TCG Official Card Reference


December 22, 2008
Ol!, Construct (DGL-205C)
Plot Twist, 1
Target character you control gets +3 ATK this
attack if it has the same cost as another character
you control.
The 100 Ideas (MUN-238U)
Plot Twist, 2
Play only if you control Mr. Fantastic. <p> Look at
the bottom four cards of your deck. Put one into
your hand and the rest on the bottom of your deck.
The 198, Team-Up (MVL-272C)
Plot Twist, 2
Play only if [Brotherhood] and [X-Men] are
affiliations among characters you control. <p>
Draw a card. <p> Ongoing: Crossover
[Brotherhood] and [X-Men].
3 . . . 2 . . . 1 . . . (DCR-145R)
Plot Twist, 2
Play only during the combat phase and only if you
control a Villains United character. <p> If 3 . . .
2 . . . 1 . . . is in your resource row, KO 3 . . . 2 . . .
1 . . . and KO target location. Otherwise, replace
that location.
31st Century Apokolips (DLS-112R)
Location, 4
Terraform <p> Activate >>> Target Darkseid's
Elite attacker or defender you control gets +2 ATK
this attack. If that character is not named Darkseid,
KO that character whenever it becomes stunned
this attack.
31st Century Metropolis, Team-Up (DLS-172C)
Location, 2
To flip, choose up to two affiliations among
characters you control. <p> Crossover those
affiliations. <p> Activate >>> Target character you
control gains those affiliations this turn.
52 (DCX-025R)
Plot Twist, 5
Negate target recruit effect with cost 2 or less.
A.I.M. Agents, Army * A.I.M. (MUN-138C)
Character, 1, Crime Lords, 1/1, Range
Discard A.I.M. Agents >>> Target [Crime Lords]
defender has reinforcement this attack.
Aaron Stack, Hater of Fleshy Ones (MUN-263U)
Character, 2, Nextwave, 4/2, Range
Reservist <p> At the start of the combat phase,
move all characters adjacent to Aaron Stack so that
they're not adjacent to him.
Abe Sapien, icthyo sapien (EHB-002C)
Character, 5, B.P.R.D., 9/10, ConcealedOptional
Abe Sapien gets -1 DEF while visible. <p>
Whenever a Hellboy you control becomes
powered-up, he gets an additional +1/+1 this
attack.

Abe Sapien, Langdon Everett Caul (EHB-001U)


Character, 2, B.P.R.D., 2/4, ConcealedOptional
Abe Sapien gets -1 DEF while visible. <p> At the
start of the recovery phase, look at the top card of
your deck. You may put that card into your KO'd
pile.
Abin Sur, Green Lantern of Ungara (DGL-001U)
Character, 4, Green Lantern, 7/7, Flight, Range
Willpower 3 <p> When Abin Sur becomes stunned,
you may KO him. If you do, search your deck for a
Green Lantern character card, reveal it, and put it
into your hand.
Abjuration, Magic (DCR-069U)
Plot Twist, 1
To play, pay 5 endurance. <p> Target Shadowpact
defender gets +3 DEF this attack. <p> Ongoing: At
the start of the build phase, gain 5 endurance if you
have 10 or less endurance.
Abomination, Emil Blonsky (MUN-281U)
Character, 6, 12/11
Whenever one or more opposing characters enter
combat with Abomination, remove all counters
from them and put a +1/+1 counter on
Abomination.
Above and Below, Team-Up (MXM-165U)
Plot Twist, 2
Play only if you control an X-Men character and a
Morlocks character. <p> Draw a card. <p>
Ongoing: Crossover X-Men and Morlocks.
Above the Law (MUN-035U)
Plot Twist, 3
To play, replace X reservist resources you control.
<p> Target [Avengers] attacker gets +X ATK this
attack. If that character is a leader, it also gets +X
DEF this attack.
Abra Kadabra, Citizen Abra (DJL-076U)
Character, 5, Injustice Gang, 10/8, Range
Willpower 3 <p> Each opponent can't discard cards
to pay the costs of payment powers while he has
five or more cards in his hand. <p> Leader: KO a
character adjacent to Abra Kadabra >>> Move
Abra Kadabra to your hidden or visible area. Use
only during the combat phase.
Abra Kadabra, Magical Rogue (DCL-109C)
Character, 6, Injustice Gang/The Rogues, 14/10,
Flight, Range
When Abra Kadabra enters play, target player
reveals his hand and loses 1 endurance for each
character card revealed.
Absolute Dominance (DCR-183R)
Plot Twist, 2
Ongoing: Whenever a character with cost 2 or less
becomes stunned, remove it from the game.

Absolute Power (MXM-151U)


Plot Twist, 4
Play only if you control exactly one visible
character. <p> Exhaust any number of hidden
characters you control. Recover target stunned
Hellfire Club character you control if its cost is less
than or equal to the combined cost of the characters
you exhausted.
Absorba Shield (MHG-028R)
Plot Twist, 4
To play, discard a card. <p> Target Heralds of
Galactus attacker or defender you control gets +2
DEF this attack and an additional +2 DEF this
attack unless an opponent reveals a card from his
hand with cost greater than the cost of the card you
discarded.
Absorbing Man, Carl Creel (MXM-218R)
Character, 4, Masters of Evil, 7/7
Whenever Absorbing Man stuns a character, put a
+1/+1 counter on Absorbing Man. <p> Remove a
+1/+1 counter from Absorbing Man >>> Gain 1
resource point. Spend this resource point only to
pay the cost of a payment power. Use only once
per turn and only during your recruit step.
Abyss, Age of Apocalypse (MAA-016R)
Character, 4, Horsemen of Apocalypse, 7/7
Loyalty <p> Remove Abyss from the game >>>
Remove target character from the game at the start
of the recovery phase this turn. Use only during the
combat phase.
Accept Your Destiny (EHB-046C)
Plot Twist, 2
To play, exhaust a Thule Society character you
control. <p> KO target stunned character and gain
endurance equal to its cost.
Acceptable Loss (DCL-190C)
Plot Twist, 3
To play, KO a Secret Society character you control.
<p> Target character you control gets +4 ATK this
attack.
Ace Reporter (MSM-057R)
Plot Twist, 1
To play, exhaust a Spider-Friends character you
control. <p> Look at the top four cards of target
opponent's deck. Put any number of those cards on
the bottom of that player's deck and the rest on the
top of that player's deck in any order.
Acolyte Body Armor (MXM-111U)
Equipment, 0
Equipped character gets +1 DEF and gets an
additional +1 DEF while exhausted. <p> Discard
Acolyte Body Armor >>> Target Acolyte attacker
you control gets +5 DEF this attack.

Acolyte Protection, Team-Up (MEV-119C)


Plot Twist, 3
To play, choose two affiliations among characters
you control. <p> If you chose Marauders and
another affiliation, each player loses 4 endurance.
<p> Ongoing: Crossover those affiliations.
The Acolytes (MXM-122R)
Plot Twist, 3
Play only if an opponent controls an attacker or
defender. <p> Target Brotherhood attacker or
defender you control gets +1 ATK this attack for
each face-down resource you control.
Acrobatic Dodge (MOR-173C)
Plot Twist, 1
Target defender you control gets -3/+3 this attack.
Act of Defiance, Team-Up (MHG-193C)
Plot Twist, 2
To play, choose two different affiliations among
characters in play. <p> Ongoing: Crossover those
affiliations. <p> Skrull attackers you control with
cost 3 or less get +1 ATK while attacking a
character with greater cost.
Acts of Vengeance (MUN-169U)
Plot Twist, 3
If a Red Skull you control would become stunned
this turn, instead, you may stun another character
you control.
Adam Strange, Champion of Rann (DCR-217R)
Character, 2, JLA/Rann, 3/2
Reservist <p> Reveal Adam Strange >>> If Adam
Strange is in your resource row, KO target
character with cost 1. If you do, KO Adam Strange
and you may put a card from your hand face down
into your resource row. Use only once per turn,
only if Adam Strange is in your resource row, and
only during the recovery phase.

Admiral Galen Kor, Lunatic Legion (MHG-045C)


Character, 4, Kree, 6/8, Range
Reservist, Press (When you recruit this card, your
next character costs 1 less to recruit this turn for
each press card you recruited this turn, but no less
than 1.) <p> At the start of the combat phase,
Admiral Galen Kor gets +1 ATK this turn for each
other character you recruited this turn.
Adrian Chase <> Vigilante, Street Justice (DCR081R)
Character, 4, Checkmate, 8/6, Concealed, Range
Backup: Activate >>> Whenever target character
you control becomes stunned by an attacker this
turn, stun that attacker. Use only during the build
phase.
Advance Recon (MMK-211C)
Plot Twist, 1
Play only during your first attack this turn in which
you control an attacker. <p> If a character you
control would cause breakthrough this attack,
instead, gain twice that much endurance.

Agility (DCX-018C)
Plot Twist, 2
Target Secret Society character gets +2 DEF this
attack. <p> At the start of the recovery phase, if
Agility is in your KO'd pile, you may KO a
character you control. If you do, return Agility to
your hand.
Ahab, Houndkeeper (MAV-208U)
Character, 3, Sentinel, 5/4, Concealed, Range
Characters you control named Hounds of Ahab get
+1 ATK. <p> Boost X: When Ahab enters play, put
an Army Sentinel character card with cost less than
or equal to X from your KO'd pile into your front
row.

Advance Warning (DCR-032R)


Plot Twist, 3
Target JSA defender you control gets +2 DEF this
attack. If that character is exhausted, it gets an
additional +2 DEF this attack, and each opponent
gains 3 endurance.

Ahmed Samsarra, White King (DCR-082U)


Character, 3, Checkmate, 6/6, Concealed
Optional, Range
LoyaltyReveal <p> When Ahmed Samsarra
enters a KO'd pile from play, you lose the game.
<p> Activate >>> KO a resource you control. If
you do, search your deck for a location card, reveal
it, and put it face down into your resource row.

Advanced Hardware (MOR-174C)


Equipment, 1
Equipped character gets +3 ATK, has range, and
has "Activate >>> Target player loses 3
endurance."

Ahura, Heir to Attilan (MHG-089C)


Character, 1, Inhumans, 1/2, Concealed
Whenever a character you control with a cosmic
counter becomes stunned, you may put a cosmic
counter on another cosmic character you control.

Aegis, Lady of All Sorrows (MUN-283R)


Character, 9, 23/25, Flight, Range
At the start of the combat phase, KO all characters
and resources.

AIDA (MAV-069R)
Plot Twist, 2
Play only during your recruit step. <p> Squadron
Supreme characters you control can't be the target
of effects your opponents control this turn. <p>
Ongoing: At the start of the recovery phase, if you
have no cards in hand, turn AIDA face down.

Adam Warlock, Protector of the Soul Gem (MHG171U)


Character, 7, Infinity Watch, 16/16, Flight, Range
Recruit only if you control a cosmic character. <p>
Characters with cost 4 or less have invulnerability.
<p> Cosmic: At the start of the combat phase, stun
all characters with cost 3 or less.

Aerial Supremacy (MSM-108U)


Plot Twist, 1
Ongoing: Characters you control with flight get +1
DEF while defending against a character with
neither flight nor range. <p> X-Men characters you
control with flight get +1 DEF while defending
against a character with neither flight nor range.

Adam Warlock, Savior of the Universe (MUN282R)


Character, 7, 16/16, Flight, Range
Whenever another character becomes stunned
during the combat phase, put it on top of its
owner's deck.

Aerie One (DWF-077U)


Equipment, 0, Concealed
Characters you control have flight. <p> Free >>>
Move target Birds of Prey character you control
with concealed to your hidden or visible area. Use
only once per turn.

Adamantium Claws (MVL-037R)


Plot Twist, 3
Target Wolverine gets +4 ATK this turn.

Against All Odds (MTU-197R)


Plot Twist, 3
If all characters you control share at least one
affiliation, target attacker or defender you control
gets -3/+3 this attack.

Adhesive X (MAV-153U)
Plot Twist, 2
To play, exhaust a Masters of Evil character you
control. <p> Target exhausted character can't ready
this turn.

Agents of H.A.T.E. (MUN-297C)


Plot Twist, 3
While attacking a character, each team attacker
gets +1 ATK this attack for each other attacker that
shares a version with it.

Agamemno, Interplanetary Conqueror (DCL110R)


Character, 9, Injustice Gang, 21/21, Flight, Range
Whenever a character is recruited, a location is
flipped, or a plot twist is played, each player draws
a card.

Air Strike (DJL-168C)


Plot Twist, 2
Target character you control gets +2 ATK while
attacking this turn and has flight this turn. You may
replace a face-down resource you control. If you
replaced a non-character card, that character gets
an additional +2 ATK while attacking this turn.
Airborne Assault (DOR-143U)
Plot Twist, 2
Characters you control get +1 ATK while attacking
this turn and have flight this turn.
Airskimmer (MAV-070C)
Equipment, 1
Squadron Supreme characters you control get
+1/+1 and have flight. <p> Discard Airskimmer
>>> Target Squadron Supreme character you
control gets +2 ATK while attacking this turn and
has flight this turn.

Air-Walker, Gabriel Lan (MHG-001R)


Character, 3, Heralds of Galactus, 3/6, Flight,
Range
LoyaltyReveal <p> Cosmic: Activate >>> Target
opponent exhausts a ready character he controls.
Use only during the combat phase.

Albert, Earth-50211 (MEV-131R)


Character, 3, Exiles, 6/4
Shift <p> Albert also has the name Wolverine. <p>
Whenever Albert becomes stunned, you may
remove him from the game shifted with two shift
counters.

Air-Walker, Harbinger of Despair (MHG-002U)


Character, 5, Heralds of Galactus, 8/11, Flight,
Range
Cosmic: At the start of your attack step, target
opponent exhausts a ready character he controls.

Alex Wilder, Child Prodigy (MEV-218R)


Character, 2, Runaways, 2/3
[Activate] >>> Each player draws three cards, then
discards three cards. Use only if you control
another Runaways character.

Air-Walker, Herald (MCG-019U)


Character, 5, 8/11, Flight, Range
[Activate] >>> Exhaust target character with cost 3
or less. Use only during the build phase.

Alexander Luthor, Diabolical Double (DCR-121C)


Character, 6, Villains United, 11/14
When Alexander Luthor enters play, draw two
cards. <p> Boost 1: When Alexander Luthor enters
play, you may put up to two Villains United
character cards each with cost 3 or less from your
hand into your front row.

Alan Scott <> Sentinel, Golden Age Guardian


(DCR-001R)
Character, 7, JSA, 16/15, Flight, Range
Willpower 6 <p> At the start of the combat phase,
if you have played no plot twists this turn, you may
have JSA characters you control get +3/+3 while in
combat with a character with greater cost this turn.
If you do, you can't play plot twists this turn.
Alan Scott, Golden Age Engineer (DCX-016R)
Character, 4, JSA, 7/7, Flight, Range
Alan Scott enters play exhausted. <p> [Activate]
>>> Recover and ready target stunned JSA
character you control.
Alan Scott, Keeper of the Starheart (DGL-002C)
Character, 7, Green Lantern, 13/17, Flight, Range
Willpower 9
Alan Scott, White King (DLS-199U)
Character, 4, Checkmate, 9/9, Flight, Range
Willpower 4 <p> When Alan Scott enters a KO'd
pile from play, you lose the game.
Alaris, The Outgoing One (MHG-090C)
Character, 5, Inhumans, 9/10
A character protected by Alaris can't be attacked.
<p> Pay 2 endurance >>> Exchange the positions
of Alaris and an Inhumans character you control.
Albert Gaines <> Nuke, Atomic Powerhouse
(MAV-043C)
Character, 5, Squadron Supreme, 10/8, Flight,
Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Albert Gaines gets +3/+3 while you have no cards
in hand.
Albert Malik <> Red Skull, Axis of Evil (MTU088C)
Character, 3, Sinister Syndicate/Crime Lords, 4/5,
Range
BoostPay 3 endurance: When Albert Malik
enters play, search your deck for a Team-Up card,
reveal it, and put it into your hand.

Alexander Luthor, Duplicitous Doppelganger


(DCR-119U)
Character, 1, Villains United, 1/1
Activate >>> If Alexander Luthor is in play, search
your deck for a character card with vengeance,
reveal it, and put it into your hand. Put Alexander
Luthor on the top of your deck.
Alexander Luthor, Earth 3 (DLS-216U)
Character, 3, Anti-Matter/Crisis, 5/4, Concealed
Activate >>> Move target hidden character you
control to your visible area. That character gets +2
ATK while attacking this turn.
Alexander Luthor, Insidious Impostor (DCR-120R)
Character, 4, Villains United, 6/7
When Alexander Luthor enters play, draw a card.
<p> Discard a Villains United character card >>>
Alexander Luthor gets +2 ATK this attack.
Alexandra Allston <> Parasite, Power Drain
(DWF-159C)
Character, 3, Revenge Squad, 4/4
Whenever another Revenge Squad character you
control becomes stunned, put a cosmic counter on
Alexandra Allston. <p> CosmicSurge:
Alexandra Allston gets +2/+2.
Alfred Pennyworth, Faithful Friend (DWF-039R,
DOR-001R)
Character, 1, Gotham Knights, 1/1
Alfred Pennyworth enters play exhausted. <p>
Activate, return Alfred Pennyworth to his owner's
hand >>> Search your deck for a plot twist or
equipment card, reveal it, and put it into your hand.
Use only if you control another Gotham Knights
character.
Alias Investigations (MUN-294U)
Location, 4
[Activate] >>> Rally for a card type of your
choice.

Alicia Masters, Blind Sculptress (MOR-040R)


Character, 1, Fantastic Four, 0/1
Alicia Masters enters play exhausted. <p>
Whenever Alicia Masters defends, put her on the
bottom of your deck. <p> Activate >>> Cards
named Thing and Human Torch cost you 1 less to
recruit this turn.
Alien Insurrection (MHG-194C)
Plot Twist, 1
Target defender gets +2 ATK this attack and an
additional +4 ATK this attack if it has the Skrull
affiliation and two or more other affiliations.
Alien Symbiote, Unique (MTU-115C)
Equipment, 0
Equipped character gets +3 ATK and gains the
Sinister Syndicate affiliation. <p> At the start of
the combat phase, lose 1 endurance for each
resource you control.
Alistair Smythe, Ultimate Spider Slayer (MSM069R)
Character, 3, Sinister Syndicate, 3/5
When Alistair Smythe enters play, choose a
character name and an opponent. <p> The chosen
opponent can't flip locations or play plot twists the
same turn he recruited a character with the chosen
name.
All Hail Darkseid! (DLS-113U)
Plot Twist, 2
Target Darkseid's Elite defender you control gets
+2 ATK this attack. If that character is named
Darkseid, it also gets +2 DEF this attack.
All Locked Up (DWF-151C)
Plot Twist, 3
Target attacker can't cause breakthrough this attack
while attacking an Arkham Inmates defender that's
not adjacent to any characters.
All Too Easy (DCL-143C, DJL-102C)
Plot Twist, 3
Target Injustice Gang attacker you control gets +1/1 this attack for each card in target opponent's
hand.
The Alley (MXM-080U)
Location, 2
Whenever a Morlocks character you control
recovers, target opponent loses 1 endurance. <p>
Activate >>> Stunned characters you control can't
be KO'd by effects your opponents control during
the combat phase this turn.
Alley-Oop! (MSM-027C)
Plot Twist, 1
Target support row defender gets +1/+2 this attack.
Allied Against the Dark, Team-Up (DCR-033C)
Plot Twist, 2
To play, choose up to two affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Exhausted JSA defenders
you control get +1 ATK.

Alpha Centurion, Marcus Aelius (DSM-001C)


Character, 4, Team Superman, 7/6, Flight
Cosmic: Alpha Centurion gets +2/+2 while you
control no ready characters. <p> Boost 1: When
Alpha Centurion enters play, exhaust any number
of characters you control. Characters you control
get +3 ATK while defending and exhausted this
turn.
Alpha Flight: Reborn (MUN-228R)
Plot Twist, 3
Play only if you control an [Alpha Flight] character
and only from your hand. <p> Return target plot
twist or [Alpha Flight] character card from your
KO'd pile to your hand. Remove Alpha Flight:
Reborn from the game.
Alpha Primitives, Army (MHG-091C)
Character, 1, Inhumans/Negative Zone, 2/1,
Concealed
Discard Alpha Primitives >>> Return a face-down
resource you control to its owner's hand. If you do,
you may put a card from your hand face down into
your resource row.
Alter Density (MXM-191C)
Plot Twist, 1
If you control four or more face-down resources,
target attacker or defender you control gets +2 DEF
this attack.

Amazo, Power Duplication (DCL-154C)


Character, 6, Secret Society, 12/12, Flight, Range
Whenever Amazo enters combat, he gains the
powers and keywords of all opposing attackers and
defenders this attack.
Amelia Voght, Acolyte (MXM-083R)
Character, 2, Brotherhood, 2/3
MutantPhysical
Reservist <p> You may reveal two face-down
reservist resources you control not named Amelia
Voght rather than pay Amelia Voght's recruit cost.
Amenhotep, Dark Pharaoh (MAV-164U)
Character, 5, Kang Council, 9/9, Flight
Reservist <p> Whenever Amenhotep becomes
stunned, if he is visible, you may recover him. If
you do, move him to your hidden area, and he can't
move to a visible area this turn.
Amphibian, Kingsley Rice (MAV-044R)
Character, 4, Squadron Supreme, 8/7
Reservist <p> If Amphibian would cause
breakthrough while attacking a character, instead,
Amphibian can't cause breakthrough this turn, and
you may return a card from your KO'd pile to your
hand.

Altered History (DLS-072C)


Plot Twist, 3
Recover target stunned Future Foes character you
control unless an opponent discards a card.

Amulet of Nabu, Unique * Fate Artifact (DCR174C)


Equipment, 0, ConcealedOptional
Equipped character can be equipped with any
number of Fate Artifacts. <p> Equipped character
gets +1/+1 for each Fate Artifact you control and
has flight and range.

Alyosha Kravinoff, Son of Kraven (MTU-190C)


Character, 5, Spider-Friends/Sinister Syndicate,
9/9, Range
Dual Loyalty <p> Other characters you control get
+2 ATK.

Anarchist, Acid Blast (MEV-046U)


Character, 4, X-Force/X-Statix, 8/7, Range
Whenever you play a plot twist while Anarchist is
defending, you may stun target non-attacking
character with cost 2 or less.

Amadeus Arkham, Architect of Insanity (DCR208U)


Character, 1, Arkham Inmates, 2/1
Discard Amadeus Arkham >>> Whenever target
attacker you control stuns an exhausted defender
this turn, search your deck for a location card,
reveal it, and put it into your hand.

Anarchist, Man of the People (MMK-046R)


Character, 7, X-Statix, 16/16, Range
When Anarchist enters play, you may KO all other
characters you control.

Amanda Waller, Queen (DCR-083C)


Character, 4, Checkmate, 8/7, Concealed, Range
Boost X: When Amanda Waller enters play, gain 2
resource points for each resource point you paid for
X. Spend these resource points only to recruit
Checkmate character cards.
Amazing Grace, Manipulator (DSM-097R)
Character, 4, Darkseid's Elite, 6/6
Activate, discard a Darkseid's Elite character card
>>> Target player chooses a character with cost 3
or less he controls. Move that character to your
front row. That character gains the Darkseid's Elite
affiliation. Use only during the recovery phase.
(You control that character.)
Amazo, Ivo's Android (DJL-155R)
Character, 8, 16/16, Flight, Range
Amazo gets +2/+2 for each character your
opponents control.

Anarchist, Tike Alicar (MMK-047U)


Character, 5, X-Statix, 10/8, Range
Whenever a character becomes stunned by an
attacker or defender while Anarchist is team
attacking, KO that stunned character.
Anarky, Lonnie Machin (DWF-122U)
Character, 1, Arkham Inmates, 2/1, Concealed
Whenever Anarky attacks an exhausted character,
that character can't ready this turn.
Ancient Evils, Team-Up (DLS-114C)
Plot Twist, 2
To play, reveal a character card from your hand and
choose one of its affiliations. <p> Ongoing:
Characters named Darkseid you control gain the
chosen affiliation. <p> Free >>> Character cards
named Darkseid you own are not unique this turn.
Use only once per turn.

Ancient Throne (DLS-115U)


Location, 3
Whenever an opponent flips a location or plays a
plot twist from his resource row, if you control a
Darkseid, you may discard a card. If you do, turn a
face-up resource face down. This power triggers
only once per turn. <p> Activate >>> Cards named
Darkseid you own are not unique this turn.
Andromeda, Laurel Gand (DLS-001C)
Character, 6, Legionnaires, 11/13, Flight
Reservist <p> While you control a character with a
cosmic counter, Andromeda gets +2 ATK. <p>
CosmicSurge
Angel Dust, Adrenaline Junkie (MXM-042U)
Character, 1, Morlocks, 3/1
MutantPhysical
Angel Dust can't have reinforcement. <p> Pay 1
resource point >>> Move Angel Dust to your
hidden area.
Angel of Mercy (MXM-028U)
Plot Twist, 2
Play only during the recovery phase. <p> You may
discard a card. If you do, recover any number of
stunned X-Men characters you control with
combined cost 3 or less.
Anger and Hate (DCL-191R)
Plot Twist, 3
To play, remove a Secret Society character card in
your KO'd pile from the game. <p> Target attacker
you control gets +4/+4 this attack if it has the same
name as that card.
Anguish of the Innocent (MVL-140R)
Plot Twist, 3
To play, exhaust a Ghost Rider you control. <p> At
the start of the combat phase this turn, each
opponent who controls more characters than you
do KO's a character he controls.
Animal Man, Buddy Baker (DCR-218U)
Character, 4, JLI, 6/6, Flight
Whenever Animal Man enters combat, put a +1/+1
counter on him.
Annalee, Mother Hen (MXM-043C)
Character, 3, Morlocks, 5/4, Concealed
MutantMental
Move Annalee from your hidden area to your
visible area >>> Target attacker gets -3 DEF while
attacking a character with lesser cost this attack.
Anne-Marie Cortez, Acolyte (MXM-084C)
Character, 4, Brotherhood, 8/7
MutantMental
Reservist <p> At the start of the combat phase, you
may reveal a resource. If you revealed a character
card, your opponents can't play plot twists with
cost equal to that card's cost this phase.
Annihilating Conquest (MUN-298U)
Plot Twist, 1
Whenever three or more Army team attackers you
control stun a defender this turn, you may ready
one of those attackers.

Annihilation Protocol <> OMAC Robot, Army


(DCR-084C)
Character, 5, Checkmate, 10/8, Flight, Range
Exhaust a non-Army character you control >>>
KO target stunned character. <p> Boost 2: When
Annihilation Protocol enters play, you may
distribute five +1/+1 counters as you choose
among up to five characters you control with the
identity OMAC Robot.
The Annihilation Wave (MTU-218R)
Plot Twist, 8
The Annihilation Wave costs 3 less to play while
Negative Zone is in play. <p> KO all stunned
characters.
Annihilus, Anti-Matter Master (MUN-206C)
Character, 5, Negative Zone, 10/9, Flight, Range
When Annihilus enters play, if Negative Zone is
not in play, exhaust him. <p> [Activate] >>> Stun
target hidden character. Use only during your
attack step.
Annihilus, Destroyer of Life (MOR-156R)
Character, 7, Negative Zone, 16/16, Flight, Range
At the start of the combat phase, if Negative Zone
is not in play, lose 15 endurance. <p> At the start
of your attack step, you may stun target front row
character.
Annihilus, The Living Death that Walks (MUN207R)
Character, 8, Negative Zone, 20/20, Flight, Range
At the start of the combat phase, KO up to X target
resources, where X is the number of Negative Zone
locations in play.
Annihilus, Ultimates (MUL-010U)
Character, 6, Negative Zone, 14/13, Flight, Range
When Annihilus enters play during the build phase,
if Negative Zone is not in play, remove him from
the game and return him to play at the start of the
recovery phase this turn.
Answer the Call (MAV-071C)
Plot Twist, 2
If you have no cards in hand, search your deck for
a Squadron Supreme character card, reveal it, and
put it into your hand.
Answer, Aaron Nicholson (MTU-089R)
Character, 2, Sinister Syndicate, 2/2, Flight
Reservist <p> Whenever Answer attacks a
character, you may pay X endurance, where X is
that character's DEF. If you do, Answer gets +X
ATK this attack.
Ant Man, Scott Lang (MOR-041C)
Character, 1, Fantastic Four, 2/1
Activate >>> Target front row character loses and
can't have reinforcement this turn.
Antarctic Research Base (MOR-067R)
Location, 1
Whenever you recruit an equipment, if you control
a Fantastic Four character, draw a card.

Anti-Green Lantern, Army (DGL-074C)


Character, 1, Anti-Matter, 4/4, Concealed, Flight,
Range
Willpower 1 <p> At the start of the recovery phase,
KO Anti-Green Lantern.
Anti-Life (DCL-192R)
Plot Twist, 4
Ongoing: At the start of the recovery phase, if you
control Darkseid, each opponent loses 3 endurance
unless he KO's a card in play he controls.
Anti-Life Equation (DSM-118R)
Plot Twist, 3
Play only if you control a Darkseid's Elite
character. <p> Ongoing: At the start of the
recovery phase, starting with you, each player
chooses a different number. The player who chose
the highest number loses that much endurance.
Each other player gains that much endurance and
stuns a non-stunned character he controls.
Anti-Matter Cannon (DGL-099R)
Location, 2
Exhaust an Anti-Matter character you control >>>
Replace target location. Use only once per turn.
Anti-Matter Universe (DGL-100R)
Location, 4
To flip, exhaust four characters you control. <p>
Whenever an opponent draws a card, if you control
an Anti-Matter character, that opponent loses 2
endurance.
Anti-Monitor, Architect of Destruction (DGL075R)
Character, 9, Anti-Matter, 22/24, Flight, Range
KO a character or resource you control >>> Each
opponent chooses a resource and character he
controls, then KO's one of those cards. Use only
during the combat phase.
Ant-Man, King of the Hill (MVL-151C)
Character, 2, Fantastic Four, 3/2, Concealed
Discard an equipment card >>> Draw a card. Use
only once per turn.
Anton Hellgate, Thanatologist (MMK-136C)
Character, 4, Underworld, 8/6, Flight, Range
Boost 1: When Anton Hellgate enters play, discard
any number of cards. Anton Hellgate gets +1/+1
this turn for each card you discarded.
Ape X, Xina (MAV-045C)
Character, 1, Squadron Supreme, 1/1
When Ape X enters play, you may search your
deck for an equipment card, reveal it, and put it
into your hand.
Ape, Metamorph (MXM-044R)
Character, 7, Morlocks, 16/14
MutantPhysical
Evasion <p> Discard an Energy card >>> Target
opponent with 0 or less endurance loses the game.
Apocalypse, En Sabah Nur (MOR-161R)
Character, 8, 19/19, Flight, Range
At the start of the combat phase, KO up to two
target resources.

Apocalypse, Forever Walker * Age of Apocalypse


(MAA-022R)
Character, 8, Horsemen of Apocalypse, 20/20,
Flight, Range
At the start of the combat phase, if you've recruited
another Apocalypse this game, each player chooses
a character he controls and KO's the rest.
Apocalypse, He Who Never Dies * Age of
Apocalypse (MAA-004C)
Character, 5, Horsemen of Apocalypse, 9/9, Flight,
Range
Pay X resource points >>> Put X +1/+1 counters
on Apocalypse. <p> KO Apocalypse >>> You may
put another Apocalypse card from your hand into
play. Use only if Apocalypse has 20 or more +1/+1
counters on him.
Apocalypse, Mutant Messiah (MEV-236R)
Character, 7, Horsemen of Apocalypse, 16/16,
Flight, Range
Shift <p> While Apocalypse is shifted and you
control a [Horsemen of Apocalypse] character, at
the start of your attack step, stun each character
with DEF less than the number of shift counters on
Apocalypse.
Apocalypse, The Fittest (MVL-225R)
Character, 8, 19/19, Flight, Range
At the start of the combat phase, KO all characters
with the lowest cost among characters in play.
Apokolips (DSM-119R)
Location, 2
Activate >>> Choose a player. Target Darkseid's
Elite attacker you control gets +1 ATK this attack
for each face-down resource the chosen player
controls.
Apokoliptian Hospitality (DGL-157U)
Plot Twist, 2
To play, exhaust a character you control. <p>
Target stunned character an opponent controls can't
be recovered or KO'd this turn. If you control a
Darkseid's Elite character, that stunned character's
controller loses endurance equal to that character's
cost.
Apokoliptian Zealots, Army (DLS-088C)
Character, 1, Darkseid's Elite, 1/1
Whenever a non-Army character enters play under
your control, Apokoliptian Zealots gets +1 ATK
this turn.
Appa Ali Apsa, Mad God (DGL-037R)
Character, 8, Emerald Enemies, 19/18, Flight,
Range
Willpower 8 <p> Characters your opponents
control lose and can't have reinforcement.
Apparition, Tinya Wazzo (DLS-002C)
Character, 2, Legionnaires, 2/3, Concealed, Flight
Remove a cosmic counter from a character you
control >>> Target character you control can attack
hidden characters this turn. <p> CosmicSurge

Aquaman, Arthur Curry (DJL-001C)


Character, 3, JLA, 5/4
Willpower 2 <p> Aquaman gets +1/+2 while each
opponent has no cards in his KO'd pile. <p> Ally:
Whenever a character you control becomes
powered-up, you may remove target card in a KO'd
pile from the game.
Aquaman, Founding Member (DCL-001C)
Character, 4, JLA, 7/7
Free >>> Return target character card from your
KO'd pile to your hand if it shares a name with a
character you control. Use only once per turn.
Aquaman, King of the Seven Seas (DJL-002U)
Character, 7, JLA, 15/16
Willpower 4 <p> Leader: At the start of the combat
phase, return a card from your KO'd pile to your
hand for each character adjacent to Aquaman.
Aquaman, Lord of Atlantis (DCL-002U)
Character, 6, JLA, 13/12
When Aquaman enters play, return a character card
and a non-character card from your KO'd pile to
your hand.
Arcade, Master of Murderworld (MOR-162U)
Character, 3, 4/4
Whenever Arcade stuns a character, KO that
character. <p> Whenever Arcade becomes stunned,
KO him.
Arcanna, Arcanna Jones (MAV-046C)
Character, 7, Squadron Supreme, 15/17, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
If Arcanna would cause breakthrough while
attacking a character, instead, that character's
controller stuns another non-stunned character he
controls.
Archangel, Aeroballistic (MVL-001C)
Character, 4, X-Men, 8/6, Flight, Range
Archangel can't be the target of opposing effects.
Archangel, Angel (MXM-001C)
Character, 1, X-Men, 2/1, Flight
MutantPhysical
When Archangel enters play, you may discard a
card. If you do, search your deck for an X-Corp
card, reveal it, and put it into your hand.
Archangel, Angel of Death (MSM-103U)
Character, 5, X-Men, 10/7, Flight, Range
X-Men attackers you control with flight can't be
stunned while attacking a defender with neither
flight nor range.
Archangel, Champion (MUN-179U)
Character, 3, Warbound/X-Men, 5/4, Flight
Discard Archangel >>> Target Hulk gets +3 ATK
while attacking and has flight this turn. <p>
[Activate] >>> Return Archangel to his owner's
hand. Use only during the combat phase.

Archangel, Death (MEV-002C)


Character, 5, X-Factor/Horsemen of Apocalypse,
10/9, Concealed, Flight, Range
Shift <p> While Archangel is shifted with five
counters, at the start of the recovery phase, you
may KO target stunned character.
Archangel, Heavenly Host (MEV-001U)
Character, 3, X-Factor/X-Men, 4/5, Flight
When Archangel enters play, choose a character.
When that character next becomes stunned this
turn, recover it.
Archangel, New Defender (MTU-044C)
Character, 1, Marvel Defenders, 2/1, Flight
MutantPhysical
Substitute <p> Characters you control have flight.
Archangel, Warren Worthington III (MOR-001C)
Character, 2, X-Men, 2/3, Flight
Whenever Archangel attacks a support row
character, Archangel gets +3 ATK this attack.
Arclight, Philippa Sontag (MEV-087C)
Character, 3, Marauders, 6/3
Free >>> Target defender loses and can't have
reinforcement this attack. Use only once per turn
and only if an opponent controls a stunned
character.
Arctic Base (MEV-117C)
Location, 3
[Activate] >>> Target Marauders character gets +1
ATK this attack for each stunned opposing
character.
Ares, Mighty Avenger (MUN-084R)
Character, 6, S.H.I.E.L.D./Avengers, 13/12, Range
To recruit, discard an [Avengers] or [S.H.I.E.L.D.]
character card. <p> Reservist <p> If the controller
of a character in combat with Ares would take an
amount of stun endurance loss, instead, he takes
twice that amount.
Argent, Toni Monetti (DCL-062C)
Character, 2, Teen Titans, 2/2, Range
Reservist <p> [Activate] >>> Put a +1/+1 counter
on target [Teen Titans] character you control.
Arisia, Green Lantern of Graxos IV (DGL-003U)
Character, 1, Green Lantern, 1/1, Flight, Range
Willpower 1 <p> Each Green Lantern character
you control gets +X ATK while attacking a
character with greater cost, where X is the
willpower of that Green Lantern character.
Arkham Asylum (DOR-086U)
Location, 2
Activate >>> Return target stunned Arkham
Inmates character you control to its owner's hand.
<p> Activate >>> Target Arkham Inmates attacker
gets +2 ATK while attacking an exhausted defender
this turn.
Arkham Asylum, Team-Up (DWF-149R)
Location, 2
Flip only if you control an Arkham Inmates
character. <p> To flip, choose two different
affiliations. <p> Insanity: Crossover Arkham
Inmates and those affiliations.

Armageddon (MHG-196R)
Plot Twist, 6
Target attacker you control gets +6 ATK this attack.
Armagetto (DSM-120U)
Location, 3
Activate, KO a Darkseid's Elite character you
control >>> Target attacker you control gets +X/+x
this attack, where X is the cost of the character you
KO'd.
Armed Escort (MMK-119C)
Equipment, 1
Armed Escort costs 1 less to recruit while you
control a Crime Lords character. <p> Equipped
character has "Activate >>> If you control a
defender, remove all defenders from this attack,
and equipped character becomes a defender."
Armies of Doom (MHG-155U)
Plot Twist, 3
Play only during the build phase. <p> If you have
played no other plot twists this turn, you may put
an Army Doom character card with cost 3 or less
from your KO'd pile into your front row. At the
start of the recovery phase this turn, KO that
character.
Armies of Qward (DGL-180R)
Plot Twist, 2
You may return an Army character card from your
KO'd pile to your hand. <p> Ongoing: Army
characters you control gain the affiliations of each
other Army character you control.
Armor of Doom (MVL-214R)
Equipment, 1, ConcealedOptional
Equip only to Dr. Doom. <p> KO Armor of Doom
>>> Equipped character can't be stunned this
attack.
Armored Spider Suit (MSM-058U)
Equipment, 2
Armored Spider Suit costs 1 less to recruit for each
Spider-Friends character you recruited this turn.
<p> Equipped character gets +2/+2 and has
reinforcement.
Arms Deal (DCR-146R)
Plot Twist, 6
Play only during your recruit step. <p> Discard up
to six cards. You may put a Villains United
character card from your hand with cost less than
the number of cards you discarded into your front
row if you don't control a character with the same
name as that card.
Army of One (MXM-152C)
Plot Twist, 4
If you control exactly one visible character, target
Hellfire Club attacker or defender you control gets
+2/+2 this attack.
Arnim Zola, The Bio-Fanatic * RAID (MUN139U)
Character, 2, Crime Lords, 2/3, Concealed
Optional
[Activate], KO a character you control >>> Target
player loses 2 endurance and you gain 2 endurance.

The Arrival (MTU-219R)


Plot Twist, 4
Each player gains 2 endurance. You may reveal a
card named Galactus from your hand. If you do,
each player gains an additional 3 endurance.
Arsenal of Doom (MHG-156C)
Location, 1
Activate >>> Look at the top card of your deck.
You may put that card into your KO'd pile. <p>
Activate >>> Remove target Army Doom character
card in your KO'd pile from the game. You may
recruit that card this turn.
Arthur Kendrick, Knight (DCR-085C)
Character, 3, Checkmate, 4/5, Concealed
Optional, Range
Backup: Activate >>> Target character you control
can't be stunned while attacking this turn. Use only
during the build phase.
Artie, Arthur Maddicks (MXM-045C)
Character, 1, Morlocks, 1/2
MutantMental
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Whenever Artie becomes stunned, target
character gets -1 ATK this turn.
Asgard (MUN-295C)
Location, 2
[Activate] >>> Put target character card from your
KO'd pile on top of your deck.
Asmodeus, Duke of Hell (MMK-137U)
Character, 6, Underworld, 12/11, Flight, Range
Activate, discard an Underworld character card
>>> Each player KO's a resource he controls. Use
only during the combat phase.
Aspiring Pawn, Army (DCR-086C)
Character, 1, Checkmate, 1/1, Concealed
Whenever Aspiring Pawn causes breakthrough
while attacking a player directly, put a +1/+1
counter on Aspiring Pawn, and it loses the version
Army and gains the version Knight.
Assassin Initiate, Army (DOR-096C)
Character, 2, League of Assassins, 2/2
Pay 1 resource point >>> KO target character with
cost 1. Use only once per turn.
Assault and Battery (MHG-197U)
Plot Twist, 2
Ongoing: Characters get -2 DEF while in combat
with a character with the same cost.
Assault on Hellicarrier 13 (MUN-170U)
Plot Twist, 3
Whenever a [Crime Lords] character you control
attacks this turn, you may exhaust an opposing
character.
Assorted Aliases (MVL-244R)
Plot Twist, 3
To play, discard a character card. <p> Target
character gets +3/+3 this attack if it's a different
version of the discarded card.

Asteroid JS-1967 (DLS-073U)


Location, 3
Activate, discard a Future Foes character card >>>
Unless an opponent discards a card, target
character can't reinforce other characters this turn.
Use only during the combat phase.

Atlantis Attacks! (MUN-036C)


Plot Twist, 1
Rally for a character card. If you're successful,
target [Avengers] attacker you control gets +X
ATK this attack, where X is the cost of that
character card.

Asteroid M (MVL-085U, MOR-097U)


Location, 2
[Activate] >>> Target [Brotherhood] character gets
+4 ATK while attacking a character with lesser cost
this turn.

Atom Smasher, Al Rothstein (DCR-002U)


Character, 1, JSA, 1/1
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Activate >>> Put a +1/+1 counter on Atom
Smasher.

Astral Projection (MTU-071U)


Plot Twist, 4
Move any number of Marvel Defenders characters
you control to your hidden area. If you control Dr.
Strange, draw a card.
Astral Suppression (MHG-157U)
Plot Twist, 3
To play, exhaust a Dr. Doom you control. <p>
Choose one: KO target stunned character; or target
player reveals his hand and then discards a noncharacter card of your choice.
Astro Force (DSM-053R)
Plot Twist, 3
To play, discard a New Gods character card. <p>
Target New Gods attacker you control can't cause
breakthrough this attack. That attacker gets +X/+x
this attack, where X is that attacker's cost.
At Their Finest (DWF-199R)
Plot Twist, 3
Play only if you have played no other plot twists
this turn. <p> Characters you control named
Batman or Superman get +2/+2 this turn.
At Your Service (DCX-003R)
Plot Twist, 3
To play, discard a [Gotham Knights] character
card. <p> Search your deck for a card with the
word "Batman" in its name, identity, or game text.
Reveal that card and put it into your hand.
Atlantean Trident (DJL-169U)
Equipment, 1
Equipped character gets +3 ATK. <p> Whenever
equipped character stuns a character, put a +1/+1
counter on that equipped character.
Atlantean Warriors, Army (MUN-250U)
Character, 2, Atlantis, 3/2, Concealed, Range
You can recruit Atlantean Warriors from your KO'd
pile while you control Sub-Mariner. <p> Whenever
Atlantean Warriors enters a KO'd pile from play,
remove it from the game.
Atlantis (MUN-236R)
Location, 3
[Activate], Exhaust a Sub-Mariner you control >>>
Remove target card in a KO'd pile from the game.
You may play that card this turn.

Atomic Axe (DCX-020C)


Plot Twist, 2
Play only during the recovery phase. <p> KO
target non-stunned character that was stunned this
turn by a Future Foes character you controlled.
Atomic Skull, Cursed (DWF-160R)
Character, 4, Revenge Squad, 6/7, Range
Vengeance: Whenever Atomic Skull becomes
stunned while defending, you may stun target
character with cost less than the number of ongoing
plot twists you control.
Atomic Skull, Joe Martin (DSM-061U)
Character, 2, Revenge Squad, 2/1, Range
Reveal a Revenge Squad character card from your
hand >>> Stun target character if its cost is less
than the number of ongoing plot twists you control.
Use only during your attack step and only once per
turn.
Atomize (DCL-043R)
Plot Twist, 3
Play only if you control a [JLA] character. <p> If
you control fewer characters than an opponent,
target character gets -3 ATK this turn.
Atrophos, Chief Blight Scientist (DLS-045U)
Character, 5, Future Foes, 11/8
Loyalty <p> Whenever Atrophos causes
breakthrough to a player, search that player's deck
and hand for all copies of a non-character card and
remove them from the game.
Attend or Die! (DJL-140R)
Plot Twist, 2
You may recruit Secret Society character cards
from your KO'd pile this turn. <p> If a character
card would enter your KO'd pile from play during
the build phase this turn, instead, remove it from
the game.
Attilan (MHG-115R)
Location, 4
Terraform <p> Activate >>> Search your deck for
a card and put it on the top of your deck. Use only
if you control an Inhumans character and no facedown resources.

Aunt May, Golden Oldie (MTU-001U)


Character, 1, Spider-Friends, 0/1, Flight, Range
You may discard a character card rather than pay
Aunt May's recruit cost. <p> When Aunt May
enters play, you may search your deck for a card
named Spider-Man, reveal it, and put it into your
hand.
Aunt May, May Parker (MSM-032U)
Character, 1, Spider-Friends, 0/0
You may discard a Spider-Friends character card
rather than pay Aunt May's recruit cost. <p> At the
start of the recovery phase, gain 1 endurance for
each non-stunned Spider-Friends character you
control.
Aurora, Jeanne-Marie Beaubier (MEV-174R)
Character, 2, Weapon X/Alpha Flight, 2/3, Flight,
Range
Whenever you play a plot twist from your hand,
you may remove Aurora from the game. If you do,
return that plot twist card to your hand.
Avalanche, Dominic Petros (MOR-076U)
Character, 2, Brotherhood, 2/2
Activate >>> Replace target location an opponent
controls. Use only if you control another
Brotherhood character.
Avalanche, Earthmover (MVL-051R)
Character, 2, Brotherhood, 6/6, Range
When Avalanche enters play, KO a resource you
control. <p> [Activate] >>> Replace target
location.
Avalanche, Freedom Force (MXM-085R)
Character, 3, Brotherhood, 4/5, Range
MutantEnergy
Discard a Physical card >>> Replace target face-up
non-Team-Up resource. Use only once per turn.
Avalanche, Seismic Shockwave (MXS-016C)
Character, 3, Brotherhood, 5/4
Whenever Avalanche stuns a defender, exhaust
target character an opponent controls.
Avalanched! (MVL-089C)
Plot Twist, 2
Play only if you control a [Brotherhood] character
and only during your attack step. <p> Exhaust
target support row character.
Avalon Space Station (MOR-098U)
Location, 2
Activate, discard a card >>> Return target
character card from your KO'd pile to your hand.
<p> Activate, discard a Brotherhood character card
>>> Return two target character cards from your
KO'd pile to your hand.
Avengers Assemble! (MAV-029R)
Plot Twist, 3
To play, discard a leader character card. <p>
Search your deck for an Avengers character card,
reveal it, and put it into your hand. Each character
you recruit this turn with the same name as the card
you revealed enters play with a +1/+1 counter on it.

Avengers Disassembled (MAV-191R)


Plot Twist, 3
Play only during your attack step. <p> Each player
who controls five or more non-stunned characters
stuns two non-stunned characters he controls.
Avengers Forever (MUN-037U)
Plot Twist, 4
Ongoing: Discard X [Avengers] character cards
>>> Put a +1/+1 counter on each of X target
characters. Use only once per turn and only during
the build phase.
Avengers Mansion (MAV-030R)
Location, 3
Activate >>> Reveal any number of face-down
resources you control. Target attacker or defender
you control gets +1 ATK this attack for each
Avengers character card you revealed.
Avengers Reassembled (MUN-038R)
Plot Twist, 2
Search your deck for an [Avengers] character card,
reveal it, and put it on top of your deck. <p> Boost
Discard a card: Replace a resource you control.

Baba Yaga, Witch (EHB-029R)


Character, 7, Thule Society, 14/16, Flight, Range
Reservist <p> When Baba Yaga enters play, you
may put an Army character card with cost 3 or less
from your KO'd pile into the front row of your
hidden or visible area.
Back from the Dead (MEV-263R)
Plot Twist, 7
Put target character card from your KO'd pile into
play stunned if its cost is less than or equal to the
number of resources you control.
Back to Back (DSM-150C)
Plot Twist, 2
Two target characters you control each get +1/+1
while defending in the same column this turn.
Backfire (MOR-175C)
Plot Twist, 3
Target character gets -1 DEF this turn. KO all
equipment equipped to that character.

Awestruck (DLS-173C)
Plot Twist, 1
Attackers get -1 ATK this attack.

Backs Against the Wall (MXM-070R)


Plot Twist, 2
Play only if you control a Morlocks defender. <p>
If two or more characters you control have become
stunned this attack, remove all attackers from this
attack.

Azrael <> Batman, Knightfall (DGL-159U)


Character, 7, Gotham Knights, 16/14
You are considered to control Batman. <p>
Whenever Azrael stuns an attacker, that attacker's
controller loses endurance equal to its cost.

Bad Press (MSM-143R)


Plot Twist, 1
Ongoing: Locations cost your opponents 1 more to
flip. <p> Plot twists cost your opponents 1 more to
play.

Azrael, Jean Paul Valley (DOR-002C)


Character, 6, Gotham Knights, 13/11
Loyalty <p> Whenever Azrael stuns a defender
with reinforcement, KO that defender. <p> Boost
1: When Azrael enters play, he gets +2/+2 this turn
and has flight and range this turn.

Baddest of the Bad (DCR-147U)


Plot Twist, 3
To play, return a Villains United character you
control to its owner's hand. <p> Search your deck
for an affiliated character card, reveal it, and put it
into your hand.

Aztek, Champion of Quetzalcoatl (DCL-003C)


Character, 1, JLA, 1/2, Flight, Range
Return Aztek to his owner's hand >>> Target [JLA]
character gets +3 DEF this turn. Use only during
the combat phase.

Balance of Power (DJL-170C)


Plot Twist, 2
Play only if an opponent has played a plot twist
this attack. <p> Target attacker gets -3 ATK this
attack.

The "B" Team (MTU-073R)


Plot Twist, 3
To play, discard a backup Marvel Defenders card.
<p> Search your deck for an affiliated character
card, reveal it, and put it into your hand.

Baltag, Hand of the Conqueror (MAV-165C)


Character, 4, Kang Council, 7/7, Range
Whenever Baltag reinforces a Kang, that Kang has
invulnerability while reinforced this attack. <p> A
Kang protected by Baltag has invulnerability.

B.P.R.D. HQ, Non-Unique (EHB-018U)


Location, 2
When you flip B.P.R.D. HQ, you may discard a
B.P.R.D. character card. If you do, search your
deck for a B.P.R.D. character card, reveal it, and
put it into your hand. <p> Activate >>> Target
hidden defender you control has reinforcement this
attack.

Bamf! (MSM-109R)
Plot Twist, 3
X-Men characters you control can't be stunned
while attacking this turn.

B.P.R.D. Signal Device (EHB-019C)


Equipment, 0, ConcealedOptional
Equipped character gets +1 DEF. <p> Pay 1
endurance >>> Equipped character can't be the
target of effects your opponents control this turn.

Bane, The Man Who Broke the Bat (DOR-064C)


Character, 6, Arkham Inmates, 12/12
Loyalty <p> Whenever Bane attacks, you may KO
target stunned character. <p> Boost 1: When Bane
enters play, he gets +2/+2 this turn.

Bane, Ubu (DOR-097C)


Character, 5, League of Assassins, 9/9
At the start of the recovery phase, you may KO
target stunned character. <p> Boost 2: When Bane
enters play, he gets +1/+1 this turn for each
location you control.
Banished to the Abyss (MTU-072U)
Plot Twist, 3
Play only during the build phase. <p> Whenever
target Marvel Defenders character you control
becomes exhausted this turn, it gets +1/+2 this
turn.
Banished to the Anti-Matter Universe (DGL-101U)
Plot Twist, 1
Play only if you control an Anti-Matter character.
<p> Choose an unequipped, unprotected character
an opponent controls. If that character is visible,
that opponent moves that character to his hidden
area. <p> Ongoing: The chosen character can't
move to a visible area.
Banshee, Sean Cassidy (MOR-002C)
Character, 3, X-Men, 4/3, Flight, Range
Whenever Banshee attacks a front row character,
exhaust up to two target support row characters.
Barbara Gordon <> Batgirl, Guardian of Gotham
(DSM-131R)
Character, 3, Gotham Knights, 4/4
Whenever an equipped Gotham Knights character
you control stuns a character an opponent controls,
draw a card.
Barbara Gordon <> Oracle, Bird of Prey (DBM001C)
Character, 3, Gotham Knights, 2/4
Activate >>> Draw a card. <p> Activate >>>
Barbara Gordon gets +3 ATK this attack.
Barbara Gordon <> Oracle, Data Broker (DCR204R)
Character, 2, Gotham Knights/JLA, 1/3, Concealed
Ally: Whenever a character you control becomes
powered-up, you may exhaust Barbara Gordon. If
you do, draw a card.
Barbara Gordon <> Oracle, Hacker Elite (DWF065C)
Character, 3, Birds of Prey/Gotham Knights, 3/3,
Concealed
Substitute <p> Free >>> Draw a card. Use only
once per turn.
Barbara Gordon <> Oracle, Information Network
(DOR-003R)
Character, 2, Gotham Knights, 1/2
To recruit, reveal a Gotham Knights character card
from your hand. <p> Pay 1 resource point >>>
Draw a card. Use only once per turn. <p> Activate
>>> Draw a card. Use only during the recovery
phase.
Barbara Gordon <> Oracle, Inside Information
(DWF-066U)
Character, 7, Birds of Prey/Gotham Knights, 14/16,
Concealed
Substitute <p> When Barbara Gordon enters play,
draw three cards.

Barbaric Brawl (MHG-198C)


Plot Twist, 3
Target attacker gets +3 ATK this attack. If that
character has a cosmic counter, remove that
counter.

Bart Allen <> Kid Flash, Heir to the Mantle (DLS128U)


Character, 2, Teen Titans, 4/1
Substitute <p> Cosmic: Bart Allen can't be stunned
while attacking.

Barnacle, Acolyte (MHG-209U)


Character, 1, Brotherhood, 1/1
MutantPhysical
Reservist <p> Barnacle gets +1 ATK for each
character adjacent to him. <p> Characters adjacent
to Barnacle get -1 ATK.

Bart Allen <> Kid Flash, Speedster (DOR-034C)


Character, 4, Teen Titans, 6/6
Exhaust a Teen Titans character you control >>>
Ready Bart Allen. Use only once per turn. <p>
Activate >>> Target Teen Titans character has
reinforcement this turn.

Baron Mordo, Karl Amadeus Mordo (MTU-131C)


Character, 6, Underworld, 13/12, Concealed,
Flight, Range
At the start of the combat phase, the controller of
target character moves it to his visible area.

Bart Allen <> The Flash, Impulsive Speedster


(DCR-173R)
Character, 5, Speed Force/Teen Titans, 9/9
Bart Allen does not exhaust to attack. <p>
Whenever Bart Allen stuns a defender or causes
breakthrough, Bart Allen can't attack this turn. <p>
Bart Allen can't attack the same character or player
more than once per turn.

Baron Strucker, Baron Wolfgang von Strucker *


HYDRA (MUN-140C)
Character, 6, Crime Lords, 13/12, Range
Whenever Baron Strucker becomes stunned while
defending with reinforcement, recover him. This
power triggers only once per turn.
Barracuda, Earth 3 (DCL-111C)
Character, 2, Injustice Gang, 3/1, Concealed
[Activate] >>> Target player loses 3 endurance.
Use only if you don't have the initiative.
Barry Allen <> The Flash, Crimson Tornado
(DCL-004R)
Character, 4, JLA/Speed Force, 8/5
[Activate], Move Barry Allen to your support row
>>> Barry Allen can't stun attackers or be stunned
by attackers this attack.
Barry Allen <> The Flash, Founding Member
(DCL-005R)
Character, 6, JLA/Speed Force, 12/12
Discard a character card with identity The Flash
>>> Ready Barry Allen. Use only once per turn.
Barry Allen <> The Flash, Scarlet Speedster (DJL003R)
Character, 6, JLA, 11/9
Whenever Barry Allen becomes powered-up while
attacking a character, if Barry Allen is unequipped,
you may ready him. If you do, he can't cause
breakthrough this turn.
Bart Allen <> Impulse, Hyper-Accelerated (DGL162U)
Character, 1, Teen Titans, 2/1
Exhaust another character you control >>> Ready
Bart Allen. Use only once per turn.
Bart Allen <> Kid Flash, Generation Fourth (DCL063U)
Character, 3, Teen Titans, 6/3
Bart Allen has the identity The Flash in all zones.
<p> [Activate] >>> If you control one or more
other attackers, Bart Allen becomes a team
attacker.

Bart Allen <> The Flash, Titans Tomorrow West


(DLS-129U)
Character, 6, Teen Titans, 12/10
Substitute <p> Bart Allen can't be stunned while
team attacking.
Base of Operations (MOR-176C)
Location, 1
Activate >>> Look at the top card of your deck.
You may put it on the bottom of your deck.
Basil Karlo <> Clayface, Slimy Shapeshifter
(DCL-155U)
Character, 5, Secret Society, 9/10, Range
Reservist <p> When Basil Karlo enters play, you
may remove a character card in any KO'd pile from
the game. If you do, Basil Karlo gains that card's
name and loses all other names.
Basil Karlo <> Ultimate Clayface, Mud Pack
(DWF-123R)
Character, 7, Arkham Inmates, 16/16, Range
You can recruit Basil Karlo from your KO'd pile.
<p> Insanity: When Basil Karlo enters play, you
may randomly select a character card with cost 4 or
less in your KO'd pile and put it into play.
Basilisk, Basil Elks (MAV-211U)
Character, 1, Sinister Syndicate, 4/1, Flight, Range
Basilisk enters play exhausted. <p> Whenever
Basilisk causes breakthrough while attacking a
character, that character can't ready this turn.
Bastion, Leader of Operation: Zero Tolerance
(MOR-137R)
Character, 6, Sentinel, 12/12, Flight, Range
Discard a Sentinel character card >>> Target
character gets +1/+1 this turn.
Bastion, Prime Sentinel (MEV-229R)
Character, 5, Purifiers/Sentinel, 9/9, Flight, Range
Shift <p> Discard an Army character card >>>
Target character gets -1/-1 this turn.

Bat Got Your Tongue? (DWF-058R)


Plot Twist, 2
To play, exhaust a Gotham Knights character you
control. <p> Negate target effect from a nonongoing plot twist.
Batarang (DOR-022U)
Equipment, 1
Transferable <p> Equip only to a Gotham Knights
character. <p> Equipped character has range and
"Activate, KO Batarang >>> Exhaust target
character with cost less than this character's cost.
Use only during the combat phase."
Batarang, Cutting Edge (DWF-054R)
Equipment, 1, ConcealedOptional
Equip only to Batman. <p> Exhaust equipped
character, KO Batarang >>> Exhaust target
character.
Batcave (DOR-023R)
Location, 1
Flip only if you control a Gotham Knights
character. <p> At the start of the build phase, you
may have target opponent gain the initiative. If you
do, at the start of the combat phase this turn, the
player who started the turn with the initiative gains
the initiative.
Batcave, Crime-Fighting Lab (DWF-056U)
Location, 2
Activate >>> Reveal the top card of an opponent's
deck. You may put it into his KO'd pile. Use only if
you control a Gotham Knights character.
Batcomputer (DBM-011U)
Location, 2
Activate >>> Target Gotham Knights character you
control gets +1 ATK and has flight and range this
turn.
Batcomputer, Criminal Database (DCL-037U)
Location, 3
[Activate] >>> Look at the top four cards of your
deck. Put any number on the top of your deck and
the rest on the bottom. Use only if you control
Batman.
Batman and the Outsiders (DWF-110R)
Plot Twist, 3
Play only if you have played no other plot twists
this turn. <p> Return target non-defending
character to its owner's hand if its cost is less than
the number of Outsiders team attackers you
control.
Batman, Avatar of Justice (DJL-004C)
Character, 6, JLA/Gotham Knights, 12/12
Ally: Whenever a character you control becomes
powered-up, you may discard a character card. If
you do, negate target effect from a non-ongoing
plot twist.
Batman, Cape and Cowl (DWF-040R)
Character, 6, Gotham Knights, 12/12, Concealed
Optional, Range
Opponents can't use a payment power if it has
already been used this turn. <p> Discard a Gotham
Knights character card >>> Negate target payment
effect. Use only once per turn.

Batman, Caped Crusader (DOR-004C)


Character, 5, Gotham Knights, 9/9
Whenever Batman stuns a defender, that character's
controller loses endurance equal to its cost.
Batman, Dark Knight Returned (DWF-041U)
Character, 8, Gotham Knights, 18/18, Concealed
Optional, Flight, Range
Whenever you play a plot twist, draw a card.
Batman, Earth 2 (DCR-003C)
Character, 4, JSA/Gotham Knights, 8/7
Exhaust an Earth 2 character you control, discard a
card >>> Target player chooses a non-Team-Up
location and non-Team-Up ongoing plot twist he
controls, then replaces one of those cards. Use only
once per turn.
Batman, Founding Member (DCL-006R)
Character, 3, JLA/Gotham Knights, 5/5,
Concealed, Range
[Activate], Discard a [JLA] or [Gotham Knights]
character card >>> Replace target face-up
resource.
Batman, Hidden Avenger (DJL-039C)
Character, 4, JLI/Gotham Knights, 7/6, Concealed
Optional
While Batman is hidden, he gets +1/+1 and has
flight. <p> Leader: Attackers adjacent to Batman
get +2/+2 while a player controlling a defender
controls more resources than you.
Batman, Justice's Shadow (DCL-007C)
Character, 5, JLA/Gotham Knights, 9/8,
Concealed, Range
Reservist <p> Whenever another character you
control attacks, power-up that character.
Batman, Problem Solver (DWF-042U)
Character, 3, Gotham Knights, 5/4, Concealed
Optional, Range
Activate, discard a Gotham Knights character card
>>> Negate target effect from a non-ongoing plot
twist. Use only during the combat phase.
Batman, Shadow of the Bat (DBM-003R)
Character, 7, Gotham Knights, 15/15
Whenever Batman stuns a character and you have
seven or more cards in hand, that character's
controller loses endurance equal to its cost.
Batman, The Dark Knight (DOR-005R)
Character, 7, Gotham Knights, 7/7
Loyalty <p> Batman gets +1/+1 for each card in
your hand. <p> Exhaust a Gotham Knights
character you control >>> Draw a card.
Batman, Twilight Vigilante (DWF-043C)
Character, 4, Gotham Knights/Outsiders, 7/7,
ConcealedOptional, Range
Whenever Batman stuns a defender, its controller
loses additional endurance equal to its cost.
Batman, Vengeance (DBM-002C)
Character, 4, Gotham Knights, 7/7
Whenever Batman or another Gotham Knights
character you control becomes stunned, each
opponent loses 1 endurance.

Batman, World's Greatest Detective (DOR-006U)


Character, 3, Gotham Knights, 5/4
To recruit, reveal a Gotham Knights character card
from your hand. <p> Activate >>> Replace target
ongoing plot twist. Use only during the recovery
phase.
Bat-Mite, #1 Fan (DWF-124R)
Character, 8, Arkham Inmates/Fifth Dimension,
18/20, Flight, Range
Reservist <p> Insanity: When Bat-Mite enters play,
gain the initiative at the start of the next phase. <p>
Your opponents can't gain the initiative.
Batmobile (DOR-024R)
Equipment, 1
Equip only to a Gotham Knights character. <p>
Equipped character gets +1/+1. <p> If equipped
character would become stunned while defending,
instead, you may KO Batmobile.
Batmobile, Burn Rubber (DWF-055U)
Equipment, 0
While targeting or equipped to Batman, Batmobile
has concealedoptional. <p> Free >>> Move
target Gotham Knights character you control to
your support row. It has reinforcement this turn.
Use only once per turn.
Batplane (DOR-025U)
Equipment, 0
Gotham Knights characters you control have flight.
<p> KO Batplane >>> Return target character you
control to its owner's hand.
Bat's Belfry (DGL-167R)
Location, 2
Remove two cards in your hand from the game
>>> Whenever target Arkham Inmates character
you control attacks a character this turn, exhaust
that character. At the start of the next recovery
phase, return the cards you removed from the game
to your hand.
Bat-Signal (DWF-059U, DOR-026U)
Plot Twist, 1
To play, exhaust a Gotham Knights character you
control. <p> Search your deck for a Gotham
Knights character card, reveal it, and put it into
your hand.
Batter Up! (DWF-205C)
Plot Twist, 3
Insanity: Discard a card at random. Target attacker
or defender gets +X ATK this attack, where X is
the cost of the card you discarded.
Battered and Broken (DGL-063U)
Plot Twist, 2
To play, exhaust an Emerald Enemies character
you control. <p> Characters your opponents
control lose and can't have reinforcement this turn.
Battering Ram, Short-Lived Strongman (MMK048C)
Character, 5, X-Statix, 9/8
Activate, KO Battering Ram >>> Target player
exhausts all characters he controls. Use only during
your attack step.

Battle for Metropolis (DWF-186U)


Plot Twist, 2
Ongoing: Revenge Squad characters in your front
row get +1 ATK.

Beast Boy <> Animal Man, Titans Tomorrow West


(DLS-131C)
Character, 5, Teen Titans, 9/9, Flight
Substitute <p> Cosmic: Beast Boy gets +3 ATK.

Battle of Wills (DGL-181C)


Plot Twist, 1
Target attacker can't be stunned while there is a
defender with willpower less than that attacker's
willpower this attack.

Beast Boy, Freak of Nature (DCL-065C)


Character, 6, Teen Titans/Doom Patrol, 12/12,
Flight
Whenever Beast Boy stuns another character, put
three +1/+1 counters on Beast Boy.

Battle Tactics (MVL-038C)


Plot Twist, 2
[X-Men] attackers get +3 ATK while attacking
characters this attack.

Beast Boy, Garfield Logan (DCL-064R, DOR035R)


Character, 3, Teen Titans, 3/3, Flight
Whenever Beast Boy attacks, put a +1/+1 counter
on him. <p> Whenever Beast Boy defends, put a
+1/+1 counter on him for each attacker.

Battle Training (DCL-044C)


Plot Twist, 1
Play only during the build phase. <p> Target [JLA]
character you control gets +4 ATK this turn.
Battlestar, Lemar Hoskins (MTU-175R)
Character, 3, Wild Pack, 5/5, Range
While you control another Wild Pack character,
each opponent can't play plot twists with the same
name as another plot twist he played this turn.
Battleworld (MHG-199C)
Location, 2
Terraform <p> Characters you control gain the
Heroes of Earth affiliation. Characters your
opponents control gain the Villains of Earth
affiliation. <p> Activate >>> Target attacker or
defender you control gets +1 ATK this attack.

Beast Boy, Party Animal (DLS-130C)


Character, 3, Teen Titans, 1/1, Flight
Substitute <p> When Beast Boy enters play, put a
+1/+1 counter on him for each resource you
control.
Beast, Bookworm (MVL-002R)
Character, 3, X-Men, 4/4
When Beast enters play, draw a card for each
resource you control, then put four cards from your
hand on the bottom of your deck.
Beast, Devolving Brute (MEV-004U)
Character, 4, X-Factor/X-Men, 7/6
Energize (Whenever Beast defends, ready him.)
<p> [Activate] >>> Target character gets -2/+2 this
attack.

Batzarro Beatdown (DWF-206R)


Plot Twist, 3
To play, discard a card at random. <p> Target
attacker or defender you control gets +4 ATK this
attack.

Beast, Dr. Henry McCoy (MOR-003U)


Character, 2, X-Men, 2/3
Plot twists cost you 1 less to play.

Batzarro, World's Worst Detective (DWF-125U)


Character, 4, Arkham Inmates, 9/8, Range
Reservist <p> Batzarro can't attack. <p> Insanity:
Batzarro can attack instead.

Beast, Feline Geneticist (MXM-002U)


Character, 3, X-Men, 5/5
MutantPhysical
Free >>> Search your deck for an equipment card,
reveal it, and put it into your hand. Use only once
per turn and only during the recovery phase.

Baxter Building (MOR-068U)


Location, 1
Activate >>> Reveal the top card of your deck. If
you control a Fantastic Four character, instead,
reveal two cards. Put all revealed equipment cards
into your hand and the rest on the bottom of your
deck.
Beak Saves the Day (MEV-164U)
Plot Twist, 2
Remove target Exiles character you control from
the game shifted with shift counters equal to its
cost minus 1.
Beak, Earth-616 (MEV-132C)
Character, 3, Exiles/X-Men, 5/3, Flight
Whenever Beak becomes stunned while defending,
recover him at the start of the recovery phase this
turn.

Beast, Furry Blue Scientist (MAV-001C)


Character, 1, Avengers, 2/1
Reservist <p> When Beast enters play, you may
discard an Avengers character card. If you do,
search your deck for a Team-Up card, reveal it, and
put it into your hand.
Beast, New Defender (MTU-045U)
Character, 2, Marvel Defenders, 2/3
MutantPhysical
Evasion <p> Backup: Activate >>> Target
character you control gets -2/+2 this turn. Use only
during the build phase.
Beast, Quick Thinker (MXS-001C)
Character, 1, X-Men, 1/1
Beast gets +1/+1 while attacking.

Beast, Wild and Woolly (MEV-003C)


Character, 2, X-Factor/X-Men, 3/3
Energize (Whenever Beast defends, ready him.)
<p> [Activate] >>> Discard a card, then draw a
card.
The Beautiful Dreamer, Dreamweaver (MXM067C)
Character, 3, Morlocks, 4/5
MutantMental
Evasion <p> Whenever The Beautiful Dreamer
becomes stunned, if target character would cause
breakthrough while attacking a character this turn,
instead, it causes 3 less breakthrough.
Beautiful Dreamer, Forever People (DSM-035U)
Character, 2, New Gods, 2/2
Cosmic: Whenever Beautiful Dreamer becomes
stunned, you may recover another target stunned
character you control.
Beef, Hellion (MXM-124C)
Character, 4, Hellfire Club, 7/7
MutantPhysical
Reservist <p> At the start of the combat phase,
reveal the top card of your deck. If it is a Physical
card, put a +1/+1 counter on Beef. <p> Boost 2:
Beef enters play with five +1/+1 counters on him.
Beetle <> Mach 1, Reluctant Hero (MAV-083C)
Character, 1, Thunderbolts, 2/1, Flight, Range
Whenever Beetle becomes stunned, you may
remove him from the game. If you do, search your
deck for a Team-Up card, reveal it, and put it into
your hand.
Beetle <> Mach 2, Matthew Davis (MAV-084C)
Character, 3, Thunderbolts, 5/3, Flight, Range
Beetle gets +4/+4 while you control six or more
resources.
Beetle <> Mach 3, Repentant Villain (MAV-085U)
Character, 5, Thunderbolts, 12/10, Flight, Range
Characters in combat with Beetle have
invulnerability.
Beetle <> Mach 4, New Team Leader (MAV-086C)
Character, 7, Thunderbolts, 16/15, Flight, Range
Leader: Characters adjacent to Beetle with cost 4
or less get +3/+3.
Beetle <> Mach, Discharged (MUN-051C)
Character, 2, Thunderbolts/S.H.I.E.L.D., 3/1,
Flight, Range
At the start of your recruit step, put a +1/+1
counter on Beetle. <p> While Beetle has two or
more +1/+1 counters, he can't be stunned while
attacking.
Beetle, Abner Jenkins (MSM-070C)
Character, 2, Sinister Syndicate, 2/0, Flight, Range
Beetle gets +1 DEF for each resource you control.
<p> Boost 4: When Beetle enters play, he gets
+1/+1 this turn for each resource you control.

Beetle, Armorsmith (MAV-124C)


Character, 2, Masters of Evil, 3/2, Flight, Range
When Beetle enters play, you may discard a card.
If you do, search your deck for an affiliated
character card with cost 2 or less, reveal it, and put
it into your hand.
Behavior Modification Device, Team-Up (MAV072C)
Plot Twist, 2
Choose two different affiliations among characters
you control. <p> Ongoing: Characters you control
with either of those affiliations have both of them.
<p> Discard a Squadron Supreme character card
>>> Draw a card, then discard a card. Use only
once per turn.
Ben Daimio, Captain Zombie (EHB-003C)
Character, 4, B.P.R.D., 7/6, Range
Reservist <p> Ben Daimio gets +2 DEF while
equipped. <p> Leader: Characters adjacent to Ben
Daimio can attack hidden characters.
Bernadeth, Female Fury (DLS-089U)
Character, 5, Darkseid's Elite, 9/9, Range
KO a Darkseid's Elite character you control >>>
Target attacker or defender you control gets +1
ATK this attack for each face-down resource target
opponent controls. Use only once per turn.
Bernadeth, Leader of Female Furies (DSM-098C)
Character, 4, Darkseid's Elite, 8/6
Pay 1 endurance >>> Whenever a character an
opponent controls recovers this phase, its controller
loses endurance equal to its cost. Use only once per
turn.
Berserker Rage (MVL-039R)
Plot Twist, 3
Whenever target Wolverine stuns a defender this
attack, ready that Wolverine.
Beside Myself (DWF-152R)
Plot Twist, 1
Play only if you control an Arkham Inmates
character. <p> Ongoing: Insanity: Whenever you
draw one or more cards, flip a coin. If you win the
flip, draw an additional card.
The Best At What They Do (MEV-077C)
Plot Twist, 2
Play only from your hand. <p> Target character
gets -2 DEF this attack, or -4 DEF if you control an
X-Force character.
Best Friends Forever (DCL-099R)
Plot Twist, 3
To play, replace a face-down resource you control.
<p> Recover target [Teen Titans] character if it has
the same name as that resource.
Best of the Best (DWF-200R)
Plot Twist, 3
You may return a ready Batman or Superman you
control to its owner's hand. If you do, target
character can't attack this turn.

Bestow the Power Cosmic (MCG-035C)


Plot Twist, 5
Search your deck for a character card with version
Herald, reveal it, and put it into your hand.
Beta Club (DSM-121U)
Equipment, 0
Equip only to a Darkseid's Elite character. <p>
Whenever equipped character stuns a defender, that
defender's controller loses endurance equal to its
cost.
Beta Ray Bill, Simon Walters * Omega Flight
(MUN-222R)
Character, 7, Alpha Flight, 16/14, Flight, Range
At the start of the combat phase, you may stun
target character with cost less than the number of
plot twists you played this turn.
Betrayal (MOR-177R)
Plot Twist, 2
Target player stuns a non-stunned character he
controls if he controls two or more affiliated
characters, unless all affiliated characters he
controls share at least one affiliation.
Betrayal Most Foul (MVL-090R)
Plot Twist, 2
Play only if you control a [Brotherhood] character.
<p> Target player stuns a non-stunned affiliated
character he controls, unless all affiliated
characters he controls share at least one affiliation.
Betrayal of Trust (DWF-111U)
Plot Twist, 3
Remove target Outsiders team attacker you control
from this attack, ready it, and put a +1/+1 counter
on it.
Bette Kane <> Batwoman, Titans Tomorrow East
(DLS-132U)
Character, 2, Teen Titans, 2/3
Substitute <p> Cosmic: If another character you
control would become stunned, instead, you may
stun Bette Kane. If you do, exhaust that character.
Bette Kane <> Flamebird, Reflex Action (DCL066C)
Character, 1, Teen Titans, 1/1
Reservist <p> [Activate] >>> Whenever target
character becomes stunned while attacking this
turn, recover it.
A Better World, Team-Up (DCL-248C)
Plot Twist, 2
Play only if [JLA] and [Teen Titans] are affiliations
among characters you control. <p> Draw a card.
<p> Ongoing: Crossover [JLA] and [Teen Titans].
Bevatron, Hellion (MXM-125C)
Character, 3, Hellfire Club, 4/4, Range
MutantEnergy
Reservist <p> When Bevatron enters play, discard
any number of Energy cards. Put a +1/+1 counter
on Bevatron for each card you discarded. <p>
Remove a +1/+1 counter from Bevatron >>>
Target opponent loses 2 endurance.

The Beyonder, Inhuman (MUN-284R)


Character, 10, 28/30, Flight, Range
Remove The Beyonder and another card in your
hand from the game >>> Recover target stunned
character if there are no other cards named The
Beyonder removed from the game. Use only if The
Beyonder is in your hand.
Bibbo Bibbowski, Barroom Brawler (DWF-001U)
Character, 2, Team Superman, 3/2
Activate >>> Target Team Superman character
protecting Bibbo Bibbowski gets +2 DEF this
attack.
Big Barda, Barda Free (DSM-036C)
Character, 6, New Gods, 12/12, Range
Cosmic: Pay half your endurance, rounded up >>>
Big Barda gets +4/+4 this attack. Use only once per
turn.
Big Barda, Furious Fatale (DCL-008C)
Character, 5, JLA, 11/9, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.)
Big Bear, Forever People (DSM-037C)
Character, 3, New Gods, 3/3
To recruit, reveal a New Gods character card from
your hand. <p> Cosmic: Big Bear gets +3/+3.
Big Bully (MSM-144C)
Plot Twist, 1
Target attacker gets +X ATK this attack while
attacking a defender with lesser cost, where X is
the difference between that attacker's cost and that
defender's cost.
Big Leagues (MTU-198R)
Plot Twist, 3
If all characters you control share at least one
affiliation, target attacker you control gets +4 ATK
this attack.
The Big Three (MUN-039C)
Plot Twist, 2
Target [Avengers] character gets +2 ATK while
attacking this turn. <p> BoostReplace two
reservist resources you control: Up to two other
target [Avengers] characters each get +2 ATK
while attacking this turn.
Bill Foster <> Goliath, Secret Avenger (MUN001R)
Character, 7, Avengers, 16/14
Reservist <p> Whenever Bill Foster becomes
stunned, KO him. If you do, characters can't attack
this turn.
Biomodem Satellite (MAV-111U)
Location, 3
Activate >>> Target Thunderbolts attacker or
defender you control gets +1 DEF this attack. If
you control five or more resources, instead, it gets
+1 ATK this attack.

Biosphere Boiler, Worldeater (MCG-031C)


Location, 4
Flip only if you haven't flipped another Worldeater
location this turn. <p> [Activate] >>> Target player
loses 2 endurance for each other Worldeater
location you control.

Bizarro Ray (DJL-211U)


Plot Twist, 1
Ongoing: Pay 1 endurance >>> Target defender
gets -1 DEF this attack. Then, if that defender has 0
DEF and you control a Revenge Squad character,
stun that defender. Use only once per turn.

Birds of a Feather (DWF-078C)


Plot Twist, 2
Target Birds of Prey attacker or defender you
control gets +2 ATK this attack, and an additional
+1 ATK for each other Birds of a Feather in your
resource row and KO'd pile.

Bizarro World (DSM-087R)


Location, 2
Bizarro World is considered to be in all sets. <p>
Flip only if you control a Revenge Squad character.
<p> Revenge Squad character cards in your hand
have shift. (See bizarroworld.com)

Birthing Chamber (DCL-245U, DGL-182U)


Location, 3
[Activate] >>> If you control four or more
characters, draw a card. If you control six or more
characters, instead draw two cards, then discard a
card.

Bizarro, Bizarro World's Finest (DWF-161R)


Character, 6, Revenge Squad, 14/14, Flight, Range
At the start of your attack step, target opponent
chooses a character. That character must attack if
able in your first attack this turn. <p> Whenever
one or more characters you control attack, target
opponent chooses a character. That character must
attack if able in your next attack this turn.

Bishop, Age of Apocalypse (MAA-001C)


Character, 2, X-Men, 2/2, Range
When Bishop enters play, you may search your
deck for an Age of Apocalypse card, reveal it, and
put it into your hand.
Bishop, Agent of S.H.I.E.L.D. (MUN-085U)
Character, 4, S.H.I.E.L.D./X-Men, 7/7, Range
BoostReturn a character you control with cost X
to its owner's hand: When Bishop enters play, you
may put a [S.H.I.E.L.D.] or [X-Men] character
card with cost X or less from your hand into play if
you haven't controlled a character with that name
this turn.
Bishop, Lucas Bishop (MOR-004C)
Character, 2, X-Men, 2/2, Range
Whenever Bishop attacks a character with range,
he gets +3/+3 this attack. <p> Whenever Bishop
defends, he gets +3/+3 this attack for each attacker
with range.
Bishop, Time Cop (MVL-003C)
Character, 4, X-Men, 6/6, Range
When Bishop enters play, other [X-Men]
characters you control get +2 ATK while attacking
characters this turn.
Bishop, XSE Commando (MXM-003C)
Character, 4, X-Men, 7/7, Range
MutantEnergy
Whenever Bishop becomes stunned, target
opponent loses 3 endurance.
Bitter Rivals (MOR-126U)
Plot Twist, 4
Choose a character name. <p> Ongoing: Whenever
a Dr. Doom you control attacks a character with the
chosen name, that Dr. Doom gets +3 ATK this
attack. <p> Whenever a Dr. Doom you control
defends, he gets +3 ATK this attack for each
attacker with the chosen name.
Bizarro Brawl (DWF-187R)
Plot Twist, 1
Ongoing: Insanity: Free >>> Target Revenge
Squad attacker or defender you control gets +1
ATK this attack for each ongoing plot twist you
control. Use only once per turn.

Bizarro, Dark Mirror (DCL-156U)


Character, 6, Secret Society, 14/14, Flight, Range
Whenever you draw a card, discard two cards.
Bizarro, Imperfect Duplicate (DSM-062R)
Character, 5, Revenge Squad, 7/10, Flight, Range
Discard a Revenge Squad character card >>>
Switch Bizarro's ATK and DEF this attack.
Bizarro, ME AM BIZARRO #1 (DCR-122C)
Character, 4, Villains United/Revenge Squad, 11/7,
Flight, Range
Vengeance: Whenever Bizarro becomes stunned,
target opponent gains 4 endurance.
Black Adam, Lord of Kahndaq (DCR-124R)
Character, 8, Villains United, 17/17, Flight, Range
Discard a Villains United character card >>>
Characters you control get +1/+1 this turn.
Black Adam, Ruthless Hero (DCR-004C)
Character, 7, JSA, 14/16, Flight, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Exhausted JSA characters you control get +2 ATK.
Black Adam, Teth-Adam (DCR-123C)
Character, 5, Villains United, 10/8, Flight, Range
Vengeance: Whenever Black Adam becomes
stunned, target character gets -3/-3 this turn.
Black Alice, Lori Zechlin (DCR-043U)
Character, 5, Shadowpact, 9/9, Flight, Range
Pay half your endurance, rounded up >>> Black
Alice gets +3/+3 this attack. Use only once per turn
and only if Black Alice is in combat.
Black Bolt, Devastating Decree (MHG-094R)
Character, 8, Inhumans, 19/19, Flight, Range
Cosmic: Whenever Black Bolt stuns a character,
you may KO all characters with cost less than the
number of face-up resources you control.

Black Bolt, Enemy Within (MUN-258C)


Character, 1, Inhumans/Skrull, 0/0, Concealed
Optional, Flight, Range
Black Bolt gets +1/+1 for each non-[Skrull]
affiliation he has.
Black Bolt, Illuminati (MHG-092C)
Character, 2, Inhumans, 3/2, ConcealedOptional,
Flight, Range
When Black Bolt enters play, look at the top card
of your deck. You may replace a resource you
control.
Black Bolt, King of the Inhumans (MHG-093C)
Character, 5, Inhumans, 9/8, ConcealedOptional,
Flight, Range
Leader: Characters adjacent to Black Bolt get +2
DEF.
Black Bolt, Protector of the Space Gem (MUN230U)
Character, 3, Infinity Watch/Inhumans, 5/4,
Concealed, Flight, Range
Exhaust two different members of the Illuminati
you control >>> Replace target resource you
control and target face-up resource an opponent
controls. Use only once per turn. (The members of
the Illuminati are Black Bolt, Dr. Strange, Iron
Man, Mr. Fantastic, Professor X, and SubMariner.)
Black Bolt, Ultimates (MUL-028C)
Character, 7, Inhumans, 16/16, Flight, Range
Free >>> Remove all face-down resources from
the game. For each resource removed this way, its
controller puts the top card of his deck face down
into his resource row. Use only once per turn and
only during the combat phase.
Black Box (MEV-078C)
Plot Twist, 2
Shuffle up to three target cards not named Black
Box from a single player's KO'd pile into his deck.
If you control an X-Force character, draw a card.
Black Cat, Felicia Hardy (MSM-001C)
Character, 4, Spider-Friends, 7/6
Whenever Black Cat attacks, target player puts the
top card of his deck into his KO'd pile. If that card
has an odd cost, that player discards a card. <p>
Whenever Black Cat defends, for each attacker,
target player puts the top card of his deck into his
KO'd pile. For each of those cards that has an odd
cost, that player discards a card.
Black Cat, Master Thief (MSM-033U)
Character, 2, Spider-Friends, 2/2
Evasion <p> Plot twists cost your opponents 2
more to play.
Black Cat, Nine Lives (MTU-002C)
Character, 2, Spider-Friends, 2/3
Evasion <p> Whenever Black Cat becomes
stunned, you may discard a card. If you do, draw a
card.
Black Cat, Thrillseeker (MVL-101C)
Character, 1, Marvel Knights, 0/1, Concealed
Whenever Black Cat attacks a player, draw a card.

Black Flame, Mr. Pope (EHB-030U)


Character, 6, Thule Society, 12/12, Range
Reservist <p> Discard an Army character card >>>
Power-up target Thule Society attacker or defender
you control.
Black Hand, Dark-Hearted Villain (DGL-038C)
Character, 2, Emerald Enemies, 2/2, Range
Willpower 1 <p> At the start of the recovery phase,
gain X endurance, where X is the total willpower
of characters you control.
Black Lightning, Energetic Hero (DCL-009U)
Character, 2, JLA, 3/2, Range
Black Lightning gets +2/+2 while an opponent
controls more characters than you.
Black Lightning, Jefferson Pierce (DWF-080C)
Character, 3, Outsiders, 5/4, Range
Black Lightning gets +2 ATK while in combat with
a character with greater cost.
Black Magic (MMK-164C)
Plot Twist, 3
Play only during your first attack this turn in which
you control an attacker. <p> Put an Underworld
character card from your KO'd pile on the bottom
of your deck. If you do, target attacker gets +3/+3
this attack.
Black Manta, Deepwater Denizen (DCL-112C)
Character, 3, Injustice Gang, 4/4, Concealed,
Range
Black Manta gets +4 ATK while attacking a player
directly.
Black Manta, Underwater Marauder (DCL-157R)
Character, 5, Secret Society, 9/9, Range
Loyalty <p> Pay 3 endurance >>> Put target card
from your KO'd pile into your hand. Use only once
per turn.
Black Mask, Roman Sionis (DOR-129U)
Character, 2, 3/2, Range
Discard an unaffiliated character card >>> Powerup Black Mask. Use only if Black Mask is in
combat. (A powered-up character gets +1/+1 this
attack.)
Black Panther, King of Wakanda (MXM-208U)
Character, 3, Marvel Knights, 4/4, Concealed
Optional
When Black Panther enters play, search your deck
for an equipment card with cost 1 or less, and
equip it to Black Panther.
Black Panther, Secret Avenger (MUN-002C)
Character, 5, Avengers/Fantastic Four, 8/8,
Concealed, Range
Reservist <p> BoostReplace two face-down
resources you control: When Black Panther enters
play, distribute two +1/+1 counters as you choose
among characters you control.
Black Panther, Silent Stalker (MVL-102C)
Character, 1, Marvel Knights, 2/2, Concealed,
Range

Black Panther, T'challa (MAV-002U)


Character, 3, Avengers, 4/3, Concealed
Reservist <p> When Black Panther enters play, you
may reveal any number of face-down resources
you control. Put a +1/+1 counter on Black Panther
for each reservist card you revealed.
The Black Rider (MEV-237R)
Plot Twist, 2
Play The Black Rider only if you haven't played
another card named The Black Rider this game.
<p> To play, exhaust a character you control with
version Death. <p> KO up to two target stunned
characters.
Black Rose, Roxanne Simpson (MTU-132U)
Character, 2, Underworld, 2/2, Concealed
Activate >>> Return an Underworld character card
from your KO'd pile to your hand.
Black Tarantula, Carlos LaMuerto (MTU-090U)
Character, 2, Sinister Syndicate/Crime Lords, 3/2,
Range
Pay 2 DEF this turn >>> Black Tarantula gets +2
ATK this attack. Use only while Black Tarantula is
defending.
Black Thorn, Elizabeth Thorne (DCR-087U)
Character, 2, Checkmate, 3/2, Concealed, Range
LoyaltyReveal <p> Backup: Activate >>> Ready
a location you control. Use only during the build
phase and only once per turn.
Black Tom, Callous Opportunist (MVL-052C)
Character, 4, Brotherhood, 6/6, Range
Black Tom gets +2/+2 while you control no
characters with cost 5 or greater.
Black Tom, Thomas Cassidy (MOR-163C)
Character, 3, 4/4, Range
At the start of the combat phase, if you recruited no
characters this turn, Black Tom gets +4/+4 this
turn.
Black Widow, Femme Fatale (MVL-103R)
Character, 1, Marvel Knights, 2/1, Concealed,
Range
KO Black Widow >>> KO target character with
cost 1 or less. Use only if you control another
[Marvel Knights] character.
Blackbird Blue, Unique (MXM-029U)
Equipment, 1
X-Men characters you control get +2 ATK while
attacking and have flight.
The Blackbird, Unique (MOR-036R)
Equipment, 2
Characters you control have flight. <p> X-Men
characters you control get +2/+2. <p> Whenever
equipped character becomes stunned, KO The
Blackbird.
Blackbriar Thorn, Druid of Cymru (DCR-044U)
Character, 2, Shadowpact, 2/2
Willpower 1 <p> Whenever you play a Magic plot
twist, put a +1/+1 counter on Blackbriar Thorn.

Blackfire, Komand'r (DOR-130R)


Character, 5, 9/8, Flight, Range
Activate, pay 5 endurance >>> Stun target front
row character. Use only during your attack step.
Blackgate Prison (DOR-087R)
Location, 2
Activate, stun an Arkham Inmates character you
control >>> Draw a card.
Blackgate Prison, Maximum Security (DWF150U)
Location, 2
Activate, discard a card at random >>> Target
Arkham Inmates attacker or defender you control
gets +3 ATK this attack.
Blackheart, Black King (MTU-133R)
Character, 4, Underworld/Hellfire Club, 8/5,
Concealed, Range
LoyaltyReveal <p> Activate, put three character
cards from your KO'd pile on the bottom of your
deck >>> KO target character with cost 3 or less.
Use only during the combat phase.
Blackheart, Son of Mephisto (MMK-138C)
Character, 6, Underworld, 14/10, Range
Discard an Underworld character card >>>
Blackheart can't be stunned while in combat with a
character with cost 4 or less this turn.
Blackout, Master of Darkness (MMK-139U)
Character, 4, Underworld, 8/6, Concealed
Discard a card >>> Move Blackout to your hidden
or visible area.
Blade, Eric Brooks (MMK-001R)
Character, 2, Marvel Knights, 3/2
To recruit, reveal a Marvel Knights character card
from your hand. <p> Blade gets +1/+1 while
equipped.
Blade, Independent Contractor (MUN-086U)
Character, 3, S.H.I.E.L.D./Marvel Knights, 5/3,
Concealed
Reservist <p> Blade can attack hidden characters.
<p> Whenever Blade attacks a character, you may
have that character's controller move it to his other
area.
Blade, Nightstalker (MTU-003U)
Character, 2, Spider-Friends/Marvel Knights, 3/2,
Range
Reservist <p> Activate, discard a card >>> The
next time target exhausted character would ready
this turn, instead, it remains exhausted.
Blade, The Daywalker (MMK-180C)
Character, 5, Marvel Knights, 8/8
Loyalty <p> Recruit only if you control an
Underworld character. <p> Marvel Knights and
Underworld characters you control get +2 ATK
while attacking and +2 DEF while defending. <p>
Boost 1: Blade enters play with two +1/+1 counters
on him.
Blade, Vampire Slayer (MVL-104R)
Character, 2, Marvel Knights, 3/2, Concealed
[Activate] >>> The controller of target stunned
character loses endurance equal to its cost.

Blastaar, King of Baluur (MOR-157R)


Character, 6, Negative Zone, 12/12, Flight, Range
At the start of the combat phase, if Negative Zone
is not in play, discard your hand. <p> At the start of
your attack step, you may stun target support row
character.

Blink, Earth-295 (MEV-133C)


Character, 1, Exiles/X-Men, 1/2, Concealed, Range
Shift <p> When Blink enters play, rally for a
character card. If you would rally a card with shift
into your hand this way, instead, you may remove
it from the game shifted with one shift counter.

Blastaar, The Living Bomb Burst (MUN-208R)


Character, 7, Negative Zone/United Front, 15/16,
Flight, Range
When Blastaar enters play, if Negative Zone is not
in play, exhaust him. <p> [Activate] >>> Stun
target visible character. Use only during your
attack step.

Blink, Earth-295 * Clarice Ferguson (MEV-134C)


Character, 3, Exiles/X-Men, 5/4, Range
Shift <p> When Blink enters play, put a shift
counter on each shifted card you own.

The Blight, Army (DLS-067U)


Character, 1, Future Foes, 2/1
Whenever The Blight causes breakthrough while
attacking a character, search that character's
controller's deck for a non-character card and
remove it from the game.
Blind Justice (MMK-030R)
Plot Twist, 2
To play, pay 9 resource points and exhaust a
Marvel Knights character you control. <p> Switch
endurance totals with target opponent.
Blind Sided (DCL-249R, MOR-178R)
Plot Twist, 2
Target character loses and can't have reinforcement
this turn.
Blinded by the Light (MEV-120C)
Plot Twist, 3
Target Marauders character you control gets +X
ATK this attack, where X is the cost of a stunned
opposing character.
Blinding Light (DLS-174C)
Plot Twist, 2
Ongoing: Whenever one or more team attackers
you control stun a defender, put a cosmic counter
on target cosmic character you control.
Blinding Rage (DCL-250R, DCR-184R)
Plot Twist, 3
Target attacker you control gets +4/-4 this attack.
Blink! (MEV-165R)
Plot Twist, 3
Play only if you control Blink. <p> Ongoing:
Characters you control can attack opposing
characters as though they were visible and
unprotected. <p> Characters you control have
"[Activate] >>> Another target character you
control has reinforcement this attack."
Blink, Age of Apocalypse (MAA-010C)
Character, 5, X-Men, 9/9, Range
Remove Blink from the game >>> Recover target
stunned [X-Men] character you control. At the start
of the recovery phase this turn, Blink's owner
returns her to play. Use only during the combat
phase.

Blink, Earth-295 * Dimension Jumper (MEV135R)


Character, 5, Exiles/X-Men, 9/9, Range
Shift <p> Whenever a character becomes stunned,
you may discard a card. If you do, remove that
character from the game shifted with shift counters
equal to its cost minus 1.
Blink, Earth-295 * Team Leader (MEV-136R)
Character, 7, Exiles/X-Men, 15/16, Range
Shift <p> When Blink enters play, remove any
number of characters you control from the game,
then return them to play at the start of your attack
step this turn.
Blink, Exile (MVL-004C)
Character, 1, X-Men, 2/1, Range
Discard Blink >>> Target character has flight and
range this turn.
Blizzard, Donny Gill (MAV-087C)
Character, 2, Thunderbolts, 2/3, Range
Activate >>> Exhaust target character. That
character's controller moves it to a different
position. Use only during your attack step.
Blizzard, Frosty Friend (MUN-052U)
Character, 1, Thunderbolts/S.H.I.E.L.D., 1/2,
Range
Substitute <p> [Activate] >>> Target opponent
exhausts a ready character he controls and it can't
ready this turn. Use only during your attack step
and only if you control four or more resources.
Blob, Fred Dukes (MVL-053C, MOR-077C)
Character, 4, Brotherhood, 6/9
[Brotherhood] characters in your support row can't
be attacked while Blob is visible in your front row.
Blob, Freedom Force (MXM-086C)
Character, 6, Brotherhood, 12/13
MutantPhysical
Whenever an attacker you control causes 3 or more
breakthrough while attacking a character,
characters you control can't be stunned while
attacking this turn.
Blob, Immovable Object (MVL-054U)
Character, 6, Brotherhood, 10/15
Blob can't be moved.
Blockbuster, Michael Baer (MEV-088U)
Character, 6, Marauders, 13/12
Blockbuster gets +1 ATK for each stunned
opposing character and +1 DEF for each stunned
character you control.

Blockbuster, Roland Desmond (DSM-139U)


Character, 3, Arkham Inmates, 4/4
Cosmic: Blockbuster gets +3 ATK.
Bloke, Mickey Tork (MMK-049U)
Character, 2, X-Statix, 2/2
Exhaust another X-Statix character you control
>>> Bloke gets +2/+2 this attack.
Blood Feud (DSM-128U)
Plot Twist, 2
Target Darkseid's Elite or New Gods character you
control gets +3/-3 this attack.
Blood Hunt (MMK-165R)
Plot Twist, 2
To play, exhaust an Underworld character you
control. <p> Ongoing: Underworld characters you
control have flight. <p> If an Underworld character
you control would become powered-up, instead,
you may have it get +2 ATK this attack.
Blood in the Dark (DGL-161U)
Plot Twist, 1
Target character you control can attack hidden
characters this turn. <p> Ongoing: Pay 2 endurance
>>> Gotham Knights characters you control can
attack hidden characters this turn.
Bloodhound (MXM-071U)
Plot Twist, 2
To play, discard a Morlocks character card. <p>
Search your deck for a character card with evasion,
reveal it, and put it into your hand.
Bloodsport (MUN-197U)
Plot Twist, 4
Play only if you control a defending Hulk. <p>
Target opponent chooses a team attacker he
controls, removes all other attackers from this
attack, and readies those other characters.
Bloodthirsty Werewolves, Army (EHB-031C)
Character, 4, Thule Society, 8/6
Bloodthirsty Werewolves gets +1/+1 while you
have the initiative.
Blow Hard, Windbag (MXM-046U)
Character, 6, Morlocks, 12/12, Range
MutantEnergy
Whenever Blow Hard attacks a character, that
character's controller moves all characters he
controls to his support row.
Blow the Man Down (MXM-166R)
Plot Twist, 3
Play only during your attack step and only if you
control an Energy character. <p> Exhaust all
unprotected visible characters target opponent
controls.
Blown to Pieces (MMK-187C)
Plot Twist, 1
Target defender you control gets +3 ATK this
attack. If Blown to Pieces is in your resource row
and you control a Crime Lords character and an
Underworld character, that defender gets an
additional +2 ATK this attack and you may replace
Blown to Pieces.

Bldhaven Destroyed (DLS-205R)


Plot Twist, 2
To play, return a Villains United character you
control to its owner's hand. <p> Each player loses
1 endurance for each character he controls.
Blue Area of the Moon (MHG-116C)
Location, 2
Terraform <p> Activate >>> Target Inhumans
attacker you control gets +1 DEF this attack for
each face-up resource you control.
Blue Devil, Big Blue (DCR-046C)
Character, 5, Shadowpact, 10/10, Range
When Blue Devil enters play, lose 4 endurance.
<p> When Blue Devil leaves play, gain 8
endurance. (You gain the endurance even if he is
stunned.)
Blue Devil, Dan Cassidy (DCR-045C)
Character, 2, Shadowpact, 4/2, Range
When Blue Devil enters play, lose 4 endurance.
<p> When Blue Devil leaves play, gain 6
endurance. (You gain the endurance even if he is
stunned.)
Blue Eagle, James Dore Jr. (MAV-047C)
Character, 4, Squadron Supreme, 7/6, Flight
Whenever Blue Eagle stuns a character, KO that
character if you have no cards in hand. <p> Pay 1
resource point, discard a card >>> Blue Eagle gets
+3 ATK this turn. Use only once per turn.
Bluejay, Jay Abrams (DJL-040C)
Character, 2, JLI, 4/1, ConcealedOptional, Flight
Bluejay gets -1 ATK while hidden.
Bodyslide (MVL-040R)
Plot Twist, 3
Play only if you control Cable. <p> Remove target
non-stunned character you control from the game.
Its owner puts it into play at the start of your next
attack step.
Boiling Point (MEV-166C)
Plot Twist, 3
Target character gets +2 ATK this attack. If it has
the Exiles affiliation and entered play this turn, it
also gets +2 DEF this attack.
Bolivar Trask, Creator of the Sentinel Program
(MOR-138R)
Character, 1, Sentinel, 1/1
When Bolivar Trask enters play, search your deck
for an Army Sentinel character card, reveal it, and
put it into your hand.
Boodikka, Green Lantern of Bellatrix (DGL-004C)
Character, 6, Green Lantern, 10/13, Flight, Range
Willpower 3 <p> Boodikka gets +X ATK while
attacking, where X is her willpower.
Book of Cagliostro (MTU-158U)
Plot Twist, 1
Ongoing: Exhaust an Underworld character you
control >>> Look at the top card of your deck. You
may put that card into your KO'd pile.

Book of Oa (DGL-183C)
Location, 1
At the start of your recruit step, you may look at
the top X cards of your deck, where X is the
number of characters you control with willpower 2
or greater. If you do, put one of those cards into
your hand and the rest on the bottom of your deck,
and discard a card.
The Book of the Vishanti (MTU-074U)
Plot Twist, 1
Ongoing: Exhaust a Marvel Defenders character
you control >>> Look at the top card of your deck.
You may put it on the bottom of your deck.
Boom Tube (DSM-151C)
Plot Twist, 2
Choose one: Target support row defender you
control has reinforcement this attack; or return
target front row defender you control to its owner's
hand. (When an attack concludes, if there is no
defender, ready all attackers.)
Boomerang, Fred Myers (MSM-071C)
Character, 3, Sinister Syndicate, 4/3, Flight, Range
Return Boomerang to his owner's hand >>> Return
target character with cost 2 or less to its owner's
hand. Use only if you control another Sinister
Syndicate character.
Booster Gold, Michael Jon Carter (DJL-041C)
Character, 2, JLI, 3/2, Flight, Range
Ally: Whenever a character you control becomes
powered-up, that character gets an additional +1
DEF this attack. <p> Boost 1: When Booster Gold
enters play, gain 2 resource points if you recruited
him from your hand.
Boot to the Head (MXM-112R)
Plot Twist, 3
To play, replace a reservist Brotherhood resource
you control. <p> Target attacker or defender gets -3
DEF this attack.
Booze Elementals (DWF-112C)
Plot Twist, 2
To play, return an Outsiders character you control
to its owner's hand. <p> Draw two cards, then
discard two cards.
Boris, Doom's Caretaker (MFF-013C)
Character, 2, Doom, 2/2
When Boris enters play, draw a card.
Boris, Personal Servant of Dr. Doom (MVL-201R,
MOR-107R)
Character, 1, Doom, 1/1
[Activate], Put Boris on the bottom of your deck
>>> Search your deck for a plot twist card, reveal
it, and put it into your hand. Use only if you
control Dr. Doom.
Born of Blood (DLS-156U)
Plot Twist, 3
To play, discard a character card. <p> Recover
target stunned Teen Titans character you control
and move it to your hidden area. That character
can't attack this game.

Born to Run (MEV-079C)


Plot Twist, 3
Target X-Force character you control gets +2 DEF
while defending this attack or +5 DEF while
attacking this attack.
Borrowed Blade (MOR-179C)
Equipment, 0
Equipped character gets +1/+1.
Bosom Buddies (MEV-080C)
Plot Twist, 3
Two target X-Force attackers you control each get
+3 ATK this attack. If those attackers are Cable and
Deadpool, ready them, and they can't be stunned
this attack.
Boss of Bosses (MMK-120U)
Plot Twist, 2
To play, exhaust a Crime Lords character you
control. <p> Search your deck for a card named
Kingpin, reveal it, and put it into your hand. <p>
Characters you control can attack hidden characters
this turn.
Bouncing Boy, Chuck Taine (DLS-003C)
Character, 2, Legionnaires, 1/4, Flight
Whenever Bouncing Boy becomes stunned during
the combat phase, you may return him to his
owner's hand. <p> Cosmic <p> Boost X: When
Bouncing Boy enters play, put a cosmic counter on
each of up to X target cosmic characters you
control.
Bounty Hunt (MTU-187U)
Plot Twist, 2
Ongoing: Whenever a character an opponent
controls leaves play, put a bounty counter on
Bounty Hunt. <p> Remove two bounty counters
from Bounty Hunt >>> Draw two cards. Use only
if you control a Wild Pack character.
Brahma, Supermen of America (DWF-002C)
Character, 6, Team Superman, 12/13
Cosmic: Characters in your support row can't be
attacked while Brahma is visible in your front row.
Brainiac 12, Upgrade Complete (DWF-162C)
Character, 6, Revenge Squad, 11/14, Range
Support row characters get -2 DEF.
Brainiac 13, B-13 (DWF-163C)
Character, 7, Revenge Squad, 15/15, Range
Discard a character card >>> Target attacker or
defender gets -1 DEF this attack for each ongoing
plot twist you control. Use only once per turn.
Brainiac 13, Mental Giant (DCX-004U)
Character, 2, Revenge Squad, 2/4, Concealed,
Range
Backup: [Activate] >>> Target character gets -1
DEF this turn for each ongoing plot twist you
control. Use only during the build phase.
Brainiac 2.5, Future Intelligence (DLS-212R)
Character, 6, Revenge Squad, 11/13, Range
Substitute <p> Cosmic: Activate >>> KO target
character with cost less than or equal to the number
of ongoing plot twists you control. Use only during
your attack step.

Brainiac 2.5, Vrill Dox (DSM-063C)


Character, 5, Revenge Squad, 9/8
Non-Revenge Squad characters get -1 DEF while
Brainiac 2.5 is ready and -1 ATK while Brainiac
2.5 is exhausted. <p> Boost 2: When Brainiac 2.5
enters play, non-Revenge Squad characters get -2/2 this turn.
Brainiac 4, Dark Circle Leader (DLS-046C)
Character, 3, Future Foes, 6/3, Concealed
Optional
Reservist <p> Vengeance: Whenever Brainiac 4
becomes stunned by a character with lesser cost,
that character's controller discards a card.
Brainiac 5.1, Querl Dox (DLS-004R)
Character, 5, Legionnaires, 8/11, Flight
LoyaltyReveal <p> Remove a cosmic counter
from a character you control >>> Look at the top
three cards of your deck. Put one of them into your
hand and the rest on the bottom of your deck. Use
only once per turn. <p> Cosmic
Brainiac, Earth 2 (DCR-215U)
Character, 2, Anti-Matter, 2/3, Concealed
Optional
Discard an Anti-Matter or Earth 2 character card
>>> Target character gets -1/-1 this turn. <p>
Boost 1: When Brainiac enters play, put two +1/+1
counters on Brainiac.
Brainiac's Ship, Unique (DSM-088R)
Equipment, 1
Transferable <p> Equip only to a Revenge Squad
character. <p> Characters your opponents control
get -1/-1.
Brains and Brawn (DWF-201R)
Plot Twist, 3
Play only if you control Batman and Superman.
<p> Recover target stunned Batman or Superman
you control.
Brass Grill (MVL-134C)
Equipment, 0, ConcealedOptional
Equip only to a [Marvel Knights] character. <p>
Whenever equipped character causes breakthrough
to a player, that player loses an additional 4
endurance.
The Brave and the Bold (DOR-162U)
Plot Twist, 2
Play only if you control a Gotham Knights
character and a Teen Titans character. <p> Draw a
card. <p> Ongoing: Characters you control, as well
as cards in your deck, hand, and KO'd pile, with
either the Gotham Knights or Teen Titans
affiliation have both affiliations.
Brave New World, Team-Up (MXM-192C)
Plot Twist, 3
To play, choose two different affiliations and a
Mutant trait among characters you control. <p>
Ongoing: Crossover those affiliations. <p>
Characters you control, as well as cards in your
deck, hand, and KO'd pile, with either of those
affiliations are Mutants and gain the chosen trait.

Break off the Horns (EHB-020U)


Plot Twist, 2
Ready target Hellboy if he is the only visible
character you control. He can't cause breakthrough
this turn.
Break You (DCL-251C, DOR-144C)
Plot Twist, 1
To play, discard up to three cards. <p> Target
attacker or defender gets +2 ATK this attack for
each card discarded this way.
Breaking Ground, Construct (DGL-184R)
Plot Twist, 3
To play, exhaust a character you control with
willpower 1 or greater. <p> Replace target location
or ongoing plot twist.
Breaking Story (MSM-145U)
Plot Twist, 0
Reveal the top card of your deck. If its cost is less
than the number of resources you control, put it
into your hand.
Breakout (MTU-116U)
Plot Twist, 2
To play, discard X Sinister Syndicate character
cards. <p> X target characters lose and can't have
reinforcement this turn.
Breakworld Prophecy (MEV-264R)
Plot Twist, 1
To play, exhaust a character you control. <p>
Target player replaces a face-up resource he
controls thats not a non-ongoing plot twist.
Breeding Pens, Age of Apocalypse (MAA-021U)
Location, 3
[Activate], KO a character you control with the
printed [Horsemen of Apocalypse] affiliation >>>
Put two +1/+1 counters on target character you
control.
Brent Jackson, Agent of S.H.I.E.L.D. (MEV-175U)
Character, 1, Weapon X/S.H.I.E.L.D., 1/1,
Concealed, Range
Hunter <p> Return Brent Jackson to his owner's
hand >>> Target hunted attacker or defender gets
-3 ATK this attack.
Brik, Green Lantern of Dryad (DGL-005U)
Character, 1, Green Lantern, 1/1, Flight, Range
Willpower 1 <p> Whenever you play a Construct
plot twist, Brik gets +2 ATK this turn.
Brimstone, Engine of Destruction (DSM-099R)
Character, 6, Darkseid's Elite, 13/10
Loyalty <p> Pay 1 resource point >>> At the start
of the combat phase this turn, KO target resource.
Use only once per turn.
Bring Down the House (MAV-214R)
Plot Twist, 3
Whenever one or more Marvel Knights attackers
you control stun a defender this turn, you may
replace a face-down resource an opponent controls.

Bring It On! (DCX-015U)


Plot Twist, 3
Target [JLA] defender you control gets +1 DEF
this attack for each opposing character.
Bring the Pain (MVL-141C, MMK-031C)
Plot Twist, 1
Target [Marvel Knights] character gets +X ATK
this attack, where X is its cost. Lose X endurance.
Bron Char, Lunatic Legion (MHG-046R)
Character, 5, Kree, 10/9
Reservist, Press <p> Discard a Kree character card
>>> The controller of target character with cost 2
or less KO's a resource he controls. If he does, he
puts that character face down into his resource row.
Use only once per turn.
Bronze Tiger, Benjamin Turner (DSM-143U)
Character, 2, League of Assassins, 2/2
Bronze Tiger gets +2/+2 for each stunned League
of Assassins character you control.
Bronze Tiger, Brainwashed Assassin (DBM-013U)
Character, 4, League of Assassins, 6/6
Activate >>> Target League of Assassins character
you control gets +2/+2 this attack.
Brood, Brood Creature 2 of 6 (MUN-180C)
Character, 4, Warbound, 7/7, Flight
Whenever Brood becomes stunned, you may
remove her from the game. If you do, characters
you control named Hulk have "Whenever Hulk
stuns a character, KO that character."
Brooklyn HQ (DWF-107R)
Location, 2
Whenever one or more Outsiders characters you
control stun a character with greater cost, its
controller loses an additional 2 endurance.
Brother Blood, Leader of the Church of Blood
(DOR-131C)
Character, 6, 11/11
Whenever Brother Blood stuns a character, KO that
character unless its controller discards two cards.
<p> Boost 1: When Brother Blood enters play, KO
any number of characters you control. Brother
Blood gets +2 ATK this turn for each character you
KO'd.
Brother Eye (DCR-104U)
Location, 3
Activate >>> Target Checkmate attacker you
control gets +1 ATK this attack for each location
you control. <p> Activate >>> Return target Army
Checkmate character card from your KO'd pile to
your hand.
Brother I Satellite, Non-Unique (DCR-105U)
Location, 2
When you flip Brother I Satellite, you may discard
a character card. If you do, search your deck for a
Checkmate character card, reveal it, and put it into
your hand.

Brother Voodoo, Jericho Drumm (MMK-002C)


Character, 3, Marvel Knights, 4/4
Activate, discard a card >>> Put any number of
cards from your hand on the bottom of your deck,
then draw that number of cards. <p> Activate,
discard a card >>> Discard any number of cards,
then draw that number of cards. Use only if you
control an Underworld character.
Brotherhood Hideout (MXS-026U)
Location, 2
Activate (Exhaust this location) >>> Reveal the top
card of your deck. If it is a Brotherhood character
card with cost 4 or less, put it into your hand.
Otherwise, put it on the bottom of your deck.
Brothers in Arms (DCR-034U)
Plot Twist, 3
To play, exhaust a non-attacking, non-defending
JSA character you control. <p> Target attacker or
defender you control gets +X ATK this attack,
where X is the ATK of the character you exhausted.
Brunnhilde <> Valkyrie, Barbara Norriss (MTU046C)
Character, 5, Marvel Defenders, 10/8, Flight
Substitute <p> Other characters you control have
reinforcement while exhausted. <p> Brunnhilde
has invulnerability while you control no other
ready characters.
Bulldozer, Wrecking Crew (MAV-125C)
Character, 3, Masters of Evil, 5/4
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Pay 1 resource point >>> Target character you
control can't be stunned while attacking this turn.
Bulletproof (DJL-171C)
Plot Twist, 1
Target defender gets +1 DEF this attack and gets an
additional +1 DEF this attack if you control four or
fewer resources.

Bullseye, Deadly Marksman (MMK-091R)


Character, 4, Crime Lords, 9/8, Range
When Bullseye enters play, KO him unless you
discard a plot twist card or location card.
Bullseye, Lester (MUN-053R)
Character, 2, Thunderbolts/S.H.I.E.L.D., 2/2,
Concealed, Range
Substitute <p> [Activate] >>> Stun target character
with cost 2 or less. Use only if you control four or
more resources and another [Thunderbolts] or
[S.H.I.E.L.D.] character.
Bullseye, Master of Murder (MMK-092C)
Character, 7, Crime Lords, 17/14, Range
While you control another Crime Lords character,
whenever an attacker an opponent controls
becomes stunned by a defender with
reinforcement, KO that attacker.
Bumblebee, Karen Beecher-Duncan (DJL-220U)
Character, 3, Teen Titans, 4/4, Flight, Range
Ally: Whenever a character you control becomes
powered-up, you may exhaust Bumblebee. If you
do, target player loses 3 endurance.
Bumblebee, Sonic Sting (DCL-067U)
Character, 1, Teen Titans, 2/1, Flight, Range
Reservist <p> Whenever Bumblebee stuns a
defender, its controller loses an additional 2
endurance.
Bumblebee, Titans Tomorrow East (DLS-133C)
Character, 3, Teen Titans, 4/4, Flight, Range
Substitute <p> Cosmic: Whenever Bumblebee
stuns a character while team attacking, that
character's controller loses 3 endurance.
Bum's Rush (MXM-072C)
Plot Twist, 1
Target attacker you control gets +1/+1 this attack
and an additional +1/+1 this attack for each
stunned Morlocks character you control.

Bullseye, #1 with a Bullet (MVL-226U)


Character, 3, 5/4, Range
When Bullseye enters play, choose a name. <p>
Whenever Bullseye stuns a character with the
chosen name, KO that character.

Burn Baby Burn (DWF-153C)


Plot Twist, 3
Target Arkham Inmates attacker you control gets
+3 ATK this attack. <p> Insanity: You can play this
card from your KO'd pile. As you do, remove it
from the game.

Bullseye, Assassin for Hire (MTU-091C)


Character, 3, Sinister Syndicate/Crime Lords, 5/4,
Range
Reservist <p> Whenever Bullseye stuns a defender,
you may KO a resource you control. If you do, KO
that defender.

Burn Rubber (MVL-245C, MOR-180C)


Plot Twist, 1
You may move target character you control. It has
reinforcement this turn. (You can't move it to a
different area.)

Bullseye, Closer to God (MUN-054R)


Character, 4, Thunderbolts/S.H.I.E.L.D., 7/7,
Concealed, Range
Substitute <p> [Activate], Return Bullseye to his
owner's hand >>> Stun target attacker with cost
less than the number of resources you control. Use
only if you control another [Thunderbolts] or
[S.H.I.E.L.D.] character.

Burning Gaze (DCR-185C)


Plot Twist, 1
Target character you control gets +1/+2 while
attacking this turn and has range this turn.
Burns at the Touch (MTU-199C)
Plot Twist, 2
Target attacker you control gets +2 DEF this attack.
The defending player loses 2 endurance.

Busted Knee (DLS-175C)


Plot Twist, 2
Target character gets -2 DEF while defending this
turn. Whenever that character recovers this turn, its
controller loses 2 endurance.
BWA HA HA HA HA! (DJL-065R)
Plot Twist, 3
If you control four or fewer resources and a JLI
character, negate target effect from a non-ongoing
plot twist targeting a character.
Cable, Askani'Son (MVL-006U)
Character, 6, X-Men, 13/12, Range
[Activate] >>> Whenever a Cable you control
stuns target character this turn, remove that
character from the game.
Cable, Dayspring (MEV-048C)
Character, 4, X-Force/Avengers, 7/6, Range
Shift <p> Whenever Cable enters combat, target
character has invulnerability this turn.
Cable, Mutant Messiah (MEV-050R)
Character, 8, X-Force, 20/20, Range
Shift <p> When Cable enters play, for each
opposing character, exhaust it unless its controller
pays 4 endurance.
Cable, Nathan Summers (MVL-005C)
Character, 3, X-Men, 5/4, Range
When Cable enters play, target opponent loses 1
endurance for each [X-Men] character you control.
Cable, Secret Avenger (MUN-003R)
Character, 3, Avengers/X-Men, 5/4, Range
Reservist <p> Boost 2: When Cable enters play, if
you control another [Avengers] or [X-Men]
character, remove Cable and another target
character from the game. At the start of your attack
step this turn, the owner of each of those character
cards returns it to play.
Cable, Soldier X (MEV-047C)
Character, 2, X-Force, 3/2, Range
Shift <p> Whenever Cable enters combat, rally for
a plot twist card.
Cable, Temporal Traveler (MEV-049C)
Character, 6, X-Force/X-Men, 13/12, Flight, Range
Shift <p> Whenever Cable enters combat for the
first time each turn, turn a plot twist you control
face down.
Cadmus Labs (DCL-038U, DSM-026U)
Location, 1
[Activate] >>> Cards named Superman are not
unique this turn. <p> Replace Cadmus Labs >>>
Target Superman gets +1/+1 this attack.
Caiera, The Oldstrong (MUN-181U)
Character, 6, Warbound, 13/12
Whenever Caiera becomes stunned, you may
remove her from the game. If you do, characters
you control named Hulk have "Whenever Hulk
stuns a character, ready Hulk. This power triggers
only once per turn."

Cajun Charm (MEV-121R)


Plot Twist, 2
Play only if you control Gambit. <p> Target
character that stunned another character this turn
can't be stunned this turn.
The Calculator, Crime Broker (DCR-142C)
Character, 7, Villains United, 14/16, Concealed
Discard a Villains United character card >>>
Target player loses 2 endurance.
The Calculator, Evil Oracle (DCR-141C)
Character, 3, Villains United, 5/3, Concealed
Return a character you control to its owner's hand
>>> Target Villains United character you control
gets +2/+2 this turn. Use only once per turn.
The Calculator, Noah Kuttler (DCR-140C)
Character, 1, Villains United, 1/1
Vengeance: Whenever The Calculator becomes
stunned, you may return him to his owner's hand.
<p> Discard The Calculator >>> Search your deck
for a card named Coercion, reveal it, and put it into
your hand.
The Calculator, Q.E.D. (DCL-158C)
Character, 2, Secret Society, 2/2
When The Calculator enters play, put a +1/+1
counter on target character.
Calendar Man, Julian Gregory Day (DWF-126U)
Character, 2, Arkham Inmates, 1/3
Reservist <p> Activate >>> Draw a card. Discard a
card at random for each character adjacent to
Calendar Man. Use only during the combat phase.
Caliban, Death (MEV-051U)
Character, 2, X-Force/Horsemen of Apocalypse,
3/2, Concealed
Shift <p> While Caliban is shifted with two
counters, stunned characters with cost 2 or less
can't recover.
Caliban, Mutant Bloodhound (MXM-047C)
Character, 3, Morlocks, 4/5
MutantPhysical
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Discard a Physical card >>> Characters
you control can attack hidden characters this turn.
Caliban, Pestilence (MEV-005U)
Character, 2, X-Factor/Horsemen of Apocalypse,
2/3, Concealed
Shift <p> While Caliban is shifted with two shift
counters, opponents can't draw cards from effects
they control. (This doesn't affect the normal draw.)
Call Down the Lightning (MAV-031C)
Plot Twist, 1
To play, replace a reservist resource you control.
<p> Target attacker you control gets +3 ATK this
attack. If you replaced an Avengers character card,
that attacker also gets +3 DEF this attack.

Call in a Favor (MEX-016R)


Plot Twist, 3
Each player may discard a card. If he does, he may
search his deck for a character card that shares an
affiliation with that card, reveal it, and put it into
his hand.

Captain America, Heroic Paragon (MTU-004C)


Character, 7, Spider-Friends/Avengers, 16/14,
Range
Reservist <p> Pay 3 ATK this turn >>> Target
character you control gets +3 DEF this turn. Use
only once per turn.

Call of the Wild (DCL-100U)


Plot Twist, 4
Play only during the build phase. <p> Put two
+1/+1 counters on target Beast Boy you control.

Captain America, Living Legend (MUN-006R)


Character, 6, Avengers/Invaders, 13/13, Range
If another [Avengers] or Invaders character you
control would become stunned, instead, you may
exhaust Captain America.

Call to Arms (MAV-192C)


Plot Twist, 1
Target attacker gets +2 ATK this attack. If that
attacker has two or more affiliations, it gets an
additional +2 ATK this attack.
Callisto, Morlock Queen (MXM-048C)
Character, 6, Morlocks, 14/11
MutantPhysical
Evasion <p> Leader: Return a character adjacent to
Callisto to its owner's hand >>> Put a +1/+1
counter on target character you control. Use only
during the combat phase.
Cammi, Annoying Sidekick (MUN-270U)
Character, 1, United Front, 1/2
Characters you control can reinforce and team
attack as though they had all affiliations. <p>
Whenever you recruit a character, you may move
Cammi to your hidden area.
Cannibal Tech (MHG-200C)
Plot Twist, 3
To play, discard a card. <p> Search your deck for
an equipment card, reveal it, and put it into your
hand.
Cannonball, Blast Field (MXM-004C)
Character, 2, X-Men, 3/2, Flight
MutantPhysical
Cannonball can't be stunned while attacking.

Captain America, Loyal Patriot (MVL-105R)


Character, 5, Marvel Knights, 9/9, Range
Captain America enters play with a shield counter.
<p> [Activate], Remove a shield counter from
Captain America >>> Target [Marvel Knights]
character you control can't be stunned and can't
stun other characters this attack.
Captain America, Sentinel of Liberty (MUN-007R)
Character, 8, Avengers, 19/19, Range
While Captain America is visible in your front row,
other characters you control can't be stunned.
Captain America, Skrull Impostor (MHG-186U)
Character, 3, Skrull/Marvel Knights, 5/4, Range
Cosmic: Attackers you control with three or more
affiliations can't be stunned.
Captain America, Steve Rogers (MAV-003C)
Character, 3, Avengers, 6/4, Range
Leader: Characters adjacent to Captain America
gain the Avengers affiliation. <p> Team attackers
adjacent to Captain America get +1 ATK.
Captain America, Super Soldier (MAV-004R)
Character, 6, Avengers, 12/12, Range
Leader: Avengers attackers adjacent to Captain
America can't be stunned. <p> Avengers defenders
adjacent to Captain America get +2/+2.

Cannonball, Samuel Guthrie (MEV-052C)


Character, 5, X-Force/X-Men, 10/8, Flight
Whenever you play a plot twist while Cannonball
is attacking, he can't be stunned this attack.

Captain America, The Patriot * Secret Avenger


(MUN-004C)
Character, 2, Avengers, 3/2, Concealed, Range
Reservist <p> When Captain America enters play,
rally for a character card. If you're successful, put a
+1/+1 counter on each character you control.

Cape-Killers Unit, Army * Agent of S.H.I.E.L.D.


(MUN-087U)
Character, 2, S.H.I.E.L.D., 2/2, Flight, Range
Reservist <p> When you recruit Cape-Killers Unit,
rally for an Army character card. If you're
successful, gain 1 resource point.

Captain America, Ultimates (MUL-004C)


Character, 6, S.H.I.E.L.D., 12/12, Range
Remove an Ultimates card in your hand from the
game >>> Target character gets +1/+1 this turn.

Captain America, Champion License (MUN-005R)


Character, 4, Avengers/S.H.I.E.L.D., 8/7, Range
LoyaltyReveal <p> Leader: Remove an adjacent
defender from this attack >>> Target non-stunned,
non-defending character you control becomes a
defender. Use only once per turn. <p> Whenever
Captain America becomes stunned, adjacent
characters have invulnerability this turn.

Captain America, Weapon 1 (MEV-176C)


Character, 2, Weapon X/Invaders, 3/2, Range
Hunter <p> Whenever Captain America stuns a
hunted character, characters you control get +2
ATK this turn.
Captain America's Shield (MUN-032R)
Equipment, 0, ConcealedOptional
Equip only to Captain America. <p> Return
Captain America's Shield to its owner's hand >>>
Exhaust equipped character. Target player exhausts
a ready character he controls. Use only during the
combat phase.

Captain Atom, Nathaniel Adam (DJL-042C)


Character, 6, JLI, 12/13, Flight, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Boost 1: Captain Atom gets +3/+2. (If you paid the
boost cost this turn, this card has this text.) <p>
Leader: Attackers adjacent to Captain Atom get +1
ATK for each attacker you control.
Captain Atom, Quantum Energy (DCL-237R)
Character, 5, 9/9, Flight, Range
[Activate], Stun Captain Atom >>> Stun any
number of target characters with combined cost 4
or less.
Captain Att-Lass, Starforce (MHG-047C)
Character, 2, Kree, 3/2, Range
Press (When you recruit this card, your next
character costs 1 less to recruit this turn for each
press card you recruited this turn, but no less than
1.)
Captain Boomerang, "Digger" (DJL-113U)
Character, 2, Secret Society, 2/2, Range
Captain Boomerang enters play with a +1/+1
counter on him. <p> Remove a +1/+1 counter from
Captain Boomerang >>> Target player loses 2
endurance.
Captain Boomerang, George Harkness (DCL113C, DJL-077R)
Character, 2, Injustice Gang/The Rogues, 3/2,
Range
Return Captain Boomerang to his owner's hand
>>> Return target character with cost 2 or less to
its owner's hand. Use only during your attack step.
Captain Cold, Leonard Snart (DJL-114U)
Character, 3, Secret Society, 4/4, Range
Captain Cold enters play with a +1/+1 counter on
him. <p> Remove a +1/+1 counter from Captain
Cold >>> Exhaust target character. Use only during
your attack step.
Captain Marvel, Billy Batson (DJL-043R)
Character, 7, JLI, 17/17, Flight
Loyalty, Reservist <p> Reveal and KO Captain
Marvel >>> JLI attackers you control with cost 5
or greater get +4 ATK this attack. Use only if
Captain Marvel is in your resource row.
Captain Marvel, Champion of Magic (DCR-047R)
Character, 8, Shadowpact, 22/18, Flight
Loyalty <p> Pay 25 endurance >>> You win the
game.
Captain Marvel, Earth's Mightiest Mortal (DCR005R)
Character, 6, JSA, 1/1
Reservist <p> Captain Marvel does not come into
play with a cosmic counter. <p> Discard a JSA
character card, say "Shazam!" >>> Put a cosmic
counter on Captain Marvel. <p> Cosmic: Captain
Marvel gets +13/+13 and has flight.

The Captain, Can't Remember His Real Name


(MUN-264U)
Character, 4, Nextwave, 7/6, Flight, Range
Reservist <p> At the start of the combat phase,
choose a name that The Captain doesn't have. He
gains that name, and then say all his names. If you
do so correctly, draw a card.

Carol Danvers <> Ms. Marvel, Mighty Avenger


(MUN-088C)
Character, 7, S.H.I.E.L.D./Avengers, 16/15, Flight,
Range
Leader: Characters lose and can't have
reinforcement while defending against an adjacent
character.

Captive Audience (MEV-265C)


Plot Twist, 1
Target character gets +1 ATK this turn. <p> Boost
Exhaust a character you control: If Captive
Audience is in your resource row, turn it face
down.

Carol Danvers <> Warbird, Galactic Adventurer


(MAV-005C)
Character, 4, Avengers, 7/6, Flight, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Whenever Carol Danvers stuns a defender with
cost 5 or less while team attacking, return that
defender to its owner's hand.

Capture Net (MTU-188U)


Equipment, 1
Capture Net costs 1 less to recruit onto a Wild Pack
character. <p> Equipped character has "Activate
>>> Return target stunned character to its owner's
hand. Put a bounty counter on a card you control
named Bounty Hunt."
Carbone's Assassins, Army (MMK-093C)
Character, 1, Crime Lords, 1/1, Range
Crime Lords defenders you control get +1 ATK.
Cardiac, Elias Wirtham (MSM-034U)
Character, 3, Spider-Friends, 3/2, Flight, Range
Activate >>> Stun target character an opponent
controls with cost 2 or less. <p> Activate >>>
Recover target stunned Spider-Friends character
you control with cost 2 or less.
Cardinal Law (MXM-153C)
Plot Twist, 1
Target Hellfire Club attacker or defender you
control gets +1 ATK this attack for each hidden
character you control.
Caretaker, Nomadic Mentor (MMK-003C)
Character, 2, Marvel Knights, 1/1
Activate >>> Target Marvel Knights character
other than Caretaker gets +4 ATK this attack.
Carnage, Cletus Kasady (MSM-072R)
Character, 5, Sinister Syndicate, 10/8
Loyalty <p> Other characters get +2 ATK. <p>
Boost 3: When Carnage enters play, characters get
+3 ATK this turn.
Carnage, Psychopath (MTU-092R)
Character, 4, Sinister Syndicate, 9/7
LoyaltyReveal <p> At the start of the combat
phase, lose 1 endurance for each resource you
control. <p> BoostKO a resource you control:
When Carnage enters play, characters get +2 ATK
this turn at the start of the combat phase this turn.
Carnage, Symbiote Surfer (MHG-212R)
Character, 7, Sinister Syndicate, 17/15, Flight,
Range
Cosmic: Each opponent who does not have the
initiative can't gain the initiative.

Carol Ferris <> Star Sapphire, Beloved Enemy


(DGL-039C)
Character, 3, Emerald Enemies, 1/6, Concealed
Optional, Flight, Range
Willpower 3 <p> Activate >>> Target attacker you
control gets +1 ATK this attack for each face-up
resource you control.
Carrion, Cadaverous Clone (MMK-205U)
Character, 5, Sinister Syndicate, 9/8
Whenever Carrion defends, each opponent loses 2
endurance and you gain 2 endurance.
Carrying the Torch (MUN-299R)
Plot Twist, 3
To play, choose a character you control with cost 3
or more and remove a character card in your KO'd
pile from the game. <p> Ongoing: That character
gains the name of the card you removed.
Carter Hall <> Hawkman, Eternal Champion
(DCR-006C)
Character, 5, JSA, 8/7, Flight, Range
Carter Hall gets +1/+1 for each exhausted, nonstunned, non-Army character you control.
Cassandra Cain <> Batgirl, Martial Artist (DOR007C)
Character, 4, Gotham Knights, 8/7
Loyalty <p> Discard a Gotham Knights character
card >>> Cassandra Cain gets +1/+1 this attack.
Cassandra Cain <> Batgirl, Student of the Knight
(DBM-004U)
Character, 5, Gotham Knights, 9/9
Whenever Cassandra Cain stuns a character, that
character's controller loses 2 endurance.
Cassandra Cain, Daughter of Shiva (DCL-204U)
Character, 5, League of Assassins, 9/10
Whenever Cassandra Cain stuns a character, she
gets +3/+3 this turn.
Cassandra Cain, Death's Daughter (DWF-067C)
Character, 5, Birds of Prey/Gotham Knights, 9/9,
ConcealedOptional
Substitute <p> Discard a Gotham Knights or Birds
of Prey character card >>> Cassandra Cain gets
+1/+1 this attack.

Cassandra Nova, Genocidal Tendencies (MTU208U)


Character, 7, Sentinel, 16/14, Flight, Range
MutantMental
Reservist <p> Discard an Army character card >>>
Negate target plot twist effect. Use only once per
turn.
Cassie Sandsmark <> Wonder Girl, Ares's Chosen
(DLS-134C)
Character, 4, Teen Titans, 7/5, Flight
Substitute <p> When Cassie Sandsmark enters
play, put a cosmic counter on a cosmic Teen Titans
character you control. <p> Cosmic: Cassie
Sandsmark gets +3 DEF.
Cassie Sandsmark <> Wonder Girl, Might of Atlas
(DCL-068C)
Character, 4, Teen Titans, 8/5, Flight
You can't take stun endurance loss while Cassie
Sandsmark is attacking.
Cassie Sandsmark <> Wonder Girl, Zeus's Chosen
(DOR-036C)
Character, 5, Teen Titans, 9/9, Flight
Cassie Sandsmark can't be stunned by a character
with cost 6 or greater. <p> Cassie Sandsmark can't
be stunned by attackers while defending against
one or more characters with cost 6 or greater.
(Apply breakthrough as normal.)
Cassie Sandsmark <> Wonder Woman, Titans
Tomorrow West (DLS-135C)
Character, 6, Teen Titans, 12/13, Flight
Substitute <p> Cosmic: Cassie Sandsmark has
invulnerability while in combat with a character
with greater cost.
The Castle (DJL-066U)
Location, 2
Activate >>> Target JLI defender with cost 4 or
less has reinforcement this attack.
Casualty of War (MUN-300C)
Plot Twist, 2
To play, KO a stunned character you control. <p>
Gain endurance equal to its cost.
Catch You Later! (MTU-029U)
Plot Twist, 2
Play only during the build phase. <p> If you
control a Spider-Friends character, players can't
play plot twists while target character is in combat
this turn.
Catcher's Mitt, Construct (DGL-185C)
Equipment, 1
Catcher's Mitt costs 1 less to recruit onto a
character with willpower 1 or greater. <p>
Characters you control have reinforcement. <p>
Discard Catcher's Mitt >>> Target character you
control has reinforcement this turn.
Catherine Cobert, Embassy Chief (DJL-044U)
Character, 1, JLI, 1/1
JLI team attackers you control get +1 ATK for each
location you control while attacking a character.

Catman, Thomas Blake (DCR-156C)


Character, 3, Secret Six, 5/4, ConcealedOptional
Other stunned characters you control can't be KO'd
by effects your opponents control.
Catseye, Hellion (MXM-126U)
Character, 1, Hellfire Club, 2/1
MutantPhysical
Reservist <p> Whenever Catseye becomes
stunned, you may KO her and have target Hellfire
Club character you control get +2 ATK this turn.
Catwoman, Cat Burglar (DBM-005C)
Character, 5, Gotham Knights, 9/8
Whenever Catwoman causes breakthrough, draw a
card.
Catwoman, Cat o' Nine Tails (DCL-114C)
Character, 1, Injustice Gang/Arkham Inmates, 2/1,
Concealed
Whenever Catwoman attacks a player directly, gain
2 endurance.
Catwoman, Feline Fatale (DWF-068C)
Character, 3, Birds of Prey/Gotham Knights, 6/3,
ConcealedOptional
Substitute <p> Catwoman gets -3/+3 while visible.
Catwoman, Jewel Thief (DWF-127C)
Character, 5, Arkham Inmates/Gotham Knights,
10/9, ConcealedOptional
Whenever Catwoman stuns a defender, choose one:
draw a card; or target player discards a card.
Catwoman, Selina Kyle (DOR-008C)
Character, 4, Gotham Knights, 6/7
Whenever Catwoman causes breakthrough to an
opponent, you draw a card and that opponent
discards a card.
Cavendish Hall, Team-Up (EHB-048C)
Location, 2
Flip only if you control a Thule Society character.
<p> Crossover Thule Society and B.P.R.D. <p>
Activate >>> Target attacker or defender you
control gets +1 DEF this attack.
Celebrity Status (DLS-030R)
Plot Twist, 2
Ongoing: Whenever a Legionnaires character you
control becomes the target of a plot twist or
payment effect an opponent controls, put a cosmic
counter on a cosmic character you control.
Central Power Battery (DGL-027C)
Location, 2
Exhaust any number of characters you control with
total willpower 4 or greater >>> Draw a card. Use
only if you control a Green Lantern character.
The Centurians, Army (MUN-209C)
Character, 4, Negative Zone, 9/5, Flight, Range
At the start of the combat phase, if Negative Zone
is not in play, discard a card. <p> The Centurians
can't be stunned while attacking.

Centurious, The Soulless Man (MMK-140C)


Character, 4, Underworld, 7/7, Range
Discard an Underworld character card with cost 2
or less >>> Power-up target attacker or defender
you control.
Cerebra (MXS-011U)
Location, 2
Activate (Exhaust this location) >>> Reveal the top
card of your deck. If it is an X-Men character card
with cost 4 or greater, put it into your hand.
Otherwise, put it on the bottom of your deck.
Cerebro (MVL-034R, MOR-030R)
Location, 2
[Activate] >>> Reveal the top two cards of your
deck. Put all revealed [X-Men] character cards into
your hand and the rest on the bottom of your deck.
Discard a card for each card you put into your
hand.
Certifiable (DWF-207R)
Plot Twist, 0
Insanity: Discard your hand. Draw four cards.
Chain Lightning (DLS-074C)
Plot Twist, 1
Play only if you control a Future Foes character.
<p> Target attacker or defender gets -2 DEF this
attack and an additional -2 DEF this attack unless
an opponent discards a card.
Chain of Vengeance (MVL-142U)
Plot Twist, 3
Play only if you control Ghost Rider and only
during the recovery phase. <p> Stun target
character that stunned another character this turn.
Chamber, Jonothon Starsmore (MEV-177R)
Character, 4, Weapon X/X-Men, 8/6, Concealed,
Range
Hunter <p> Whenever Chamber enters combat,
each opponent loses endurance equal to the cost of
a character hunted by you.
Chameleon, Dmitri Smerdyakov (MSM-073C)
Character, 1, Sinister Syndicate, 1/1
Pay 1 endurance >>> Choose an affiliation.
Chameleon gains the chosen affiliation this turn.
Use only once per turn and only if you control
another Sinister Syndicate character. (This is in
addition to Chameleon's other affiliations.)
Chameleon, Man of Many Faces (MTU-093C)
Character, 2, Sinister Syndicate, 2/3
Reveal a character card from your hand and choose
one of its affiliations >>> Chameleon gains that
affiliation this turn. Use only once per turn.
Chameleon, Reep Daggle (DLS-005U)
Character, 3, Legionnaires, 5/4, Flight
Remove a cosmic counter from a character you
control >>> Negate target plot twist or payment
effect targeting you. Use only once per turn. <p>
Cosmic

Changeling, Kevin Sidney (MXM-005R)


Character, 1, X-Men, 1/2
MutantPhysical
Whenever Changeling becomes stunned, you may
KO him and put a character card with cost 1 from
your hand into your support row exhausted.
Changing Minds, Team-Up (DCL-252C)
Plot Twist, 2
Play only if Injustice Gang and [JLA] are
affiliations among characters you control. <p>
Draw a card. <p> Ongoing: Crossover Injustice
Gang and [JLA].
Chaos and Villainy, Team-Up (DCL-253C)
Plot Twist, 2
Play only if Injustice Gang and Secret Society are
affiliations among characters you control. <p>
Draw a card. <p> Ongoing: Crossover Injustice
Gang and Secret Society.
Chaos Magic (MAV-032R)
Plot Twist, 2
Change the target of an effect with one target that
is targeting an Avengers character you control to
another character you control.
Charaxes, Drury Walker (DWF-128C, DOR-065C)
Character, 3, Arkham Inmates, 5/3, Flight
Charaxes can't cause breakthrough. <p> Whenever
Charaxes stuns an exhausted defender, KO that
defender.
Charaxes, Killer Moth (DJL-115C)
Character, 6, Secret Society/Arkham Inmates,
13/11, Flight
Whenever Charaxes stuns a character, you may put
three character cards from your KO'd pile that
share an affiliation with Charaxes on the bottom of
your deck. If you do, KO that character.
Charaxes, Moth Monster (DCL-159R)
Character, 2, Secret Society/Arkham Inmates, 3/2,
Flight
Whenever you recruit a character with cost 5 or
greater that shares an affiliation with Charaxes, if
Charaxes is in your KO'd pile, you may put him
into play if you don't control a Charaxes.
Charcoal, Charles Burlingame (MAV-088C)
Character, 5, Thunderbolts, 9/9, Flight
Charcoal gets +5 ATK while ready.
Charge! (MOR-181U)
Plot Twist, 1
Play only during your attack step. <p> Move all
characters you control to your front row. <p>
Characters you control get +1 ATK while attacking
this turn.
Charger, Power Conduit (DSM-147U)
Character, 3, Fearsome Five, 4/3, Range
Remove a cosmic counter from Charger >>>
Charger gets +3/+3 this turn. Use only once per
turn. <p> Cosmic: Charger gets +1/+1.
Charging Star (MUN-040R)
Plot Twist, 2
Target Captain America gets +4 DEF this attack.
Negate all other effects targeting him.

Charles McNider <> Dr. Mid-Nite, Golden Age


Academic (DCR-007U)
Character, 4, JSA, 7/7, Concealed
Reservist <p> Activate >>> Move target character
you control to your hidden or visible area.
Chase Stein, Talkback (MEV-219U)
Character, 2, Runaways, 3/3, Range
When Chase Stein enters play, search your deck for
an equipment card and reveal it. If it's The
Leapfrog, put it into play equipped to Chase Stein.
Otherwise, put it on top of your deck.
Chay-Ara <> Hawkgirl, Eternal Companion (DCR008C)
Character, 1, JSA, 2/1, Flight
Vengeance: Whenever Chay-Ara becomes stunned,
you may KO her. If you do, search your deck for a
card that shares a name or identity with Chay-Ara,
reveal it, and put it into your hand.
Check and Mate! (DCR-106R)
Plot Twist, 5
Play only during the draw phase. <p> To play,
discard a Checkmate character card. <p> If you
have not played another card named Check and
Mate! this game, characters cost 1 more to recruit
this turn.
Checkmate Armory (DCR-107C)
Location, 2
Equipped characters you control get +1 ATK. <p>
Activate, pay 1 resource point >>> Search your
deck for an equipment card, reveal it, and put it
into your hand. Use only if you control a
Checkmate character.
Checkmate Safe House, Non-Unique * Team-Up
(DCR-108C)
Location, 2
To flip, choose up to two affiliations among
characters you control. <p> Crossover those
affiliations. <p> Activate >>> Checkmate
characters you control get +1 DEF while defending
in your support row this turn.
Cheetah, Barbara Minerva (DCL-160U)
Character, 1, Secret Society, 2/1
Reservist <p> KO Cheetah >>> Target character
you control gets +3 ATK this attack.
Cheetah, Feral Feline (DCR-125C)
Character, 1, Villains United/Secret Society, 2/1
Vengeance: Whenever Cheetah becomes stunned,
characters you control get +1 ATK this turn.

Chen, Amy Chen (MTU-176C)


Character, 2, Wild Pack, 3/2, Concealed
Optional, Range
Discard a character card with an affiliation other
than Wild Pack >>> Power-up target Wild Pack
attacker or defender you control. Use only once per
turn.
Cheshire, Jade (DCR-157C)
Character, 5, Secret Six/Villains United, 8/11
Whenever a Secret Six character you control
attacks, gain 1 endurance. <p> Whenever a Villains
United character you control attacks, target
opponent loses 1 endurance.
The Chief, Niles Caulder (DCL-228U)
Character, 2, Doom Patrol, 2/3
[Activate], Remove a +1/+1 counter from a
character you control >>> Draw a card.
A Child Named Valeria (MOR-066R)
Plot Twist, 3
Choose one or both: If you control Mr. Fantastic
and Invisible Woman, characters with cost 3 or less
you control can't be stunned this turn; or if you
control Dr. Doom, stun target exhausted character
with cost 2 or less.
Children of Forever (DGL-149R)
Plot Twist, 4
Play only during the recovery phase. <p> You may
return a New Gods character you control to its
owner's hand. If you do, you may put a character
card with the version Forever People from your
hand into your support row exhausted.
Children of the Atom (MVL-041R, MOR-031R)
Plot Twist, 3
To play, discard an [X-Men] character card. <p>
Recover target stunned [X-Men] character.
Children of the Night (MMK-166C)
Plot Twist, 1
Ongoing: Hidden Underworld characters you
control get +1 DEF. <p> Whenever a hidden
character you control causes breakthrough to a
player, that player loses 1 endurance.
Chill Out! (MXM-167R)
Plot Twist, 2
Play only if you control an Energy character. <p>
Whenever target visible character attacks this turn,
it can't ready during the recovery phase this turn.
<p> Ongoing: Your opponents can't use a
character's payment power if it has already been
used this turn.

Chemo, Chemical Golem (DLS-206U)


Character, 3, Villains United, 4/3
Vengeance: Whenever Chemo becomes stunned,
you may recover another target stunned character
with cost 3 or less, then stun that character. This
power triggers only once per turn.

Chilly Reception (DWF-208R)


Plot Twist, 1
Play only during your attack step. <p> Exhaust
target visible character.

Chemo, Toxic Waste (DCL-161R)


Character, 1, Secret Society, 1/2, Concealed
Reservist <p> KO Chemo >>> Replace target faceup nonTeam-up resource.

Chimp Detective Agency (DCR-070R)


Location, 2
Activate, pay 3 endurance >>> Reveal the top three
cards of your deck. Put a revealed Shadowpact
character card into your hand and the rest on the
bottom of your deck.

Chitauri, Ultimates * Army (MUL-011C)


Character, 1, Skulls, 2/1
Whenever Chitauri becomes stunned, reveal the
top three cards of your deck. Remove any revealed
cards named Chitauri from the game and put the
rest on top of your deck in any order.

Circe, Immortal Sorceress (DJL-078C)


Character, 4, Injustice Gang, 7/7, Flight, Range
Willpower 3 <p> KO a character you control >>>
Search your deck for an Army character card with
cost 1 and put it into your front row. Use only once
per turn.

Clint Barton <> Hawkeye, Ultimates (MUL-019U)


Character, 2, S.H.I.E.L.D., 4/1, Concealed, Range
Remove Clint Barton from the game and exhaust a
[S.H.I.E.L.D.] or Ultimates character you control
>>> Remove target stunned character from the
game. Use only if Clint Barton is in your hand.

Ch'od, First Mate (MEV-242R)


Character, 4, Starjammers, 8/6
Whenever Ch'od causes breakthrough to a player,
if that player has more than four cards in hand, he
discards cards until he has four cards in hand.

Circle Defense (DOR-055U)


Plot Twist, 3
To play, exhaust any number of non-defending
Teen Titans characters you control. <p> Target
defender gets +3 DEF this attack for each character
you exhausted.

Cloak of Nabu, Unique * Fate Artifact (DCR175C)


Equipment, 0, ConcealedOptional
Equipped character can be equipped with any
number of Fate Artifacts. <p> Equipped character
gets +1 DEF and can't be the target of effects your
opponents control.

Chomin, Qwardian Spy (DJL-203U)


Character, 1, Anti-Matter, 2/1, Concealed
Optional, Range
Stun another character you control >>> Target
player loses endurance equal to that character's
cost. Use only once per turn.
Chopping Block, Construct (DGL-186C)
Equipment, 1
Chopping Block costs 1 less to recruit onto a
character with willpower 1 or greater. <p>
Equipped character has "Activate >>> Remove
target stunned character from the game." <p>
Discard Chopping Block and two other cards >>>
Remove target stunned character from the game.
Ch'p, Green Lantern of H'lven (DGL-006C)
Character, 4, Green Lantern, 6/6, Flight, Range
Willpower 6 <p> Boost 2: Each character you
control gets +X DEF while in combat, where X is
its willpower. (If you paid the boost cost this turn,
this card has this text.)
Christopher Smith <> Peacemaker, Obsessed
Outlaw (DCR-088U)
Character, 3, Checkmate, 5/3, Concealed
Optional, Range
Backup: Activate >>> Whenever target character
you control stuns a defender this turn, you may
stun a character with cost 3 or less. Use only
during the build phase.
Chrome, Acolyte (MXM-087C)
Character, 2, Brotherhood, 3/2
MutantEnergy
Reservist <p> At the start of your attack step, you
may exhaust target unprotected visible character if
its cost is less than or equal to the number of facedown resources you control.
Chthon, Demon of the Darkhold (MTU-134U)
Character, 4, Underworld, 7/6, Concealed, Flight,
Range
Activate, move Chthon from your hidden area to
your visible area >>> Recover target stunned
Underworld character you control.
Circe, Evil Enchantress (DCL-115C)
Character, 5, Injustice Gang, 10/9, Range
[Activate] >>> Target player loses 1 endurance for
each card in his hand.

Cir-El <> Supergirl, Daughter of Tomorrow (DSM002C)


Character, 5, Team Superman, 8/9, Flight, Range
Cosmic: Cir-El gets +1 ATK for each cosmic
counter on characters you control. <p> Boost 1:
When Cir-El enters play, put a cosmic counter on
each cosmic character you control.
City of Tomorrow, Team-Up (DWF-026C)
Location, 3
To flip, choose two different affiliations among
characters you control. <p> Crossover those
affiliations. <p> Protected Team Superman
characters you control get +1 DEF.
Clandestine Operations (MUN-239R)
Plot Twist, 3
Play only during the recovery phase. <p> To play,
exhaust two different members of the Illuminati
you control. (The members of the Illuminati are
Black Bolt, Dr. Strange, Iron Man, Mr. Fantastic,
Professor X, and Sub-Mariner.) <p> Ongoing:
Whenever a character enters play, exhaust it.
Clash of the Titans (DLS-157C)
Plot Twist, 2
Target cosmic attacker you control gets +3 ATK
this attack. Whenever that character stuns a
defender this attack, put a cosmic counter on a
cosmic Teen Titans character you control.
A Clash of Worlds (DCX-026U)
Plot Twist, 3
Name a character. Character cards with that name
are non-unique this turn.
Cleansing Flame (MVL-042R)
Plot Twist, 4
Ongoing: Whenever a Jean Grey enters play under
your control, you may replace up to X resources
you control, where X is her cost.
Clench Virus (DOR-111U)
Plot Twist, 3
Play only if you control a League of Assassins
character. <p> Ongoing: At the start of your attack
step, put a plague counter on target character. <p>
Whenever a character receives a plague counter, if
that character has a number of plague counters
greater than its cost, KO that character.

Cloak, Child of Darkness (MMK-004C)


Character, 4, Marvel Knights, 7/3, Concealed
To recruit, reveal a Marvel Knights character card
from your hand. <p> Activate >>> Exhaust target
character with cost 3 or less.
Cloak, Secret Avenger (MUN-008U)
Character, 2, Avengers/Marvel Knights, 2/3,
ConcealedOptional
Reservist <p> Boost 1: When Cloak enters play,
you may have the controller of target visible
character move it to his hidden area.
Cloak, Shadowmaster (MVL-106R)
Character, 3, Marvel Knights, 4/5, Concealed
[Activate] >>> The controller of target front row
character moves it to his hidden area. Use only
during the combat phase.
Cloak, Tyrone Johnson (MSM-035C)
Character, 4, Spider-Friends, 6/6
Loyalty <p> Whenever Cloak stuns an attacker,
return that character to its owner's hand. <p> Boost
4: When Cloak enters play, return any number of
target characters with cost 4 or less to their owners'
hands.
Clobberin' Pine! (MVL-189R)
Plot Twist, 3
To play, exhaust a Thing you control. <p> Remove
target defender you control from this attack, and
that Thing becomes a defender.
Clocktower (DOR-027C)
Location, 1
Exhaust a support row Gotham Knights character
you control >>> Look at the top card of your deck.
You may put it on the bottom of your deck. <p>
Activate >>> Replace a face-down resource you
control.
Clone Saga (MSM-146U)
Plot Twist, 2
Play only if you control a Spider-Friends character.
<p> Ongoing: Affiliated characters you control, as
well as affiliated cards in your deck, hand, and
KO'd pile gain the Spider-Friends affiliation. (This
is in addition to other affiliations.)
Close the Gap (MXS-030C)
Plot Twist, 3
Target character you control gets +2 ATK while
attacking this turn and has range this turn.
(Characters with range can attack from the support
row.)

Club Dead (MMK-177C)


Location, 3
Activate, put an Underworld character card from
your KO'd pile on the bottom of your deck >>>
Recover target stunned character you control with
cost 3 or less.

Collect Them All! (MUN-076R)


Plot Twist, 2
Play only from your hand. <p> Search your deck
for a [Thunderbolts] character card with cost less
than the number of resources you control, reveal it,
and put it into your hand.

Com Link (MSM-147U)


Equipment, 0
You may propose a team attack with equipped
character as though it had all affiliations. <p>
Equipped character has "Activate >>> Target
defender has reinforcement this attack."

Clumsy Foulup, Puppet Dictator (MHG-048C)


Character, 2, Kree, 2/2
Press <p> Whenever you recruit a character,
Clumsy Foulup gets +1/+1 this turn. <p>
Whenever Clumsy Foulup's ATK becomes 5 or
greater, return him to his owner's hand.

Collecting Souls, Magic (DCR-071C)


Plot Twist, 1
Target Shadowpact character gets +1/+1 this turn,
and you lose 1 endurance. <p> Ongoing: Pay 1
resource point >>> Remove a character card in a
KO'd pile from the game. If you do, put a +1/+1
counter on a character you control. Use only once
per turn.

Combat Maneuvers (MAV-112C)


Plot Twist, 2
Target Thunderbolts attacker you control gets
+1/+1 this attack. If you control four or fewer
resources, that attacker gets an additional +2/+2
this attack.

Coach, Manipulative Mentor (MMK-050C)


Character, 1, X-Statix, 0/2, Concealed
Discard Coach >>> Gain 2 endurance. <p> Return
Coach to his owner's hand >>> Target X-Statix
character you control can attack hidden characters
this turn.
Coalition of Heroes (MMK-189R)
Plot Twist, 2
Play only if you control a Marvel Knights character
and a Spider-Friends character. <p> Ongoing:
Characters you control with either the Marvel
Knights or Spider-Friends affiliation have both
affiliations. <p> Pay 5 endurance >>> Target
character you control gets +2 ATK this attack.
Coast City (DCL-246C, DGL-187C)
Location, 2
[Activate] >>> Target character can't be attacked
while protected this turn.
Cobra, Klaus Vorhees (MMK-094C)
Character, 2, Crime Lords, 2/2
When Cobra enters play, you may search your deck
for a card named Mr. Hyde, reveal it, and put it into
your hand.
Code White (MUN-301U)
Plot Twist, 3
Each player may recover a stunned character he
controls. KO all non-leaders recovered this way.
Coercion, Team-Up (DCR-148C)
Plot Twist, 2
Play only if you control a Villains United character.
<p> To play, reveal a character card from your
hand and choose one or more of its affiliations.
<p> Ongoing: Crossover Villains United and those
affiliations.
Cold Storage (MUN-171R)
Plot Twist, 2
To play, remove a [Crime Lords] character you
control from the game. <p> Ongoing: KO Cold
Storage >>> Return that character to play
exhausted.
Collateral Damage (MUN-302C)
Plot Twist, 4
Target opposing character gets -2 DEF while
defending this turn. <p> BoostDiscard two
cards: Each other opposing character also gets -2
DEF while defending this turn.

Colonel America, Zombie (MAA-025U)


Character, 5, Avengers, 9/9, Range
[Activate], KO Colonel America >>> Target
attacker or defender can't be stunned this attack. At
the start of the recovery phase this turn, return
Colonel America from his owner's KO'd pile to
play under your control.
Colonel Yon-Rogg, Commander of the Helion
(MHG-049R)
Character, 3, Kree, 4/5, Range
Press <p> Exhaust three front row Kree characters
you control >>> Stun target character. Use only
once per turn and only during your attack step.
Colossal Boy <> Leviathan, Gim Allon (DLS006C)
Character, 7, Legionnaires, 15/15, Flight
Reservist <p> While you control a character with a
cosmic counter, Legionnaires characters you
control get +2/+2 while in combat with a character
with greater cost. <p> Cosmic
Colossus, Acolyte (MXM-088U)
Character, 7, Brotherhood, 15/15
MutantPhysical
Reservist <p> Colossus gets +3/+3 while you
control six or more face-down resources.
Colossus, Organic Steel (MXM-006U)
Character, 6, X-Men, 13/12
MutantPhysical
Free >>> Put three +1/+1 counters on Colossus.
Use only once per turn and only during the
recovery phase.
Colossus, Peter Rasputin (MOR-005C)
Character, 6, X-Men, 11/12
Colossus gets +5 ATK while you have five or more
X-Men character cards in your KO'd pile.
Colossus, Steadfast Protector (MXS-002U)
Character, 5, X-Men, 10/10
Colossus has reinforcement while you have 25 or
less endurance.
Colossus, Tin Man (MVL-007C)
Character, 6, X-Men, 12/12
Colossus gets +4/+4 while he is the only nonstunned character you control.

Combat Protocols (MOR-146U)


Plot Twist, 2
Choose an affiliation. Army Sentinel characters
you control get +2 ATK while attacking a character
with the chosen affiliation this turn.
Combat Reflexes (DCL-254C, DOR-145C)
Plot Twist, 3
Move target character you control to your front or
support row. It gets +3 ATK while attacking this
turn.
Combat Veteran (MVL-246U)
Plot Twist, 3
Target exhausted attacker or defender you control
gets +2 DEF this attack.
The Coming (MEV-238R)
Plot Twist, 6
Ongoing: KO The Coming >>> If you've played
The Black Rider, The Pale Rider, The Red Rider,
and The White Rider this game, your next
Apocalypse costs 0 to recruit this turn.
Commander Dylon Cir, Lunatic Legion (MHG050C)
Character, 3, Kree, 6/3, Range
Reservist, Press (When you recruit this card, your
next character costs 1 less to recruit this turn for
each press card you recruited this turn, but no less
than 1.) <p> Whenever Commander Dylon Cir
attacks, the defending player replaces a face-up
non-Team-Up resource he controls.
Commander, Military Leader of New Genesis
(DGL-146R)
Character, 4, New Gods, 8/6
Cosmic: Pay 2 endurance >>> Put a cosmic
counter on target cosmic character you control. Use
only once per turn.
Commanding Nature (MVL-043C)
Plot Twist, 1
Target [X-Men] character gets +2 ATK and has
flight this turn.
Commissioner Gordon, Gotham Central (DWF044U)
Character, 2, Gotham Knights, 3/2, Range
Discard a character card with cost X >>> Target
attacker or defender you control with cost X gets
+X ATK this attack. Use only once per turn.

Commissioner Gordon, James Gordon (DOR009U)


Character, 2, Gotham Knights, 2/2, Range
Army Gotham Knights characters you control get
+1/+1. <p> Pay 3 endurance >>> KO target
equipment an opponent controls.
Commissioner Gordon, Lieutenant Gordon (DBM006C)
Character, 1, Gotham Knights, 1/1, Range
When Commissioner Gordon enters play, you may
search your deck for a card named Batman, reveal
it, and put it on the top of your deck.
Common Bond (MEX-017R)
Plot Twist, 2
To play, discard a card. <p> Characters with cost X
get +X ATK this turn, where X is the cost of the
card you discarded.
Common Cause, Team-Up (MEV-266C)
Plot Twist, 2
To play, exhaust any number of characters you
control and choose all of their affiliations. <p>
Ongoing: Crossover those affiliations.
Common Enemy (MOR-182U)
Plot Twist, 2
Play only if you control a Doom character and a
Fantastic Four character. <p> Draw a card. <p>
Ongoing: Characters you control, as well as cards
in your deck, hand, and KO'd pile, with either the
Doom or Fantastic Four affiliation have both
affiliations.
Company of Heroes (MUN-128U)
Plot Twist, 2
Target [S.H.I.E.L.D.] character gets +2 DEF this
attack. <p> BoostExhaust a leader you control:
That [S.H.I.E.L.D.] character gets an additional +2
DEF this attack.
Composite Man, Living Weapon (DLS-047R)
Character, 8, Future Foes, 20/20, Flight, Range
Reservist <p> Whenever Composite Man causes an
amount of breakthrough, draw that many cards.
Computo <> Mr. Venge, Hidden File (DLS-049C)
Character, 2, Future Foes, 2/2, Concealed
Reservist <p> Activate >>> Target opponent
recovers a stunned character he controls. If you
control another Future Foes character, that player
loses endurance equal to the cost of the character
he recovered. Use only once per turn.
Computo, Rogue Program (DLS-048C)
Character, 5, Future Foes, 10/9
Reservist <p> Whenever Computo causes
breakthrough to a player, that player discards a
card and you draw a card.
The Conclave, Magic (DCR-078R)
Plot Twist, 2
Play only if you control a Shadowpact character.
<p> To play, pay 4 endurance. <p> Negate target
effect from a non-ongoing plot twist.

Concrete Jungle (DOR-146R)


Plot Twist, 2
Each opponent turns all locations he controls face
down. <p> Ongoing: Whenever an opponent flips a
location, that opponent discards a card.

Conquered Planet (MHG-071C)


Plot Twist, 1
Target Kree attacker or defender you control gets
+1 ATK this attack for each face-down resource
target opponent controls.

Concussion Grenade (EHB-021C)


Equipment, 0
KO Concussion Grenade >>> Replace target
location. Use only during the combat phase.

Conqueror Worm, Ultimate Destroyer (EHB-032C)


Character, 6, Thule Society, 13/12
Whenever Conqueror Worm stuns a character, put
a +1/+1 counter on Conqueror Worm.

Concussive Force (MEV-034R)


Plot Twist, 4
To play, exhaust a Cyclops you control. <p> Target
opponent exhausts two ready characters he
controls.

Conscription (DJL-206R)
Plot Twist, 2
To play, discard a Manhunter character card. <p>
Search your deck for an Army character card with
cost 1 and put it into your front row.

Conjuration, Magic (DCR-072R)


Plot Twist, 3
Play only during your recruit step. <p> You may
pay 15 endurance. If you do, gain 1 resource point.
Spend this resource point only to recruit a character
card with the printed Shadowpact affiliation.

Construction Site (MVL-240C)


Location, 3
[Activate] >>> Replace target face-up resource you
control.

Connie Webb, Knight (DCR-089U)


Character, 1, Checkmate, 1/1, Range
Activate >>> If Connie Webb is in play, search
your deck for a Checkmate character card with cost
4 or less, reveal it, and put it into your hand. Put
Connie Webb on the top of your deck.
Connor Hawke <> Green Arrow, Son of the Archer
(DJL-005U)
Character, 2, JLA, 3/2, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Ally: Whenever a character you control becomes
powered-up, that character gets an additional +1
ATK this attack.
Connor Kent <> Superboy, Inspiration to the
Legion (DLS-136C)
Character, 4, Teen Titans/Legionnaires, 8/6, Flight,
Range
Substitute <p> Remove a cosmic counter from a
character you control >>> Ready target character
you control that has team attacked this turn. It can't
cause breakthrough this turn. Use only once per
turn. <p> Cosmic
Connor Kent <> Superboy, Kon-El (DSM-003U)
Character, 4, Team Superman, 7/6, Flight
Whenever Connor Kent stuns a character, you may
replace target face-down resource.
Connor Kent <> Superboy, Tactile Telekinetic
(DOR-037C)
Character, 6, Teen Titans, 12/10, Flight, Range
Exhaust a Teen Titans character you control >>>
Connor Kent gets +2 DEF this turn. <p> Pay 2
endurance >>> KO target equipment an opponent
controls.
Connor Kent <> Superman, Titans Tomorrow West
(DLS-137R)
Character, 7, Teen Titans, 16/15, Flight, Range
Substitute <p> Cosmic: While Connor Kent has
not defended this turn, defenders you control have
invulnerability.

Consulting the Orb (MTU-075U)


Plot Twist, 2
Play only if you control a Marvel Defenders
character. <p> Name a card. Reveal the top five
cards of your deck. Put one revealed card with that
name into your hand and the rest on the bottom of
your deck.
Contact! (DLS-176U)
Plot Twist, 3
Target attacker gets +3/+3 this attack while
attacking a character with lesser cost.
The Contract, Team-Up (MTU-117C)
Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Pay 4 endurance >>> Target
Sinister Syndicate character you control gets +1
ATK this attack.
Controller Sanction (DJL-201U)
Plot Twist, 2
To play, KO a resource you control. <p> Target
attacker you control can't be stunned this attack. If
that attacker has the Emerald Enemies affiliation, it
gets +1 ATK this attack for each face-up resource
you control.
Copperhead, Slithering Assassin (DJL-116C)
Character, 1, Secret Society, 2/1
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Boost 1: Copperhead enters play with a
+1/+1 counter on him.
Corkscrew, Twisted Trainee (MMK-051C)
Character, 2, X-Statix, 3/2, Concealed
Activate, KO Corkscrew >>> Target opponent
discards a card. Use only during the combat phase.
Corsair, Christopher Summers (MEV-243R)
Character, 3, Starjammers, 5/4, Range
Whenever Corsair stuns a character, name a card.
That character's controller reveals his hand and
removes from the game all revealed non-character
cards with that name.

Cosmic Boy, Rokk Krinn (DLS-007R)


Character, 6, Legionnaires, 13/12, Flight, Range
Loyalty <p> Cosmic: Remove a cosmic counter
from Cosmic Boy >>> Put a cosmic counter on
each other cosmic character you control. Use only
once per turn.
Cosmic Conflict (DGL-188C)
Plot Twist, 2
Move target hidden attacker you control to your
visible area. That character gets +4 ATK this
attack.
Cosmic Control Rod, Unique (MUN-215U)
Equipment, 0
Equip only to Annihilus. <p> Equipped character
has invulnerability.
Cosmic Cube (MUN-163R)
Equipment, 0
Equip only to Red Skull. <p> Exhaust equipped
character, put Cosmic Cube on the bottom of its
owner's deck >>> Search your deck for a card and
put it into your hand.
Cosmic King, Legion of Super Villains (DLS050C)
Character, 3, Future Foes, 5/4, Concealed
Optional, Range
Cosmic: Free >>> Cosmic King gets +2/+2 this
attack unless an opponent discards a card. Use only
once per turn and only if Cosmic King is in
combat.
Cosmic Necessity (MHG-029U)
Plot Twist, 2
To play, exhaust a Heralds of Galactus character
you control. <p> Target opponent chooses whether
you draw two cards or you gain 5 endurance.
Cosmic Order (MHG-201C)
Plot Twist, 1
Play only during the recovery phase. <p> You may
KO a stunned character you control. If you do,
each other player KO's a stunned character he
controls.
Cosmic Radiation (MOR-069R)
Plot Twist, 3
Ready any number of Fantastic Four characters
you control. Those characters can't attack this turn.
Cosmic Tuning Fork (DLS-177R)
Location, 2
Activate >>> Reveal the top two cards of your
deck. Put all revealed cosmic character cards into
your hand and the remaining cards on the bottom
of your deck. Discard a card for each card you put
into your hand.
Costume Change (MSM-059U)
Plot Twist, 3
You may discard a Spider-Friends character card. If
you do, search your deck for a different version of
the discarded card, reveal it, and put it into your
hand.

Council of Power (DGL-130R)


Plot Twist, 2
To flip, exhaust four characters you control. <p>
Ongoing: At the start of the recovery phase, if you
control a Manhunter character, each opponent loses
2 endurance for each card in his hand, then gains 2
endurance for each card in your hand.
Count Vertigo, Werner Vertigo (DCR-126C)
Character, 1, Villains United, 2/1
Return Count Vertigo to his owner's hand >>>
Exhaust target character. Use only during your
attack step.
Counterstrike (DJL-172C)
Plot Twist, 1
Target defender you control gets +3 ATK this
attack. <p> Whenever that defender stuns an
attacker this turn, you may put a +1/+1 counter on
that defender.
Counterterrorism (DJL-173U)
Plot Twist, 1
Remove a +1/+1 counter from target character. If
you do, you may put a +1/+1 counter on target
character you control.
Coup d'tat (DCL-193R)
Plot Twist, 4
KO a character you control. If you control Gorilla
Grodd, negate target recruit effect if its cost is less
than or equal to the cost of the character you KO'd.
Courtney Ross, Once and Future Queen (MXM127U)
Character, 1, Hellfire Club, 1/2, Concealed
Characters get -1 ATK while attacking you directly.
Cover Fire (MOR-183C)
Plot Twist, 2
Target defender gets +2 DEF this attack for each
other non-stunned character you control with
range.
Cracking the Case (MEV-035R)
Plot Twist, 2
To play, exhaust an X-Factor character you control.
<p> Negate target effect targeting a character.
Cracking the Vault (DOR-088R)
Plot Twist, 1
Play only during the combat phase. <p> Exhaust a
ready Arkham Inmates character you control. If
you do, target player reveals his hand and discards
each card with the same name as a card that player
controls.
Crackshot (DWF-209C)
Plot Twist, 1
Target character gets +3 ATK while attacking and
has range this turn.
Created from Hate (DLS-116R)
Plot Twist, 3
Search your deck for a Darkseid's Elite character
card with cost less than or equal to the number of
resources you control, reveal it, and put it into your
hand. Each opponent may turn a face-up resource
he controls face down.

Creation of a Herald (MHG-030R)


Plot Twist, 3
To play, discard a Heralds of Galactus character
card. <p> If you discarded a card named Galactus,
search your deck for any card. Otherwise, search
your deck for a character card with cost less than
the cost of the card you discarded. Reveal that card
and put it into your hand.
The Creeper, Jack Ryder (DJL-218R)
Character, 3, Gotham Knights, 5/3
Evasion <p> Whenever The Creeper recovers,
draw a card. <p> The Creeper gains the affiliations
of each character you control.
Creeping Doom, Army (DJL-079C)
Character, 1, Injustice Gang, 1/1
Exhaust two characters you control >>> Recover
target stunned Army character you control with
cost 1.
Crime and Punishment (MMK-032C)
Plot Twist, 3
Choose one: Target Marvel Knights attacker you
control gets +4 ATK this attack; or target attacker
you control gets +4 ATK this attack and characters
you control can't attack this turn.
Crime Doctor, Bradford Thorne (DWF-129C)
Character, 2, Arkham Inmates/Villains United, 2/3
Reservist <p> Return Crime Doctor to his owner's
hand >>> Exhaust two target characters. Use only
during your attack step.
Crime Spree (MAV-154C)
Plot Twist, 2
Ongoing: Pay 1 resource point >>> Choose one:
Target Masters of Evil character you control gets
+3 ATK this turn; or target Masters of Evil
character you control has invulnerability this turn.
Use only once per turn.
Crime Syndicate of Amerika (DCL-144R)
Plot Twist, 3
Target hidden Injustice Gang character you control
gets +3/+3 this attack.
Criminal Mastermind (DCL-145C, DJL-103C)
Plot Twist, 1
To play, exhaust an Injustice Gang character you
control. <p> Ongoing: At the start of the build
phase, each player draws a card.
Crimson Avenger, Jill Carlyle (DLS-195U)
Character, 2, JSA, 4/1, Range
Vengeance: Whenever Crimson Avenger becomes
stunned by a character with greater cost, you may
discard a card. If you do, recover Crimson Avenger
at the start of the recovery phase this turn.
Crimson Bands of Cyttorak (MTU-076R)
Plot Twist, 3
Play only if you have the initiative. <p> To play,
exhaust a Marvel Defenders character you control.
<p> Exhaust target visible character. If that
character's cost is 4 or less, it can't ready this turn.

Crimson Commando, Freedom Force (MXM089C)


Character, 2, Brotherhood, 4/1, Range
MutantPhysical
Whenever Crimson Commando causes 3 or more
breakthrough while attacking a character, you may
put a +1/+1 counter on each character you control.
Crimson Fox, Vivian and Constance D'Aramis
(DJL-045U)
Character, 4, JLI, 7/6
When Crimson Fox enters play, if you control
another JLI character, put a twin counter on her.
<p> If Crimson Fox has a twin counter and would
become stunned while you control four or fewer
resources, instead, remove a twin counter from her
and exhaust her.
Crippler, Carl Striklan (MTU-177C)
Character, 1, Wild Pack, 2/2, Range
Pay 2 ATK this turn >>> Whenever Crippler stuns
a character this turn, that character can't ready this
turn.
Crisis Averted (DCL-045C)
Plot Twist, 4
To play, exhaust a character you control. <p> Gain
endurance equal to the highest cost among [JLA]
characters you control.
Crisis on Infinite Earths, Team-Up (DJL-174R)
Plot Twist, 2
Ongoing: Characters you control, as well as
character cards in your hand, KO'd pile, and deck
lose all affiliations, have the Crisis affiliation, and
can't have any affiliation other than Crisis. <p>
Character cards you own are not unique. <p> If a
character card you recruited or substituted would
come into play, instead, KO all characters you
control with the same printed name and version as
that card, then put that card into play.
Crispus Allen, Gotham Central (DWF-045C)
Character, 2, Gotham Knights, 3/2, Range
At the start of the combat phase, look at a facedown resource.
Crossbones, Brock Rumlow * RAID (MUN-141C)
Character, 4, Crime Lords, 8/5, Concealed, Range
Substitute <p> Crossbones can attack an opponent
directly while he controls no ready visible
characters.
Crossbow (DOR-147C)
Equipment, 0
Transferable <p> Equipped character gets +1 ATK
and has range.
Crossing Over, Ultimates (MUL-001C)
Plot Twist, 2
Ongoing: Ultimates character cards you control are
not unique with cards with the same name but
different version. <p> Characters you control with
the same version can reinforce, be reinforced by,
and team attack with each other.
Crowd Control (MSM-148C)
Plot Twist, 2
To play, discard a card. <p> Support row characters
you control have reinforcement this turn.

Crushing Blow (MVL-247C, MSM-028C)


Plot Twist, 2
Target attacker gets +3/+3 while attacking an
exhausted defender this attack.
Cry for Blood (DWF-079C)
Plot Twist, 2
Target character you control gets +3 ATK while
defending this turn. If it's a Birds of Prey character
with concealed, you may move it to your hidden or
visible area.
Cryonic Grenade (MFF-024U)
Plot Twist, 2
To play, exhaust a character you control. <p>
Target opponent loses 3 endurance.
Crystal Frost <> Killer Frost, Cold-Hearted Killer
(DJL-117U)
Character, 5, Secret Society, 8/11, Range
Ally: Whenever a character you control becomes
powered-up, you may remove three cards in your
KO'd pile from the game. If you do, target
character can't ready this turn.
Crystal, Elemental Princess (MFF-001C)
Character, 4, Fantastic Four, 7/6, Range
Support row characters you control get +1 DEF.
Crystal, Elementelle (MHG-095C)
Character, 3, Inhumans, 5/4, ConcealedOptional,
Range
When Crystal enters play, you may KO a resource
you control. If you do, search your deck for a
Team-Up card, reveal it, and put it face down into
your resource row.
Crystal, Inhuman (MOR-042C)
Character, 4, Fantastic Four, 7/6, Range
Activate >>> Target opponent moves a support row
character he controls to his front row. Use only
during the combat phase.
Crystal, Inhuman Elemental (MVL-152C)
Character, 3, Fantastic Four, 4/5, Range
[Activate] >>> Replace target face-down resource
you control.
Cunning Strategy (DCL-101R)
Plot Twist, 3
Whenever a Tim Drake you control stuns a
character while team attacking this turn, return that
character to its owner's hand.
Currs, Army (MUN-210U)
Character, 1, Negative Zone, 2/0
At the start of the combat phase, if Currs is in your
KO'd pile and you control Annihilus, you may
discard a card. If you do, put Currs into play.
Curse of Darkness (DLS-117R)
Plot Twist, 3
To play, discard a card. <p> Remove target nonstunned Darkseid's Elite character you control from
the game. At the start of the next combat phase, put
that card into your front row.

Cut Off One Head . . . (MUN-172R)


Plot Twist, 4
To play, KO an Army [Crime Lords] character you
control. <p> Return two other target Army
character cards each with cost 2 or less from your
KO'd pile to play.
Cutting Loose (MEV-267U)
Plot Twist, 3
Each of up to two target characters gets +2 ATK
while attacking this turn.
Cybelle, Meltdown (MXM-049R)
Character, 5, Morlocks, 9/9, Concealed
MutantEnergy
Activate, move Cybelle from your hidden area to
your visible area >>> Exhaust all characters with
cost less than the cost of target attacker.
Cybernetic Laser (DCL-093U)
Equipment, 0
Equip only to Vic Stone. <p> Equipped character
has "[Activate] >>> Target character gets -X DEF
this attack, where X is equipped character's ATK."
Cyclops, Age of Apocalypse (MAA-013R)
Character, 3, Horsemen of Apocalypse, 4/3, Range
LoyaltyReveal <p> Cyclops enters play with a
+1/+1 counter. <p> [Activate], Remove up to three
+1/+1 counters from Cyclops >>> Stun target
character if its cost is equal to the number of
counters removed.
Cyclops, Astonishing X-Man (MEV-008R)
Character, 6, X-Factor/X-Men, 13/12, Range
Whenever Cyclops attacks a character, you may
ready another X-Factor or [X-Men] character you
control.
Cyclops, Blue Leader (MXM-007C)
Character, 5, X-Men, 9/9, Range
MutantEnergy
Leader: Whenever a character adjacent to Cyclops
attacks, target opponent loses 2 endurance.
Cyclops, Fearless Leader (MVL-008C)
Character, 5, X-Men, 10/9, Range
Loyalty <p> Cyclops can't be stunned while
attacking from your support row.
Cyclops, Man of Action (MEV-007C)
Character, 4, X-Factor/X-Men, 8/6, Range
Leader: [Activate] >>> Stun target character with
cost less than or equal to the number of characters
adjacent to Cyclops. Use only during the combat
phase.
Cyclops, Mutant Hunter (MEV-006C)
Character, 3, X-Factor/X-Men, 5/4, Range
Characters you control can't be stunned while
Cyclops is attacking.
Cyclops, Mutant Messiah (MEV-009R)
Character, 8, X-Factor/X-Men, 17/17, Range
Loyalty, Energize (Whenever Cyclops defends,
ready him.) <p> [Activate] >>> Exhaust target
character. Its controller loses endurance equal to its
cost.

Cyclops, Optic Blast (MXS-003C)


Character, 3, X-Men, 5/4, Range
Whenever Cyclops attacks, each opponent loses 2
endurance.
Cyclops, Scott Summers (MOR-006C)
Character, 5, X-Men, 8/8, Range
Cyclops can't be stunned while attacking from your
support row.
Cyclops, Slim (MOR-007C)
Character, 2, X-Men, 3/2, Range
X-Men team attackers you control get +2/+2.

Dallas Riordan <> Vantage, Ionic Inheritor (MAV090C)


Character, 4, Thunderbolts, 8/5
Reservist <p> Pay 1 endurance >>> Dallas Riordan
gets +2/+2 this attack. Each opponent may draw a
card. Use only once per turn.
Dallas Riordan, Mayoral Aide (MAV-089C)
Character, 1, Thunderbolts, 1/1, Concealed
Optional
Activate >>> If you control four or more resources
and Dallas Riordan is visible, draw a card.
Otherwise, look at the top card of your deck, and
you may put it on the bottom of your deck.

Cyclops, Ultimates (MUL-029R)


Character, 5, X-Men, 10/8, Range
Whenever Cyclops stuns an opposing character,
remove that character from the game unless its
controller exhausts a character he controls.

Damn Nazis, Army (EHB-033C)


Character, 1, Thule Society, 1/1, Range
When Damn Nazis enters play, it gets +1 ATK this
turn.

Dagger, Child of Light (MMK-005U)


Character, 1, Marvel Knights, 1/1, Range
Discard Dagger >>> Search your deck for a card
named Midnight Sons, reveal it, and put it into
your hand. <p> Activate >>> Return Dagger to her
owner's hand.

Damocles Base (MTU-209R)


Location, 3
Terraform <p> Activate >>> Name a character.
Reveal the top two cards of your deck. If you
named Kang, instead, reveal the top three. Put a
revealed card with that name into your hand and
the rest on the bottom of your deck.

Dagger, Lightbringer (MVL-107C)


Character, 1, Marvel Knights, 1/1, Range
Discard Dagger >>> If you control a [Marvel
Knights] character, target player loses 2 endurance.
Dagger, Secret Avenger (MUN-009C)
Character, 1, Avengers/Marvel Knights, 2/1, Range
Reservist <p> Whenever you rally Dagger into
your hand, target player loses 3 endurance.
Dagger, Tandy Bowen (MSM-036U)
Character, 3, Spider-Friends, 4/4, Range
Activate >>> Target player loses 1 endurance for
each card in his hand. Use only during your attack
step.
Daily Bugle (MSM-010U)
Location, 2
When you flip Daily Bugle, choose a character
name. <p> Whenever a character an opponent
controls with the chosen name becomes stunned by
one or more Spider-Friends characters you control,
you may turn a face-up resource you control face
down.
Daily Planet (DSM-027R)
Location, 1
Activate >>> Look at the top two cards of target
opponent's deck. Put one of them into that player's
KO'd pile and the other on the top of that player's
deck. Use only if you control a Team Superman
character.
Daisy Johnson, Agent of S.H.I.E.L.D. (MUN089C)
Character, 4, S.H.I.E.L.D., 6/9, Range
When Daisy Johnson enters play, each player
exhausts a ready character he controls.

Damsel in Distress, Construct (DGL-064C)


Plot Twist, 3
To play, exhaust an Emerald Enemies character
you control. <p> Choose a character an opponent
controls. If that character is hidden, its controller
moves it to his visible area. <p> When the chosen
character becomes stunned by an attacker this turn,
KO the chosen character.
Dane Whitman <> Black Knight, Heroic Paladin
(MAV-006C)
Character, 2, Avengers, 3/3
Reservist <p> Pay 1 resource point, replace a
reservist resource you control >>> Dane Whitman
gets +3/+3 this turn. Use only once per turn.
Danger Room (MOR-032U)
Location, 1
Front row X-Men characters you control get +1
ATK. <p> Support row X-Men characters you
control get +1 DEF.
Danger, The Singularity (MEV-254R)
Character, 8, 19/19, Flight, Range
Whenever a character you control enters combat,
put a +1/+1 counter on each character you control.
Dangerous Experiment (MSM-094R)
Plot Twist, 4
To play, exhaust a Sinister Syndicate character you
control. <p> Choose a plot twist name. Reveal
cards from the top of your deck until you reveal a
plot twist card with the chosen name. Put that card
into your hand and shuffle the other revealed cards
into your deck. Lose 1 endurance for each card you
revealed.
Dangerous Liaison (MUN-077R)
Plot Twist, 3
To play, KO a [Thunderbolts] defender you control.
<p> Remove all attackers from this attack.

Daredevil, Fearless Survivor (MVL-108C)


Character, 2, Marvel Knights, 2/2, Concealed,
Range
Daredevil gets +3 ATK while in combat with a
character with greater cost.
Daredevil, Guardian Devil (MMK-006C)
Character, 7, Marvel Knights, 15/15, Concealed
When Daredevil enters play or recovers, if you
have 10 or less endurance and Daredevil is hidden,
move him to your visible area. <p> Whenever you
lose endurance, if you then have 10 or less
endurance and Daredevil is hidden, move him to
your visible area.
Daredevil, Hornhead (MVL-109C)
Character, 4, Marvel Knights, 7/7, Range
Discard a [Marvel Knights] character card >>>
Daredevil gets -3/+3 this attack. Use only once per
turn.
Daredevil, Kitchen Cleanser (MEX-001R)
Character, 5, Marvel Knights, 9/9
[Activate] >>> Remove any number of target
attackers from this attack. Lose endurance equal to
the combined cost of characters removed this way.
Daredevil, Matt Murdock (MMK-007R)
Character, 5, Marvel Knights, 9/10
Loyalty <p> Pay 3 endurance >>> Daredevil gets
+2 ATK and can attack as though he had flight this
turn. Move Daredevil to your hidden area. Use
only once per turn.
Daredevil, New Kingpin (MTU-005C)
Character, 6, Spider-Friends/Marvel Knights,
12/13, Range
Pay 2 ATK this turn >>> Exhaust target visible
character. Use only if Daredevil is attacking.
Daredevil, Protector of Hell's Kitchen (MMK008C)
Character, 3, Marvel Knights, 4/4
Pay 2 endurance >>> Daredevil gets +2 ATK this
attack. Use only once per turn.
Daredevil, The Man Without Fear (MSM-002C)
Character, 5, Spider-Friends, 9/8
Daredevil can't be stunned while attacking a
character with cost 5 or greater.
Dark Alley (MVL-139C)
Location, 2
[Activate] >>> Target hidden [Marvel Knights]
attacker gets +4 DEF this attack.
Dark Bargain (MTU-159R)
Plot Twist, 3
To play, put a character card from your KO'd pile
on the bottom of your deck. <p> Recover target
stunned Underworld character you control if its
cost is less than that card's cost.
Dark Beast, Age of Apocalypse (MAA-023C)
Character, 4, Horsemen of Apocalypse, 7/7
Discard a card >>> Put a +1/+1 counter on Dark
Beast. Use only once per turn. <p> Remove two
+1/+1 counters from Dark Beast >>> Draw two
cards. Use only once per turn.

Dark Beast, McCoy (MTU-210U)


Character, 5, Morlocks/Brotherhood, 9/10
MutantPhysical
Evasion <p> Plot twists cost your opponents 1
more to play for each stunned character you
control.
Dark Beast, Sinister Reflection (MVL-055R)
Character, 3, Brotherhood, 6/4
When Dark Beast enters play, discard your hand,
then draw three cards.
Dark Champion, Mockery (DLS-090C)
Character, 6, Darkseid's Elite, 10/12, Concealed
Optional, Flight, Range
Substitute <p> Cosmic: Characters you control that
came into play this turn get +2 ATK and can attack
as though they had flight and range.
Dark Circle Rising (DLS-075U)
Plot Twist, 2
Play only if you control a Future Foes character
and only during the combat phase. <p> Gain 2
endurance, and an additional 3 endurance unless an
opponent discards a card.
Dark Designs (MTU-160C)
Plot Twist, 1
To play, exhaust an Underworld character you
control. <p> Draw two cards and then discard a
card.
The Dark Dimension, Non-Unique (MTU-161C)
Location, 1
Terraform <p> When you flip The Dark
Dimension, put the top three cards of your deck
into your KO'd pile. You may return an
Underworld character card from your KO'd pile to
your hand.
Dark Embrace (MMK-167R)
Plot Twist, 8
Play only during your recruit step and only if you
control an Underworld character. <p> Discard up
to eight cards. Put an Underworld character card
from your hand into your front row with cost less
than the number of cards you discarded.
Dark Firestorm, Mockery (DLS-091C)
Character, 3, Darkseid's Elite, 5/3, Concealed
Optional, Flight, Range
Substitute <p> When Dark Firestorm enters play,
draw a card.
Dark Fury (DLS-118C)
Plot Twist, 1
Target Darkseid's Elite attacker you control gets +2
ATK this attack and an additional +2 ATK this
attack if it came into play this turn.
Dark Kryptonian <> Dark Superboy, Mockery
(DLS-092R)
Character, 6, Darkseid's Elite, 13/12, Concealed
Optional, Flight, Range
Substitute <p> Whenever Dark Kryptonian causes
breakthrough, each player puts the top card of his
deck face down into his resource row if you control
another Darkseid's Elite character.

Dark Lantern, Mockery (DLS-093C)


Character, 2, Darkseid's Elite, 3/2, Concealed
Optional, Flight, Range
Substitute, Willpower 2 <p> > When Dark Lantern
enters play, target a character you control. While
that character has the Darkseid's Elite affiliation
and is attacking this turn, it can't be stunned.

The Darkhold (MMK-176C)


Equipment, 1
The Darkhold costs 1 less to recruit while you
control an Underworld character. <p> Equipped
character has "Activate >>> Put the top card of
your deck into your KO'd pile. If it's a character
card, gain 4 endurance."

Dark Martian, Mockery (DLS-094C)


Character, 4, Darkseid's Elite, 8/5, Concealed
Optional, Flight, Range
Substitute <p> When Dark Martian enters play,
target a character. While a Darkseid's Elite
character is attacking that character this turn, it
loses reinforcement and can't have reinforcement.

Darkoth, Death Demon (MFF-014C)


Character, 6, Doom, 12/11, Range
Darkoth gets +2/+2 while exhausted.

Dark Matter Drain (DLS-119R)


Location, 3
Activate >>> If target face-up resource an
opponent controls is not the only Team-Up he
controls, you may put a Darkseid's Elite character
card from your hand face down into his resource
row. If you do, KO that face-up resource.
Dark Phoenix, Alien Life Force (MXM-128R)
Character, 8, Hellfire Club, 21/21, Flight, Range
Loyalty <p> When Dark Phoenix enters play,
return all other characters you control to their
owners' hands. <p> Whenever Dark Phoenix stuns
a character, that character's controller loses
endurance equal to its cost, and you gain that much
endurance.
Dark Phoenix, Cosmic Entity (MOR-164R)
Character, 10, 25/25, Flight, Range
At the start of the combat phase, KO all resources.
Dark Superboy, Mockery (DLS-095R)
Character, 5, Darkseid's Elite, 10/8, Concealed
Optional, Flight, Range
Substitute <p> Vengeance: Whenever Dark
Superboy becomes stunned, you may stun target
character with cost less than or equal to the number
of face-down resources its controller controls.
Dark Thanagarian, Mockery (DLS-096C)
Character, 3, Darkseid's Elite, 5/3, Concealed
Optional, Flight, Range
Substitute <p> When Dark Thanagarian enters
play, target another character you control. While
that character has the Darkseid's Elite affiliation
this turn, it gets +2 ATK while attacking and has
flight.
Dark Warrior, Mockery (DLS-097C)
Character, 5, Darkseid's Elite, 7/11, Concealed
Optional, Range
Substitute <p> Whenever an opponent flips a
location or plays a plot twist from his resource row,
Dark Warrior gets +2 ATK this turn.
Darkhawk, Chris Powell (MTU-006C)
Character, 3, Spider-Friends, 5/4, Flight, Range
Reservist, Evasion <p> Pay 2 ATK this turn >>>
Target character loses flight this turn.

Darkoth, Major Desmund Pitt (MOR-108U)


Character, 3, Doom, 4/5, Range
Whenever Darkoth attacks, you may KO a resource
you control. If you do, Darkoth gets +7 ATK this
attack.
Darkseid Undenied (DGL-158R)
Plot Twist, 2
Replace target non-ongoing plot twist an opponent
controls. Each player loses endurance equal to its
cost. <p> Ongoing: Exhaust a Darkseid's Elite
character you control >>> Replace target nonongoing plot twist an opponent controls.
Darkseid, 8th Century (DLS-098C)
Character, 5, Darkseid's Elite, 9/9, Range
Substitute <p> Whenever Darkseid stuns a
character, its controller loses 1 endurance for each
face-down resource he controls.
Darkseid, Apokolips Now (DLS-099R)
Character, 7, Darkseid's Elite, 14/18, Range
Substitute <p> Whenever a Darkseid you control
defends, the attacking player loses 1 endurance for
each face-down resource he controls.
Darkseid, Apokoliptian Oppressor (DLS-100C)
Character, 4, Darkseid's Elite, 6/9, Range
Substitute <p> Whenever an opponent flips a
location or plays a plot twist from his resource row,
draw a card.
Darkseid, Dark God (DCL-163R)
Character, 8, Secret Society/Darkseid's Elite,
18/20, Range
At the start of the recovery phase, if no other
player controls a non-stunned character, you win
the game.
Darkseid, Destroyer of Life (DCL-162C)
Character, 5, Secret Society/Darkseid's Elite, 9/9,
Range
Whenever Darkseid stuns a character, KO that
character unless its controller pays endurance equal
to its cost.
Darkseid, Evil Reborn (DLS-101C)
Character, 6, Darkseid's Elite, 12/12, Range
Substitute <p> Whenever Darkseid stuns a
character an opponent controls, target character
that player controls gets -1 DEF this turn for each
face-down resource he controls.

Darkseid, Heart of Darkness (DJL-118C)


Character, 5, Secret Society/Darkseid's Elite, 10/9,
Range
Reservist <p> Leader: KO a character adjacent to
Darkseid >>> Target attacker or defender gets -X
DEF this attack, where X is the cost of the
character you KO'd. Use only once per turn.
Darkseid, Lord of Apokolips (DSM-100R)
Character, 8, Darkseid's Elite, 20/20, Range
To recruit, discard a Darkseid's Elite character
card. <p> At the start of the recovery phase, KO all
other characters.
Darkseid, Nemesis (DLS-102R)
Character, 8, Darkseid's Elite, 18/19, Range
Stun a ready, non-defending Darkseid you control
>>> Remove target character from the game. Use
only during the combat phase.
Darkseid, The Omega (DWF-164U)
Character, 6, Revenge Squad/Darkseid's Elite,
12/13, Range
Substitute <p> When Darkseid enters play, you
may exchange the positions of target resource you
control and target non-Team-Up plot twist an
opponent controls.
Darkseid, Uxas (DSM-101U)
Character, 6, Darkseid's Elite, 12/13, Range
To recruit, reveal a Darkseid's Elite character card
from your hand. <p> Remove a cosmic counter
from Darkseid >>> KO all stunned characters. <p>
Cosmic: Characters can't be KO'd during the
recovery phase.
David Cain, World Class Assassin (DCL-205R)
Character, 6, League of Assassins, 13/11, Range
Replace a location you control >>> The controller
of target stunned character loses endurance equal to
its cost. Use only once per turn.
David Clinton <> Chronos, The Time Thief (DJL080C)
Character, 3, Injustice Gang, 4/5
At the start of the recovery phase, you may return
target character with cost 1 or less to its owner's
hand. <p> Whenever a character returns to an
opponent's hand from play, each player draws a
card.
David Clinton <> Chronos, Timetwister (DCL116R)
Character, 4, Injustice Gang, 7/7, Range
Discard an Injustice Gang character card >>>
Target opponent gains the initiative at the start of
the combat phase this turn. Use only during the
build phase.
Dawn Granger <> Dove, Agent of Order (DOR040C)
Character, 1, Teen Titans, 1/1, Flight
Dawn Granger gets +1/+1 while you control Hank
Hall. <p> Boost 2: When Dawn Granger enters
play, if you don't control Hank Hall, search your
deck for a card named Hank Hall, and put it into
your front row.

Dawn Granger <> Dove, Avatar of Order (DLS138C)


Character, 1, Teen Titans, 1/1, Flight
Substitute <p> While Dawn Granger is team
attacking, attackers get +1 ATK.

Dead Weight (MMK-074U)


Plot Twist, 3
Target X-Statix character you control gets +4 DEF
this attack and can't attack this turn. KO each other
character you control.

Dawn Granger <> Dove, Terataya's Chosen (DCL069C)


Character, 1, Teen Titans, 2/1, Flight
Reservist <p> [Teen Titans] characters you control
have flight.

Dead-Eye, Qwardian Conglomerate (DGL-076U)


Character, 2, Anti-Matter, 3/1, Concealed
Optional, Range
Dead-Eye can't team attack. <p> Whenever DeadEye stuns a character, KO that character and KO
Dead-Eye.

Daxamites, Army (DLS-051C)


Character, 1, Future Foes, 1/1, Range
Whenever a character an opponent controls
recovers, gain 2 endurance.
Day of the Dead (MMK-186C)
Plot Twist, 2
To play, put an Underworld or X-Statix character
card from your KO'd pile on the bottom of your
deck. <p> Target character gets +2 ATK this attack.
A Day Unlike Any Other, Team-Up (MAV-190C)
Plot Twist, 2
If there are exactly two different affiliations among
characters you control, choose those affiliations.
<p> Ongoing: Characters you control, as well as
cards in your deck, hand, and KO'd pile, with either
of those affiliations have both of them. <p> Pay 3
endurance >>> Turn A Day Unlike Any Other face
down.
Dayton Manor (DCL-233R)
Location, 3
[Activate] >>> Put a +1/+1 counter on target
Doom Patrol character you control. Use only
during the build phase.

Deadly Ambush (MEV-122C)


Plot Twist, 1
Play only if you control a Marauders defender. <p>
Each attacker and defender gets -X DEF this
attack, where X is its DEF.
Deadly Conspiracy (MAV-113C)
Plot Twist, 2
Ready target Thunderbolts character you control.
That character can't attack this turn, and you can't
use its activated powers this turn. If Deadly
Conspiracy is in your resource row, draw a card.
Deadly Game (MXM-154R)
Plot Twist, 3
Move target hidden Hellfire Club character you
control to your visible area. If you do, move a
visible Hellfire Club character you control to your
hidden area.
Deadpool, Chatty Cathy (MEV-178C)
Character, 5, Weapon X, 10/8, Range
Hunter <p> Deadpool has invulnerability while in
combat with a hunted character.

Dazzler, Alison Blaire (MOR-008C)


Character, 1, X-Men, 1/1, Range
Activate, discard an X-Men character card >>>
Exhaust target support row character. Use only
during the combat phase.

Deadpool, Earth-5021 (MEV-180R)


Character, 3, Weapon X, 5/4, Concealed, Range
Shift, Hunter <p> [Activate], Remove Deadpool
from the game shifted with one shift counter >>>
Target hunted character gets -X DEF this attack,
where X is its DEF.

Dazzler, Rock Star (MXM-008C)


Character, 2, X-Men, 3/2, Range
MutantEnergy
Whenever a character you control team attacks,
target opponent loses 1 endurance.

Deadpool, Independent Contractor (MUN-090C)


Character, 2, S.H.I.E.L.D./Weapon X, 4/2,
ConcealedOptional, Range
At the start of the recovery phase, return Deadpool
to his owner's hand if he didn't attack this turn.

Deacon Frost, Vampire Master (MMK-141R)


Character, 2, Underworld, 2/3, Flight
Boost X: When Deacon Frost enters play, put X
cards named New Blood from your KO'd pile into
your front row.

Deadpool, Interminable Terminator (MVL-227U)


Character, 2, 4/2, Range
Whenever Deadpool becomes stunned, recover him
at the start of the recovery phase this turn.

Dead Girl, Crafty Cadaver (MMK-052C)


Character, 5, X-Statix, 8/8
If Dead Girl would become stunned, instead, you
may pay 10 endurance. If you do, move Dead Girl
to your support row exhausted and draw a card.
Dead Girl, Dead Again? (MVL-110U)
Character, 4, Marvel Knights, 6/8
Whenever Deadgirl enters a KO'd pile from play,
you may pay 4 endurance. If you do, return her to
play at the start of the next phase.

Deadpool, Merc With a Mouth (MTU-191R)


Character, 5, Sinister Syndicate/Marvel Defenders,
6/6, Concealed
Dual Loyalty <p> Backup: Activate >>> Whenever
target character attacks this turn, KO it. Use only
during the build phase.
Deadpool, Party Pooper (MEV-179R)
Character, 7, Weapon X, 17/14, Range
Hunter <p> Whenever Deadpool stuns a hunted
character, ready Deadpool.

Deadpool, Wade Wilson (MMK-095R)


Character, 5, Crime Lords, 10/8, Concealed, Range
Deadpool gets +3 ATK while attacking a character
with greater cost.

Death Trap (DCL-255C, DJL-176C)


Plot Twist, 2
To play, exhaust a character you control. <p>
Return target stunned character to its owner's hand.

Deadshot, Dead Aim (DCR-158C)


Character, 2, Secret Six/Secret Society, 3/1,
ConcealedOptional, Range
Exhaust a character you control with cost 3 or
greater >>> Put Deadshot from your KO'd pile into
your front row if you don't control a Deadshot. Use
only during the build phase and only if Deadshot is
in your KO'd pile.

Death Warrant (MUN-164R)


Equipment, 0, ConcealedOptional
To recruit, exhaust a [Crime Lords] character you
control. <p> Equip only to an opposing character.
<p> Whenever equipped character becomes
stunned, return Death Warrant to its owner's hand
and KO that character.

Deadshot, Floyd Lawton (DCL-164R, DJL-119R)


Character, 2, Secret Society, 3/1, Range
Remove Deadshot from the game >>> KO target
character with cost 3 or less. Use only during the
combat phase and only if you have ten or more
cards in your KO'd pile.
Dealing with the Devil, Team-Up (MVL-248U)
Plot Twist, 2
Play only if [Doom] and [Fantastic Four] are
affiliations among characters you control. <p>
Draw a card. <p> Ongoing: Crossover [Doom] and
[Fantastic Four].
Death from Above (DCR-186C)
Plot Twist, 1
Target character you control gets +1 ATK this turn
and has flight this turn. <p> Ongoing: Pay 1
resource point >>> Target character you control
gets +2 ATK this turn and has flight this turn. Use
only once per turn.
A Death in the Family (DOR-142R)
Plot Twist, 1
To play, pay 5 endurance. <p> KO target stunned
character. Lose endurance equal to its cost.
Death of a Legionnaire (DLS-178C)
Plot Twist, 2
You may KO a character you control. If you do,
KO any number of stunned characters with
combined cost less than or equal to the cost of the
character you KO'd.
Death of Superman (DGL-151R)
Plot Twist, 3
To play, exhaust a Revenge Squad character you
control. <p> KO target stunned character. <p>
Ongoing: Whenever a stunned character an
opponent controls enters a KO'd pile during the
combat phase, that opponent reveals his hand and
discards each card with the same name as that
character.
Death of the Dream (MUN-303U)
Plot Twist, 3
To play, exhaust a character you control. <p>
Replace target face-up resource. <p> Boost
Exhaust an additional character you control:
Replace an additional face-up resource.
Death Times Five (DJL-175C)
Plot Twist, 1
If target attacker would cause breakthrough while
attacking a defender this turn, instead, that
defender's controller loses 5 endurance.

Death, The Second Force of the Universe (MUN285R)


Character, 10, 25/25, Concealed, Flight, Range
Remove Death and another card in your hand from
the game >>> KO target stunned character if there
are no other cards named Death removed from the
game. Use only if Death is in your hand.
Deathlok, Luther Manning (MSM-140R)
Character, 5, 7/7, Range
KO an equipment equipped to Deathlok >>>
Ready Deathlok. Use only once per turn.
Deathmatch (MEV-081C)
Plot Twist, 2
While target defender is defending against an XForce character this attack, that defender gets -3
DEF, and whenever it becomes stunned, KO it
unless its controller pays endurance equal to its
cost.
Death's Embrace (MTU-162R)
Plot Twist, 3
To play, discard a card. <p> Search your deck for
up to two Underworld character cards that share a
name. Reveal those cards, put one into your hand,
and put the other into your KO'd pile.
Death-Stalker, Phillip Sterling (MMK-096C)
Character, 3, Crime Lords, 4/5, Concealed
Activate >>> Move Death-Stalker to your hidden
or visible area.
Deathstroke the Terminator, Killing Machine
(DCL-165C)
Character, 6, Secret Society/Deathstroke, 13/12,
Concealed, Range
At the start of the recovery phase, each opponent
KO's a non-stunned character he controls.
Deathstroke the Terminator, Lethal Weapon (DCR127C)
Character, 4, Villains United/Deathstroke, 7/6,
Range
Vengeance: Whenever Deathstroke the Terminator
becomes stunned, target opponent loses 4
endurance.
Deathstroke the Terminator, Slade Wilson (DOR128R)
Character, 7, Deathstroke, 15/15, Range
Recruit only if you control two or more unaffiliated
characters. <p> Unaffiliated characters you control
gain the Deathstroke affiliation.

Deathstroke the Terminator, Ultimate Assassin


(DCR-128R)
Character, 7, Villains United/Deathstroke, 17/14,
Range
Loyalty <p> Vengeance: Whenever Deathstroke
the Terminator becomes stunned, if you have
played no plot twists this turn, you may KO target
character. If you do, you can't play plot twists this
turn.
Deathstroke the Terminator, Wolf in Bat's Clothing
(DWF-220U)
Character, 6, Deathstroke, 12/12, Concealed,
Range
Vengeance: Whenever Deathstroke the Terminator
becomes stunned, you may KO target stunned
character.
Deathwatch, Unrepentant Killer (MMK-183C)
Character, 5, Underworld, 11/11
Loyalty <p> Recruit only if you control a Crime
Lords character. <p> Defenders you control have
reinforcement. <p> Boost 1: When Deathwatch
enters play, characters you control get +3 ATK
while defending with reinforcement this turn.
Decimation (MEV-268R)
Plot Twist, 8
Play only during the combat phase. <p> KO all
characters you control. Then, if you control no
characters, KO target character.
Decoy Program, Unique (MSM-129R)
Equipment, 0
Equip only to an Army Doom character. <p>
Equipped character loses all names and versions
and has the name Dr. Doom.
Defend Yourself! (DCR-187C)
Plot Twist, 1
Target defender gets +3 ATK this attack and an
additional +3 ATK this attack if it is exhausted.
Defenders Defend! (MTU-077U)
Plot Twist, 3
Target exhausted Marvel Defenders attacker or
defender you control gets +3 DEF this attack.
Defensive Formation (MVL-143R)
Plot Twist, 2
Target [Marvel Knights] defender gets +2 DEF this
attack for each other non-stunned character you
control with range.
Deflection (DCR-188C)
Plot Twist, 1
Exhaust any number of characters you control.
Target defender gets +1 DEF this attack for each
character you exhausted.
Defying a God (MEV-167U)
Plot Twist, 3
To play, remove a shift counter from a card you
own. <p> Target Exiles character you control gets
+3 DEF this turn.

Demogoblin, Disembodied Demon (MTU-192C)


Character, 5, Underworld/Sinister Syndicate, 10/9,
Flight, Range
Dual Loyalty <p> Discard a card >>> Recover or
KO target stunned character. Use only once per
turn.

Desaad, Dark Side Therapy (DCL-166R)


Character, 2, Secret Society/Darkseid's Elite, 2/2,
Concealed
[Activate], KO a character you control >>> KO
target stunned character. Use only if you control
Darkseid.

The Demon, Etrigan (DCL-238R, DOR-138R)


Character, 8, 18/18, Range
When The Demon enters play, each opponent KO's
all resources he controls unless he pays 8
endurance.

Desaad, Royal Torturer (DSM-102C)


Character, 2, Darkseid's Elite, 2/2
Activate >>> The controller of target stunned
character loses endurance equal to its cost.

The Demon, Jason Blood (DOR-137R)


Character, 4, 7/7
Whenever The Demon becomes stunned, search
your deck for a different version of The Demon,
reveal it, and put it into your hand. <p> Pay 1
endurance >>> Reveal a face-down resource you
control. If it is a non-ongoing plot twist card, turn it
face up and draw a card. Use only once per turn.
Demonfang (DCL-224C)
Plot Twist, 3
To play, replace a location you control. <p> Target
League of Assassins character you control gets +3
ATK this turn.
Demonic Association (MTU-118U)
Plot Twist, 2
Play only if you control a Team-Up. <p> To play,
KO a Sinister Syndicate character you control. <p>
Target character you control gets +4 ATK this turn.

Desert Eagle (MVL-135C)


Equipment, 0, ConcealedOptional
Equip only to a [Marvel Knights] character. <p>
Equipped character gets +2 ATK, has range, and
can be equipped with two Desert Eagles.
Desperate Sacrifice (DWF-029U)
Plot Twist, 3
Exhaust a protected Team Superman defender you
control. If you do, remove that defender from this
attack, and the character protecting it becomes a
defender.
Despero, Master of the Third Eye (DJL-156C)
Character, 4, 7/7, Range
Willpower 3 <p> When Despero enters play,
choose a character an opponent controls. Despero
can't be stunned by the chosen character this turn.
Despero can't be stunned by attackers while
defending against the chosen character this turn.
<p> Boost 2: When Despero enters play, he gets
+5/+5 this turn.

Demonic Embryo (MTU-163C)


Equipment, 0, ConcealedOptional
Equipped character gets +1 DEF and gains the
Underworld affiliation. <p> Whenever equipped
character becomes stunned, it can't be KO'd during
the recovery phase this turn.

Destiny, Doomsday Diarist (MVL-056U)


Character, 1, Brotherhood, 1/2
When Destiny enters play, look at the top four
cards of your deck, then put them back in any
order.

The Demon's Head (DCL-223R, DSM-146R)


Plot Twist, 2
To play, exhaust a League of Assassins character
you control. <p> If The Demon's Head is in your
resource row, KO it. If you do, search your deck
for a location card, reveal it, and put it face down
into your resource row.

Destiny, Freedom Force (MXM-090C)


Character, 2, Brotherhood, 3/1
MutantMental
Discard a Mental card >>> Target attacker or
defender gets -3 DEF this attack. Use only once per
turn. <p> Boost 1: When Destiny enters play, draw
two cards.

The Demon's Quarters (DCL-218R)


Location, 3
[Activate], Exhaust a Ra's al Ghul you control >>>
Stun target character at the start of the recovery
phase this turn.

Destiny, Future Sight (MXS-017C)


Character, 2, Brotherhood, 2/2
Whenever Destiny stuns a defender, draw a card.

Department K (MEV-205R)
Location, 3
Weapon X characters you control with cost 3 or
more get +2 ATK. <p> Whenever a Weapon X
character you control becomes stunned during the
combat phase, return it to its owner's hand.
Deposed (MMK-033C)
Plot Twist, 2
Play only if you control a Marvel Knights
character. <p> The controller of target hidden
character moves it to his visible area. Whenever
that character becomes stunned by a character with
greater cost this turn, KO that stunned character.

Destiny, Irene Adler (MOR-078C)


Character, 1, Brotherhood, 0/2
Activate >>> Whenever target character becomes
stunned this turn, its controller loses 4 endurance.
Use only during the build phase.
Destroyer, Harbinger of Devastation (MHG-004C)
Character, 6, Heralds of Galactus, 12/12, Flight,
Range
At the start of the build phase, you may reveal a
card named Galactus from your hand. If you do,
put a cosmic counter on Destroyer. <p> Cosmic
Surge: Destroyer gets +3/+3. (This character does
not come into play with a cosmic counter. At the
start of the recovery phase each turn, put a cosmic
counter on this character.)

Destroyer, Herald (MCG-020U)


Character, 8, 19/19, Flight, Range
When Destroyer enters play, you may put any
number of Army character cards from your hand
into play.
Destroyer, Soulless Juggernaut (MHG-003C)
Character, 2, Heralds of Galactus, 1/1, Flight,
Range
Cosmic: Destroyer gets +3/+3.
Detective Chimp, Bobo T. Chimpanzee (DCR048C)
Character, 1, Shadowpact, 1/1, Concealed
LoyaltyReveal <p> Pay 1 endurance >>>
Choose an affiliation. Affiliated characters you
control and affiliated character cards you own gain
the chosen affiliation this turn. Use only once per
turn.
Detective Chimp, Shoeless Gumshoe (DCR-049R)
Character, 3, Shadowpact, 5/4
Remove Detective Chimp from the game >>>
Search your deck for a Shadowpact character card,
reveal it, and put it into your hand. Use only if
Detective Chimp is in your hand and only if you
have 25 or less endurance.
Detective Work (DSM-134R)
Plot Twist, 2
Play only if you control a Gotham Knights
character. <p> Negate target effect from a nonongoing plot twist with cost 1 or less. If Detective
Work is in your resource row, draw a card.
Deuce, Miss Perception (DSM-148U)
Character, 2, Fearsome Five, 2/2
Deuce gets +2/+2 while in combat with a character
with cost 2.
Devastating Blow (MVL-249C)
Plot Twist, 2
Target attacker gets +3 ATK this attack.
The Devil We Know (MHG-167C)
Plot Twist, 2
Target defender you control gets +2 ATK this
attack. If that character has the Doom affiliation,
whenever an attacker or defender becomes stunned
this attack, KO that attacker or defender.
Devilance, The Pursuer (DSM-103C)
Character, 5, Darkseid's Elite, 9/8, Range
Whenever Devilance stuns a character, that
character's controller loses endurance equal to the
number of face-down resources he controls. <p>
Boost 2: When Devilance enters play, he gets
+6/+6 this turn.
Devil's Due (MSM-130R)
Plot Twist, 2
Ongoing: KO a character you control >>> Put a
+1/+1 counter on target Doom character you
control.

Devil-Slayer, Eric Simon Payne (MTU-047R)


Character, 5, Marvel Defenders, 9/9, Flight, Range
Substitute <p> Whenever Devil-Slayer enters
combat, you may reveal the top five cards of your
deck. Remove all revealed plot twist cards from the
game and put the rest on the bottom of your deck.
You can play those removed cards this attack.

Die for Darkseid! (DJL-215U)


Plot Twist, 2
To play, KO a character you control. <p> Target
player loses 4 endurance. If you played Die for
Darkseid! from your resource row and you control
a Darkseid's Elite character, you may replace a
face-up non-ongoing plot twist.

Dewoz, Dark Reflection (MHG-096C)


Character, 4, Inhumans, 7/7, ConcealedOptional,
Range
Pay 2 endurance >>> Move Dewoz and a character
in the same column as Dewoz to your hidden or
visible area. Use only once per turn and only
during the combat phase.

Dimensional Deal, Team-Up (DWF-188C)


Plot Twist, 2
To play, choose up to two affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Revenge Squad defenders in
your front row get +1 ATK.

Dick Grayson <> Nightwing, Defender of


Bldhaven (DBM-007C, DOR-011C)
Character, 6, Gotham Knights, 12/12
Whenever Dick Grayson stuns a character, draw a
card. <p> Discard a Gotham Knights character card
>>> Target defender has reinforcement this attack.
Dick Grayson <> Nightwing, Going it Alone
(DCL-070C)
Character, 6, Teen Titans/Gotham Knights, 12/13,
Range
Reservist <p> When Dick Grayson enters play,
replace any number of face-down resources you
control.
Dick Grayson <> Nightwing, High-Flying Acrobat
(DOR-010R)
Character, 4, Gotham Knights, 7/7
Whenever Dick Grayson stuns a defender, you may
stun target character with the same cost as that
defender. <p> Boost 1: When Dick Grayson enters
play, if you control another Gotham Knights
character, stun target Army character.
Dick Grayson <> Nightwing, Renegade (DWF081C)
Character, 3, Outsiders/Teen Titans, 5/4
Substitute <p> Leader: Whenever Dick Grayson
team attacks, ready an attacker adjacent to him
with cost 2 or less.
Dick Grayson <> Nightwing, Rough Justice
(DWF-082U)
Character, 5, Outsiders/Gotham Knights, 9/10
Leader: Discard a card >>> Draw a card for each
team attacker adjacent to Dick Grayson. Use only
once per turn.
Dick Grayson <> Nightwing, Titan Leader (DOR038C)
Character, 5, Teen Titans, 8/8
Teen Titans attackers you control get +2 ATK while
Dick Grayson is ready. <p> Boost 2: When Dick
Grayson enters play, Teen Titans characters you
control get +2 ATK while attacking this turn.
Dick Grayson <> Robin, Sidekick (DOR-012R)
Character, 3, Gotham Knights, 3/4
Activate, discard a Gotham Knights character card
>>> If target defender protecting Dick Grayson
would become stunned this attack, instead exhaust
it and move it to your support row.

Dimensional Rift (MTU-164R)


Plot Twist, 3
Play only from your resource row. <p> Return up
to two target Underworld character cards from your
KO'd pile to your hand.
Dimming of the Starheart (DGL-189C)
Plot Twist, 2
Target character gets -5 willpower and loses flight
this turn.
Dinah Laurel Lance <> Black Canary, "Pretty
Bird" (DJL-006C)
Character, 4, JLA/Gotham Knights, 7/7, Range
Ally: Whenever an attacker you control becomes
powered-up, you may exhaust target character.
Dinah Laurel Lance <> Black Canary, Blonde
Bombshell (DJL-046C)
Character, 5, JLI/Gotham Knights, 12/10, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Dinah Laurel Lance gets -4 ATK while you control
five or more resources.
Dinah Laurel Lance <> Black Canary, Canary Cry
(DOR-013C)
Character, 3, Gotham Knights, 4/3, Range
Activate >>> Exhaust target unprotected character.
Use only during your attack step.
Dinah Laurel Lance <> Black Canary, Cry in the
Dark (DWF-069C)
Character, 6, Birds of Prey/Gotham Knights, 14/11,
ConcealedOptional, Range
Substitute <p> Dinah Laurel Lance gets -3/+3
while visible.
Dinah Laurel Lance <> Black Canary, New Wings
(DCL-010C)
Character, 1, JLA, 1/2, Range
Return Dinah Laurel Lance to her owner's hand
>>> Target attacker or defender can't ready during
the recovery phase this turn.
Dinu, Face of Terror (MHG-097C)
Character, 6, Inhumans, 13/12
When Dinu enters play, the controller of target
unequipped character moves it to his hidden area.

Diplomatic Immunity (MMK-197R)


Plot Twist, 1
Ongoing: Pay 1 endurance >>> Choose one: Move
a visible Dr. Doom you control to your hidden
area; or move a hidden Dr. Doom you control to
your visible area. Use only once per turn.
Director Bones, D.E.O. (DLS-200U)
Character, 2, Checkmate, 2/3, Concealed
Backup: Activate >>> Target character gets -1/-1
this turn. Use only during the build phase.
Dirty Tricks (DCL-256R)
Plot Twist, 3
Ongoing: Characters get -1 ATK.
Disband the League (DJL-027U)
Plot Twist, 2
Ongoing: Return a JLA character you control to its
owner's hand >>> Power-up target attacker or
defender you control. Use only once per turn.
District X (MXM-193U)
Location, 1
At the start of the combat phase, choose a Mutant
trait. Characters you control, as well as character
cards in your deck, hand, and KO'd pile are
Mutants and gain the chosen trait this turn.
Divide and Conquer (DCL-225R)
Plot Twist, 2
Play only if you control a League of Assassins
character. <p> If Divide and Conquer is in your
resource row, exchange the positions of Divide and
Conquer and target opposing location.
Divided We Fall (DJL-141R)
Plot Twist, 3
Play only during your attack step. <p> You may
stun a ready Secret Society character you control
with cost greater than that of target character an
opponent controls. If you do, ready that character
and move it to your front row, and at the start of the
recovery phase, that character's owner moves it to
his front row.
Divided We Stand, Team-Up (MEV-269C)
Plot Twist, 3
To play, choose an affiliation among characters you
control. <p> Ongoing: Characters you control gain
that affiliation.
Divination, Magic (DCR-073C)
Plot Twist, 2
To play, discard a Shadowpact character card and
pay 3 endurance. <p> Look at the top three cards
of your deck. Put one into your hand and the rest
on the bottom of your deck.
Divinity, Vampiric General (MHG-129U)
Character, 4, Doom, 9/7
At the start of the build phase, KO a resource or
Doom character you control. If you don't, KO
Divinity. <p> Whenever Divinity stuns a character,
KO that character.
Doc Ock's Lab (MSM-023U)
Location, 1
Activate, pay 3 endurance >>> Target Sinister
Syndicate attacker gets +3 ATK this attack.

Doc Samson, Agent of S.H.I.E.L.D. (MUN-091C)


Character, 5, S.H.I.E.L.D., 11/7
Reservist <p> When Doc Samson enters play, rally
for a character card. If you're successful, he has
invulnerability this turn.
Doctor Decibel, Anton Decibel (MAV-048C)
Character, 1, Squadron Supreme, 2/1, Concealed
Optional, Range
Activate >>> Target defender gets -2 DEF this
attack. Use only if Doctor Decibel is visible.
Doctor Druid, Anthony Druid (MXM-212U)
Character, 4, Avengers, 7/8, Range
Reservist <p> Leader: Characters adjacent to
Doctor Druid get +2 DEF while you control four or
more face-down resources.
Doctor Faustus, Johann Fennhoff * RAID (MUN142U)
Character, 1, Crime Lords, 2/1
Substitute <p> When Dr. Faustus enters play, you
may have target character get -3 ATK this turn.
Doctor Spectrum, Joe Ledger (MAV-049R)
Character, 6, Squadron Supreme, 12/12, Flight,
Range
Loyalty, Reservist, Willpower 4 <p> If Doctor
Spectrum would cause breakthrough while
attacking a character, instead, each player discards
his hand.
Doctor Sun, Creator of Project: Mind (MXM210R)
Character, 2, Crime Lords, 3/3, Range
Pay 2 endurance, KO Doctor Sun >>> Remove all
attackers from this attack. Use only if you control a
defender with reinforcement.
Dodge the Bullet (DCR-164R)
Plot Twist, 3
Remove target Secret Six character you control
from the game. At the start of the next draw phase,
return it to your front row if you don't control a
character with the same name as the character you
removed. If that character was stunned as you
removed it, return it to play stunned.
Dog of War (DSM-054U)
Plot Twist, 2
New Gods characters you control get +1/+1 while
an opponent controls more non-stunned characters
than you this turn.
Dominated (DLS-076R)
Plot Twist, 2
Play only if no defender became stunned while
under an opponent's control this turn. <p> If target
Future Foes character you control would cause an
amount of breakthrough this turn, instead, you may
stun a character with DEF less than or equal to that
amount.
Dominators, Alien Invaders (DLS-052C)
Character, 3, Future Foes, 4/5
Reservist <p> Whenever Dominators causes
breakthrough while attacking a character, that
character can't ready this turn.

Dominic Fortune, Soldier of Fortune (MTU-178U)


Character, 2, Wild Pack, 2/2, Range
At the start of the combat phase, reveal the top card
of your deck. If it's a character card, Dominic
Fortune gets +2 ATK this turn. Otherwise, he gets
+2 DEF this turn.

Doom-Bot <> Dr. Doom, Cosmic Thief (MHG130C)


Character, 6, Doom, 9/9, Flight, Range
LoyaltyReveal <p> At the start of the recovery
phase, stun Doom-Bot. <p> Cosmic:
Invulnerability. Doom-Bot gets +4/+4.

Domino, Neena Thurman (MVL-009R)


Character, 1, X-Men, 2/1, Range
Whenever a Cable or Domino you control becomes
stunned, reveal the top card of your deck. If its cost
is odd, recover that character at the start of the
recovery phase this turn.

Doom-Bot Corps, Army (MHG-131C)


Character, 3, Doom, 5/4, Flight, Range
Pay 3 endurance >>> If you don't control a Dr.
Doom, Doom-Bot Corps has the name Dr. Doom
and loses all other names and versions this turn.
Use only once per turn.

Domino, Probability Manipulator (MEV-053R)


Character, 3, X-Force/X-Men, 4/4, Concealed,
Range
Whenever you play a plot twist while an X-Force
character you control is in combat, you may negate
target effect from a non-ongoing plot twist.

Doom-Bot II, Army (MVL-203C)


Character, 2, Doom, 2/3, Flight, Range
[Activate] >>> Target [Doom] character gets +1/+1
this attack.

Dominus, Tuoni (DSM-064R)


Character, 4, Revenge Squad, 6/7, Range
When Dominus enters play, choose a character
name. <p> Cosmic: Characters with the chosen
name can't ready.
Donald Pierce, White Bishop (MXM-129C)
Character, 6, Hellfire Club, 12/12, Concealed
Optional
Donald Pierce gets +2/+2 while he is the only
visible character you control.
Donna Troy <> Troia, Child of Myth (DSM-135R)
Character, 6, Teen Titans, 15/13, Flight
Loyalty <p> Whenever Donna Troy becomes
stunned, return her to her owner's hand. <p> Boost
1: When Donna Troy enters play, she has
invulnerability this turn.
Donna Troy <> Wonder Girl, Amazon Warrior
(DCL-071R, DOR-039R)
Character, 2, Teen Titans, 5/3, Flight
To recruit, reveal a [Teen Titans] character card
from your hand. <p> Whenever Donna Troy
becomes stunned, return her to her owner's hand.
Donna Troy, Born Again (DLS-169C)
Character, 3, Crisis, 5/4, Flight
Substitute <p> CosmicSurge: Remove a cosmic
counter from Donna Troy >>> Search your deck
for a Team-Up card, reveal it, and put it into your
hand. Use only once per turn.
Doom Guards, Army (MOR-109C)
Character, 1, Doom, 1/1
Non-Army Doom defenders you control get +1
DEF.
Doom Needs Only Doom (MHG-158C)
Plot Twist, 2
To play, KO a Doom character you control. <p>
Target character gets -4 DEF this turn.
Doom Triumphant (MOR-127R)
Plot Twist, 6
To play, exhaust a Dr. Doom you control. <p>
Target player who controls three or more stunned
characters discards his hand.

Doom-Bot, Army (MVL-202U, MOR-110U)


Character, 3, Doom, 3/4, Range
[Activate], KO Doom-Bot >>> Ready target Dr.
Doom.
Doomed Earth (MHG-159R)
Plot Twist, 1
To play, KO two characters you control. <p>
Ongoing: Doom characters you control get +2
ATK.
Doom's Laboratory (MFF-023U)
Location, 3
Activate >>> Target Doom character you control
gets +1 ATK this attack.
Doom's Throne Room (MOR-128R)
Location, 2
Activate >>> Reveal the top card of your deck. If
you control a Doom character, instead, reveal two
cards. Put all revealed plot twist cards into your
hand and the rest on the bottom of your deck.
Discard a card for each card you put into your
hand.
Doomsday, Armageddon Creature (DSM-065R)
Character, 8, Revenge Squad, 20/20
Loyalty <p> Doomsday can't cause breakthrough.
<p> Whenever Doomsday stuns a character an
opponent controls, ready Doomsday.
Doomsday, Engine of Destruction (DCL-167R)
Character, 7, Secret Society, 19/19
Loyalty <p> At the start of the combat phase, KO a
character you control.
Doomsday, Evolution Advanced (DWF-165C)
Character, 6, Revenge Squad, 14/13
LoyaltyReveal
Doomstadt (MOR-129C)
Location, 1
You are considered to control Dr. Doom. <p>
Characters you control named Dr. Doom get +3
DEF.

Doomstadt, Castle Doom (MHG-160R)


Location, 1
Terraform <p> You are considered to control Dr.
Doom. <p> Characters you control named Dr.
Doom get +3 ATK.
Doop Cam (MMK-075C)
Equipment, 1
Transferable <p> Doop Cam costs 1 less to recruit
while you control an X-Statix character. <p>
Affiliated characters you control gain the X-Statix
affiliation. (This is in addition to their other
affiliations.)
Doop, Extra-Dimensional Void (MEV-054R)
Character, 7, X-Force/X-Statix, 20/1, Flight, Range
Shift <p> Whenever you play a plot twist while
Doop is in combat, he can't be stunned this attack.
Doop, Forward Observer (MMK-053C)
Character, 1, X-Statix, 1/1, Concealed, Flight
Whenever an X-Statix character you control causes
breakthrough to a player, that player loses 1
endurance. <p> KO Doop >>> Search your deck
for a card named Doop Cam, reveal it, and put it
into your hand.
Doop, Ultimate Weapon (MMK-054R)
Character, 8, X-Statix, 25/1, Concealed, Flight
Loyalty, Invulnerability
Doopworld, Team-Up (MEV-075C)
Location, 2
To flip, choose a character you control. <p> That
character gains the affiliations of each other
character you control. <p> [Activate] >>> Turn
Doopworld face down. Use only if you control an
X-Force or X-Statix character.
Doppelganger, Killer Clone (MTU-135C)
Character, 1, Underworld, 3/0
Reservist <p> You may pay 5 endurance rather
than pay Doppelganger's recruit cost while you
control a Sinister Syndicate character.
Dorma, Atlantean General (MHG-132C)
Character, 7, Doom, 16/15, Flight
KO a character you control >>> Characters you
control get +1 ATK while attacking this turn. Use
only during the combat phase.
Dormammu, Dread Dormammu (MTU-136C)
Character, 7, Underworld, 15/16, Concealed
Optional, Flight, Range
Activate >>> Target attacker or defender gets -1
DEF this attack for each character card in your
KO'd pile.
Double Agent!, Team-Up (MUN-173C)
Plot Twist, 2
Play only if [Crime Lords] and [S.H.I.E.L.D.] are
affiliations among characters you control. <p>
Gain 4 endurance. <p> Ongoing: Crossover those
affiliations.

Double Play (DCR-035U)


Plot Twist, 2
Ready target JSA team attacker you control that
shares an identity with another attacker you
control. The character you readied can't be stunned
while team attacking this turn and can't cause
breakthrough this turn.

Dr. Doom, Latverian Monarch (MHG-135R)


Character, 8, Doom, 19/18, Flight, Range
Cosmic: KO a character you control >>> You get
an additional attack step after this one. At the start
of your next attack step this turn, ready all
characters you control. Use only during your attack
step and only once per turn.

Double Team (DWF-030C)


Plot Twist, 3
Two target Team Superman characters you control
each get +1/+1 while in the same column this turn.

Dr. Doom, Lord of Latveria (MVL-207R, MOR113R)


Character, 8, Doom, 18/19, Range
When Dr. Doom enters play, turn up to X face-up
resources face down, where X is the number of
[Doom] characters you control. <p> Whenever Dr.
Doom attacks, you may return a plot twist card
from your KO'd pile to your hand.

Down, but Not Out (MTU-030U)


Plot Twist, 3
While attacking this turn, each Spider-Friends
character you control can't be stunned while its
DEF is greater than its ATK.
Dr. Bedlam, Psionic Being (DGL-154R)
Character, 3, Darkseid's Elite, 7/6
When Dr. Bedlam enters play, choose an opponent.
<p> Dr. Bedlam gets -1/-1 for each face-up
resource the chosen opponent controls.
Dr. Destiny, John Dee (DJL-157C)
Character, 6, 12/12, Concealed
Willpower 5 <p> Activate >>> Target player
reveals his hand and loses 2 endurance for each
character card he revealed. Use only during the
combat phase.
Dr. Doom, Diabolic Genius (MVL-204U, MOR111U)
Character, 4, Doom, 7/6, Range
When Dr. Doom enters play, you may turn a plot
twist you control face down. <p> Your opponents
can't play plot twists from their hands while you
control another non-stunned [Doom] character.
Dr. Doom, Fearsome Monarch (MVL-206U)
Character, 7, Doom, 16/14, Range
Each opponent can't play plot twists with the same
name as a card in his KO'd pile or resource row
while you control another non-stunned [Doom]
character.
Dr. Doom, Future Perfect (MUN-254U)
Character, 6, Doom, 12/12, Flight, Range
When Dr. Doom enters play, draw a card. <p>
When Dr. Doom leaves play outside the recovery
phase, turn a plot twist you control face down.
Dr. Doom, Gypsy King (MVL-205C)
Character, 4, Doom, 7/6, Range
When Dr. Doom enters play, look at target facedown opposing resource. If it's a non-ongoing plot
twist, you may turn it face up.
Dr. Doom, Just Reward (MTU-193R)
Character, 5, Underworld/Doom, 9/9
Dual Loyalty <p> Whenever a character you
control becomes powered-up, Dr. Doom gets +1/+1
this turn.

Dr. Doom, Power-Hungry (MEX-002R)


Character, 5, Doom, 10/8
While Dr. Doom is in combat, whenever an
opponent plays a plot twist, you may turn target
plot twist in your resource row face down.
Dr. Doom, Richards's Rival (MHG-133C)
Character, 3, Doom, 5/4, Range
When Dr. Doom enters play, you may search your
deck for a plot twist card, reveal it, and put it on
the top of your deck. <p> KO a character you
control >>> Replace a resource you control. Use
only once per turn.
Dr. Doom, Scientific Sorcerer (MFF-015R)
Character, 7, Doom, 16/14, Range
Exhaust a character you control >>> Dr. Doom
gets +1/+1 this attack.
Dr. Doom, Sorcerous Savant (MHG-134C)
Character, 6, Doom, 13/12, Flight, Range
KO a character you control >>> Turn target plot
twist you control face down. Use only once per
turn.
Dr. Doom, Ultimates (MUL-031R)
Character, 6, Doom, 11/13, Flight, Range
[Activate], Remove from the game any number of
cards from the top of your deck >>> Exhaust target
character unless its controller removes more cards
from the top of his deck.
Dr. Doom, Victor Von Doom (MOR-112C)
Character, 6, Doom, 13/12, Range
Your opponents can't play plot twists from their
resource rows while you control another nonstunned Doom character.
Dr. Ebenezer Darrk, Original Leader of the League
(DGL-168U)
Character, 7, League of Assassins, 15/15,
ConcealedOptional
Dr. Ebenezer Darrk gets +1 ATK for each stunned
character you control. <p> Whenever you flip a
location, Dr. Ebenezer Darrk gets +1 DEF this turn.
Dr. Fate, Hector Hall (DCR-050C)
Character, 6, Shadowpact, 12/12, Concealed
Optional, Flight, Range
Willpower 4 <p> Other characters you control get
+1 ATK for each equipment equipped to Dr. Fate.
<p> Equipment you control and equipment cards
you own have concealedoptional.

Dr. Fate, Kent Nelson (DJL-047R)


Character, 8, JLI/Shadowpact, 17/17, Concealed
Optional, Flight, Range
Loyalty, Reservist, Willpower 8 <p> Cosmic:
Remove a cosmic counter from Dr. Fate >>>
Target attacker or defender gets -8 ATK this attack.
<p> Leader: Characters adjacent to Dr. Fate have
invulnerability and evasion.
Dr. Fate, Lord of Order (DCR-009R)
Character, 8, JSA, 20/20, ConcealedOptional,
Flight, Range
Willpower 4 <p> When Dr. Fate enters play, you
may search your deck and KO'd pile for up to three
Fate Artifact cards, reveal them, and put them into
your hand.
Dr. Fate's Tower (DCR-177U)
Location, 2
When you flip Dr. Fate's Tower, you may discard a
card. If you do, search your deck for a Fate Artifact
card, reveal it, and put it into your hand. <p>
Backup: Activate >>> Transfer all equipment on a
character you control to another character you
control. Use only during the build phase.
Dr. Hauptmann, Diabolic Inventor (MSM-126U)
Character, 1, Doom, 1/1
You may discard an Army Doom character card
rather than pay Dr. Hauptmann's recruit cost. <p>
Activate >>> Target Army Doom attacker you
control gets +X ATK this attack, where X is its
cost.
Dr. Light, Arthur Light (DOR-120U)
Character, 6, Fearsome Five, 11/11, Range
Activate >>> Stun target character with cost less
than the number of Fearsome Five characters you
control. <p> Boost 3: When Dr. Light enters play,
put all Fearsome Five character cards from your
KO'd pile into your front row.
Dr. Light, Blinding Flash (DCL-117R)
Character, 4, Injustice Gang, 6/8, Range
[Activate] >>> Each player may put a character
card with cost 2 or less from his hand into play. At
the start of the recovery phase this turn, KO those
characters. Use only once per turn and only during
the build phase.
Dr. Light, Furious Flashpoint (DCR-130U)
Character, 3, Villains United, 3/4, Flight, Range
Vengeance: Whenever Dr. Light becomes stunned,
you may put a Villains United character card with
cost 2 or less from your hand into your front row if
you don't control a character with the same name
as that card.
Dr. Light, Light Shaper (DJL-081R)
Character, 4, Injustice Gang/Emerald Enemies, 6/8,
Flight, Range
Exhaust X Army characters you control >>>
Exhaust target character if its cost is less than X.
Dr. Light, Master of Holograms (DGL-040U)
Character, 3, Emerald Enemies, 3/4, Flight, Range
Willpower 2 <p> Activate >>> Put target character
card with cost 2 or less from your KO'd pile into
your front row if you don't control a character with
the same name as that card. Use only once per turn
and only during your recruit step.

Dr. Minerva, Starforce (MHG-051C)


Character, 2, Kree, 2/3, Range
Reservist, Press <p> When Dr. Minerva enters
play, reveal the top three cards of your deck. Put a
revealed Kree character card into your hand and
the rest on the bottom of your deck.
Dr. Occult, Richard Occult (DCR-051C)
Character, 4, Shadowpact, 7/7
Dr. Occult gets +2/+2 while you have 25 or less
endurance and an additional +1/+1 while you have
10 or less endurance. <p> Boost 2: When Dr.
Occult enters play, if you don't control Rose
Psychic, search your deck for a card named Rose
Psychic and put it into your front row.
Dr. Octopus, Doc Ock (MSM-014R)
Character, 7, Sinister Syndicate, 15/15
Sinister Syndicate defenders you control have
reinforcement. <p> Whenever Dr. Octopus stuns a
defender, you may stun target support row
character.
Dr. Octopus, Master of Evil (MTU-094R)
Character, 6, Sinister Syndicate, 12/12, Range
Loyalty <p> Discard a card, pay X ATK this turn
>>> Stun target non-defending character with DEF
X or less. Use only while Dr. Octopus is attacking
and no more than four times per turn.
Dr. Octopus, Otto Octavius (MSM-015C)
Character, 4, Sinister Syndicate, 7/7
Whenever Dr. Octopus attacks, you may exhaust
target unprotected character. <p> Activate >>>
Target Sinister Syndicate defender has
reinforcement this attack.
Dr. Polaris, Dr. Neal Emerson (DGL-041C)
Character, 3, Emerald Enemies, 5/3, Range
Willpower 2 <p> Whenever Dr. Polaris attacks,
you may exhaust target unprotected character. <p>
Boost 2: When Dr. Polaris enters play, he gets +2
ATK this turn and can't be stunned while attacking
this turn.
Dr. Polaris, Force of Nature (DCR-129C)
Character, 3, Villains United, 4/4, Flight, Range
Vengeance: Whenever Dr. Polaris becomes
stunned, target opponent exhausts a ready character
he controls.
Dr. Polaris, Polar Opposite (DCL-168C)
Character, 1, Secret Society, 1/1, Concealed, Flight,
Range
KO Dr. Polaris >>> Exhaust target character. Use
only during your attack step.

Dr. Psycho, Twisted Telepath (DCR-132C)


Character, 6, Villains United, 12/12
At the start of the combat phase, each player loses
endurance equal to half the combined cost of all
characters he controls, rounded up.
Dr. Sivana, Mad Scientist (DCL-170C)
Character, 2, Secret Society, 2/3, Concealed
[Activate] >>> Target player draws a card, then
discards a card.
Dr. Sivana, Thaddeus Bodog Sivana (DJL-120C)
Character, 3, Secret Society/Fearsome Five, 4/5,
Range
Leader: At the start of the recovery phase, recover
all stunned characters adjacent to Dr. Sivana.
Dr. Strange, Ally of The Four (MVL-153R)
Character, 6, Fantastic Four, 12/13, Flight, Range
At the start of the combat phase, ready any number
of exhausted [Fantastic Four] characters you
control. Those characters can't attack this turn.
Dr. Strange, Founding Father (MTU-048R)
Character, 5, Marvel Defenders, 9/8, Flight, Range
When Dr. Strange enters play, you may ready a
Marvel Defenders character you control.
Dr. Strange, Illuminati (MHG-213U)
Character, 6, Marvel Knights, 12/11, Concealed,
Flight, Range
Cosmic: Pay X endurance >>> Look at the top X
cards of your deck. Put one of those cards into your
hand and the rest on the bottom of your deck. Use
only once per turn.
Dr. Strange, Master of the Mystic Arts (MVL111C)
Character, 7, Marvel Knights, 15/15, Flight, Range
Pay 2 endurance >>> Target [Marvel Knights]
attacker or defender gets +1 DEF this attack.
Dr. Strange, Protector of the Soul Gem (MUN231U)
Character, 4, Infinity Watch/Marvel Knights, 7/7,
Concealed, Flight, Range
Exhaust two different members of the Illuminati
you control >>> Negate target payment or plot
twist effect. Use only once per turn. (The members
of the Illuminati are Black Bolt, Dr. Strange, Iron
Man, Mr. Fantastic, Professor X, and SubMariner.)

Dr. Psycho, Demented Dwarf (DCL-169C)


Character, 3, Secret Society, 4/5
[Activate] >>> KO target character with cost 1 or
less.

Dr. Strange, Secret Avenger (MUN-010R)


Character, 2, Avengers/Marvel Knights, 2/3,
Concealed, Flight, Range
Reservist <p> When Dr. Strange enters play, rally
for a card type of your choice. Each time you're
successful, repeat this process with a card type you
haven't chosen yet. (The card types are character,
equipment, location, and plot twist.)

Dr. Psycho, Mental Giant (DCR-131C)


Character, 2, Villains United, 4/1
Vengeance: Whenever Dr. Psycho becomes
stunned, you may stun target character with cost 1
or less.

Dr. Strange, Sorcerer Supreme (MTU-049R)


Character, 8, Marvel Defenders, 17/17, Flight,
Range
Substitute <p> When Dr. Strange enters play, ready
all Marvel Defenders characters you control.

Dr. Strange, Stephen Strange (MMK-009R)


Character, 7, Marvel Knights, 15/15, Flight, Range
Loyalty <p> At the start of the combat phase, you
may move any number of characters you control to
your hidden area. <p> Boost 1: At the start of the
combat phase, choose any number of characters
your opponents control. The controller of each of
those characters moves it to his hidden area. (If you
paid the boost cost this turn, this card has this text.)
Dr. Tzin-Tzin, Master of Hypnosis (DOR-098C)
Character, 4, League of Assassins, 5/5
Activate >>> Ready target attacker an opponent
controls. That character gets -3 ATK this turn.
Dr. Ub'X, Galactic Conqueror (DGL-042C)
Character, 4, Emerald Enemies, 6/6, Concealed,
Range
Willpower 2 <p> At the start of the recovery phase,
each opponent KO's a stunned character he
controls.
Dracula, Lord of the Damned (MMK-142C)
Character, 6, Underworld, 11/10, Concealed, Flight
Whenever Dracula stuns a character, put two +1/+1
counters on Dracula. <p> Boost 1: When Dracula
enters play, he gets +2 ATK this turn and has
invulnerability this turn.
Dracula, Vlad Dracula (MMK-143R)
Character, 5, Underworld, 8/8, Concealed, Flight
Whenever Dracula stuns a character, move that
character to your front row and recover it unless its
controller pays 5 endurance.
Dracula's Castle (MMK-168U)
Location, 2
Activate >>> Target defender gets +1 DEF this
attack. <p> Activate, put an Underworld character
card from your KO'd pile on the bottom of your
deck >>> Gain 3 endurance.
Dragon Man, Experimental Monster (MVL-208C,
MFF-016C, MOR-114C)
Character, 5, Doom, 9/9, Flight, Range
Dragon Man gets +3 ATK while attacking a
[Fantastic Four] character.
Drain Essence (MXM-168C)
Plot Twist, 2
To play, exhaust an Energy character you control.
<p> KO target stunned character. Gain endurance
equal to the cost of the character you exhausted.
Drax the Destroyer, Protector of the Power Gem
(MHG-172R)
Character, 5, Infinity Watch, 11/11, Flight
Whenever an opponent plays a plot twist, Drax the
Destroyer gets -1/-1 this turn.
Drax the Destroyer, Titan Slayer (MUN-271U)
Character, 5, United Front, 10/9
Cosmic: Remove an attacker you control from this
attack >>> If Drax the Destroyer isn't attacking, he
becomes an attacker. Use only once per turn.

Dreadnought Tank, Arsenal of Doom (MVL-209R)


Character, 6, Doom, 12/11, Range
At the start of the combat phase, if you control Dr.
Doom, return any number of target characters with
combined cost 3 or less to their owners' hands.
Dream Girl, Nura Nal (DLS-008R)
Character, 1, Legionnaires, 2/1, Flight
Backup: Activate, remove a cosmic counter from a
character you control >>> Choose a card name.
Your opponents can't flip locations or play plot
twists with that name this turn. Use only during the
build phase. <p> CosmicSurge
Drink This! (MTU-031R)
Plot Twist, 3
To play, exhaust a Spider-Friends character you
control. <p> Put the top card of your deck into
your KO'd pile. If it's a character card, gain
endurance equal to its cost.
Drive-by Shooting (MMK-121C)
Plot Twist, 2
Exhaust any number of Crime Lords characters
you control with range. Target character gets +2
DEF this attack for each character you exhausted.
Dual Nature (DOR-112R)
Plot Twist, 3
To play, put a stunned League of Assassins
character you control into your KO'd pile. <p>
Choose a League of Assassins character card from
your hand with cost less than the cost of the
character you put into your KO'd pile. Put the
chosen card into your support row.
Dual Sidearms (EHB-022C, MOR-184C)
Equipment, 0
Equipped character gets +2 ATK and has range.
Dubbilex, DNAlien (DSM-004U)
Character, 2, Team Superman, 2/3
When Dubbilex enters play, look at target player's
hand.
Duck and Cover (MXS-012C)
Plot Twist, 2
Target X-Men defender you control gets +2 DEF
this attack.
Duela Dent <> Harlequin, The Joker's Daughter
(DLS-139C)
Character, 1, Teen Titans/Arkham Inmates, 2/1
Substitute <p> Cosmic: Attackers you control with
cosmic counters get +2 DEF.
Dum-Dum Dugan, Howling Commando (MUN092C)
Character, 1, S.H.I.E.L.D., 2/1, Range
Reservist <p> When Dum-Dum Dugan enters play,
rally for a card with cost 1 or less.

Dusk, Cassie St. Commons (MSM-037C)


Character, 2, Spider-Friends, 2/3
Evasion <p> Other Spider-Friends characters you
control with evasion get +1 DEF. <p> Boost 3:
When Dusk enters play, search your deck for a card
named Hornet, Prodigy, or Ricochet, reveal it, and
put it into your hand. Gain 3 resource points.
Spend these points only to recruit a card named
Hornet, Prodigy, or Ricochet.
Duty Calls (DCL-257C)
Plot Twist, 2
Target character you control has flight, range, and
reinforcement this turn.
The Dwarf, Soul Broker (MTU-137U)
Character, 1, Underworld, 1/1, Concealed
Discard The Dwarf >>> Search your deck for a
card named Ritual Sacrifice, reveal it, and put it
into your hand. Use only if you control an
Underworld character.
Dweller-in-Darkness, Fear Lord (MTU-138C)
Character, 6, Underworld, 12/12, Concealed
LoyaltyReveal <p> Activate >>> Target attacker
an opponent controls and each defender you
control get -1 ATK this attack for each character
card in your KO'd pile.
Dynamic Duo (DOR-028U)
Plot Twist, 2
Gotham Knights characters can't be stunned while
team attacking this turn. <p> Ongoing: Exhaust
two Gotham Knights characters you control >>>
Turn Dynamic Duo face down.
Early Edition (DWF-031R)
Plot Twist, 3
To play, discard a Team Superman character card.
<p> Negate target effect from a non-ongoing plot
twist that doesn't share a name with another card in
its controller's resource row or KO'd pile.
Earth 2 (DLS-179U)
Location, 2
Activate >>> Characters you control gain the
version Earth 2 this turn. <p> Activate, pay 1
resource point >>> Draw a card.
Earth 3 (DCL-141U)
Location, 2
[Activate] >>> Move target hidden Injustice Gang
character you control to your visible area. It gets
+2 DEF this turn.
Earth Enslaved (DLS-077U)
Plot Twist, 1
To play, reveal a Future Foes character card from
your hand. <p> Ongoing: Whenever an opponent
discards a card, you gain 1 endurance.
Earth's Mightiest Heroes (MAV-033R)
Plot Twist, 4
If you have played no other plot twists this turn,
target Avengers attacker you control gets +7 ATK
this attack. <p> You can't play plot twists this turn.

Ebenezer Laughton <> Scarecrow, Undead Lunatic


(MTU-139C)
Character, 2, Underworld, 3/4
Whenever Ebenezer Laughton becomes stunned
during the combat phase, discard a card.
Echo <> Ronin, Secret Avenger (MUN-011C)
Character, 2, Avengers/Crime Lords, 2/3,
Concealed, Range
Reservist <p> If you would rally Echo into your
hand, instead, you may put her into play if you
don't control a character named Echo.
Echo, Masterless Samurai (MVL-112R)
Character, 3, Marvel Knights, 0/4
Pay 3 endurance >>> Whenever Echo is stunned
by a character this attack, stun that character. Use
only if you control another [Marvel Knights]
character.
Echo, Maya Lopez (MMK-097C)
Character, 4, Crime Lords, 6/6
Whenever a character an opponent controls attacks,
put a mirror counter on Echo. <p> Remove all
mirror counters from Echo >>> Echo gets +1 ATK
this attack for each counter you removed.
Eclipso, Jean Loring (DCR-179R)
Character, 8, 19/19, Flight, Range
Vengeance: Whenever Eclipso becomes stunned,
recover target stunned character an opponent
controls and move it to your hidden area.
Egghead, Elihas Starr (MAV-126C)
Character, 3, Masters of Evil, 5/3, Range
Leader: Characters adjacent to Egghead gain the
Masters of Evil affiliation. <p> Pay 1 resource
point >>> At the start of the combat phase this
turn, characters adjacent to Egghead get +2 DEF
this turn. Use only once per turn.
Ego Gem, Unique * Infinity Gem (MTU-211U)
Equipment, 0
Whenever equipped character becomes stunned,
you may return Ego Gem to its owner's hand. <p>
Equipped character has "Activate >>> Draw a
card. Use only during the combat phase."
Ego the Living Planet (MHG-202R)
Location, 2
You may choose not to ready Ego the Living Planet
during the recovery phase. <p> Activate >>>
Exhaust target location. That location can't ready
while Ego the Living Planet remains exhausted.
El Guapo, Robbie Rodriguez (MMK-055U)
Character, 1, X-Statix, 1/1
Activate >>> Target X-Statix defender you control
has reinforcement this attack. <p> Boost 2: When
El Guapo enters play, characters you control have
reinforcement while defending this turn. Return El
Guapo to his owner's hand.
Elasti-Girl, Rita Farr (DCL-229R)
Character, 1, Doom Patrol, 1/1
Elasti-Girl enters play with two + 1/ +1 counters.
<p> Whenever Elasti-Girl becomes stunned,
remove all +1/+1 counters from her.

Elasti-Man, Qwardian Conglomerate (DGL-077C)


Character, 3, Anti-Matter, 4/3, Concealed
Optional, Range
Elasti-Man gets -3/+3 while defending.
Eldritch Power (MAV-073C)
Plot Twist, 1
Target Squadron Supreme character you control
gets +3 ATK this turn. Whenever that character
causes breakthrough to a player this turn, that
player gains 3 endurance.
Electric Eve, Live Wire (MXM-050C)
Character, 1, Morlocks, 2/1, Range
MutantEnergy
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Whenever Electric Eve recovers, target
opponent loses 1 endurance.
Electro, Maxwell Dillon (MSM-016U)
Character, 2, Sinister Syndicate, 2/2, Range
Activate, discard a Sinister Syndicate character
card >>> Stun target character with cost 3 or less.
Use only during your attack step.
Electro, Shock Jock (MTU-095U)
Character, 2, Sinister Syndicate, 5/2, Range
Whenever Electro defends, lose 3 endurance.
Electron Scrambler (MUN-033R)
Equipment, 0
Play only if you control an [Avengers] character.
<p> Equip only to an opposing character. <p>
Equipped character's activated powers can't be
used.
The Elektra Situation (MUN-240R)
Plot Twist, 4
To play, exhaust two different members of the
Illuminati you control. (The members of the
Illuminati are Black Bolt, Dr. Strange, Iron Man,
Mr. Fantastic, Professor X, and Sub-Mariner.) <p>
Choose a name. <p> Ongoing: Opposing
characters with that name lose and can't have
powers and keywords.
Elektra, Agent of the Hand (MMK-182C)
Character, 5, Crime Lords, 14/9, Concealed
Loyalty <p> Recruit only if you control a Marvel
Knights character. <p> Boost 1: When Elektra
enters play, she gets +3 ATK this turn and can't be
stunned while attacking this turn.
Elektra, Assassin (MMK-010U)
Character, 5, Marvel Knights, 0/8, Concealed
Elektra can't be the target of effects from nonongoing plot twists your opponents control while
she is attacking. <p> Whenever Elektra attacks a
defender, she gets +X ATK this attack, where X is
the DEF of that defender.
Elektra, Elektra Natchios (MMK-011C)
Character, 3, Marvel Knights, 6/3, Concealed
To recruit, reveal a Marvel Knights character card
from your hand. <p> Boost 1: When Elektra enters
play, she gets +2 ATK this turn.

Elektra, Leader of the Hand (MTU-007C)


Character, 7, Spider-Friends/Crime Lords, 17/14,
ConcealedOptional, Range
Pay 17 ATK this turn >>> Target defender's DEF
becomes 0 this attack. Use only if Elektra is
attacking.
Elektra, Masterless Assassin (MVL-113R)
Character, 4, Marvel Knights, 6/7, Concealed,
Range
To recruit, discard a [Marvel Knights] character
card. <p> Elektra can attack players directly and
can't attack characters.
Elektra, Pawn of The Gorgon * HYDRA (MUN143U)
Character, 5, Crime Lords/Skrull, 10/8, Concealed,
Range
Whenever Elektra stuns a character with cost less
than or equal to the number of affiliations she has,
KO that character.
Element Lad, Jan Arrah (DLS-009C)
Character, 2, Legionnaires, 3/2, Flight
Reservist <p> Remove a cosmic counter from a
character you control >>> Target attacker you
control gets +2 ATK this attack while attacking a
character with greater cost. Use only once per
attack. <p> Cosmic
Element Man, Qwardian Conglomerate (DGL078C)
Character, 5, Anti-Matter, 8/10, Concealed
Optional, Flight, Range
Willpower 3 <p> Move any number of hidden
Anti-Matter characters you control to your visible
area >>> Replace that number of resources you
control. Use only once per turn.
Elemental Battle (MHG-031C)
Plot Twist, 1
Target defender you control gets +1 DEF this
attack. If that character has the Heralds of Galactus
affiliation, gain 3 endurance.
Elemental Converters (MHG-032U)
Location, 4
Terraform <p> To flip, discard any number of
Heralds of Galactus character cards with combined
cost 4 or greater. <p> Activate >>> Draw a card.
Elemental Regulator, Worldeater (MCG-032C)
Location, 4
Flip only if you haven't flipped another Worldeater
location this turn. <p> [Activate] >>> Gain 2
endurance for each other Worldeater location you
control.
Elimination Protocol <> OMAC Robot, Army
(DCR-090C)
Character, 4, Checkmate, 7/7, Flight, Range
KO a character you control >>> Recover target
stunned character you control with the identity
OMAC Robot. Use only once per turn. <p> Boost
2: When Elimination Protocol enters play, search
your deck for a card with cost 4 or less and the
identity OMAC Robot and put it into your front
row.

Elite Doom Guards, Army (MHG-136C)


Character, 2, Doom, 3/2, Range
Reveal Elite Doom Guards, exhaust a defender you
control named Dr. Doom >>> Put Elite Doom
Guards into your support row. Use only if Elite
Doom Guards is in your hand.
Elloe Kaifi, Slave of the Empire (MUN-182U)
Character, 1, Warbound, 2/1
Whenever Elloe Kaifi becomes stunned, you may
remove her from the game. If you do, characters
you control named Hulk get +1/+1.
Elongated Man, Ralph Dibny (DJL-007C)
Character, 2, JLA, 3/2, Range
Ally: Whenever a character you control becomes
powered-up, you may exhaust Elongated Man. If
you do, replace target non-Team-Up location or
non-Team-Up ongoing plot twist.
Elongated Man, Stretchable Sleuth (DCL-011U)
Character, 1, JLA, 3/0, Range
[Activate] >>> Elongated Man gets -3/+3 this turn.
Elsa Bloodstone, Foulmouthed Bombshell (MUN265U)
Character, 3, Nextwave, 5/4, Range
Reservist <p> At the start of the combat phase, you
may insult target opponent. If you do, he loses 2
endurance. (@#$!)
Elsie-Dee, Earth-50211 (MEV-137U)
Character, 2, Exiles, 3/3
Shift <p> When Elsie-Dee enters play, remove the
top three cards of your deck from the game face
down. <p> Whenever Elsie-Dee becomes stunned,
put a random card removed this way into its
owner's hand.
Emerald City, Construct (DGL-028R)
Plot Twist, 3
Play only if you control four or fewer resources.
<p> Ongoing: At the start of the recovery phase,
discard three cards. If you do, recover each stunned
Green Lantern character you control. Otherwise,
KO each stunned character you control.
Emerald Dawn (DGL-190U)
Plot Twist, 2
You may KO a character you control with
willpower 1 or greater. If you do, search your deck
for an affiliated character card with willpower 1 or
greater, reveal it, and put it into your hand.
Emerald Empress, Fatal Five (DLS-053U)
Character, 2, Future Foes, 4/4, Range
Whenever Emerald Empress stuns a character an
opponent controls, recover that character. This
power triggers only once per turn. <p> Boost 1:
When Emerald Empress enters play, you may
search your deck for a card named Emerald Eye
and put it into your front row.
Emerald Eye, Sentient Artifact (DLS-054C)
Character, 1, Future Foes, 2/3, Flight
Whenever Emerald Eye stuns a character an
opponent controls, recover that character. This
power triggers only once per turn.

Emerald Rebirth (DCL-046U)


Plot Twist, 2
To play, exhaust a Hal Jordan you control with cost
X. <p> Exhaust target character with cost less than
X, and it can't ready this turn.
Emerald Twilight (DGL-065U)
Plot Twist, 2
Play only if you control an Emerald Enemies
character. <p> KO target stunned character if its
cost is less than the total willpower of characters
you control.
Eminent Domain (MXM-155R)
Plot Twist, 3
To play, discard a Hellfire Club character card with
concealed. <p> Choose a face-up non-Team-Up
resource you control and one an opponent controls.
Exchange the positions of those resources, then
turn them face down.
Emma Frost, Friend or Foe (MXM-009R)
Character, 5, X-Men, 9/9, Range
MutantMental
Recruit only if you control a Mental character. <p>
Discard a Mental card >>> Turn target face-up
resource you control face down. Use only once per
turn.
Emma Frost, Headmistress of Xavier's Academy
(MSM-104R)
Character, 6, X-Men, 12/10, Range
Loyalty <p> Activate >>> Target opponent
discards a card. Draw a card. Use only during the
combat phase. <p> Activate >>> Emma Frost gets
+3 DEF this attack.
Emma Frost, Ice Queen (MVL-010R)
Character, 4, X-Men, 7/6, Range
To recruit, discard an [X-Men] character card. <p>
[Activate] >>> Draw a card. Emma Frost gets +3
DEF this turn.
Emma Frost, White Queen (MXM-130C)
Character, 7, Hellfire Club, 16/15, Concealed
Optional, Range
MutantMental
Reservist <p> Leader: Pay 1 endurance >>> Move
a character adjacent to Emma Frost to your hidden
or visible area. Use only during the combat phase.
Empath, Hellion (MXM-131C)
Character, 4, Hellfire Club, 8/7
MutantMental
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Whenever Empath becomes stunned, you may KO
him and turn a face-up resource you control face
down.
Empire of Tears (DGL-066U)
Location, 2
To flip, KO two characters you control or KO two
resources you control. <p> Activate >>> Target
Emerald Enemies character you control gets +2/+2
this attack.

Empire State University (MTU-032R)


Location, 2
Activate, exhaust a Spider-Friends character you
control >>> Look at the top two cards of your
deck. Put one into your hand and the other on the
bottom of your deck.
Empire's End (MUN-304U)
Plot Twist, 4
Play only during the build phase. <p> Ongoing:
Characters that entered play this turn get -2 ATK.
Encantadora, Lourdes Lucero (DSM-066C)
Character, 2, Revenge Squad, 2/3
At the start of the recovery phase, you may remove
a counter from target character.
Enchantress, Amora (MAV-127C)
Character, 7, Masters of Evil, 16/14, Range
Pay X resource points >>> Stun target character if
its cost is less than X.
Encircle (MVL-144R)
Plot Twist, 3
To play, move a hidden [Marvel Knights] character
you control to your visible area. <p> Target
opponent moves a visible character he controls to
his hidden area.
End of All That Is (DCR-189R)
Plot Twist, 9
Play only during the combat phase. <p> Each
player chooses a character he controls. Stun the
chosen characters and then KO all other characters.
The End of the World (MUN-198R)
Plot Twist, 3
To play, stun X [Warbound] characters you control.
<p> Put X +1/+1 counters on target Hulk.
Endangered Species (MEV-270C)
Plot Twist, 2
To play, discard a card. <p> KO target stunned
character that didn't enter play this turn.
Endgame (DCL-194R)
Plot Twist, 9
Play only during the combat phase. <p> To play,
exhaust a Darkseid you control. <p> KO all other
characters.
Enemies of the State (MUN-174C)
Plot Twist, 4
Target [Crime Lords] character gets +2 ATK this
attack. If that character has at least one other
affiliation, it also gets +2 DEF this attack.
Enemy of My Enemy (MXM-194R)
Plot Twist, 3
To play, discard a character card. <p> Search your
deck for an affiliated character card that does not
share a printed affiliation with the card you
discarded. Reveal that card and put it into your
hand.

Enemy of the Empire (MHG-072U)


Plot Twist, 3
Play only if you control a Kree character and only
during the recovery phase. <p> If you control
fewer stunned characters than target opponent, he
loses 1 endurance for each card in your hand.
The Enemy Within (MHG-168R)
Plot Twist, 2
Ongoing: At the start of the recovery phase, if three
or more Doom characters entered your KO'd pile
this turn, you may put one of those cards from your
KO'd pile into your front row exhausted. If you do,
remove from the game all other character cards in
your KO'd pile that entered there from play this
turn.
The Enforcers (MTU-119R)
Plot Twist, 3
Play only if all characters you control have the
Sinister Syndicate affiliation. <p> During the
combat phase this turn, target character loses all
affiliations and can't gain affiliations. Lose 1
endurance for each resource you control.
Engine of Change (DWF-210U)
Plot Twist, 2
Replace target face-up resource unless an opponent
discards a card.
Entangle (MOR-185U)
Plot Twist, 2
To play, exhaust a character you control and
discard a card. <p> Exhaust target character if its
cost is less than the cost of the character you
exhausted.
Entropy Aegis Armor, Unique (DSM-028R)
Equipment, 1
Equip only to a Team Superman character. <p>
Equipped character gets +2/+2 and has flight and
range. <p> While equipped character has a cosmic
counter, it gets an additional +1/+1 and has
invulnerability.
Epic Battle (DCR-190C)
Plot Twist, 3
Characters with cost 3 or greater get +2 ATK this
turn.
Eradicator, Doctor David Connor (DSM-067C)
Character, 6, Revenge Squad, 13/12, Flight, Range
Whenever Eradicator stuns a defender, replace any
number of target locations controlled by that
defender's controller.
Eradicator, Soul of Krypton (DSM-005C)
Character, 7, Team Superman, 15/15, Flight, Range
While you control another Team Superman
character, whenever Eradicator stuns a character,
remove that character from the game.
Eradicator, Spirit of Krypton (DCX-022C)
Character, 3, Outsiders, 5/4, Flight, Range
Whenever Eradicator team attacks, you may ready
all other attackers. If you do, they can't attack again
this turn.

Erased (MEV-271R)
Plot Twist, 2
KO target stunned hunted character.
Erg, Electric Eye (MXM-051C)
Character, 4, Morlocks, 7/6, Concealed, Range
MutantEnergy
Activate, move Erg from your hidden area to your
visible area >>> Target opponent exhausts a ready
character he controls.
Eric O'Grady <> Ant Man, Fugitive at Large
(MUN-093C)
Character, 2, S.H.I.E.L.D., 3/1, Concealed, Flight,
Range
Reservist <p> When Eric O'Grady enters play,
target character gets -3 DEF this turn.
Erik Josten <> Atlas, Ionic Powerhouse (MAV091R)
Character, 6, Thunderbolts, 12/12
Boost X: When Erik Josten enters play, he gets
+4/+4 this turn for each resource point you paid for
X.
Erik Josten <> Atlas, Kosmos Convict (MAV092U)
Character, 2, Thunderbolts, 2/2
At the start of your recruit step, put a +1/+1
counter on Erik Josten. If you control five or more
resources, put an additional +1/+1 counter on him.
Erik Josten <> Goliath, Growing Menace (MAV128C)
Character, 6, Masters of Evil, 13/10
When you recruit Erik Josten, if you control a
Masters of Evil character, gain 2 resource points.
Spend these resource points only to pay the costs
of payment powers.
Escape Artist (DSM-055U)
Plot Twist, 2
Return target ready New Gods defender you
control to its owner's hand. Remove all attackers
from this attack. (The attackers don't ready.)
Escrima Sticks (DOR-148U)
Equipment, 1
Transferable <p> Equipped character gets +1/+1.
Espionage, Non-Unique (DCX-002U)
Location, 4
Terraform <p> When you flip Espionage, it gains
target opposing location's powers while Espionage
remains face up.
Essence of Zom (MUN-241R)
Plot Twist, 2
Play only from your resource row and only if you
recruited Dr. Strange this turn. <p> Search your
deck for a plot twist card, reveal it, and put it into
your hand.
ESU Science Lab (MSM-011U)
Location, 2
Whenever a defender you control becomes
powered-up, it has reinforcement this attack. <p>
Exhaust two Spider-Friends characters you control
>>> Draw a card.

Ethan Edwards, Visitor from Another World


(MHG-187C)
Character, 4, Skrull/Spider-Friends, 7/7, Flight
Cosmic: Ethan Edwards gets +1 ATK for each
affiliation he has.
Eureka! (MVL-190R)
Plot Twist, 2
Play only if you recruited Mr. Fantastic this turn.
<p> Search your deck for an equipment card,
reveal it, and put it into your hand.
Evan McCulloch <> Mirror Master, Smoke and
Mirrors (DJL-082C)
Character, 4, Injustice Gang, 8/6, Concealed
Optional, Range
Pay 1 endurance >>> Return two target character
cards from different KO'd piles to their owners'
hands if they share the same cost. Use only once
per turn.
Evil Alliance, Team-Up (MXM-156C)
Plot Twist, 2
Play only if you control a Hellfire Club character.
<p> To play, choose an affiliation among
characters you control. <p> Ongoing: Crossover
Hellfire Club and the chosen affiliation. <p>
Replace Evil Alliance >>> Move target character
with concealed you control to your hidden or
visible area.
Evil Awakens (MMK-169U)
Plot Twist, 1
Target hidden character you control gets +2 ATK
this turn. You may return an Underworld character
card from your KO'd pile to your hand.
The Evil Eye (MXM-171C)
Plot Twist, 2
To play, exhaust an Energy character you control.
<p> Target opponent loses 5 endurance.
Evil Genius (DCL-146U)
Plot Twist, 3
To play, exhaust a Lex Luthor you control with
cost X. <p> Each player draws X cards.
Evil Lair (MVL-241U)
Location, 4
[Activate], Exhaust a character you control >>>
Target player loses 3 endurance.
Evil Reborn (MAV-155C)
Plot Twist, 2
You may KO a Masters of Evil character you
control. If you do, reveal the top X cards of your
deck, where X is the cost of the character you
KO'd. Put one of the revealed cards into your hand
and the rest on the bottom of your deck.
Evil Star, Servant of the Star-Band (DGL-043R)
Character, 6, Emerald Enemies, 12/12, Range
Willpower 5 <p> Activate, KO X characters you
control >>> KO target character if its cost is less
than or equal to X. If you do, that character's
controller loses endurance equal to its cost.

Eviscerate (MVL-091C)
Plot Twist, 3
Target [Brotherhood] character you control gets
+3/-3 this attack.

Extended Monologue (MEV-208R)


Plot Twist, 3
Ongoing: While you control Deadpool, you and
characters you control not named Deadpool can't
be the target of opposing effects.

Faith, "The Fat Lady" (DJL-008U)


Character, 2, JLA, 2/3, Flight, Range
Willpower 2 <p> Cosmic: Faith gets +2 willpower.
<p> Ally: Whenever a character you control
becomes powered-up, you may gain 1 endurance.

The Exchange (DSM-130R)


Plot Twist, 2
Discard any number of character cards. Search
your deck for a Darkseid's Elite or New Gods
character card with cost less than or equal to the
combined cost of the cards you discarded, reveal it,
and put it into your hand.

Extremis Upgrade (MUN-120U)


Equipment, 0, ConcealedOptional
Equip only to Iron Man. <p> If equipped character
would become stunned, instead, you may KO
Extremis Upgrade. If you do, exhaust equipped
character.

Falcon, Sam Wilson (MAV-007C)


Character, 2, Avengers, 2/2, Flight
Reservist <p> Falcon gets +2/+2 while adjacent to
a leader character. <p> Boost 1: When Falcon
enters play, search your deck for a leader character
card, reveal it, and put it into your hand.

Executioner, Scourge of Jotunheim (MAV-129R)


Character, 6, Masters of Evil, 12/11
Whenever Executioner stuns a character, you may
discard a Masters of Evil character card. If you do,
KO that character.

Eye of Agamotto, Unique (MTU-078R)


Equipment, 2
Eye of Agamotto costs 2 less to recruit while you
control Dr. Strange. <p> You can't be the target of
effects opponents control.

Falcon, Secret Avenger (MUN-012C)


Character, 3, Avengers/S.H.I.E.L.D., 4/5, Flight
Reservist <p> When Falcon enters play, rally for a
character card. If it's named Captain America, put
two +1/+1 counters on Falcon.

Executive Privilege (DWF-189R)


Plot Twist, 3
Ongoing: Discard a Revenge Squad character card
>>> Reveal the top two cards of your deck. Put a
revealed character card and a revealed ongoing plot
twist card into your hand and the rest on the bottom
of your deck. Use only once per turn.

Eye of the Storm (MXS-013U)


Plot Twist, 3
Play only if you control an X-Men character. <p>
If you control no stunned characters, gain 4
endurance.

Fall Back! (MOR-186U)


Plot Twist, 1
Play only during an opponent's attack step. <p>
Move all characters you control to your support
row. <p> Characters you control get +1 DEF while
defending this turn.

Exodus, Acolyte (MXM-091C)


Character, 7, Brotherhood, 16/16, Flight, Range
MutantMental
Reservist <p> Leader: Whenever a character
adjacent to Exodus enters combat, you may replace
a resource with the same name as that adjacent
character. If you do, that character has
invulnerability this attack.
Exodus, Bennet du Paris (MVL-057C)
Character, 6, Brotherhood, 12/12, Flight, Range
Discard a card >>> Target character gets -1 DEF
this attack.
Exodus, Crusader (MEV-089R)
Character, 8, Marauders/Brotherhood, 19/18,
Flight, Range
Whenever a character you control stuns an
opposing character, you may recover all stunned
characters you control.
Expendable Ally (MHG-161R)
Plot Twist, 3
Negate target plot twist or payment effect an
opponent controls targeting a Dr. Doom you
control. That character gets +5 ATK this turn.
Exploiting the Flaw (MHG-117R)
Plot Twist, 3
Play only if you control an Inhumans attacker. <p>
Remove all attackers from this attack. Target
exhausted, non-attacking Inhumans character you
control becomes an attacker and can't cause
breakthrough this attack.
Extended Family, Team-Up (MHG-118C)
Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> You may discard a
card. If you do, put a cosmic counter on a cosmic
Inhumans character you control. <p> Ongoing:
Crossover those affiliations.

Ezekiel, Spirit of the Spider (MSM-038C)


Character, 7, Spider-Friends, 15/15
When Ezekiel enters play, draw a card for each
Spider-Friends character you control.
Fabian Cortez, Acolyte (MXM-092U)
Character, 7, Brotherhood, 16/15, Range
MutantEnergy
Reservist <p> Leader: Whenever a character
adjacent to Fabian Cortez causes breakthrough
while attacking a defender, that defender's
controller loses endurance equal to that defender's
cost.
Face the Master (MMK-122U)
Plot Twist, 1
Choose one: Target Crime Lords defender you
control with reinforcement gets +5 ATK this attack;
or target Crime Lords defender with reinforcement
you control gets +3 DEF this attack.
Faces of Doom (MVL-215U, MOR-130U)
Plot Twist, 3
Play only if you control Dr. Doom. <p> Search
your deck for a card named Dr. Doom, reveal it,
and put it into your hand.
Faces of Evil, Team-Up (MAV-187C)
Plot Twist, 3
Play only if you control a Masters of Evil character
and a Thunderbolts character. <p> Ongoing:
Characters you control, as well as cards in your
deck, hand, and KO'd pile, with either the Masters
of Evil or Thunderbolts affiliation have both
affiliations. <p> Characters you control with cost 3
or less get +1 ATK while attacking.
Faith in Monsters (MUN-078U)
Plot Twist, 3
To play, stun a [Thunderbolts] character you
control. <p> Target attacker gets +X/+X this attack,
where X is the cost of the character you stunned.

The Fall of Oa (DGL-139R)


Plot Twist, 3
Ongoing: Exhaust a Manhunter character you
control >>> Target player puts the top card of his
deck into his KO'd pile. Then, if that player has no
cards in his deck, put your deck into your hand.
The Fallen One, Herald (MCG-021R)
Character, 9, 21/21, Flight, Range
When The Fallen One enters play, each opponent
chooses a character he controls. Return all other
opposing characters to their owners' hands.
The Fallen One, The Forgotten (MHG-025C)
Character, 6, Heralds of Galactus, 12/12, Flight,
Range
Discard a card with cost 4 or greater >>> Put a
cosmic counter on target cosmic character you
control. Use only once per turn. <p> Cosmic:
Whenever The Fallen One stuns a defender, if you
have more cards in hand than that character's
controller, you may return that character to its
owner's hand.
Falling Stars (MMK-076C)
Plot Twist, 1
Ongoing: KO a ready X-Statix character you
control >>> KO target stunned character.
Falls Edge (MEV-032R)
Location, 3
[Activate], Discard a card >>> Recover target
stunned X-Factor character you control that didn't
attack this turn. Use only during the recovery
phase.
The Family (MMK-133C)
Plot Twist, 6
Crime Lords characters you control have
reinforcement while defending this turn.

Family of Four (MVL-191R)


Plot Twist, 4
Target character gets +1/+1 this attack for each
Human Torch, Invisible Woman, Mr. Fantastic, and
Thing you control.

Fatality, Okaaran Warrior (DCL-171R)


Character, 4, Secret Society/Emerald Enemies, 5/7,
Flight, Range
Loyalty <p> Fatality gets +1 ATK for each
character card in your opponents' KO'd piles.

Fantasticar (MOR-070R)
Equipment, 1
Characters you control have flight. <p> Fantastic
Four characters you control get +1/+1.

Fatality, Yrra Cynril (DGL-044R)


Character, 5, Emerald Enemies, 10/7, Flight, Range
At the start of the recovery phase, each player KO's
a character he controls.

Fantasticar 2.0 (MVL-184R)


Equipment, 1, ConcealedOptional
Characters you control have range. <p> [Fantastic
Four] characters you control get +1/+1.

Fate Has Spoken, Magic (DCR-178R)


Plot Twist, 4
If you have played no other plot twists this turn,
ready target character with the name or identity Dr.
Fate and lose endurance equal to its cost. <p> You
can't play plot twists this turn.

Female Furies (DSM-152C)


Plot Twist, 3
To play, KO a character you control. <p> Target
attacker or defender you control gets +3 ATK this
attack.

Faust, Sebastian Faust (DWF-083U)


Character, 1, Outsiders, 2/1
Free >>> Characters you control can team attack
hidden characters this turn. Use only once per turn.

Feminine Wiles (MTU-033U)


Plot Twist, 2
Target character gets -X ATK this turn, where X is
the cost of a Spider-Friends attacker you control.

Fear and Confusion (DOR-089C)


Plot Twist, 1
Characters you control get +1 ATK while attacking
this turn. <p> Whenever an Arkham Inmates
character you control attacks a character this turn,
exhaust that character.

Femme Fatality (DGL-067U)


Plot Twist, 3
Target Emerald Enemies attacker you control gets
+3 ATK this attack. You may KO a resource you
control. If you do, whenever that attacker stuns a
defender this attack, KO that defender.

Fear Skull (DBM-025C)


Plot Twist, 1
To play, exhaust a character you control. <p> If
target opponent has more endurance than you, that
opponent loses 4 endurance. Otherwise, that
opponent loses 2 endurance.

Ferak, Army (DOR-132C)


Character, 3, 4/3
Ferak enters play exhausted. <p> Whenever Ferak
becomes stunned, you may put him into your KO'd
pile. If you do, you may put a card named Ferak
from your hand into your support row exhausted.
<p> Activate >>> Search your deck for a card
named Ferak, reveal it, and put it into your hand.

Fantomex, Weapon 13 (MEV-181U)


Character, 6, Weapon X, 15/10, Concealed, Range
Hunter <p> Remove a defender you control from
this attack >>> Target non-stunned, non-defending
character you control becomes a defender. Use
only once per turn and only if a hunted character is
attacking.
Fast Getaway (DOR-149C)
Plot Twist, 2
To play, discard a card. <p> Target attacker can't
cause breakthrough while attacking a character this
turn.
Fastbak, Sky Scorcher (DSM-038C)
Character, 4, New Gods, 6/6, Flight
Remove a cosmic counter from Fastbak >>> Ready
Fastbak. Use only once per turn. <p> Cosmic:
Fastbak gets +1 ATK.
Fastball Special (MVL-044U, MOR-033U)
Plot Twist, 3
Play only during your attack step. <p> To play,
exhaust two [X-Men] characters in your front row.
<p> Stun target character.
Fatal Five Hundred (DLS-078C)
Plot Twist, 2
Play only if a character caused breakthrough while
under your control this turn. <p> Search your deck
for a Future Foes character card, reveal it, and put
it into your hand.
Fatal Weakness (DWF-190R)
Plot Twist, 3
Play only during your attack step. <p> To play,
stun two Revenge Squad characters in your front
row. <p> KO target character if its cost is less than
or equal to the combined cost of those characters.
Fatality, Emerald Assassin (DJL-202R)
Character, 2, Emerald Enemies, 3/2, Flight, Range
Willpower 1 <p> KO a resource you control >>> If
you control four or fewer resources, negate target
payment effect or effect from a non-ongoing plot
twist. Use only once per turn.
Fatality, Flawless Victory (DCR-133R)
Character, 4, Villains United, 7/7, Flight, Range
Whenever a character with cost 3 or less becomes
stunned, KO it.

Fearless (DCL-047R)
Plot Twist, 4
Power-up target Hal Jordan you control twice.
Fearless Leader (MEV-036R)
Plot Twist, 3
Ready target Cyclops you control. He can't attack
this turn unless he team attacks.
Feeding Time! (DSM-089U)
Plot Twist, 3
Whenever target Revenge Squad character you
control stuns a defender that does not have
reinforcement this turn, gain X endurance, where X
is that defender's cost.
Feel the Burn (MXM-169C)
Plot Twist, 2
Target attacker you control gets +2 ATK this attack.
If that attacker is an Energy character, each
opponent loses 3 endurance.
Felix Faust, Dark Bargain (DCL-172U)
Character, 4, Secret Society, 8/7
Reservist <p> Whenever Felix Faust stuns a
character, each player puts the top three cards of
his deck into his KO'd pile.

Felix Faust, Infernal Dealmaker (DJL-158U)


Character, 4, 8/6, Range
Willpower 3 <p> When Felix Faust becomes
stunned, you may KO him. If you do, put up to
three Army character cards with cost 1 from your
KO'd pile into your front row.
Felix Faust, Soulless Mystic (DCL-118C)
Character, 4, Injustice Gang, 7/7, Flight, Range
Whenever an opponent discards a card, he loses 2
endurance.

Feral, Feline Fatale (MEV-055C)


Character, 2, X-Force/X-Men, 4/1
Whenever you play a plot twist while Feral is in
combat, she gets +1 ATK this attack.
Feral, Maria Callasantos (MXM-052C)
Character, 4, Morlocks, 11/4
MutantPhysical
Feral can't have reinforcement. <p> Pay 1 resource
point >>> Move Feral to your hidden area. Feral
can't be stunned while attacking this turn.
Ferro Lad, Andrew Nolan (DLS-010C)
Character, 2, Legionnaires, 5/0, Flight
Reservist <p> Remove a cosmic counter from a
character you control >>> Ferro Lad has
invulnerability while attacking this turn. <p>
Cosmic
Fervent Research (MVL-216R)
Plot Twist, 3
Play only if you control a [Doom] character and
only from your hand. <p> Reveal the top five cards
of your deck. Put a revealed plot twist card into
your hand and the rest on the bottom of your deck.

Fiddler, Isaac Bowin (DCR-159C)


Character, 1, Secret Six, 1/1
You may discard a character card rather than pay
Fiddler's recruit cost. <p> KO Fiddler >>> Return
target character card from your KO'd pile to your
hand.
Field of Honor (DJL-028U)
Location, 3
Flip only during your recruit step and only if you
control a JLA character. <p> During each
opponent's first attack in which he controls an
attacker each turn, that opponent can't play plot
twists or use payment powers.
Fiero, Qwardian Conglomerate (DGL-079C)
Character, 4, Anti-Matter, 3/9, Concealed
Optional, Flight, Range
Willpower 2 <p> Activate >>> Target player loses
3 endurance. If Fiero is hidden, instead, that player
loses 6 endurance.
Fifth Dimension (DGL-152R)
Location, 4
Activate >>> Remove target non-stunned character
you control from the game. At the start of the next
draw phase, if that card has the printed Revenge
Squad affiliation, put it into your front row.
Fight or Die! (MUN-199U)
Plot Twist, 2
Target [Warbound] attacker gets +3 ATK this
attack. <p> BoostDiscard a card named Hulk:
That attacker gets an additional +3 ATK this attack.
Fight to the Finish (MSM-149U)
Plot Twist, 1
Choose an attacker an opponent controls and a
defender you control. Whenever the chosen
attacker stuns the chosen defender this attack, KO
that defender. Whenever the chosen defender stuns
the chosen attacker this attack, KO that attacker.
Fighting the Liar (DWF-113C)
Plot Twist, 2
Target Outsiders defender you control gets +6 ATK
this attack.
Fin Fang Foom, He Whose Limbs Shatter
Mountains (MUN-286R)
Character, 8, 20/17, Flight, Range
You may pay 4 resource points rather than pay Fin
Fang Foom's recruit cost. When you recruit Fin
Fang Foom this way, KO all resources you control
and all other characters you control. Then, at the
start of the recovery phase this turn, return each
character you control to its owner's hand.
Fin, Intruders (MTU-179C)
Character, 4, Wild Pack, 8/6
Reservist <p> While Fin has two or more
affiliations, he can't be stunned while attacking.

Final Decree (MHG-119R)


Plot Twist, 2
Play only if you control an Inhumans character and
only during the build phase. <p> If you have
played no other plot twists this turn, replace any
number of resources you control. At the start of the
recovery phase this turn, lose 2 endurance for each
face-down resource you control.
Final Justice (MUN-041U)
Plot Twist, 3
Target attacking Captain America can't be stunned
this turn.
A Finer World (MEV-168R)
Plot Twist, 3
To play, remove a shift counter from a card you
own. <p> Search your deck for a location or an
Exiles character card, reveal it, and put it into your
hand.
Finishing Move (MVL-250C, MOR-187C)
Plot Twist, 2
To play, exhaust a character you control. <p> KO
target stunned character.
Fire Support (DGL-131C)
Plot Twist, 1
Target defender you control gets +1 DEF this
attack. If that defender is ready and has the
Manhunter affiliation, you may exhaust it. If you
do, attackers in this attack can't ready during the
recovery phase this turn.
Fire, Beatriz DaCosta (DJL-048C)
Character, 5, JLI, 9/9, Flight, Range
Ally: Whenever a JLI character you control
becomes powered-up, target opponent loses 2
endurance. <p> Boost 2: When Fire enters play, if
you don't control Ice, search your deck for a card
named Ice and put it into your front row.
Fire, Knight (DLS-201U)
Character, 3, Checkmate/JLI, 5/4, Flight, Range
Discard a location card >>> Target player loses 2
endurance. Use only once per turn.
Firefly, Burning Desire (DWF-130C)
Character, 4, Arkham Inmates, 6/8, Flight, Range
Reservist <p> At the start of the combat phase, you
may discard a card at random. If you do, Firefly
gets +3 ATK this turn.
Firefly, Garfield Lynns (DOR-066R)
Character, 2, Arkham Inmates, 3/1, Flight, Range
Activate, discard an Arkham Inmates character
card >>> KO target location and KO a resource
you control. Use only during your attack step.
Firehawk, Flaming Justice (DCL-012C)
Character, 3, JLA, 5/4, Flight, Range
[Activate] >>> Target player loses 1 endurance for
each character he controls.
Firelord, Harbinger of Havoc (MHG-006C)
Character, 6, Heralds of Galactus, 11/13, Flight,
Range
Cosmic: Discard a character card >>> Firelord gets
+X ATK this attack, where X is the cost of the card
you discarded. Use only once per turn.

Firelord, Herald (MCG-022U)


Character, 7, 16/16, Flight, Range
When Firelord becomes stunned, reveal the top
card of your deck. Replace up to X face-up
resources, where X is that card's cost.
Firelord, Pyreus Kril (MHG-005C)
Character, 3, Heralds of Galactus, 4/5, Flight,
Range
Discard a card with cost 4 or greater >>> Firelord
gets +4 ATK this attack. Use only once per turn.
Firepits of Apokolips (DSM-122U)
Location, 2
At the start of your recruit step, lose 2 endurance.
<p> Exhaust a Darkseid's Elite character you
control >>> Exchange the positions of Firepits of
Apokolips and target face-down resource an
opponent controls. Use only during the recovery
phase.
Firestar, Hellion (MXM-132C)
Character, 5, Hellfire Club, 10/8, Flight, Range
MutantEnergy
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Whenever Firestar becomes stunned, you may KO
her and have target opponent lose 5 endurance.
Firestar, Hot Stuff (MSM-039R)
Character, 5, Spider-Friends, 8/8, Flight, Range
Loyalty <p> Activate >>> Stun all characters with
cost 2 or less. Use only during your attack step.
Firestorm, Ronnie Raymond (DCL-013U)
Character, 4, JLA, 7/6, Flight, Range
Whenever Firestorm becomes powered-up, he can't
be stunned while attacking this turn. <p> Pay 1
resource point >>> Target player loses 5
endurance. Use only once per turn and only if you
control another [JLA] character.
Firestorm, The Nuclear Man (DJL-009U)
Character, 5, JLA, 9/9, Flight, Range
Ally: Whenever a character you control becomes
powered-up, you may pay 3 endurance. If you do,
draw a card.
Firewall (MVL-192U)
Plot Twist, 4
Play only if you control Human Torch. <p>
Opposing characters get -2 DEF this turn.
First Class (MEV-037R)
Plot Twist, 3
To play, exhaust a character you control. <p>
Recover target stunned X-Factor character you
control. <p> BoostDiscard a card: Ready that XFactor character, and it can't attack this turn.
First Date (DLS-158C)
Plot Twist, 1
To play, exhaust a character you control. <p>
Reveal the top four cards of your deck. Put a
revealed Teen Titans character card into your hand
and the remaining cards on the bottom of your
deck.

Fisk Towers (MSM-095R)


Location, 2
Whenever you recruit a Sinister Syndicate
character with cost 4 or greater, you may put a
Sinister Syndicate character with cost 1 or less
from your hand into your front row.
Fists of the Guardians, Oan Enforcers (DGL-172U)
Character, 5, 10/7, Flight, Range
Activate >>> Target character gets -X willpower
this turn, where X is that character's willpower.
Five Against One (DLS-079C)
Plot Twist, 2
To play, discard a Future Foes character card. <p>
Target character gets -3 DEF while defending this
turn and can't reinforce other characters this turn.
Five in One (MEV-169R)
Plot Twist, 3
A deck can have up to five cards named Five in
One. <p> Target Mimic you control gains target
character's payment powers this turn.
Fizzle (DOR-029R)
Plot Twist, 2
To play, discard a Gotham Knights character card.
<p> Negate target effect from a non-ongoing plot
twist.
Flame Trap (MOR-188R)
Plot Twist, 4
To play, discard two cards. <p> Stun all characters
with cost 2 or less.
Flamethrower (MSM-150R)
Equipment, 1
Equipped character gets +5 ATK. <p> Whenever
equipped character becomes stunned, KO that
character. <p> Exhaust equipped character >>>
Target player loses 5 endurance. Use only once per
turn.
Flattened (MUN-305C)
Plot Twist, 2
To play, discard a card. <p> Target stunned
character can't ready this turn.
Flattened! (MXS-027C)
Plot Twist, 2
Target Brotherhood attacker you control gets +3
ATK this attack.
Flight Ring (DLS-031C)
Equipment, 0
Equipped character gets +1 ATK, has flight, and
gains the Legionnaires affiliation. That character
gets an additional +1 ATK if it has cosmic.
Floronic Man, Alien Hybrid (DJL-083U)
Character, 5, Injustice Gang, 9/10
When Floronic Man enters play, you may return
target non-Team-Up location to its owner's hand. If
you do, that location's controller puts the top card
of his deck face down into his resource row. <p>
Your opponents can't flip locations.

Floronic Man, Jason Woodrue (DCL-173C, DJL121C)


Character, 3, Secret Society, 5/4
KO Floronic Man >>> Return target card from
your KO'd pile to your hand.
Flying Fortress (DCL-219U, DBM-023U, DOR113U)
Location, 1
[Activate] >>> Target League of Assassins
character gets +2 ATK while attacking and has
flight this turn.
Flying High (DCX-005R)
Plot Twist, 1
Play only if you control a [Team Superman]
defender. <p> Remove from the game all attackers
and equipment equipped to them, then the owner of
each of those cards return them to play equipped
with the same equipment.
Flying Kick (EHB-049C, MFF-025C, MOR-189C)
Plot Twist, 1
Target character gets +3 ATK while attacking this
turn and has flight this turn.
Focused Blast (MOR-190U)
Plot Twist, 1
To play, exhaust a character you control with
range. <p> Target player loses endurance equal to
that character's cost.
Foiled (MOR-191R)
Plot Twist, 1
Play only from your resource row and only during
the combat phase. <p> If Foiled is in your resource
row, KO target ongoing plot twist and KO Foiled.
Foiled Assassination (DLS-032U)
Plot Twist, 3
To play, return a Legionnaires character you
control to its owner's hand. <p> Recover target
stunned character you control.
Follow the Leader (DCL-102U)
Plot Twist, 2
Play only if you control Tim Drake. <p> Attackers
you control get +2 ATK and can't be stunned this
attack.
For Great Justice! (MVL-251C)
Plot Twist, 2
Gain 1 endurance for each character target
opponent controls.
For Khundia! (DLS-080C)
Plot Twist, 1
Target character you control gets +2 ATK while
attacking this turn. If that character has the Future
Foes affiliation, it can attack hidden characters this
turn.
For the Glory of Doom!, Team-Up (MHG-162C)
Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> KO a Doom character you
control >>> Target player loses 2 endurance. Use
only once per turn.

For the Man Who Has Everything (DWF-032R)


Plot Twist, 4
Search your deck for a Team Superman character
card, reveal it, and put it into your hand. If it
doesn't share a name with a character you control,
discard a card.
Forager, Bug Warrior (DSM-039C)
Character, 5, New Gods, 9/9
Discard a New Gods character card >>> Forager
gets -1/+1 this attack. <p> Boost 2: When Forager
enters play, return a New Gods character card from
your KO'd pile to your hand. Forager gets +X DEF
this turn, where X is that card's cost.
Forbidden Loyalties, Team-Up (DCR-191C)
Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> You may discard a
card. If you do, put a +1/+1 counter on target
character you control. <p> Ongoing: Crossover
those affiliations.
Force Field Belt (MAV-193C)
Equipment, 0
Transferable (At the start of your formation step,
you may transfer this equipment to a character you
control.) <p> Equipped character gets +1 DEF. <p>
Pay up to 2 resource points >>> Put a +1/+1
counter on equipped character for each point you
paid. Use only once per turn.
Force Field Projection (MVL-193R)
Plot Twist, 3
To play, exhaust an Invisible Woman you control.
<p> Remove target defender you control and all
attackers from this attack.
Force Shield (MFF-012U)
Plot Twist, 3
Target Fantastic Four character you control has
reinforcement while defending this turn.
Force Sphere, Construct (DGL-029C)
Plot Twist, 1
Target defender you control gets +1 DEF this
attack. If that defender is ready and has the Green
Lantern affiliation, you may exhaust it. If you do, it
has reinforcement this attack.
Forced Allegiance (MSM-151U)
Plot Twist, 2
To play, choose an affiliation among characters you
control. <p> Ongoing: Affiliated characters you
control lose all affiliations and gain the chosen
affiliation.
Forced Conscription (DCL-195C)
Plot Twist, 2
Put the top three cards of your deck into your KO'd
pile, then put a Secret Society character card from
your KO'd pile into your hand.
Forever People (DSM-056R)
Plot Twist, 4
To play, exhaust a New Gods character you
control. <p> Put target character card with the
version Forever People from your KO'd pile into
your support row, stunned.

Forge, Cheyenne Mystic (MOR-009R)


Character, 1, X-Men, 1/2
Activate, discard an X-Men character card >>>
Search your deck for an equipment card, reveal it,
and put it into your hand. Return Forge to his
owner's hand.
Forge, Inventor Extraordinaire (MVL-011U)
Character, 2, X-Men, 3/2, Range
[Activate] >>> Reveal the top card of your deck. If
its cost is less than the number of resources you
control, put it into your hand.
Forge, The Maker (MEV-010U)
Character, 2, X-Factor/X-Men, 2/2, Range
Energize (Whenever Forge defends, ready him.)
<p> [Activate] >>> Put a +1/+1 counter on another
target character you control.
Forged in Crisis (DLS-180U)
Plot Twist, 2
Whenever target character becomes stunned by
three or more team attackers this turn, remove that
character from the game.
The Forsaken, Team-Up (MXM-081C)
Plot Twist, 2
Play only if you control a Morlocks character. <p>
To play, choose an affiliation among characters you
control. <p> Ongoing: Crossover Morlocks and the
chosen affiliation. <p> Replace The Forsaken >>>
Target attacker or defender you control gets +1
DEF this attack.
Fortify (MVL-252C)
Plot Twist, 2
Characters in your support row get +1 DEF while
defending this turn.
Fortress of Solitude (DSM-029U)
Location, 2
Flip only if you control a Team Superman
character. <p> Defenders you control get +1/+1
while protecting a character. <p> While you
control exactly one character, it gets +2/+2 while
defending.
Fortress Yashida (MUN-166U)
Location, 2
[Activate] >>> Target visible [Crime Lords]
character you control gets +1 ATK this attack for
each hidden character you control.
Forward Assault (MVL-253C)
Plot Twist, 1
Characters in your front row get +1 ATK while
attacking this turn.
Four Freedoms Plaza (MVL-187R, MOR-071R)
Location, 3
[Activate] >>> If you control Human Torch,
Invisible Woman, Mr. Fantastic, and Thing, search
your deck for a card and put it into your hand.
Foxfire, Olivia Underwood (MAV-050U)
Character, 2, Squadron Supreme, 3/2
Activate, discard a card >>> Target player chooses
a non-Team-Up location and non-Team-Up
ongoing plot twist he controls, then replaces one of
those cards.

Frag Grenade (MVL-234C)


Equipment, 0, ConcealedOptional
KO Frag Grenade >>> Target character gets -2
DEF this turn.

Frankie Raye, Johnny's Flame (MVL-154C)


Character, 1, Fantastic Four, 1/1, Flight, Range
Discard Frankie Raye >>> Target [Fantastic Four]
character gets +1 DEF this attack.

Framistat (MAV-205U)
Equipment, 1
You may exhaust a character you control rather
than pay Framistat's recruit cost. <p> At the start of
the combat phase, choose one: Equipped character
gets +3 ATK this turn; or while equipped character
is defending this turn, it gets +1 DEF and has
reinforcement. If equipped character has the
Fantastic Four affiliation, instead, choose both.

Franklin Richards, Child of the Cosmos (MVL155C)


Character, 5, Fantastic Four, 10/9, Range
[Activate] >>> If you control Invisible Woman or
Mr. Fantastic, gain 5 endurance.

Francis Klum <> Mysterio, Mutant Magician


(MTU-096C)
Character, 4, Sinister Syndicate, 8/5, Concealed,
Range
MutantMental
Whenever another Sinister Syndicate character you
control defends, you may exhaust Francis Klum. If
you do, remove all defenders from this attack and
Francis Klum becomes a defender.
Frank Drake, Nightstalker (MTU-008C)
Character, 1, Spider-Friends/Marvel Knights, 2/1,
Range
Reservist <p> Activate, return Frank Drake to his
owner's hand >>> Target character gets +3 ATK
this turn. Use only during the combat phase.
Frankie Raye <> Nova, Harbinger of Death (MHG009C)
Character, 5, Heralds of Galactus, 9/8, Flight,
Range
LoyaltyReveal <p> Cosmic: At the start of the
combat phase, if you have three or fewer cards in
hand, draw cards until you have four cards in hand.
Frankie Raye <> Nova, Herald (MCG-023U)
Character, 5, 9/9, Flight, Range
Whenever Frankie Raye stuns an opposing attacker
or defender, you may stun a character with the
same cost as that opposing character.
Frankie Raye <> Nova, Optimistic Youth (MHG007C)
Character, 1, Heralds of Galactus, 1/1, Flight,
Range
You may discard a card rather than pay Frankie
Raye's recruit cost. <p> When Frankie Raye enters
play, you may discard a card with cost 4 or greater.
If you do, draw two cards.
Frankie Raye <> Nova, Soul Searcher (MHG008C)
Character, 3, Heralds of Galactus, 4/5, Flight,
Range
Cosmic: At the start of the combat phase, draw a
card.
Frankie Raye, Herald of Galactus (MOR-043U)
Character, 1, Fantastic Four, 1/1, Flight, Range
Frankie Raye gets +20/+20 while you control a
character with cost 9 or greater.

Franklin Richards, Child Prodigy (MOR-044R)


Character, 1, Fantastic Four, 0/1
Franklin Richards enters play exhausted. <p>
Whenever Franklin Richards defends, put him on
the bottom of your deck. <p> Activate >>> Cards
named Mr. Fantastic and Invisible Woman cost you
1 less to recruit this turn.
Franklin Richards, Creator of Counter-Earth
(MHG-098C)
Character, 2, Inhumans/Fantastic Four, 2/3,
Concealed
MutantEnergy
CosmicSurge: Remove a cosmic counter from
Franklin Richards >>> Move target cosmic
character you control to your hidden or visible
area. (This character does not come into play with
a cosmic counter. At the start of the recovery phase
each turn, put a cosmic counter on this character.)
Franklin Richards, Trapped in Time (MXM-203R)
Character, 4, Fantastic Four, 7/7, Range
MutantEnergy
Cosmic: Franklin Richards gets +1/+1 for each
equipped character you control.
Freak Out (DCL-234R)
Plot Twist, 2
Play only during the build phase. <p> Remove all
+1/+1 counters from a character you control. Put
that many +1/+1 counters on Doom Patrol
characters you control, divided as you choose.
Freddy Freeman <> Captain Marvel Jr., CM3
(DWF-084C)
Character, 6, Outsiders, 12/12, Flight
Whenever Freddy Freeman team attacks, put a
+1/+1 counter on him for each other attacker.
Freddy Freeman <> Captain Marvel Jr., Third in
Line (DCL-072C)
Character, 5, Teen Titans, 11/10, Flight, Range
Reservist <p> At the start of your recruit step, KO
Freddy Freeman unless you pay 1 resource point.
Freddy Freeman <> Captain Marvel, Titans
Tomorrow East (DLS-140C)
Character, 6, Teen Titans, 12/11, Flight
Substitute <p> Whenever you substitute another
Teen Titans character into play, Freddy Freeman
gets +1/+1 this turn.
Freedom Fighters, Team-Up (MEV-250C)
Plot Twist, 3
To play, choose two affiliations among characters
you control. <p> If you chose Starjammers and
another affiliation, rally for a non-character card.
<p> Ongoing: Crossover those affiliations.

Freedom Force (MXM-113C)


Plot Twist, 1
Power-up target Brotherhood attacker or defender
you control. <p> Ongoing: Freedom Force
characters you control get +1 ATK.

Frostbite, Qwardian Conglomerate (DGL-080C)


Character, 4, Anti-Matter, 7/6, Concealed
Optional, Flight, Range
Willpower 2 <p> Activate >>> Target stunned
character can't ready this turn.

Frickin' Frog Monsters, Army (EHB-034C)


Character, 3, Thule Society, 5/4
Frickin' Frog Monsters gets +1/+1 while attacking
an exhausted defender.

Frozen in Time (MEV-170R)


Plot Twist, 2
Play only if you control an Exiles character. <p>
Remove target stunned opposing character from
the game shifted with shift counters equal to its
cost minus 1.

Friedrich Von Roehm, Black Rook (MXM-133C)


Character, 2, Hellfire Club, 2/3, Concealed
Optional
MutantPhysical
Friedrich Von Roehm gets +3 ATK while he is
visible and you have the initiative.
Friendly Fire (MOR-192U)
Plot Twist, 1
Characters that team attacked this turn can't ready
during the recovery phase this turn.
Friendly Rivalry (MEV-209C)
Plot Twist, 2
To play, exhaust or stun a Weapon X character you
control. <p> Target character you control gets +X
ATK this attack, where X is that Weapon X
character's cost.
Frog Man, Eugene Patilio (MMK-200U)
Character, 3, Spider-Friends, 4/4
If a character you control would become stunned
during a team attack, instead, you may return that
character to its owner's hand.
Frog of Thunder (MUN-306R)
Plot Twist, 4
Play only during the build phase. <p> To play,
discard a character card. <p> Target an opposing
character. Reveal cards from the top of its
controller's deck until you reveal a character card
with the same cost as that character. If you do, KO
that character and put that card into play in the
same position. Shuffle all other revealed cards into
that deck.
From Qward With Hate (DGL-102R)
Plot Twist, 6
Play only during the combat phase. <p> You may
KO two resources and two Anti-Matter characters
you control. If you do, each opponent KO's a total
of three characters and/or resources he controls.
From The Ashes, Ultimates (MUL-034R)
Plot Twist, 9
Gain 1 endurance for each card in your deck.
From the Darkness (DCL-048R)
Plot Twist, 4
Play only if you control a ready Batman. <p>
Negate target effect from a non-ongoing plot twist.
From the Shadows (DCL-258C, DOR-150C)
Plot Twist, 1
Target attacker gets +5 DEF this attack.

Full Throttle (DCL-049R)


Plot Twist, 6
To play, discard a card with identity The Flash. <p>
Ready target character with identity The Flash.
Fun and Games (MSM-060R)
Plot Twist, 2
To play, discard a Spider-Friends character card.
<p> Ongoing: Characters have "Activate >>>
Negate target activated effect an opponent
controls."
Funeral For a Friend (DJL-177U)
Plot Twist, 2
To play, KO a character you control. <p> Support
row characters you control have reinforcement
while defending this turn.
Funky Flashman, Salesman Supreme (DJL-122U)
Character, 1, Secret Society, 1/1
Leader: At the start of the combat phase, reveal the
top X cards of your deck, where X is the number of
characters adjacent to Funky Flashman. Put a
revealed Secret Society character card into your
hand and the rest into your KO'd pile.
Funky's Big Rat Code, Team-Up (DJL-142C)
Plot Twist, 2
Choose two affiliations among characters you
control. If you chose Secret Society and another
affiliation, target player puts the top three cards of
his deck into his KO'd pile. <p> Ongoing:
Characters you control, as well as cards in your
deck, hand, and KO'd pile, with either of those
affiliations have both of them.
Furious Assault (DLS-181C)
Plot Twist, 1
Target attacker you control gets +2 ATK this attack.
Choose another character you control that shares a
non-Army version with that attacker. The chosen
character gets +2 ATK while attacking this turn.
Furnace of Apokolips (DLS-182C)
Location, 3
Terraform <p> Activate >>> Draw a card. Use only
if you substituted a character into play this turn.
Fury of the Amazons (DCL-050R)
Plot Twist, 4
Target attacking Wonder Woman gets +4/+4 this
attack.
Fusion, Markley (MTU-097C)
Character, 1, Sinister Syndicate, 2/1
Reservist <p> KO a resource you control >>>
Draw a card. Use only once per turn.

Future Friends (DWF-033C)


Plot Twist, 2
Target Team Superman attacker or defender you
control gets +1 DEF this attack and an additional
+1 DEF for each other Future Friends in your
resource row and KO'd pile.
The Future Is Changing (DLS-192C)
Plot Twist, 1
Look at the top card of your deck. You may put it
on the bottom of your deck. If The Future Is
Changing is in your resource row, draw a card, then
discard a card.
Future Shock (DWF-191C)
Plot Twist, 2
Target Revenge Squad attacker or defender you
control gets +1/-1 this attack for each ongoing plot
twist you control.
Future Technology (MVL-185R)
Equipment, 1, ConcealedOptional
Equip only to a [Fantastic Four] character. <p>
Equipped character gets +3 ATK and has
"[Activate] >>> Target player loses 3 endurance."
Gah Lak Tus!, Ultimates (MUL-012R)
Plot Twist, 4
Play only if you control Galactus or an Ultimates
character, and only if you've played no plot twists
this turn. <p> Ongoing: At the start of the recovery
phase, each player removes a character or resource
he controls from the game.
Galactus, Devourer of Worlds (MHG-011R)
Character, 9, Heralds of Galactus, 25/25, Flight,
Range
When Galactus enters play, you may gain
endurance equal to target opponent's endurance
total. If you do, that player's endurance total
becomes 0.
Galactus, The Maker (MHG-010U)
Character, 7, Heralds of Galactus, 16/16, Flight,
Range
Cosmic: Activate >>> Galactus has invulnerability
this turn. Target opponent loses half his endurance,
rounded up. Use only during your attack step.
Galan, Famished (MHG-012C)
Character, 1, Heralds of Galactus, 1/2
Activate >>> Gain 2 endurance.
Gambit, Death (MEV-091C)
Character, 4, Marauders/Horsemen of Apocalypse,
7/6, Concealed, Range
Shift <p> While Gambit is shifted with four
counters, at the start of the combat phase, stun
target character with cost 2 or less.
Gambit, Le Diable Blanc (MEV-090R)
Character, 2, Marauders/X-Men, 2/2, Concealed,
Range
[Activate] >>> Stun target character with cost less
than or equal to the number of stunned opposing
characters. Use only if you control another
Marauders or [X-Men] character.

Gambit, Ragin' Cajun (MXM-010U)


Character, 5, X-Men, 10/8, Range
MutantEnergy
Discard an Energy card >>> Stun target character
with cost 3 or less. Use only once per turn and only
during your attack step.

Gargoyle, Isaac Christians (MTU-050C)


Character, 4, Marvel Defenders, 7/6, Flight, Range
Substitute <p> Backup: Activate >>> Gargoyle
gets -7/+4 this turn. Use only during the build
phase.

Gambit, Remy LeBeau (MOR-010U)


Character, 4, X-Men, 6/6
Activate, discard an X-Men character card >>>
Stun target character with cost 3 or less.

Garrison Kane, Reprogrammed Cyborg (MEV182R)


Character, 5, Weapon X, 13/9, Concealed, Range
Hunter <p> Garrison Kane can't attack while an
opponent controls a non-stunned hunted character.

Gambit, Swamp Rat (MVL-012U)


Character, 2, X-Men, 2/2, Range
[Activate], Discard an [X-Men] character card >>>
Stun target character with cost 3 or less. Use only
during your attack step.

Garth <> Aqualad, Atlantean Ambassador (DGL163U)


Character, 1, Teen Titans, 1/2
At the start of the combat phase, put the top two
cards of your deck into your KO'd pile.

Gambit, Traitor (MEV-092U)


Character, 6, Marauders/X-Men, 13/12, Range
Discard a random card >>> Stun target character if
it has the same cost as that card. Use only once per
turn.

Garth <> Tempest, Atlantean Sorcerer (DOR041R)


Character, 5, Teen Titans, 9/9, Range
Loyalty <p> Pay 3 endurance >>> Return target
card from your KO'd pile to your hand. Use only
once per turn.

Game of the Galaxy (MAV-181R)


Plot Twist, 2
To play, exhaust a Kang you control. <p> Each
player reveals the top four cards of his deck. The
player who revealed more cards that share a name
than any other player may put one of those cards
into his hand. Each player puts the rest of his
revealed cards on the bottom of his deck.
Gamma Bomb (MVL-254R, MOR-193R)
Plot Twist, 9
Play only during the combat phase. <p> KO all
characters.
Gamora, Protector of the Time Gem (MHG-173U)
Character, 3, Infinity Watch, 4/4
Cosmic: At the start of the combat phase, you may
have Gamora get +2/+2 this turn. If you do, you
can't play plot twists this turn.
Gangbuster, Jose Delgado (DSM-006C)
Character, 2, Team Superman, 3/2
Whenever Gangbuster stuns an Army defender,
you may stun target Army character.
Gang-Up, Team-Up (DCL-147C, DJL-104C)
Plot Twist, 2
Choose two affiliations among characters you
control. If you chose Injustice Gang and another
affiliation, each player draws a card. <p> Ongoing:
Crossover those affiliations.
Ganthet, Last Guardian (DGL-173C)
Character, 7, 10/17, Flight, Range
Willpower 6 <p> At the start of the recovery phase,
gain X endurance, where X is the total willpower
of characters you control.
Gargantua, Edward Cobert (MXM-219R)
Character, 1, Masters of Evil, 2/1
Pay 1 resource point >>> Put a +1/+1 counter on
Gargantua. Use only once per turn.

Gathering the Watch (MHG-177U)


Plot Twist, 3
To play, reveal an Infinity Gem card from your
hand. <p> Search your deck for an Infinity Watch
character card, reveal it, and put it into your hand.
GCPD Headquarters (DOR-030U)
Location, 1
Whenever three or more Gotham Knights team
attackers you control stun a defender, KO that
defender. <p> Activate >>> Target Gotham
Knights defender with cost 3 or less has
reinforcement this attack.
GCPD Officer, Army (DOR-014C)
Character, 1, Gotham Knights, 1/1, Range
GCPD Officer has reinforcement while exhausted.
General Fabrikant, Qwardian General (DJL-204U)
Character, 4, Anti-Matter, 7/7, Concealed
Optional
Hidden attackers you control can't be stunned
while General Fabrikant is visible.
General Zod, Ruler of Pokolistan (DSM-068R)
Character, 7, Revenge Squad, 15/15
KO a Revenge Squad character you control >>>
Exhaust target character if its cost is less than or
equal to the cost of the character you KO'd.
The General, Wade Eiling (DJL-084R)
Character, 6, Injustice Gang, 13/10, Range
At the start of the combat phase, target character
loses leader and all leader powers this turn. <p>
Whenever The General becomes stunned, if he is in
your front row, you may discard an Injustice Gang
character card. If you do, recover him and move
him to your support row.

Generation Next, Team-Up (DLS-159C)


Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Exhaust a Teen Titans
character you control >>> Characters you control
have flight and range this turn.
Genetic Destiny (MHG-073U)
Plot Twist, 3
Play only if you control more characters than an
opponent. <p> Reveal the top four cards of your
deck. Put a revealed Kree character card into your
hand and the rest on the bottom of your deck.
Genis-Vell <> Captain Marvel, Son of Mar-Vell
(MAV-093R)
Character, 7, Thunderbolts, 19/18, Flight, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
When Genis-Vell enters play, each opponent may
search his deck for a card and put it into his hand.
Genis-Vell <> Photon, Cosmic Threat (MUN055C)
Character, 4, Thunderbolts/Kree, 7/7, Flight, Range
Substitute <p> When Genis-Vell enters play, target
opponent loses 1 endurance for each face-down
resource he controls.
Genis-Vell <> Photon, Transformed (MXM-216U)
Character, 6, Thunderbolts, 14/12, Flight, Range
Reservist <p> Discard Genis-Vell >>> Target
character you control with cost 3 or less gets +2
DEF this attack.
Genosha (MVL-086R, MOR-099R)
Location, 4
[Activate], KO Genosha >>> Draw two cards. If
you control Magneto, instead, draw four cards.
Geo-Force, Brion Markov (DWF-085C)
Character, 3, Outsiders, 4/5, Flight, Range
When Geo-Force enters play, you may exhaust
target character with cost 2 or less.
Geraci Family Estate (MMK-123U)
Location, 1
At the start of the recovery phase, replace Geraci
Family Estate unless you discard a card. <p>
Activate >>> Target Crime Lords defender you
control has reinforcement this attack.
Gertrude Yorkes, Arsenic (MEV-220R)
Character, 1, Runaways, 2/1
When Gertrude Yorkes enters play, search your
deck for a Runaways character card and reveal it. If
it's Old Lace, put it into your hand. Otherwise, put
it on top of your deck.
Get Him My Petsss (MSM-096R)
Plot Twist, 4
Play only during the combat phase. <p> To play,
exhaust five Sinister Syndicate characters you
control. <p> Target opponent KO's a non-stunned
character he controls.

Get It Done (DWF-114U)


Plot Twist, 3
Ongoing: Whenever two or more Outsiders
characters you control team attack, you may
exhaust target character with cost less than or equal
to the number of attackers.
Ghost Rider, Danny Ketch (MVL-116R, MMK012R)
Character, 8, Marvel Knights, 19/17, Range
[Activate] >>> KO all characters target opponent
controls with cost 5 or less.
Ghost Rider, Johnny Blaze (MMK-013C)
Character, 6, Marvel Knights, 10/12, Range
Ghost Rider gets +2 ATK while you control fewer
characters than an opponent. <p> Ghost Rider gets
+2 ATK while you have fewer cards in your hand
than an opponent. <p> Ghost Rider gets +2 ATK
while you have less endurance than an opponent.

Gin Genie, Beckah Parker (MMK-056C)


Character, 2, X-Statix, 2/2, Range
Whenever Gin Genie stuns a character, you may
replace a resource you control for each X-Statix
character you control.
Girl 13 <> Traci Thirteen, Hex and the City (DLS202R)
Character, 3, Shadowpact, 5/4, Range
Substitute <p> When Girl 13 enters play, you may
discard a Magic card. If you do, gain 4 endurance.
Otherwise, lose 4 endurance.
Girl 13, Traci Thirteen (DSM-007U)
Character, 2, Team Superman, 1/3, Range
Exhaust a support row character you control >>>
Target front row Team Superman attacker you
control gets +2 ATK this attack and can't cause
breakthrough this attack.

Ghost Rider, New Fantastic Four (MOR-045R)


Character, 5, Fantastic Four, 9/9
Ghost Rider gets +4 ATK while you have 25 or less
endurance.

Girls' Night Out (DLS-183C)


Plot Twist, 2
To play, exhaust a non-defending character you
control. <p> Target attacker can't cause
breakthrough while attacking a character this turn.

Ghost Rider, Rider on the Storm (MVL-156C)


Character, 5, Fantastic Four, 11/8, Range
Ghost Rider can't be stunned while equipped and
attacking.

Gizmo, Mikron O'Jeneus (DOR-121U)


Character, 1, Fearsome Five, 1/1, Flight, Range
Activate, discard an equipment card >>> Draw two
cards, then discard a card.

Ghost Rider, Spirit of Vengeance (MVL-115U)


Character, 6, Marvel Knights, 13/11, Range
Whenever another [Marvel Knights] character you
control becomes stunned, target opponent loses
endurance equal to its cost.

Gladiator, Praetor of the Imperial Guard (MVL222R)


Character, 5, Shi'ar, 10/6, Flight, Range
While Gladiator is ready, he gets +1/+1 for each
other [Shi'ar] character you control.

Ghost Rider, The Devil's Rider (MVL-114C)


Character, 3, Marvel Knights, 5/3, Concealed,
Range
Ghost Rider gets +1 ATK for each stunned
character in play.

Glass Jaw (DJL-178C)


Plot Twist, 1
Target character gets -3 DEF while defending this
turn. Whenever that character defends this turn,
exhaust it.

Gift for Death (MUN-219R)


Plot Twist, 2
To play, discard three cards. <p> KO target stunned
character. <p> BoostExhaust a Thanos you
control: Draw three cards.

Global Domination (MOR-100R)


Plot Twist, 3
Negate target location effect. <p> Ongoing:
Locations your opponents control can't ready
during the recovery phase while you control a
Brotherhood character.

Gift Wrapped (MTU-034R)


Plot Twist, 3
To play, exhaust a Spider-Man you control. <p>
Exhaust any number of target characters if their
combined cost is less than or equal to that SpiderMan's cost.
Giganta, Rampaging (DCL-174U)
Character, 5, Secret Society, 11/11
Reservist <p> Whenever Giganta becomes
stunned, KO a character you control.
Gillotina, Female Fury (DLS-103C)
Character, 3, Darkseid's Elite, 5/4
Whenever Gillotina causes breakthrough to a
player, that player loses an additional 1 endurance
for each face-down resource he controls.

Glorious Godfrey, Persuader (DSM-104U)


Character, 5, Darkseid's Elite, 7/8
Activate >>> Exhaust target character with cost 4
or less. That character's controller loses endurance
equal to its cost. Use only if you control another
Darkseid's Elite character.
Glorith, Seductive Sorceress (DLS-055C)
Character, 4, Future Foes, 7/7, Flight
Reservist, Willpower 4 <p> Cosmic: Free >>>
Gain 4 endurance unless an opponent discards a
card. Use only once per turn and only during the
combat phase.
Glory Hound (MMK-077C)
Plot Twist, 1
Target character can't team attack this turn. If Glory
Hound is in your resource row and you control an
X-Statix character and a character with another
affiliation, you may replace Glory Hound.

Gnaxos, Arena Robot (DGL-081C)


Character, 2, Anti-Matter, 3/3
Boost 3: Gnaxos enters play with five +1/+1
counters on it.
G'Nort, Green Lantern of G'Newt (DGL-007C)
Character, 1, Green Lantern, 1/1, Flight, Range
Willpower 1 <p> Other characters you control with
willpower 1 or greater get +1/+1.
Go Down Fighting (MXM-114C)
Plot Twist, 1
Target character you control gets +1 ATK this
attack. <p> Reveal Go Down Fighting from your
hand or resource row >>> Whenever a
Brotherhood character you control becomes
stunned this turn, you may KO a resource you
control. If you do, put that character card face
down into your resource row.
Go in Swinging (MMK-078U)
Plot Twist, 1
X-Statix attackers you control can't be stunned this
attack. Characters you control can't attack this turn.
Goblin Glider (MSM-097U)
Equipment, 2
Goblin Glider costs 1 less to recruit for each
Sinister Syndicate character you recruited this turn.
<p> Equipped character gets +4 ATK, has flight,
and has range.
Godseye Satellite (MUN-124U)
Location, 3
Terraform <p> [Activate] >>> Target
[S.H.I.E.L.D.] character you control gets +X ATK
this turn, where X is its cost. At the start of the
recovery phase this turn, return that character to its
owner's hand.
Gog, Alien Menace (MTU-098R)
Character, 8, Sinister Syndicate, 17/18
Activate, KO Gog >>> Stun each character with
cost greater than the number of resources you
control. Use only if you control another Sinister
Syndicate character.
Gog, Nemesis (DSM-069C)
Character, 7, Revenge Squad, 14/15, Flight, Range
Gog gets +2 ATK while attacking a Team
Superman character. <p> Cosmic: While you
control another Revenge Squad character,
whenever Gog attacks a defender, that defender's
controller loses endurance equal to that defender's
cost.
Going Ape (DCL-196U)
Plot Twist, 4
To play, KO a character you control. <p> If you
control Gorilla Grodd, target character gets -4 ATK
this turn.
Going My Way? (MSM-061U)
Plot Twist, 3
Spider-Friends characters you control can attack
this turn as though they had flight and range. <p>
Ongoing: Characters you control named SpiderMan get +1 ATK.

Golden Archer, Wyatt McDonald (MAV-051C)


Character, 4, Squadron Supreme, 7/6, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Activate >>> Target opponent loses 6 endurance.
Then that opponent gains 1 endurance for each
card in your hand.
Golden Death (DGL-068C)
Plot Twist, 1
Target attacker you control gets +2 ATK this attack.
If that attacker has the Emerald Enemies affiliation,
exhausted defenders lose and can't have
reinforcement this attack.
Goldface, Keith Kenyon (DGL-045C)
Character, 4, Emerald Enemies, 9/9, Range
To recruit, discard two Emerald Enemies character
cards. <p> KO a resource you control >>>
Goldface gets +2/+2 this attack. Use only once per
turn.
Gole, Deep Six (DSM-105U)
Character, 1, Darkseid's Elite, 1/1
Whenever Gole becomes stunned, each opponent
loses 1 endurance for each face-down resource he
controls.
Gone But Not Forgotten (DOR-151U)
Plot Twist, 2
Ongoing: Whenever a character enters your KO'd
pile, gain 2 endurance.
Good Boy! (DWF-034C)
Plot Twist, 3
Choose a number. If you control a Team Superman
character, gain 1 endurance and an additional 1
endurance for each face-up resource you control
with cost equal to that number.
Good Cop, Good Cop (DWF-060C)
Plot Twist, 2
Target Gotham Knights defender in your support
row gets +2 ATK and has reinforcement this attack.
Good Night, Sweet Prince (MMK-124C)
Plot Twist, 2
Play only if you control a Crime Lords character.
<p> The controller of target hidden character
moves it to his visible area. That character loses
and can't have reinforcement this turn.
Good Samaritan (MXM-073R)
Plot Twist, 3
To play, KO a Morlocks character you control. <p>
Recover target stunned character you control. If an
attacker would cause breakthrough while that
character is defending this turn, instead, that
attacker causes 3 less breakthrough.
Gorgon, Thundering Hooves (MHG-099R)
Character, 7, Inhumans, 15/17, Concealed
Optional
Cosmic: Characters can't ready while Gorgon is
visible.

The Gorgon, Tomi Shishido * HYDRA (MUN144R)


Character, 5, Crime Lords, 8/10, Concealed
Whenever a character attacks you directly, it can't
ready this turn.
Gorilla City (DCL-187C, DJL-143C)
Location, 1
[Activate], Put the top card of your deck into your
KO'd pile >>> Target Secret Society attacker you
control gets +1 ATK this attack, or +3 ATK if you
have ten or more cards in your KO'd pile.
Gorilla Grodd, Grodd Awful (DCL-175C)
Character, 4, Secret Society, 8/7, Range
KO a Secret Society character you control with
cost X >>> Target player draws X cards, then
discards X cards. Use only once per turn.
Gorilla Grodd, Psionic Simian (DCL-176C)
Character, 7, Secret Society, 17/14, Range
Whenever Gorilla Grodd stuns a character, you
may move it to your front row.
Gorilla Grodd, Simian Mastermind (DJL-123C)
Character, 6, Secret Society, 13/12, Range
Willpower 3 <p> Leader: KO a ready character
adjacent to Gorilla Grodd >>> Move target
character to your front row if its cost is less than
that of the character you KO'd. If you do, ready the
character you moved. Use only once per turn and
only during the combat phase.
Gorilla Warfare (DWF-211C)
Plot Twist, 2
Target attacker you control gets +2/+2 this attack.
At the start of the recovery phase this turn, stun
that character.
Gotcha! (MTU-120C)
Plot Twist, 2
Target attacker you control gets +2 ATK this attack.
If that character has the Sinister Syndicate
affiliation, you may KO a resource you control. If
you do, the defending player loses 2 endurance.
Gotham Central (DWF-057U)
Location, 2
Gotham Knights characters in your support row get
+1 ATK and have range.
Gotham Central S.W.A.T., Army (DWF-046C)
Character, 2, Gotham Knights, 1/3, Range
Activate >>> Target character in your support row
gets +2 ATK and reinforcement this attack.
Gotham City (DBM-012U)
Location, 2
Activate, exhaust a Gotham Knights character you
control >>> Reveal the top card of your deck. If
that card is a Gotham Knights character card with
cost 3 or greater, put it into your hand. Otherwise,
put it on the bottom of your deck.
GothCorp (DOR-152R)
Location, 1
Activate >>> Draw a card, then discard two cards.

Government Sponsored, Team-Up (MEV-038C)


Plot Twist, 3
To play, discard an X-Factor character card. <p>
Rally for a character card three times. <p>
Ongoing: Affiliated characters you control and
affiliated character cards you own gain the XFactor affiliation.
Governor Tozad, Planetary Commander (DGL111U)
Character, 2, Manhunter, 2/3
Activate >>> If target player controls more
characters than you, that player exhausts a ready
character he controls. Use only during the combat
phase.
Grace, Grace Choi (DWF-086C)
Character, 2, Outsiders, 3/2
Grace gets +2 ATK while in combat with a
character with greater cost.
Grace, The Bouncer (DWF-087U)
Character, 5, Outsiders, 9/9
Whenever Grace becomes stunned by a character
an opponent controls with greater cost, recover and
ready her. This power triggers only once per turn.
Graduating Class (MEV-272C)
Plot Twist, 2
Target character you control has reinforcement this
turn. Whenever it becomes stunned this turn, you
may return it to its owner's hand.
Graduation Day (DCL-103U)
Plot Twist, 3
To play, exhaust a [Teen Titans] character you
control. <p> Target opponent loses 2 endurance for
each [Teen Titans] character you control that was
recruited this turn.
Grand Gesture (DCR-149C)
Plot Twist, 3
To play, return a Villains United character you
control to its owner's hand. <p> Target defender
gets -3/-3 this attack.
Grandmaster, Manhunter Leader (DGL-112R)
Character, 5, Manhunter, 8/9, Concealed
Move any number of hidden Manhunter characters
you control to your visible area >>> Each character
you moved gets +2 ATK this turn. Use only once
per turn.
Grandstanding (MMK-079U)
Plot Twist, 2
To play, stun an X-Statix team attacker you control.
<p> Target attacker gets +7/+7 this attack.
Granny Goodness, Everyone's Favorite Granny
(DSM-106C)
Character, 3, Darkseid's Elite, 3/5
Affiliated characters you control with cost 3 or less
lose their affiliations and have the Darkseid's Elite
affiliation. <p> Other non-Army Darkseid's Elite
characters you control with cost 3 or less get +1
ATK.

Granny Loves You (DSM-123U)


Plot Twist, 2
Ongoing: At the start of the recovery phase, if you
control a Darkseid's Elite character, each player
loses 1 endurance for each stunned character he
controls.

The Greater Threat, Team-Up (MVL-273C)


Plot Twist, 2
Play only if [Fantastic Four] and [X-Men] are
affiliations among characters you control. <p>
Draw a card. <p> Ongoing: Crossover [Fantastic
Four] and [X-Men].

Gravesite (MMK-170U)
Plot Twist, 1
Ongoing: At the start of the draw phase, each
player draws a card, then discards a card. Each
player who discarded an Underworld character
card gains 1 endurance.

Green Goblin, Altered Ego (MSM-074C)


Character, 7, Sinister Syndicate, 17/11, Flight,
Range
Loyalty <p> Activate, pay 13 endurance >>> Each
other player loses 13 endurance.

Graveyard of Solitude (DWF-185U)


Location, 2
Activate >>> Target Revenge Squad attacker you
control gets +1 ATK this attack for each ongoing
plot twist you control.
Grayven, Son of Darkseid (DGL-046C)
Character, 6, Emerald Enemies, 13/11, Range
Willpower 3 <p> A character defending against
Grayven loses and can't have reinforcement while
you control more face-up resources than its
controller.
Graziella Reza, Knight (DCR-091C)
Character, 3, Checkmate, 4/5, Range
Exhaust a location you control >>> Graziella Reza
gets +1 ATK this turn.
The Great Arena (MUN-194R)
Location, 4
[Activate], Exhaust a Hulk you control with cost X
>>> Exhaust target character with cost X or less.
Each player loses X endurance. Use only during
the build phase.
The Great Game (MTU-121U)
Plot Twist, 3
Play only during your first attack this turn. <p>
Whenever target Sinister Syndicate attacker you
control causes breakthrough while attacking a
character this attack, KO that character.
The Great Refuge, Non-Unique (MHG-124R)
Location, 2
Terraform <p> When you flip The Great Refuge,
search your deck for an Inhumans character card
with cost less than or equal to the number of faceup resources you control. Reveal that card and put
it into your hand.
Great White, Warren White (DWF-131C)
Character, 3, Arkham Inmates, 4/4, Concealed
Reservist <p> Other Arkham Inmates characters
you control get +1/+1 while they're not adjacent to
any characters.
Greater of Two Evils (MOR-194R)
Plot Twist, 4
Play only during the recovery phase. <p> Target a
player who controls a stunned character. That
player KO's a stunned character he controls unless
he discards two cards.

Green Goblin, Director of the Thunderbolts (MUN057C)


Character, 5, Thunderbolts/S.H.I.E.L.D., 10/9,
Flight, Range
Leader: At the start of your recruit step, put a
+1/+1 counter on each adjacent character.
Green Goblin, Friend and Foe (MEX-003R)
Character, 4, Sinister Syndicate, 7/6, Flight, Range
Loyalty <p> Whenever a friendly character attacks
a player directly, draw a card.
Green Goblin, Insanity Unleashed (MUN-056C)
Character, 1, Thunderbolts/Sinister Syndicate, 1/1,
Concealed, Flight, Range
Substitute <p> Stun Green Goblin >>> Put a +1/+1
counter on another target character.
Green Goblin, Norman Osborn (MSM-017C)
Character, 5, Sinister Syndicate, 9/9, Flight, Range
Activate, discard a Sinister Syndicate character
card >>> KO target unprotected support row
character. That character's controller loses
endurance equal to its cost. Use only during your
attack step.
Green Goblin, Ultimates (MUL-002U)
Character, 4, Sinister Syndicate, 8/4, Range
Whenever Green Goblin attacks, remove from the
game target character stunned by a [Sinister
Syndicate] or Ultimates character this turn.
Green Lantern Ring (DGL-030U)
Equipment, 0
Transferable (At the start of your formation step,
you may transfer this equipment to a character you
control.) <p> Equipped character gets +2
willpower and gains the Green Lantern affiliation.
Grey Gargoyle, Paul Pierre Duval (MAV-130U)
Character, 3, Masters of Evil, 3/6, Flight
Reservist <p> Pay 1 resource point >>> Target
character can't ready this turn. Use only once per
turn.
Grigori Rasputin, The Mad Monk (EHB-036U)
Character, 7, Thule Society, 15/15
Grigori Rasputin gets +1/+1 for each doomsday
counter on resources you control. <p> Whenever
Grigori Rasputin becomes stunned, you may put a
doomsday counter on a resource named Project
Ragna Rok.
Grigori Rasputin, True Father (EHB-035U)
Character, 4, Thule Society, 7/7
Pay X endurance >>> KO target stunned character
with cost X. Use only once per turn.

Grounded (MSM-152C)
Plot Twist, 1
Target character loses flight and gets -1 ATK this
turn.
Growing Man, Kinetic Stimuloid (MAV-166U)
Character, 3, Kang Council, 4/3
Exhaust a Kang you control >>> Put a +1/+1
counter on Growing Man.
Grudge Match (MUN-307C)
Plot Twist, 3
If target attacker has the same cost as a defender,
that attacker gets +3/+3 this attack.
The Guardian, Jim Harper (DWF-003U)
Character, 3, Team Superman, 4/5
A character protected by The Guardian gets +1/+1
and has range.
Guardians Reborn (DGL-031U)
Plot Twist, 2
To play, exhaust any number of Green Lantern
characters you control with total willpower 3 or
greater. <p> Recover target stunned Green Lantern
character you control.
Guy Gardner, Egomaniac (DJL-049C)
Character, 7, JLI/Green Lantern, 16/12, Flight,
Range
Willpower 4 <p> Other characters you control get
+1 willpower. <p> Each JLI defender and Green
Lantern defender you control gets +X DEF, where
X is that character's willpower.
Guy Gardner, Hero with Attitude (DCX-013R)
Character, 5, JLI, 9/9, Flight, Range
Reservist, Willpower 4 <p> [Activate] >>> Stun
target character with cost 3 or less. Use only if you
control four or fewer resources.
Guy Gardner, Strong Arm of the Corps (DGL008C)
Character, 5, Green Lantern, 10/7, Flight, Range
Willpower 2 <p> Guy Gardner gets +X ATK while
attacking, where X is his willpower. <p> Boost 1:
When Guy Gardner enters play, characters you
control get +2 ATK while attacking this turn.
Guy Gardner, Warrior (DGL-174C)
Character, 3, 6/3, Flight, Range
Willpower 2 <p> Unaffiliated characters you
control can team attack as though they had all
affiliations.
Gypsy, Cindy Reynolds (DJL-010C)
Character, 1, JLA, 1/1, Concealed
Return Gypsy to her owner's hand >>> Power-up
target JLA attacker or defender you control.
Gypsy, Illusionary Operative (DWF-070U)
Character, 2, Birds of Prey/JLA, 2/3, Concealed
Optional
Substitute <p> When Gypsy enters play, look at the
top three cards of your deck. Put one on the top of
your deck and the rest on the bottom.

H.E.R.B.I.E., Humanoid Experimental Robot BType Integrated Electronics (MFF-002C)


Character, 2, Fantastic Four, 2/2, Range
When H.E.R.B.I.E. enters play, reveal the top card
of your deck. If you revealed a Fantastic Four
character card, put it into your hand. Otherwise,
put it on the bottom of your deck.
H.E.R.B.I.E., Robot Nanny (MVL-157R)
Character, 1, Fantastic Four, 2/1, Flight, Range
[Activate] >>> Transfer target equipment you
control to a [Fantastic Four] character you control.
<p> Remove H.E.R.B.I.E. from the game >>>
Your next equipment costs 1 less to recruit this
turn.
HAIL HYDRA!, Team-Up (MUN-175C)
Plot Twist, 2
To play, reveal a [Crime Lords] or HYDRA
character card from your hand. <p> Ongoing:
Characters you control and character cards you
own gain the [Crime Lords] affiliation and
HYDRA version.
Hal Jordan <> Spectre, Mortal Avatar (DGL-175R)
Character, 8, 18/17, Flight, Range
Whenever a character you control becomes
stunned, each opponent loses endurance equal to its
cost.
Hal Jordan, Fearless (DCL-015R)
Character, 7, JLA/Green Lantern, 16/15, Flight,
Range
Whenever Hal Jordan stuns a character, exhaust all
characters in the same row as that character.
Hal Jordan, Founding Member (DCL-014R)
Character, 3, JLA/Green Lantern, 4/5, Flight,
Range
[Activate], Remove Hal Jordan from the game >>>
Search your deck for a card and put it into your
hand.
Hal Jordan, Green Lantern of Earth (DGL-009C)
Character, 3, Green Lantern, 5/4, Flight, Range
Willpower 3
Hal Jordan, Green Lantern of Sector 2814 (DGL010R)
Character, 5, Green Lantern, 9/9, Flight, Range
Willpower 5 <p> Hal Jordan gets +3/+3 while you
control no other characters.
Hal Jordan, Hard-Traveling Hero (DJL-011C)
Character, 6, JLA/Green Lantern, 12/13, Flight,
Range
Willpower 5 <p> At the start of the combat phase,
the controller of target character with cost less than
the total willpower of characters you control moves
that character to a different position.
Hal Jordan, Parallax (DGL-047R)
Character, 9, Emerald Enemies, 25/25, Flight,
Range
Willpower 5 <p> Discard a card >>> Hal Jordan
gets +5 willpower this turn.

Hal Jordan, Reborn (DGL-011R)


Character, 7, Green Lantern, 15/15, Flight, Range
Willpower 6 <p> You can't lose and your
opponents can't win the game while the total
willpower of characters you control is 20 or
greater.
Hala (MHG-074C)
Location, 3
Terraform <p> Activate >>> Target Kree attacker
or defender you control gets +1 ATK this attack for
each character you recruited this turn.
Hall of Justice (DCL-039U)
Location, 1
[Activate], Put the top card of your deck into your
KO'd pile >>> Power-up target [JLA] attacker or
defender you control.
Hall of Mentors (DLS-160U)
Location, 2
Terraform <p> Activate, discard a character card
>>> Target Teen Titans attacker you control gets
+X DEF this attack, where X is the cost of the card
you discarded.
Halo, Gabrielle Doe (DWF-088C)
Character, 1, Outsiders, 1/1, Flight
Halo gets +2 ATK while in combat with a character
with greater cost.
Hammer Bay (MXS-028U)
Location, 1
Brotherhood characters you control get +1 ATK.
Hammerhead, Gangster (MSM-075C)
Character, 2, Sinister Syndicate, 3/2
Sinister Syndicate attackers you control get +2
ATK while attacking a player directly.
Hand Dojo (MMK-125U)
Location, 2
Whenever a Crime Lords character you control
defends, it gets +2 ATK this attack unless any
player pays 3 endurance.
The Hand, Army (MMK-114C)
Character, 2, Crime Lords, 2/1, Concealed
Activate >>> Target attacker gets -2 DEF this
attack.
The Hand, Army * HYDRA (MUN-145U)
Character, 1, Crime Lords, 1/1, Concealed, Range
[Activate], Put The Hand on top of its owner's deck
>>> Recover target stunned [Crime Lords]
character that defended this turn.
Hank Hall <> Hawk, Agent of Chaos (DOR-042C)
Character, 2, Teen Titans, 2/2
Hank Hall gets +2/+2 while you control Dawn
Granger. <p> Boost 1: When Hank Hall enters
play, if you don't control Dawn Granger, search
your deck for a card named Dawn Granger and put
it into your front row.

Hank Henshaw <> Cyborg, Evil Impostor (DSM070R)


Character, 4, Revenge Squad, 7/5, Flight, Range
When Hank Henshaw enters play, choose a
character an opponent controls. <p> Hank
Henshaw can't be stunned while in combat with the
chosen character.
Hank Henshaw <> Cyborg, Manhunter
Grandmaster (DWF-166U)
Character, 5, Revenge Squad/Manhunter, 9/9,
Flight, Range
Vengeance: Whenever Hank Henshaw becomes
stunned, choose a name. Search target player's deck
for all non-character cards with that name and
remove them from the game.
Hank Pym <> Ant Man, Diminutive Hero (MAV008C)
Character, 1, Avengers, 2/1, ConcealedOptional,
Flight
Hank Pym gets +2 ATK while visible and team
attacking.
Hank Pym <> Giant Man, Towering Titan (MAV009U)
Character, 5, Avengers, 11/8
Characters you control can't be the target of plot
twist or payment effects your opponents control
while you control a team attacker.
Hank Pym <> Giant Man, Ultimates (MUL-016C)
Character, 4, S.H.I.E.L.D., 7/7
At the start of the combat phase, remove the top
card of your deck from the game. If it's an
Ultimates card, put a +1/+1 counter on Hank Pym.
Hank Pym <> Goliath, Giant Genius (MAV-010C)
Character, 7, Avengers, 16/15
Discard Hank Pym >>> Target Avengers defender
you control has reinforcement this attack.
Hank Pym <> Yellowjacket, Initiative Instructor
(MUN-094U)
Character, 1, S.H.I.E.L.D./Avengers, 1/1, Flight,
Range
When Hank Pym enters play, choose a version.
<p> [Activate] >>> Target character with that
version gets +3 ATK and has flight this turn.
Hank Pym <> Yellowjacket, Pym Particle Creator
(MAV-011C)
Character, 3, Avengers, 4/4, ConcealedOptional,
Flight, Range
KO an equipment equipped to Hank Pym >>>
Recover target stunned character you control.
Hannibal King, Occult Investigator (MMK-014C)
Character, 2, Marvel Knights, 2/2, Concealed,
Flight
Activate >>> When target character enters a KO'd
pile during the combat phase this turn, its
controller loses 5 endurance.

Happiness Home (DSM-124R)


Location, 1
To flip, KO a non-stunned character you control.
<p> Non-Army Darkseid's Elite attackers you
control with cost 3 or less get +2/+2. <p>
Darkseid's Elite characters you control with cost 3
or less can't recover.
Harbinger, Multiverse Messenger (DCR-169R)
Character, 7, Crisis, 17/17, Flight, Range
Boost 1: When Harbinger enters play, if you
control another Crisis character, search your deck
for a card named Harbinger and put it into your
front row.
Hard Sound Construct, Construct (MAV-156R)
Plot Twist, 4
Play only during the build phase. <p> Put target
Masters of Evil character card with cost 2 or less
from your KO'd pile into your front row if you
don't control a character with the same name as
that card. KO that character at the start of the
recovery phase this turn.
Hard to Kill (MUN-042C)
Plot Twist, 3
To play, replace a reservist resource you control.
<p> Target [Avengers] character gets +2 DEF this
attack.
Hard-Light Storage Tank, Non-Unique (DJL-105R)
Location, 2
When you flip Hard-Light Storage Tank, search
your deck for an Army Injustice Gang character
card with cost 1, reveal it, and put it into your
hand. <p> Whenever one or more Injustice Gang
team attackers you control stun a defender, you
may put an Army character card with cost 1 from
your hand into your front row exhausted.
Hard-Traveling Heroes (DGL-191C)
Plot Twist, 2
Choose two or more affiliations among characters
you control with willpower 1 or greater. If you do,
draw a card. <p> Ongoing: Characters you control,
as well as cards in your deck, hand, and KO'd pile
that have any of those affiliations have all of them.
Harlequin, Molly Mayne-Scott (DGL-113C)
Character, 2, Manhunter, 2/2, Concealed
Willpower 2 <p> Whenever Harlequin causes
breakthrough to a player, that player discards a
card.
Harley Quinn, Dr. Harleen Quinzel (DOR-067C)
Character, 1, Arkham Inmates, 1/1
Discard Harley Quinn >>> Power-up target
Arkham Inmates attacker or defender you control.
<p> Activate >>> Target Arkham Inmates defender
you control has reinforcement this attack.
Harley Quinn, Mr. J's Girl (DWF-132C)
Character, 1, Arkham Inmates, 1/1
Whenever Harley Quinn is discarded, you may
remove her from the game. If you do, target
character gets -2 DEF this turn.

Harpoon, Kodiak Noatak (MEV-093C)


Character, 4, Marauders, 7/7, Range
Free >>> Target character gets -2 DEF this attack
for each stunned opposing character. Use only once
per turn.

Hassim, Loyal Retainer (DCL-206U, DOR-099U)


Character, 2, League of Assassins, 2/2
[Activate] >>> Target League of Assassins attacker
you control gets +1 ATK this attack for each
location you control.

Harry Delgado, Acolyte (MXM-093C)


Character, 6, Brotherhood, 13/12
MutantPhysical
Reservist <p> Replace a reservist resource you
control >>> Target non-defending character loses
and can't have reinforcement this turn. Use only
once per turn.

Have a Blast! (DCL-259R, DOR-153R)


Plot Twist, 3
To play, discard a card. <p> Replace target location
or ongoing plot twist.

Harry Leland, Black Bishop (MXM-134R)


Character, 3, Hellfire Club, 4/5, Concealed
Optional
MutantPhysical
Discard a Mental card >>> Target defender you
control gets -2/+2 and has reinforcement this
attack. Use only if Harry Leland is visible.
Harry Osborn <> Green Goblin, Unfortunate Son
(MTU-099C)
Character, 6, Sinister Syndicate, 13/10, Flight,
Range
At the start of the combat phase, each player loses
1 endurance for each resource he controls.
Harry Stein, King in Check (DCR-092U)
Character, 4, Checkmate, 8/8, Range
When Harry Stein enters a KO'd pile from play,
you lose the game. <p> Knight characters you
control get +1/+1.
Harry's Hideaway (MXM-030U)
Location, 1
Discard a card, replace Harry's Hideaway >>>
Choose one: Recover target stunned character you
control with cost 2 or less; or recover target
stunned X-Men character you control with cost 4
or less. Use only during the recovery phase.
Harsh Judgment (DCL-226R)
Plot Twist, 5
Play only if you control Ra's al Ghul. <p>
Opposing characters get -1/-1 this turn.
Harvey Bullock, Bishop (DLS-208R)
Character, 1, Gotham Knights/Checkmate, 1/1
Activate >>> KO target equipment with cost 0 if
you control another Gotham Knights character.
<p> Activate >>> Return target equipment card
from your KO'd pile to your hand if you control
another Checkmate character.
Harvey Bullock, GCPD Detective (DOR-015U)
Character, 1, Gotham Knights, 1/1, Range
Exhaust X Army Gotham Knights characters you
control >>> Exhaust target character if its cost is
less than X.
Harvey Bullock, Gotham Central (DWF-047C)
Character, 1, Gotham Knights, 1/1, Concealed,
Range
Activate >>> Look at target player's hand.

Havok, Age of Apocalypse (MAA-014U)


Character, 2, Horsemen of Apocalypse, 3/3, Range
Havok can't be stunned while you have the
initiative. <p> At the start of the combat phase,
exhaust Havok if you don't have the initiative.
Havok, Alex Summers (MOR-011R)
Character, 3, X-Men, 4/4, Range
Havok enters play exhausted. <p> Whenever
Havok attacks, he gets +4 ATK this attack.
Havok, Critical Mass (MXM-011C)
Character, 4, X-Men, 8/7, Range
MutantEnergy
Stun Havok >>> Stun target character with cost 5
or less. Use only during the recovery phase.
Havok, Mutant X (MEV-011C)
Character, 5, X-Factor/X-Men, 10/8, Range
Shift <p> When Havok enters play, characters get
-2 ATK this turn.
Havok, Proud Son (MEV-012R)
Character, 7, X-Factor/Starjammers, 16/14, Range
Energize (Whenever Havok defends, ready him.)
<p> [Activate] >>> Stun target character unless its
controller discards a card. Use only during the
combat phase.
Havok, Unstable Son (MVL-013C)
Character, 2, X-Men, 4/3, Range
At the start of the recovery phase, stun Havok.
Hawkeye <> Ronin, Secret Avenger (MUN-013U)
Character, 2, Avengers, 3/2, Concealed, Range
Reservist <p> When Hawkeye enters play, rally for
a character card. If you're successful, you may KO
a character with cost 1 or less.
Hawkeye, Clinton Barton (MAV-012C)
Character, 4, Avengers, 8/5, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Activate >>> Stun any number of target characters
with combined cost 2 or less.
Hawkeye, Leader by Example (MAV-094R)
Character, 5, Thunderbolts, 11/9, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Leader: Characters adjacent to Hawkeye can't be
stunned while attacking a character with a greater
cost.

Hawkeye, Loud Mouth (MTU-051R)


Character, 3, Marvel Defenders/Avengers, 5/2,
Range
Substitute <p> Backup: Activate, discard a
character card that shares an affiliation with
Hawkeye >>> Stun any number of target
characters with combined cost 2 or less. Use only
during the build phase.
Haywire, Harold Danforth (MAV-052C)
Character, 2, Squadron Supreme, 4/1, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
If Haywire would cause breakthrough while
attacking a character, instead, that character can't
ready this turn.
Haywire, Suicidal Lover (MHG-218R)
Character, 0, Squadron Supreme, 0/1, Range
Reservist <p> Haywire gets +1 ATK while
equipped. <p> Haywire gets +1 ATK while you
have no cards in hand.
He Who Watches (MTU-200U)
Plot Twist, 2
Look at target player's hand and face-down
resources.
Head Case, Sean Madigan * A.I.M. (MUN-146R)
Character, 5, Crime Lords, 9/10, Range
Substitute <p> Whenever Head Case stuns an
attacker, you may KO Head Case. If you do, KO
all characters that attacked him this turn.
Head Shot (MMK-034C)
Plot Twist, 1
Play only during your first attack this turn in which
you control an attacker. <p> Target Marvel Knights
attacker gets +X ATK this attack, where X is that
character's cost.
Headstrong Charge (DCL-104R)
Plot Twist, 3
To play, remove X +1/+1 counters from a Beast
Boy you control. <p> Target [Teen Titans] attacker
you control gets +X/+X this attack.
Healer, Life Giver (MXM-053C)
Character, 3, Morlocks, 3/6
MutantEnergy
Evasion <p> Whenever another character you
control recovers, gain 1 endurance. <p> Pay 1
resource point >>> At the start of the recovery
phase this turn, recover target character you
control. Use only once per turn.
Healing Factor (MVL-045U)
Plot Twist, 3
Recover target stunned Wolverine you control and
gain endurance equal to his cost.
Heart of the Machine, Worldeater (MCG-033C)
Location, 4
Flip only if you haven't flipped another Worldeater
location this turn. <p> [Activate] >>> Target
character gets +1/+1 this turn for each other
Worldeater location you control.

Heat Vision (DSM-153C)


Plot Twist, 1
Exhaust target defender you control. If you do, that
defender gets +3 ATK this attack and whenever
that defender stuns an attacker this attack, that
attacker's controller loses 3 endurance.
Heat Wave (MVL-194R)
Plot Twist, 4
To play, stun a Human Torch you control. <p> Stun
all characters with DEF 1 or less.
Heather Hudson <> Sasquatch, Earth-3470 (MEV138R)
Character, 6, Exiles/Alpha Flight, 12/12
Shift <p> Whenever another Exiles or [Alpha
Flight] character enters play under your control,
put two +1/+1 counters on Heather Hudson.
Hecate, Major Mythological Figure (EHB-037U)
Character, 5, Thule Society, 9/9, Concealed, Flight
Reservist <p> At the start of the combat phase, you
may have the controller of target hidden character
move it to the front row of his visible area.
Hector Hammond, Mind Over Matter (DJL-124C)
Character, 4, Secret Society/Emerald Enemies, 6/9,
Range
Willpower 2 <p> Ally: Whenever a character you
control becomes powered-up, you may have the
controller of target character move that character to
a different position.
Hector Hammond, Super-Futuristic Mind (DGL048C)
Character, 2, Emerald Enemies, 2/2, Range
Willpower 2 <p> Hector Hammond gets +4/+4
while you control five or more resources.
Heinrich Zemo <> Baron Zemo, Baron of Zeulniz
(MAV-131C)
Character, 4, Masters of Evil, 7/7
Leader: Characters adjacent to Heinrich Zemo get
+2 ATK while attacking a character with a greater
cost.
Hell Breaks Loose (DWF-115C)
Plot Twist, 1
Play only if you control an Outsiders character.
<p> Target character gets -1 DEF this turn and an
additional -1 DEF for each other Hell Breaks
Loose in your resource row and KO'd pile.
Hellboy, Anung Un Rama (EHB-005C)
Character, 4, B.P.R.D., 8/7, Range
Whenever Hellboy stuns a character, put a +1/+1
counter on Hellboy if he is the only visible
character you control. <p> Pay 1 endurance >>>
Return target character you control to its owner's
hand. Use only once per turn.
Hellboy, Little Boy (EHB-004U)
Character, 1, B.P.R.D., 1/1
Hellboy gets +1 ATK for each other B.P.R.D.
character you control.

Hellboy, The Right Hand of Doom (EHB-006R)


Character, 7, B.P.R.D., 16/14, Range
When Hellboy enters play, you may return all other
characters you control to their owners' hands. If
you returned at least one B.P.R.D. character, stun
target character with cost 6 or less. <p> Whenever
Hellboy stuns a character, put a doomsday counter
on or remove a counter from target resource named
Project Ragna Rok.
Hellcat, Patsy Walker (MTU-052C)
Character, 3, Marvel Defenders, 5/3, Concealed
Backup: Activate >>> Target character you control
gets +2/+2 this turn. Use only during the build
phase.
The Hellfire Club (MXM-164C)
Location, 3
Hidden attackers you control get +1 ATK. <p>
Activate >>> Move target Hellfire Club character
you control with concealed to your hidden or
visible area.
Hellfire Club Initiate, Army (MXM-135C)
Character, 1, Hellfire Club, 1/1, Concealed
You may discard a non-Army Hellfire Club
character card rather than pay Hellfire Club
Initiate's recruit cost. If you do, Hellfire Club
Initiate enters play exhausted.
Hellfire Club Mercenary, Army (MXM-136C)
Character, 1, Hellfire Club, 2/1, Range
You may discard a non-Army Hellfire Club
character card rather than pay Hellfire Club
Mercenary's recruit cost. If you do, Hellfire Club
Mercenary enters play exhausted.
Hellhound (MXM-115U)
Plot Twist, 3
Brotherhood characters you control get +4 ATK
while attacking a character with lesser cost this
turn.
Hell's Fury (MMK-185C)
Plot Twist, 1
Target attacker you control gets +2 ATK this attack.
If Hell's Fury is in your resource row and you
control a Marvel Knights character and an
Underworld character, that attacker gets an
additional +1 ATK this attack and you may replace
Hell's Fury.
Hell's Kitchen (MMK-035U)
Location, 1
Flip only if you control a Marvel Knights
character. <p> Whenever a character an opponent
controls enters a KO'd pile during the combat
phase, that opponent discards a card.
Hellstorm, Son of Satan (MTU-194C)
Character, 5, Marvel Defenders/Underworld,
10/10, Flight, Range
Dual Loyalty <p> Whenever Hellstorm becomes
exhausted for the first time each turn, you may
return a card from your KO'd pile to your hand.

Helm of Nabu, Unique * Fate Artifact (DCR-176C)


Equipment, 0, ConcealedOptional
Equipped character can be equipped with any
number of Fate Artifacts, gets +1 ATK, and gains
the identity Dr. Fate. <p> When Helm of Nabu
enters play, draw a card for each Fate Artifact you
control, then discard a card for each card you drew.
Helmut Zemo <> Baron Zemo, Master of the
Moonstones (MUN-058R)
Character, 8, Thunderbolts, 18/19, Flight, Range
Reservist <p> When Helmut Zemo enters play,
opposing characters lose and can't have evasion,
flight, invulnerability, range, and reinforcement
this turn.
Helmut Zemo <> Baron Zemo, ber Enemy
(MAV-132U)
Character, 7, Masters of Evil, 15/15
Leader: Defenders lose all affiliations while an
attacker is adjacent to Helmut Zemo.
Helmut Zemo <> Citizen V, Tactician (MAV-095C)
Character, 3, Thunderbolts, 4/5
Leader: Ready characters adjacent to Helmut Zemo
get +3 ATK.
Helmut Zemo <> Citizen V, Warmonger (MAV096C)
Character, 6, Thunderbolts, 12/13
Leader: Characters adjacent to Helmut Zemo gain
the Thunderbolts affiliation. <p> Characters
adjacent to Helmut Zemo get +2/+2 while
attacking an exhausted character.
Help Wanted, Team-Up (DCR-165U)
Plot Twist, 3
To play, discard a Secret Six character card. <p>
Reveal the top six cards of your deck. Choose an
affiliation of a revealed character card, put that
card into your hand, and put the rest on the bottom
of your deck. <p> Ongoing: Crossover Secret Six
and the chosen affiliation.
Helping Hand, Construct (DGL-192C)
Plot Twist, 1
Target defender you control gets +1 DEF this
attack for each other character with willpower 1 or
greater you control.
Hemingway, Gene Nation (MXM-054C)
Character, 7, Morlocks, 20/12
MutantPhysical
Hemingway can't have reinforcement.
Henrietta Hunter, X-Celebrity (MXM-209U)
Character, 5, X-Statix, 9/10
MutantPhysical
Leader: KO a non-Army character adjacent to
Henrietta Hunter >>> Draw a card. Use only
during the combat phase.
Henry King <> Brainwave, Sinister Psionic (DJL125C)
Character, 4, Secret Society, 8/6, Range
Willpower 2 <p> Leader: KO a character adjacent
to Henry King >>> Target player loses endurance
equal to the cost of the character you KO'd. Use
only once per turn and only during the combat
phase.

Henry King Jr. <> Brainwave, Psionic Manipulator


(DGL-049U)
Character, 1, Emerald Enemies, 1/1, Range
Willpower 1 <p> Exhaust a character you control
>>> Target player loses endurance equal to that
character's willpower. Use only once per turn.

Heroes of the City, Team-Up (MVL-255C)


Plot Twist, 2
Play only if [Fantastic Four] and [Marvel Knights]
are affiliations among characters you control. <p>
Draw a card. <p> Ongoing: Crossover [Fantastic
Four] and [Marvel Knights].

Hepzibah, Mephitisoid (MEV-056U)


Character, 5, X-Force/Starjammers, 9/9, Concealed
Optional
Whenever a non-ongoing plot twist is played while
Hepzibah is in combat, you may remove her from
this attack. If you do, and she was attacking, ready
her.

Heroes of Two Worlds (DCL-261R)


Plot Twist, 4
To play, discard a character card. <p> Search your
deck for three affiliated character cards with the
same name. Reveal them, remove two from the
game, and put the rest into your hand.

The Herald Ordeal, Team-Up (MHG-040C)


Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Discard a Heralds of
Galactus character card >>> Gain 2 endurance. Use
only once per turn.
The Herald, Malcolm Duncan (DLS-151C)
Character, 4, Teen Titans, 7/7, Range
Cosmic: Defenders you control have
reinforcement. <p> Boost 2: When The Herald
enters play, if you don't control Bumblebee, search
your deck for a card named Bumblebee and put it
into your front row.
Hercules, Secret Avenger (MUN-014C)
Character, 7, Avengers/Warbound, 15/15
Reservist <p> [Activate] >>> Ready another target
character and put three +1/+1 counters on it. Use
only once per turn.
Hercules, Son of Zeus (MAV-013U)
Character, 7, Avengers, 16/16
Loyalty, Reservist <p> Reveal three face-down
reservist resources you control >>> Ready
Hercules. Hercules can't cause breakthrough while
attacking a character this turn. Use only once per
turn.
Here Comes Tomorrow, Team-Up (MEV-273C)
Plot Twist, 2
Ongoing: At the start of the combat phase, choose
an affiliation among characters you control. <p>
Crossover all affiliations chosen this way.
Herman von Klempt, Head in a Jar (EHB-038C)
Character, 3, Thule Society, 3/3, Concealed
Activate >>> Target attacker or defender you
control gets +2/+2 this attack.

Heroes United (MOR-195U)


Plot Twist, 2
Play only if you control a Fantastic Four character
and an X-Men character. <p> Draw a card. <p>
Ongoing: Characters you control, as well as cards
in your deck, hand, and KO'd pile, with either the
Fantastic Four or X-Men affiliation have both
affiliations.
Heroic Effort (DCL-262C)
Plot Twist, 3
Put a +1/+1 counter on target character you
control.
Heroic Rescue (DCR-036C)
Plot Twist, 1
Target JSA character you control and all non-Army
characters you control that share an identity with it
have reinforcement this turn. <p> Ongoing: Pay 1
resource point >>> Target character gets +2 DEF
this turn. Use only once per turn.
Heroic Sacrifice (DOR-056R)
Plot Twist, 2
To play, stun a non-defending Teen Titans character
you control. <p> Exhaust target Teen Titans
defender you control and remove all attackers from
this attack.
Hero's Best Friend (DCL-260C)
Plot Twist, 2
If target defender you control is behind a character,
it gets +2/+2 this attack.
Hero's Demise (MAV-157R)
Plot Twist, 3
Play only if you control two or more non-stunned
Masters of Evil characters with the same cost. <p>
KO target stunned character.

Heroes for Hire, Team-Up (MUN-308C)


Plot Twist, 2
To play, choose an affiliation among characters you
control. <p> Ongoing: Pay 1 endurance >>>
Choose a character you control. It gains that
affiliation this turn.

Hero's Welcome (DJL-029R)


Plot Twist, 3
You may discard two cards. If you do, search your
deck for a JLA character card, reveal it, and put it
into your hand. If you revealed an ally character
card, you may search your deck for another card
with the same name, reveal it, and put it into your
hand.

Heroes in Reserve (MAV-194C)


Plot Twist, 1
Reveal any number of face-down resources you
control. Target attacker or defender you control
gets +1 ATK this attack for each reservist card you
revealed.

Hibernaculum (MAV-074C)
Plot Twist, 3
To play, discard a Squadron Supreme character
card. <p> Put the top three cards of your deck into
your KO'd pile. You may return a character card
from your KO'd pile to your hand.

Hidden Agenda (DWF-192R)


Plot Twist, 3
Play only during the combat phase. <p> Recover
target stunned Revenge Squad character you
control. <p> At the start of the recovery phase this
turn, stun that character.
Hidden Cache (MTU-122R)
Location, 2
Terraform <p> Activate >>> Target Sinister
Syndicate attacker or defender you control gets +X
ATK this attack, where X is the number of
resources you control. Lose X endurance.
Hidden HQ (DCL-188R)
Location, 1
[Activate] >>> Look at the top two cards of your
deck. Put one into your KO'd pile and the other on
the top of your deck. Use only if you control a
Secret Society character.
Hidden Surveillance (DOR-154R)
Plot Twist, 2
Ongoing: Each opponent can't flip a location on the
same turn it was placed into his resource row. <p>
Each opponent can't play a plot twist on the same
turn it was placed into his resource row.
High Evolutionary, Intellectual Giant (MEX-004R)
Character, 2, 3/3, Concealed
At the start of the build phase, each player draws a
card.
High Society (DLS-207C)
Plot Twist, 1
Target character you control gets +1 ATK this turn
and has flight this turn. If that character has the
Villains United affiliation, whenever it stuns a
defender this turn, return both characters to their
owners' hands.
Highmaster, Supreme Leader (DGL-114C)
Character, 7, Manhunter, 15/14, Flight
Activate, remove X Manhunter character cards in
your KO'd pile from the game >>> Target player
loses X endurance.
High-Tech Flare Gun (DJL-179U)
Equipment, 1
Transferable <p> Equipped character gets +3 ATK
and has range. <p> Pay 1 endurance >>> Equipped
character can attack hidden characters this turn.
The Hill (MXM-082C)
Location, 4
While you control exactly one non-stunned
character, it gets +1/+1. <p> Activate >>> If you
control three or more non-stunned Morlocks
characters, draw a card. Use only during the
recovery phase.
Himalayan Enclave (MHG-120C)
Location, 3
Terraform <p> Activate >>> Move target
Inhumans character with concealed you control to
your hidden or visible area. <p> Hidden characters
you control get +1 DEF.

Himon, Enigmatic Researcher (DSM-040U)


Character, 3, New Gods, 4/4
Your opponents can't play plot twists with cost 1 or
less.

Holocaust, Earth-295 * War (MEV-139R)


Character, 8, Exiles/Horsemen of Apocalypse,
17/17, Flight, Range
Shift <p> Whenever another character defends,
stun all attackers and defenders.

Hired Goons (MSM-098C)


Plot Twist, 2
Characters you control that came into play this turn
get +1 ATK this turn. <p> Sinister Syndicate
characters you control that came into play this turn
get an additional +1 ATK this turn.

Holocaust, Nemesis (MVL-228R)


Character, 6, 12/13, Flight, Range
Whenever Holocaust stuns an opposing character,
you may KO target character with cost less than
that stunned character's cost.

Hired Hit (MAV-218R)


Plot Twist, 2
Stun a Crime Lords defender you control. If you
do, remove all defenders from this attack, and
target non-defending character you control
becomes a defender.

Home Surgery (DCL-263C, DOR-155U)


Plot Twist, 2
To play, exhaust a character you control. <p>
Recover target stunned character if its cost is less
than or equal to the cost of the character you
exhausted.

Hiro Okamura <> Toyman, Whiz-Kid (DWF004C)


Character, 2, Team Superman, 2/3
Activate >>> If Hiro Okamura is protected, draw a
card. Use only during the combat phase.

Home Sweet Home (DWF-035U)


Plot Twist, 2
To play, exhaust a Team Superman character you
control. <p> Recover target stunned character you
control at the start of the recovery phase this turn.

Hiroim, The Shamed (MUN-183C)


Character, 3, Warbound, 4/5
Whenever Hiroim becomes stunned, you may
remove him from the game. If you do, characters
you control named Hulk have invulnerability.

Homo Superior (MXM-195C)


Plot Twist, 1
Target Mutant attacker you control gets +2 ATK
this attack and an additional +2 ATK this attack if a
non-Mutant character is defending.

Hitman, Burt Kenyon (MAV-217U)


Character, 5, Crime Lords, 9/8, Range
Activate >>> Stun target character with cost 3 or
less. Use only if Hitman is defending and has
reinforcement.

Honor Among Thieves (MMK-190R)


Plot Twist, 2
Play only if you control a Crime Lords character
and a Sinister Syndicate character. <p> Ongoing:
Characters you control with either the Crime Lords
or Sinister Syndicate affiliation have both
affiliations. <p> Characters with cost 3 or less you
control get +1 ATK.

Hobgoblin, Roderick Kingsley (MSM-076C)


Character, 6, Sinister Syndicate, 13/10, Flight,
Range
Loyalty <p> When Hobgoblin enters a KO'd pile
from play, you may have each player KO a
resource he controls.
Holly Granger <> Hawk, Avatar of Chaos (DLS141C)
Character, 2, Teen Titans, 2/2
Substitute <p> When Holly Granger enters play, if
you don't control Dawn Granger, you may search
your deck for a card named Dawn Granger with
version Avatar of Order and put it into your front
row.
Holly Granger <> Hawk, T'Charr's Chosen (DCL073U)
Character, 2, Teen Titans, 3/2
Reservist <p> Holly Granger gets +3/+3 while both
she and Dawn Granger are attacking.
Holocaust, Age of Apocalypse (MAA-019R)
Character, 5, Horsemen of Apocalypse, 7/7, Flight,
Range
Holocaust enters play with two +1/+1 counters.
<p> Whenever Holocaust becomes stunned, you
may remove all +1/+1 counters from characters in
play. Target player loses 1 endurance for each
counter removed.

The Hood, Prince of Pistols (MUN-147C)


Character, 4, Crime Lords, 8/6, Concealed, Flight,
Range
Discard X cards >>> Exhaust target character with
cost X.
Hook, Hired Killer (DBM-014C)
Character, 3, League of Assassins, 4/4
At the start of the recovery phase, you may KO
target stunned character with cost 3 or less.
The Hook-Up, Team-Up (DWF-061C)
Plot Twist, 3
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Discard a Gotham Knights
character card >>> Draw a card. Use only once per
turn.
Hope, Amazon Bodyguard (DSM-071U)
Character, 1, Revenge Squad, 2/1
KO Hope >>> Turn target face-up ongoing plot
twist you control face down.
Hordes of Apokolips (DSM-125U)
Plot Twist, 1
Up to three target Darkseid's Elite characters you
control each get +2 ATK while attacking this turn.

Hornet, Eddie McDonough (MSM-040C)


Character, 2, Spider-Friends, 2/2, Flight, Range
Exhaust a Spider-Friends character you control
>>> Target player loses 1 endurance.
Hostage Situation (DGL-153R)
Plot Twist, 2
Ongoing: Exhaust two Revenge Squad characters
you control >>> If Hostage Situation is in your
resource row, KO it. If you do, search your deck
for an ongoing plot twist card, reveal it, and put it
face down into your resource row.

H'ronmeer's Curse (DJL-180R)


Plot Twist, 4
Ongoing: At the start of your attack step, if you
control a non-stunned character, each player stuns a
non-stunned character he controls with cost 2 or
less.
Huge, Annoying Tentacles, Army (EHB-039C)
Character, 2, Thule Society, 2/3, Range
Whenever a Thule Society character you control
with cost 4 or less attacks a character, exhaust that
character.

Hostile Takeover (DWF-193C)


Plot Twist, 2
Ongoing: KO a Revenge Squad character you
control >>> Target character gets -3 DEF this turn.
Use only once per turn.

Hulk Red (MUN-200U)


Plot Twist, 3
Target [Warbound] defender you control gets +2
DEF this attack, or +4 DEF if you control no other
characters.

Hot Spot, Isaiah Crockett (DCL-074C)


Character, 4, Teen Titans, 7/6, Flight
Reservist <p> Whenever Hot Spot stuns a
character, target opponent loses 1 endurance for
each face-down resource you control.

Hulk Smash! (MUN-201R)


Plot Twist, 3
Target attacking Hulk gets +8 ATK this attack.

Hounds of Ahab, Army (MMK-198U)


Character, 2, Sentinel, 2/2, Concealed
Whenever Hounds of Ahab attacks a player
directly, you may KO target stunned character. If
you do, Hounds of Ahab can't cause breakthrough
this turn.
Hourman III <> Hourman, Time Machine (DCR010U)
Character, 5, JSA, 7/7, Flight, Range
Free >>> Hourman III gets +4/+4 this attack, and
each opponent gains 3 endurance. Use only once
per turn.
House of El (DGL-143U)
Location, 3
Activate >>> Move a character you control. If you
control a Team Superman character, instead, move
each character you control.
House of M (MUN-309C)
Plot Twist, 2
Characters you control have flight this turn.
Opposing characters lose and can't have flight this
turn.
House of Secrets (DCR-166U)
Location, 1
Discard a card or pay 1 resource point >>> Gain 2
endurance and an additional 2 endurance if you
control a Secret Six character. Use only once per
turn.
Howard the Duck, Master of Quack-Fu (MTU053C)
Character, 1, Marvel Defenders, 2/2
Substitute <p> Backup: Activate, move Howard
the Duck from your visible area to your hidden
area >>> At the start of the recovery phase this
turn, move Howard the Duck to your visible area.
Use only during the build phase.

Hulk, Earth-873 (MEV-183U)


Character, 6, Weapon X, 13/10
Shift <p> Hulk has invulnerability and
reinforcement while defending.
Hulk, Exile (MUN-184C)
Character, 3, Warbound, 7/6
To recruit, discard a card named Hulk.
Hulk, Gamma Rage (MAV-014R)
Character, 7, Avengers, 17/17
Reservist <p> To recruit, discard an Avengers
leader character card. <p> If Hulk would become
stunned, instead, you may pay 7 endurance. If you
do, exhaust Hulk and put a +1/+1 counter on him.
Hulk, Gladiator (MUN-186C)
Character, 5, Warbound, 10/10
BoostKO a Hulk you control with cost X: When
Hulk enters play, stun target character with cost X
or less.
Hulk, Green Scar (MUN-185R)
Character, 4, Warbound, 8/7
Hulk enters play with a gamma counter. <p>
Whenever Hulk becomes stunned, if you control no
other characters, you may remove a gamma
counter. If you do, stun all characters with cost 2 or
less.
Hulk, Grumpy Green Goliath (MTU-054C)
Character, 5, Marvel Defenders, 9/9
Substitute <p> Whenever Hulk becomes
exhausted, put a +1/+1 counter on him.
Hulk, Joe Fixit (MTU-212U)
Character, 7, Crime Lords, 16/16
Reservist <p> Activate >>> If Hulk is defending
with reinforcement, return target attacker to its
owner's hand.
Hulk, New Fantastic Four (MOR-046R)
Character, 6, Fantastic Four, 12/12
Hulk gets +1 ATK for each face-down resource you
control.

Hulk, Sakaar'son (MUN-188C)


Character, 7, Warbound, 17/17
Whenever Hulk becomes stunned during the
combat phase, if you control no other characters,
you may KO target resource.
Hulk, Savage Hulk (MVL-117R)
Character, 6, Marvel Knights, 12/12
Loyalty <p> When Hulk enters play, he gets +X/
+X this turn, where X is your endurance. Lose X
endurance.
Hulk, Strongest One There Is (MTU-055R)
Character, 7, Marvel Defenders, 17/17
Substitute <p> When Hulk enters play, exhaust all
other characters you control. <p> Discard a Marvel
Defenders character card >>> Ready Hulk. Use
only once per turn.
Hulk, The Fantastic Hulk (MVL-158C)
Character, 7, Fantastic Four, 16/15
When Hulk enters play, discard any number of
[Fantastic Four] character cards. Put a +1/+1
counter on Hulk for each card you discarded.
Hulk, The Green King (MUN-187C)
Character, 6, Warbound, 13/13
BoostKO a Hulk you control with cost X: Hulk
enters play with X +1/+1 counters.
Hulk, Ultimates (MUL-007R)
Character, 8, S.H.I.E.L.D., 17/17
Whenever Hulk enters combat, remove the top card
of your deck from the game. Hulk gets +X/+X this
turn, where X is the cost of that card. If X is 3 or
less, repeat this process.
Hulk, Worldbreaker (MUN-189R)
Character, 8, Warbound, 20/20
Whenever Hulk becomes stunned, if you control no
other characters, KO all opposing characters.
Hulkbuster Armor (MUN-121R)
Equipment, 0, ConcealedOptional
Equip only to Iron Man. <p> When equipped
character enters combat with one or more opposing
characters, he gets +X ATK this attack, where X is
the combined cost of those characters.
Hulkling, Teddy Altman * Young Avenger (MUN015C)
Character, 5, Avengers, 9/9, Flight
Discard a character card >>> Hulkling gets +1
ATK or +1 DEF this attack.
A Human Juggernaut (MVL-088R)
Plot Twist, 5
Whenever target Juggernaut you control causes
breakthrough this attack, each player KO's a
resource he controls.
Human Torch, Fiery Friend (MEX-005R)
Character, 6, Spider-Friends, 14/10, Flight, Range
Pay X+X ATK this turn >>> Stun target character
with DEF X or less. Use only during the combat
phase and only if Human Torch has not been in
combat this turn.

Human Torch, Flame On! (MVL-161R)


Character, 6, Fantastic Four, 13/11, Flight, Range
[Activate], Stun Human Torch >>> Target player
loses endurance equal to Human Torch's ATK.
Human Torch, Friendly Rival (MSM-041C)
Character, 5, Spider-Friends, 8/9, Flight, Range
Whenever Human Torch attacks, you may pay 3
endurance. If you do, Human Torch gets +X ATK
this attack, where X is the number of other nonstunned Spider-Friends characters you control. <p>
Whenever Human Torch defends, for each attacker,
you may pay 3 endurance. Human Torch gets +X
ATK this attack for each 3 endurance you paid,
where X is the number of other non-stunned
Spider-Friends characters you control.
Human Torch, Herald (MCG-024U)
Character, 6, 13/12, Flight, Range
You and characters you control can't be the target
of opposing effects.
Human Torch, Hothead (MFF-003C)
Character, 5, Fantastic Four, 9/9, Flight, Range
Whenever Human Torch enters combat, target
opponent loses 2 endurance.
Human Torch, Hotshot (MOR-048R)
Character, 4, Fantastic Four, 6/5, Flight, Range
Recruit only if you control a Fantastic Four
character. <p> Activate >>> Target player loses 5
endurance.
Human Torch, Johnny Storm (MOR-047C)
Character, 2, Fantastic Four, 2/2, Flight, Range
Whenever Human Torch attacks, you may pay 4
endurance. If you do, Human Torch gets +4 ATK
this attack. <p> Whenever Human Torch defends,
for each attacker, you may pay 4 endurance.
Human Torch gets +4 ATK this attack for each 4
endurance you paid.
Human Torch, Matchstick (MVL-159U)
Character, 2, Fantastic Four, 3/1, Flight, Range
[Activate] >>> Target character gets -3 DEF this
attack.
Human Torch, Nova Blast (MVL-160C)
Character, 4, Fantastic Four, 7/5, Flight, Range
[Activate] >>> Stun target character with DEF 2 or
less.
Human Torch, Secret Avenger (MUN-016C)
Character, 4, Avengers/Fantastic Four, 8/6, Flight,
Range
Reservist <p> [Activate] >>> You may reveal an
[Avengers] or [Fantastic Four] character card from
your hand. If you do, put it on top of your deck,
and target opponent loses endurance equal to its
cost.
Human Torch, Sparky (MHG-100C)
Character, 3, Inhumans/Fantastic Four, 5/3, Flight,
Range
Activate >>> Target player loses 1 endurance for
each face-up resource you control.

Human Torch, Super Nova (MOR-049U)


Character, 6, Fantastic Four, 11/10, Flight, Range
Recruit only if you control a Fantastic Four
character. <p> Whenever Human Torch attacks,
you may pay 6 endurance. If you do, Human Torch
gets +6/-6 this attack. <p> Whenever Human Torch
defends, for each attacker, you may pay 6
endurance. Human Torch gets +6/-6 this attack for
each 6 endurance you paid.
Human Torch, The Invisible Man (MHG-013C)
Character, 4, Heralds of Galactus/Fantastic Four,
7/7, Flight, Range
Heralds of Galactus defenders you control have
reinforcement. <p> Cosmic: If a character you
control would cause breakthrough, instead, gain
that much endurance.
Human Torch, Ultimates (MUL-013U)
Character, 1, Fantastic Four, 1/1, Flight, Range
Remove Human Torch from the game >>> Stun
target character with DEF 1.
Hump, Servant of Masque (MXM-055U)
Character, 4, Morlocks, 10/7
MutantPhysical
Evasion <p> To recruit, discard a Physical card.
<p> Hump gets +2/+2 while you control exactly
one non-stunned character.
Hunger Dogs, Army (DSM-107U)
Character, 1, Darkseid's Elite, 1/1
Whenever Hunger Dogs attacks, each player loses
1 endurance. <p> Whenever Hunger Dogs defends,
each player loses 1 endurance for each attacker.
Hunt for Nitro (MUN-310C)
Plot Twist, 3
To play, exhaust a character you control. <p> The
controller of target hidden character moves it to his
visible area.
Hunte Castle (EHB-050C)
Location, 1
Hidden characters you control get +1 ATK. <p>
Activate >>> Target Thule Society character you
control can attack hidden characters this turn.
Hunter Zolomon <> Professor Zoom, Sinister
Speedster (DCR-134R)
Character, 6, Villains United, 13/11
Vengeance: Whenever Hunter Zolomon becomes
stunned, ready target character you control. That
character can't cause breakthrough this turn.

Huntress, Harsh Mistress (DWF-089C)


Character, 4, Outsiders/Gotham Knights, 7/7,
ConcealedOptional, Range
Discard a character card with cost X >>> Negate
target effect from a non-ongoing plot twist with
cost X. Use only once per turn and only during the
combat phase.
Huntress, Helena Rosa Bertinelli (DOR-016C)
Character, 3, Gotham Knights, 4/4, Range
Characters can't be the target of plot twist effects
your opponents control while Huntress is in
combat.
Huntress, Reluctant Queen (DCR-093C)
Character, 6, Checkmate/Gotham Knights, 13/12,
Range
Discard Huntress, exhaust a location you control
>>> Negate target plot twist effect targeting a
Checkmate or Gotham Knights character you
control.
Huntress, Vicious Vigilante (DWF-071C)
Character, 2, Birds of Prey/Gotham Knights, 4/1,
ConcealedOptional, Range
Substitute <p> Huntress gets -3/+3 while visible.
Hush, Silent and Deadly (DCX-001C)
Character, 4, Arkham Inmates, 7/7, Range
While Hush is not adjacent to any character,
whenever he stuns an exhausted character, KO that
character.
Hush Baby (DWF-154C)
Plot Twist, 2
Target Arkham Inmates attacker you control gets
+2 ATK this attack and also gets +2 DEF if it's not
adjacent to any characters.
Hush, Mystery Man (DGL-165R)
Character, 4, Arkham Inmates, 7/6, Concealed
Pay 1 endurance >>> If target defender is ready,
exhaust it. Otherwise, that defender can't ready this
turn. Use only if Hush is attacking and only once
per turn.
HYDRA Armageddon Carrier (MUN-167R)
Location, 2
Terraform <p> [Activate], Discard X [Crime
Lords] character cards >>> Stun target character
with cost X that attacked this turn. Use only during
the recovery phase.

Huntress, Bird of Prey (DBM-008U)


Character, 4, Gotham Knights, 6/7, Range
Huntress gets +3 ATK while attacking.

Hydra Recruit, Army * HYDRA (MUN-148C)


Character, 2, Crime Lords, 3/2, Range
Whenever Hydra Recruit becomes stunned during
the combat phase, rally for a card named Hydra
Recruit.

Huntress, Earth 2 (DCR-011C)


Character, 3, JSA/Gotham Knights, 5/4, Range
Characters you control and character cards you
own gain the version Earth 2.

Hydro-Man, Morris Bench (MSM-077C)


Character, 5, Sinister Syndicate, 7/7
Whenever Hydro-Man becomes stunned, recover
him at the start of the next recovery phase.

Hyperion, Earth-4023 (MEV-184R)


Character, 8, Weapon X/Squadron Supreme, 17/17,
Flight, Range
Shift, Invulnerability <p> While you have no cards
in hand, Hyperion can be shifted into play if you
control seven or more resources (and he has eight
shift counters).
Hyperion, Mark Milton (MAV-053C)
Character, 6, Squadron Supreme, 13/12, Flight,
Range
Leader: Characters adjacent to Hyperion gain the
Squadron Supreme affiliation. <p> Characters
adjacent to Hyperion can't be stunned while
attacking a character with reinforcement.
Hyperion, Sun God (MAV-054R)
Character, 8, Squadron Supreme, 20/20, Flight,
Range
Recruit only if you have no other cards in hand.
<p> Hyperion can't be stunned while attacking.
<p> Hyperion has invulnerability while defending.
Hypnotic Charms (MMK-171C)
Plot Twist, 1
Play only if you control an Underworld character.
<p> Ongoing: Affiliated characters you control and
affiliated cards in your KO'd pile gain the
affiliations of each character card in your KO'd
pile. (This is in addition to their other affiliations.)
I Am Doom (MUN-256C)
Plot Twist, 4
Put a +1/+1 counter on target character you
control. <p> BoostKO X characters you control:
Also put X +1/+1 counters on a Dr. Doom you
control.
I Got 'Em All! (MUN-311R)
Plot Twist, 4
To play, return a ready Marvel character you
control with cost X to its owner's hand. <p> Ready
target character with cost less than X.
I Hate Magic! (DSM-154C)
Plot Twist, 2
Target defender gets -3 DEF and loses
invulnerability this attack.
I Hunger (MHG-033R)
Plot Twist, 4
Play only if you control a Heralds of Galactus
character. <p> If an opponent would take stun
endurance loss this turn, instead, you gain that
much endurance.
I Must Obey (MHG-034R)
Plot Twist, 4
To play, reveal a card named Galactus from your
hand. <p> If you have played no other plot twists
this turn, each player exhausts a ready character he
controls.
I Still Hate Magic! (DCR-192C)
Plot Twist, 2
Target character gets -3 DEF while defending this
turn and loses flight this turn.

Ibis, Prince Amentep (DCR-052C)


Character, 3, Shadowpact, 4/5
While an opponent has more endurance than you,
Ibis gets +2 ATK and has flight.

Identity Theft (MEV-123R)


Plot Twist, 3
To play, exhaust a Mystique you control. <p> KO
that Mystique. If you do, move target stunned
character to your front row and recover it.

Ice, Tora Olafsdotter (DJL-050C)


Character, 4, JLI, 7/7, Range
Ally: Whenever a defender you control becomes
powered-up, you may exhaust a character you
control. If you do, target character can't ready this
turn.

The Illuminati (MTU-201C)


Plot Twist, 0
Look at the top three cards of your deck. Put any
number of them on the bottom of your deck and the
rest on the top of your deck in any order.

Iceman, Bobby Drake (MOR-012U)


Character, 3, X-Men, 3/4
Pay 3 endurance >>> Target attacker with cost 3 or
less can't ready during the recovery phase this turn.
Use only once per turn.

Illusionary Warriors, Army (DJL-085C)


Character, 1, Injustice Gang, 1/1, Concealed
Ally: Whenever a character you control becomes
powered-up, you may exhaust Illusionary Warriors.
If you do, target character gets -2 ATK this attack.

Iceman, Cool Customer (MSM-042C)


Character, 6, Spider-Friends, 12/12, Range
At the start of the recovery phase, each opponent
with three or more cards in his hand discards cards
until he has two or fewer cards in his hand.

Illyana Rasputin <> Magik, Earth-4210 (MEV140C)


Character, 4, Exiles/Underworld, 7/7, Concealed,
Range
Shift <p> At the start of the recovery phase,
recover all stunned characters you control that
entered play this turn.

Iceman, Deep Freeze (MXM-012C)


Character, 6, X-Men, 13/13, Range
MutantEnergy
To recruit, discard an Energy card. <p> Whenever
Iceman enters combat with a character, that
character can't ready this turn.
Iceman, Frosty (MVL-014C)
Character, 4, X-Men, 7/7, Range
Whenever Iceman is stunned by a character, that
character can't ready this turn.
Iceman, Ice Armor (MXS-004C)
Character, 4, X-Men, 7/6
Iceman gets -3/+3 while defending.
Iceman, Jack Frost (MEV-014R)
Character, 3, X-Factor/X-Men, 4/5, Range
Energize (Whenever Iceman defends, ready him.)
<p> [Activate] >>> The next time target exhausted
character would ready this turn, instead, it remains
exhausted.
Iceman, New Defender (MTU-056U)
Character, 1, Marvel Defenders, 1/2, Range
MutantEnergy
Substitute <p> Backup: Activate, reveal a Marvel
Defenders character card from your hand >>>
Target character with cost 2 or less can't ready this
turn. Use only during the build phase.
Iceman, Snowman (MEV-013C)
Character, 1, X-Factor/X-Men, 2/1, Range
Opposing characters that have used activated
([activate]) powers this turn can't ready.
Identity Crisis (DJL-181R)
Plot Twist, 9
Play only during the combat phase. <p> To play,
KO a character you control. <p> Return all
characters to their owners' hands.

Illyana Rasputin <> Magik, Queen of Limbo


(MTU-140C)
Character, 5, Underworld/X-Men, 9/9, Concealed
Optional, Range
MutantEnergy
Discard a character card >>> At the start of the
recovery phase this turn, each player may recover a
stunned character he controls. Use only once per
turn.
Ilsa Haupstein, Great Heart (EHB-040U)
Character, 3, Thule Society, 4/5
Activate, discard a card >>> Search your deck for
an ongoing plot twist card or a card named Grigori
Rasputin, reveal it, and put it into your hand.
I'm a Futurist (MUN-129R)
Plot Twist, 2
Play only if you control Iron Man. <p> Search your
deck for a card with cost greater than the number
of resources you control, reveal it, and put it into
your hand.
I'm Back, Poozers! (DCX-008C)
Plot Twist, 3
Recover target stunned [Green Lantern] character
you control with cost less than the total willpower
of characters you control.
Image Inducer (MXM-196C)
Equipment, 0
Transferable (At the start of your formation step,
you may transfer this equipment to a character you
control.) <p> Equipped character gains the
affiliations of each character you control. <p>
Equipped character gets +1 ATK and an additional
+1 ATK if it has two or more affiliations.
Immovable (MXM-180C)
Plot Twist, 2
Discard any number of Physical cards. Target
defender you control gets +1 DEF this attack and
gets an additional +1 DEF this attack for each card
you discarded.

Immovable Object (MVL-092C)


Plot Twist, 4
Target [Brotherhood] character you control gets +2
DEF this attack. Exhaust that character.
Imperial Dreadnaught (MUN-195C)
Location, 1
Terraform <p> [Warbound] characters you control
have flight. <p> [Activate], Stun a [Warbound]
character you control with cost X >>> Gain X
endurance.
Imperiex, The Beginning and The End (DCL239R, DSM-149R)
Character, 10, 28/26, Flight, Range
Imperiex costs 1 less to recruit while you control
no characters. <p> At the start of your attack step,
KO all other characters.
Imperius Rex! (MTU-079C)
Plot Twist, 3
Target Marvel Defenders attacker you control gets
+4 ATK this attack. Exhaust all other characters
you control.
Impervious (DWF-036U)
Plot Twist, 3
Play only during your first attack or defense each
turn. <p> Target Team Superman character you
control gets +3 DEF this attack.
Imprisoned in the Source (DWF-194R)
Plot Twist, 3
Choose the name of a non-Team-Up plot twist
from an opponent's resource row or KO'd pile. <p>
Ongoing: Players can't play cards with that name
while you control a Revenge Squad character.
Improper Burial (MHG-075U)
Plot Twist, 2
To play, exhaust a Kree character you control. <p>
The controller of target stunned character KO's a
resource he controls. If he does, he puts that
character face down into his resource row.
In Darkest Night (DGL-069U)
Plot Twist, 4
To play, exhaust four characters you control. <p>
Ongoing: Characters your opponents control can't
recover during the recovery phase while you
control an Emerald Enemies character.
In Evil Star's Evil Clutches (DGL-193C)
Plot Twist, 2
Ongoing: Return a face-down resource you control
to its owner's hand >>> Target character loses
flight this turn. You may put a card from your hand
face down into your resource row. Use only once
per turn.
In Limbo (MTU-165U)
Plot Twist, 2
Ongoing: At the start of the recovery phase, gain 1
endurance for each stunned Underworld character
you control. <p> Pay 2 endurance >>> Target
stunned Underworld character you control can't be
recovered or KO'd this turn.

In Remembrance (DGL-194C)
Plot Twist, 3
Ongoing: Replace a face-down character card you
control >>> Target defender you control gets +1/+1
this attack. Use only once per turn.

Infernal Gateway (MMK-172U)


Location, 3
Activate, discard three cards >>> Return target
card from your KO'd pile to your hand. Use only if
you control an Underworld character.

In the Crossfire (MEV-082R)


Plot Twist, 3
To play, exhaust four X-Force characters you
control. <p> Ongoing: At the start of the combat
phase, return a plot twist card from your KO'd pile
to your hand.

Infernal Minions, Army (DJL-086C)


Character, 1, Injustice Gang, 1/1, Concealed
Optional
Whenever Infernal Minions becomes stunned, you
may KO it. If you do, put a +1/+1 counter on target
non-Army Injustice Gang character you control.

In the Hands of Qward (DGL-103R)


Plot Twist, 4
To play, exhaust any number of Anti-Matter
characters you control with total willpower 7 or
greater. <p> Recover target stunned character an
opponent controls. Move that character to your
hidden area. (You control that character.)

Infestation (DJL-106U)
Plot Twist, 2
Injustice Gang team attackers you control get
+1/+1 this attack for each other team attacker you
control.

In ze Munich Circus . . . (MEV-251R)


Plot Twist, 2
Play only if you control Nightcrawler. <p> Return
target defender you control to its owner's hand.
Remove all attackers from this attack, and those
characters can't ready this turn.
Incognito (DWF-116C)
Plot Twist, 2
Target Outsiders attacker you control gets +7 DEF
while attacking a character with greater cost this
attack.
Indebted (MTU-035R)
Plot Twist, 2
To play, discard a card. <p> If you discarded a card
named Spider-Man, search your deck for a SpiderFriends character card. Otherwise, search your
deck for a card named Spider-Man. Reveal that
card and put it into your hand.
Indestructible (DCL-051R)
Plot Twist, 5
To play, exhaust a Superman you control. <p> That
Superman can't be stunned this attack.
Indigo, Brainiac 8 (DWF-167R)
Character, 7, Revenge Squad, 16/15, Range
Vengeance: Whenever Indigo becomes stunned,
you may KO her. If you do, gain 8 endurance.
Indigo, Paranoid Android (DWF-090C)
Character, 4, Outsiders, 8/6, Flight, Range
Indigo has invulnerability while team attacking.
Inertia, Edith Freiberg (MAV-055C)
Character, 3, Squadron Supreme, 5/3, Range
Reservist <p> Discard a card >>> The controller of
target character moves it to a different position.
Use only once per turn.
The Infamous Seven (MHG-086U)
Plot Twist, 2
Target Kree defender you control gets +1 DEF this
attack for each non-stunned support row character
you control.

Infiltrate (MEX-018R)
Plot Twist, 2
Ongoing: Characters you control can team attack
protected characters.
The Infinites, Army * Age of Apocalypse (MAA020C)
Character, 2, Horsemen of Apocalypse, 0/0, Range
The Infinites enters play with four +1/+1 counters.
<p> At the start of the build phase, remove two
+1/+1 counters from The Infinites.
The Infinity Gauntlet (MUN-242R)
Plot Twist, 5
Ongoing: Exhaust six different members of the
Illuminati you control >>> Choose one: KO target
character; KO target resource; or target player
discards his hand. (The members of the Illuminati
are Black Bolt, Dr. Strange, Iron Man, Mr.
Fantastic, Professor X, and Sub-Mariner.)
The Infinity Gauntlet, Unique (MHG-184R)
Equipment, 10
You may discard six Infinity Gem cards with
different names rather than pay The Infinity
Gauntlet's recruit cost. <p> Exhaust equipped
character >>> Stun target character. Use only once
per turn.
Infinity Man, Drax (DSM-041R)
Character, 7, New Gods, 15/15, Flight, Range
Reveal Infinity Man, return two ready characters
you control with the version Forever People to
their owners' hands >>> Cards named Infinity Man
cost you 1 less to recruit this turn. Use only if
Infinity Man is in your hand.
The Initiative, Team-Up (MUN-130C)
Plot Twist, 2
To play, choose a leader you control and any
number of its affiliations. <p> Draw a card. <p>
Ongoing: Characters you control gain those
affiliations.

Injustice for All (DCL-148R)


Plot Twist, 3
Play only if you control an Injustice Gang
character. <p> Ongoing: Whenever an Injustice
Gang character attacks a player directly, put a
chaos counter on Injustice for All. <p> Plot twists
cost all players 1 more to play for each chaos
counter on Injustice for All.
Injustice Gang Satellite (DCL-142R, DJL-107R)
Location, 4
[Activate], Discard an Injustice Gang character
card >>> KO target stunned character with cost
less than or equal to the number of cards in its
controller's hand.
Inner Circle (MXM-157R)
Location, 3
Hidden Hellfire Club characters you control get
+1/+1 while you control three or more hidden
characters.
Inner Sanctum (EHB-023R)
Location, 3
Activate >>> Whenever a B.P.R.D. defender you
control becomes stunned this attack, you may stun
target character with cost 3 or less if you control
exactly one character.
Insect Swarm (MAV-195C)
Plot Twist, 1
Choose one: Target character you control can
attack hidden characters this turn; or return target
exhausted character you control to its owner's
hand; or target opponent loses 2 endurance.
Insectoid Troopers, Army (DJL-087C)
Character, 1, Injustice Gang, 1/1, Flight, Range
Insectoid Troopers gets +1/+1 while team
attacking.
Inside Job (MMK-208R)
Plot Twist, 2
Play only if you control three or more non-stunned
Sinister Syndicate characters. <p> KO target
stunned character.
The Insiders, Team-Up (DWF-117C)
Plot Twist, 2
Play only if you control an Outsiders character.
<p> Ongoing: Affiliated character cards you own
gain the Outsiders affiliation.
Insignificant Threat (MVL-093R, MSM-122R)
Plot Twist, 3
To play, exhaust a [Brotherhood] defender you
control. <p> Stun target attacker if its cost is less
than that defender's cost.
Inspiring Demise (MHG-035R)
Plot Twist, 4
Play only from your resource row. <p> Target
Heralds of Galactus attacker you control gets
+4/+4 this attack. The defending player gains 4
endurance.
Intangible (DCL-052R)
Plot Twist, 3
Play only if you control Martian Manhunter. <p>
Remove target defender from this attack.

Intergalactic Summit (MHG-203C)


Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Crossover those
affiliations this turn. If Intergalactic Summit is in
your resource row, draw a card.

Invisible Woman, Flame On! (MHG-101C)


Character, 7, Inhumans/Fantastic Four, 16/11,
Flight, Range
Cosmic: Whenever Invisible Woman enters
combat, target player loses 1 endurance for each
face-up resource you control.

Intergang, Army (DSM-072U)


Character, 1, Revenge Squad, 0/0, Range
Exhaust a location you control >>> Characters
named Intergang get +1/+1 this attack.

Invisible Woman, Protector (MFF-004C)


Character, 3, Fantastic Four, 4/4
Invisible Woman has reinforcement while
defending.

Internal Injuries (MEX-019R)


Plot Twist, 1
Play only during the build phase. <p> Whenever
target character becomes stunned this turn, its
controller loses an additional 4 endurance.

Invisible Woman, Secret Avenger (MUN-017C)


Character, 6, Avengers/Fantastic Four, 12/13,
Concealed, Flight, Range
Reservist <p> You can't be the target of opposing
effects. <p> Visible characters you control get +1
DEF.

Interrogate (DWF-062R)
Plot Twist, 2
Play only if you control a Gotham Knights
character. <p> Choose a name. Target opponent
reveals all face-down resources he controls. If he
revealed one or more cards with that name, draw a
card.
Interstellar Offensive (MHG-195C)
Plot Twist, 1
Target attacker gets +2 ATK this attack and an
additional +3 ATK this attack if it has the Skrull
affiliation and more affiliations than a defending
character.
Into Hiding (EHB-051U)
Plot Twist, 2
Move target character you control with the printed
Thule Society affiliation to your hidden area.
Invasion Plans (MUN-312C)
Plot Twist, 3
Play only during your attack step. <p> To play,
exhaust a character you control. <p> Draw two
cards.
Invisibility (MVL-195U)
Plot Twist, 4
Play only if you control Invisible Woman. <p>
Move any number of characters you control to your
hidden area.
Invisible Destroyer, Subconscious Entity (DGL050C)
Character, 3, Emerald Enemies, 4/3, Concealed,
Flight, Range
Willpower 1 <p> Whenever Invisible Destroyer
becomes stunned, you may KO it. If you do, target
character you control gets +2/+2 this turn.
Invisible Woman, Baroness Von Doom (MHG137C)
Character, 4, Doom/Fantastic Four, 6/8, Concealed
Optional
Defenders you control with cost 3 or less in the
same area as Invisible Woman have reinforcement.
Invisible Woman, First Lady of the Fantastic Four
(MVL-163C)
Character, 3, Fantastic Four, 3/4, Concealed
Characters you control named Human Torch, Mr.
Fantastic, or Thing have reinforcement.

Invisible Woman, Shield of The Four (MVL-165R)


Character, 7, Fantastic Four, 16/16, Flight, Range
Discard a card >>> Characters get -3 ATK this
turn. Use only if you recruited another Invisible
Woman this game and only once per turn.
Invisible Woman, Sight Unseen (MVL-164U)
Character, 5, Fantastic Four, 9/9, Concealed, Range
When Invisible Woman enters play, move any
number of [Fantastic Four] characters you control
to your hidden area.
Invisible Woman, Sue Richards (MOR-052R)
Character, 8, Fantastic Four, 16/17, Flight, Range
Activate, pay 6 endurance >>> Fantastic Four
defending characters you control can't be stunned
this turn.
Invisible Woman, Sue Storm (MOR-051C)
Character, 4, Fantastic Four, 6/8
Fantastic Four characters you control have
reinforcement.
Invisible Woman, The Invisible Girl (MOR-050U)
Character, 1, Fantastic Four, 1/1
When Invisible Woman enters play, put an
invisibility counter on her. <p> Whenever Invisible
Woman defends, you may remove an invisibility
counter from her. If you do, remove all attackers
from this attack.
Invisible Woman, Ultimates (MUL-032U)
Character, 2, Fantastic Four, 1/4, Flight, Range
[Activate], Remove the top five cards of your deck
from the game >>> The controller of target
character moves it to his other area.
Invisible Woman, Walking on Air (MVL-162C)
Character, 1, Fantastic Four, 1/3
IQ, Ira Quimby (DJL-088C)
Character, 2, Injustice Gang, 2/3, Range
Willpower 1 <p> Whenever an opponent draws a
card, he loses 1 endurance.
Iron Extraction (MVL-094R)
Plot Twist, 3
KO target stunned character that Magneto stunned
this turn.

Iron Fist <> Daredevil, Imposter * Secret Avenger


(MUN-018U)
Character, 2, Avengers/Marvel Knights, 3/2, Range
Reservist <p> Iron Fist gets +2/+2 while in combat
with one or more opposing characters with greater
cost.
Iron Fist, Danny Rand (MMK-015C)
Character, 2, Marvel Knights, 3/2, Concealed
When Iron Fist enters play, if you control Luke
Cage, put three +1/+1 counters on Iron Fist.
Iron Fist, Hired Hero (MVL-118C)
Character, 5, Marvel Knights, 9/9
Characters you control named Luke Cage get +3
DEF.
Iron Fist, Living Weapon (MMK-016C)
Character, 5, Marvel Knights, 9/8
Pay 2 endurance >>> Iron Fist can be the target of
plot twist effects you control as though he had all
affiliations this turn.
Iron Fist, Secret Avenger (MUN-019C)
Character, 1, Avengers/Marvel Knights, 2/1
Reservist <p> When Iron Fist enters play, rally for
a character card.
Iron Man <> Cobalt Man, Avenger in Disguise
(MAV-097C)
Character, 4, Thunderbolts, 11/7
Loyalty <p> Recruit only if you control an
Avengers character. <p> Iron Man has
invulnerability while attacking. <p> Boost 1: When
Iron Man enters play, he gets +3 ATK this turn.
Iron Man, Director of S.H.I.E.L.D. (MUN-096U)
Character, 7, S.H.I.E.L.D./Avengers, 16/15, Flight,
Range
Iron Man can be equipped with any number of
equipment. <p> When Iron Man enters play, you
may search your deck for an equipment card with
cost 1 or less and put it into play equipped to Iron
Man.
Iron Man, Earth-2020 (MEV-185R)
Character, 3, Weapon X, 5/4, Flight, Range
Shift, Hunter <p> Whenever Iron Man stuns a
hunted character, you may put a character card
with cost 2 or less from your hand into play if you
don't control a character with the same name as
that card.
Iron Man, Illuminati (MHG-138C)
Character, 3, Doom/Avengers, 4/5, Flight, Range
Free >>> Reveal the top card of your deck. If you
revealed a plot twist card, Iron Man gets +3 ATK
this turn. Use only once per turn.
Iron Man, Invincible (MAV-015C)
Character, 6, Avengers, 12/12, Flight, Range
Iron Man gets +1/+1 while equipped. <p> Iron
Man can't be stunned while equipped and
attacking.

Iron Man, Mighty Avenger (MUN-095R)


Character, 4, S.H.I.E.L.D./Avengers, 7/7, Flight,
Range
Leader: Whenever an adjacent character becomes
stunned during the combat phase, recover it at the
start of the recovery phase and put a +1/+1 counter
on it.
Iron Man, Protector of the Reality Gem (MUN232U)
Character, 5, Infinity Watch/Avengers, 9/9,
Concealed, Flight, Range
Exhaust two different members of the Illuminati
you control >>> Exhaust target character with cost
less than the combined cost of the characters you
exhausted. Use only once per turn. (The members
of the Illuminati are Black Bolt, Dr. Strange, Iron
Man, Mr. Fantastic, Professor X, and SubMariner.)

It's Slobberin' Time! (MHG-121C)


Plot Twist, 1
Target attacker you control gets +3 DEF this attack
and an additional +3 ATK this attack if it has the
Inhumans affiliation and you control no face-down
resources.
Izaya <> Highfather, The Inheritor (DSM-042C)
Character, 4, New Gods, 7/8, Range
At the start of the recovery phase, you may discard
a New Gods character card. If you do, recover
target stunned character you control.
J. Jonah Jameson, Sensationalist (MSM-141R)
Character, 1, 1/1
If you win the game, you choose who starts with
the initiative the next time you play against the
same opponent or opponents.

Iron Man, Tony Stark (MAV-016C)


Character, 4, Avengers, 7/7, Flight, Range
Leader: Avengers characters adjacent to Iron Man
have flight and range and get +1/+1.

Jack Knight <> Starman, Knight Past (DLS-196U)


Character, 2, JSA, 2/3, Flight, Range
Backup: Activate >>> Draw a card. Discard a card
for each ready character you control. Use only
during the build phase.

Iron Man, Ultimates (MUL-008C)


Character, 5, S.H.I.E.L.D., 9/9, Flight, Range
At the start of the combat phase, look at target
opponent's hand. You may remove a non-character
card in his hand from the game.

Jack of Hearts, Jack Hart (MTU-057C)


Character, 2, Marvel Defenders, 2/2, Flight, Range
Substitute <p> Jack of Hearts gets +2 ATK while
exhausted.

Iron Will (DWF-037C)


Plot Twist, 1
Target Team Superman attacker you control gets
+1/+1 this attack and an additional +1/+1 for each
other Iron Will in your resource row and KO'd pile.
Ishmael Gregor <> Sabbac, Deadly Sin (DCL177R)
Character, 3, Secret Society, 7/5, Concealed, Range
Reservist <p> Whenever Ishmael Gregor becomes
stunned, KO him.

Jack T. Chance, Green Lantern of Garnet (DGL012U)


Character, 2, Green Lantern, 4/1, Flight, Range
Willpower 1
Jackal, Dr. Miles Warren (MSM-078C)
Character, 4, Sinister Syndicate, 6/6
Activate >>> You may put a Sinister Syndicate
character card with cost 3 or less from your hand
into your support row exhausted. Use only during
the recovery phase.

Ishmael Gregor <> Sabbac, Malevolent Marvel


(DCR-135C)
Character, 2, Villains United, 2/2
Vengeance: Whenever Ishmael Gregor becomes
stunned, target opponent loses 3 endurance.

Jackhammer, Construct (DGL-032C)


Plot Twist, 1
Target attacker you control gets +2 DEF this attack.
If that attacker has the Green Lantern affiliation
and lesser cost than a defender, it gets an additional
+5 DEF this attack.

It's a Hard Life (DWF-155R)


Plot Twist, 2
Play only if you control an Arkham Inmates
character. <p> To play, discard a card at random.
<p> Negate target effect from a non-ongoing plot
twist that shares a name with another card in its
controller's resource row or KO'd pile.

Jack-in-the-Box (DWF-212R)
Plot Twist, 1
Insanity: Choose a number. Reveal cards from the
top of your deck until you reveal a card with cost
equal to that number. Put that card into your hand
and shuffle the rest into your deck.

It's Clobberin' Time! (MVL-196R, MOR-072R)


Plot Twist, 3
Target [Fantastic Four] attacker you control gets
+3/+3 this attack.
It's Not Over Yet (DCR-167U)
Plot Twist, 3
Play only during the recovery phase. <p> To play,
discard a card. <p> Choose one: Recover target
stunned Secret Six character you control; or gain
endurance equal to the cost of target stunned Secret
Six character you control.

Jacob Lee, Knight (DCR-094U)


Character, 1, Checkmate, 2/1, Concealed, Range
You may discard a location card rather than pay
Jacob Lee's recruit cost.
Jade, Emerald Beacon (DWF-091C)
Character, 4, Outsiders/Green Lantern, 7/7, Flight,
Range
Willpower 3 <p> Leader: Attackers adjacent to
Jade get +1/+1.

Jade, Jennifer-Lynn Hayden (DGL-013C)


Character, 3, Green Lantern, 4/4, Flight, Range
Willpower 2 <p> Whenever you play a Construct
plot twist, gain 2 endurance.
Jaffar, Deep Six (DSM-108U)
Character, 2, Darkseid's Elite, 2/2
Exhaust two characters you control with the
version Deep Six >>> Gain 1 resource point.
Spend this point only to recruit a character card
with the version Deep Six. Use only during your
recruit step.
Jailbird, Construct (DGL-195R)
Plot Twist, 2
Play only during the recovery phase. <p> Recover
target stunned character an opponent controls. That
character can't ready this turn.
Jaime Ortiz <> Damage, Cybernetic Enforcer
(MMK-098C)
Character, 6, Crime Lords, 11/13, Range
Stun a Crime Lords defender you control >>>
Remove all defenders from this attack. Jaime Ortiz
becomes a defender.
Jaime Reyes <> Blue Beetle, High-Tech Hero
(DCR-180U)
Character, 1, 2/1, Range
Exhaust a character you control and remove Jaime
Reyes from the game >>> Search your deck for an
equipment card, reveal it, and put it into your hand.
Use only if Jaime Reyes is in your hand.
Jakeem Williams, JJ Thunder (DCR-012U)
Character, 1, JSA, 1/1
Reservist <p> Activate >>> If Jakeem Williams is
in play, search your deck for a JSA character card
with cost 4 or greater, reveal it, and put it into your
hand. Put Jakeem Williams on the top of your
deck.
James Barnes <> Bucky, Kid Commando (MUN259R)
Character, 1, Invaders, 5/4, Range
Recruit only if you control Captain America. <p>
Whenever a Captain America you control becomes
stunned, KO James Barnes.
James Barnes <> Captain America, Legacy Reborn
(MUN-287U)
Character, 7, 15/15, Range
James Barnes enters play with three bullet
counters. <p> Remove a bullet counter >>> Target
character gets -3 DEF this attack. <p> Discard a
card named Captain America >>> James Barnes
gains the name Captain America this turn.
James Barnes <> Winter Soldier, Communist
Puppet * RAID (MUN-149R)
Character, 3, Crime Lords, 5/3, Concealed, Range
Put James Barnes on top of his owner's deck >>>
Stun target character attacking a [Crime Lords]
defender you control with reinforcement.

James Barnes <> Winter Soldier, Out in the Cold


(MUN-288R)
Character, 4, 8/5, Concealed, Range
Whenever an opposing character enters play, put a
sniper counter on James Barnes. Then, if James
Barnes has three or more sniper counters, KO that
opposing character and remove all sniper counters.
James Jesse <> Trickster, Giovanni Giuseppe
(DJL-126C)
Character, 2, Secret Society, 2/3, Flight
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Whenever a character you control
becomes stunned, put the top card of target player's
deck into his KO'd pile.
James Proudstar <> Thunderbird, Hellion (MXM137R)
Character, 6, Hellfire Club, 14/13
MutantPhysical
Reservist <p> Whenever James Proudstar becomes
stunned, return each stunned character to its
owner's hand.
James Proudstar <> Warpath, Apache Warrior
(MEV-057C)
Character, 7, X-Force/X-Men, 15/15
Whenever you play a plot twist while James
Proudstar is in combat, put two +1/+1 counters on
target character you control.
Jamie Madrox <> Multiple Man, Army * Agent of
S.H.I.E.L.D. (MEV-015C)
Character, 2, X-Factor/S.H.I.E.L.D., 3/2
Energize (Whenever Jamie Madrox defends, ready
him.) <p> [Activate] >>> Target character with the
name or identity Multiple Man has invulnerability
this turn.
Jamie Madrox <> Multiple Man, Jamie Prime
(MEV-016R)
Character, 5, X-Factor/X-Men, 9/9
Whenever Jamie Madrox becomes stunned, you
may remove him from the game. If you do, put any
number of characters with the name or identity
Multiple Man and combined cost 5 or less from
your hand and/or KO'd pile into play exhausted.
Jared Stevens <> Fate, Mystic Defender (DCX017U)
Character, 2, Shadowpact, 3/2
Pay X resource points >>> KO target unique
equipment with cost X. <p> Magic plot twists cost
you 1 less to play.
Jarvis, Honorary Avenger (MAV-017R)
Character, 1, Avengers, 1/1
Whenever Jarvis defends, you may return him to
his owner's hand. If you do, search your deck for
an Avengers character card, reveal it, and put it into
your hand.
Jason Macendale <> Hobgoblin, Possessed Lunatic
(MTU-100C)
Character, 5, Sinister Syndicate, 9/9, Flight, Range
Reservist <p> Pay 3 DEF this turn >>> Target
character you control has flight this turn.

Jason Todd <> Red Hood, Revived (DLS-171R)


Character, 3, 6/3
Vengeance: Whenever Jason Todd becomes
stunned, target player stuns a non-stunned affiliated
character he controls unless all affiliated characters
he controls share at least one affiliation.
Jason Todd <> Robin, Crime Fighter (DSM-132R)
Character, 3, Gotham Knights, 4/4
Stun Jason Todd >>> Exhaust target Gotham
Knights defender you control and remove all
attackers from this attack. Use only if Jason Todd
is not defending.
Jay Garrick <> The Flash, Golden Age Speedster
(DCR-013R)
Character, 6, JSA, 12/12
Cosmic: Whenever Jay Garrick becomes stunned,
recover and ready him, and he gets -4/-4 this turn.
Jazmin Cullen <> Kid Quantum, Hero of Xanthu
(DLS-011C)
Character, 1, Legionnaires, 2/1, Flight
You may remove a cosmic counter from a character
you control rather than pay Jazmin Cullen's recruit
cost. <p> CosmicSurge
Jean Grey, Age of Apocalypse (MAA-007C)
Character, 3, X-Men, 4/5
[Activate], Discard another Jean Grey card >>>
Negate target effect from a non-ongoing plot twist.
Jean Grey, Alive Again (MEV-017C)
Character, 4, X-Factor/X-Men, 7/7, Flight, Range
Energize (Whenever Jean Grey defends, ready her.)
<p> [Activate] >>> Replace target resource you
control.
Jean Grey, Jean Grey-Summers (MEV-018C)
Character, 7, X-Factor/X-Men, 16/16, Flight,
Range
Energize (Whenever Jean Grey defends, ready her.)
<p> [Activate] >>> Recover target stunned
character you control.
Jean Grey, Marvel Girl (MOR-013C)
Character, 4, X-Men, 6/8
Activate >>> Replace a resource you control.
Jean Grey, Phoenix Force (MVL-017R, MOR014R)
Character, 8, X-Men, 17/18, Flight, Range
Recruit only if a card named Jean Grey is in your
KO'd pile. <p> [Activate], KO Jean Grey >>>
Return all characters to their owners' hands.
Jean Grey, Phoenix Rising (MVL-016C)
Character, 5, X-Men, 9/9, Range
Jean Grey enters play with a +1/+1 counter for
each Jean Grey card in your KO'd pile.
Jean Grey, Red (MXM-013R)
Character, 6, X-Men, 12/12, Flight, Range
MutantMental
Discard a Mental card >>> Replace any number of
face-up resources you control. Use only once per
turn.

Jean Grey, Teen Telepath (MVL-015C)


Character, 2, X-Men, 2/3, Range
When Jean Grey enters play, draw a card.
Jean Grey, Telekinetic Fighter (MXS-005C)
Character, 2, X-Men, 3/2
When Jean Grey enters play, reveal the top card of
your deck. If it is an X-Men character card, put it
into your hand. Otherwise, put it on the bottom of
your deck.
Jean Grey, The White Hot Room (MEV-255R)
Character, 9, 22/22, Flight, Range
Shift <p> At the start of the combat phase, each
player puts all non-character cards from his KO'd
pile face down into his resource row.
Jean Grey, Ultimates (MUL-030U)
Character, 4, X-Men, 6/9, Flight, Range
When Jean Grey enters play, target opponent loses
5 endurance unless he removes a character,
equipment, or resource he controls from the game.

Jester, Jonathan Powers (MMK-099U)


Character, 4, Crime Lords, 7/6, Range
Pay 3 endurance >>> Transfer target equipment to
an unequipped character you control. Use only
once per turn. (You may target an equipment an
opponent controls.)
Jetpack (EHB-024C, MSM-029C)
Equipment, 0
Equipped character gets +2 ATK and has flight.
Jetstream, Hellion (MXM-138C)
Character, 5, Hellfire Club, 9/9, Flight, Range
MutantEnergy
Reservist <p> Characters you control have flight.
<p> Whenever Jetstream becomes stunned, you
may KO him and exhaust target character with cost
6 or less.
Jigsaw, Billy Russo (MMK-100U)
Character, 5, Crime Lords, 8/8, Range
Discard a Crime Lords character card >>> Target
character you control gets +1/+1 this attack.

Jemm, Son of Saturn (DCL-119U)


Character, 4, Injustice Gang, 9/8, Concealed,
Range
Reservist <p> To recruit, discard a character card
with concealed.

Jimmy Olsen, Superman's Pal (DSM-008U)


Character, 1, Team Superman, 1/1
A Team Superman character protecting Jimmy
Olsen gets +1/+1.

Jericho, Contact! (DCL-075R)


Character, 2, Teen Titans, 2/3
Reservist <p> Whenever Jericho stuns a character,
you may return Jericho to his owner's hand. If you
do, move target character with cost 1 or less to
your front row.

Jinx, Elemental Sorceress (DOR-122U)


Character, 4, Fearsome Five, 7/7, Range
Exhaust a location you control >>> Each opponent
loses 1 endurance. <p> Pay 1 resource point >>>
Search your deck for a location card, reveal it, and
put it into your hand. Use only once per turn.

Jericho, Joseph Wilson (DGL-164R)


Character, 3, Teen Titans, 1/1, Concealed
Pay X resource points, KO Jericho >>> If the cost
of target character an opponent controls is less than
X, move that character to your front row. (You
control that character.)

JLI Embassy, Non-Unique (DJL-067C)


Location, 2
At the start of the recovery phase, if you control
four or fewer resources, you may discard a card. If
you do, recover target stunned JLI character you
control.

Jessica Drew <> Spider-Woman, Agent of


S.H.I.E.L.D. * HYDRA (MUN-097C)
Character, 2, S.H.I.E.L.D./Crime Lords, 4/3, Flight,
Range
To recruit, return a [Crime Lords] or [S.H.I.E.L.D.]
character you control to its owner's hand. <p>
Evasion, Invulnerability

Joanna Cargill, Acolyte (MXM-094C)


Character, 3, Brotherhood, 6/6
MutantPhysical
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Joanna Cargill gets -1/-1 for each face-up resource
you control.

Jessica Drew <> Spider-Woman, Secret Avenger


(MUN-020U)
Character, 3, Avengers/Spider-Friends, 5/4, Flight,
Range
Reservist <p> If Jessica Drew would become
stunned, instead, you may KO a resource you
control. If you do, put her face down into your
resource row.
Jessica Drew <> Spider-Woman, Venom Blast
(MSM-043U)
Character, 2, Spider-Friends, 3/2, Range
Evasion <p> Other Spider-Friends characters you
control with evasion get +1 ATK.

Joanna Cargill, Frenzy (MEV-094C)


Character, 5, Marauders/Brotherhood, 9/9
Reservist <p> Whenever an opposing character
becomes stunned, put a +1/+1 counter on Joanna
Cargill.
Johann Kraus, Contained Spirit (EHB-007U)
Character, 4, B.P.R.D., 7/7
At the start of the combat phase, you may return a
B.P.R.D. character card from your KO'd pile to
your hand.

Johann Kraus, Free Spirit (EHB-008C)


Character, 6, B.P.R.D., 12/12, Concealed
Optional, Flight
Whenever Johann Kraus becomes stunned, you
may recover a stunned character you control. If
you recovered a visible character, move it to your
hidden area.
John Henry Irons <> Steel, Armor Aura (DWF005C)
Character, 7, Team Superman, 15/16, Flight, Range
Reservist <p> Other Team Superman characters
you control get +2 DEF.
John Henry Irons <> Steel, Peerless Engineer
(DSM-009C)
Character, 6, Team Superman, 12/11, Flight, Range
Remove a cosmic counter from a character you
control >>> That character gets +2 DEF this turn.
<p> Cosmic: John Henry Irons gets +1 DEF.
John Henry Irons <> Steel, Steel Works (DWF006U)
Character, 3, Team Superman/JLA, 4/5, Flight,
Range
Ally: Whenever a character you control becomes
powered-up during your first attack and defense
each turn, it gets an additional +1/+1 this attack.
John Henry Irons <> Steel, Steel-Drivin' Man
(DJL-012C)
Character, 5, JLA/Team Superman, 8/11, Flight,
Range
Reservist <p> When John Henry Irons enters play,
you may put an equipment card with cost 1 or less
from your hand or KO'd pile into play equipping
target unequipped character you control. <p> KO
an equipment you control >>> Power-up target
attacker or defender you control.
John Henry Irons <> Steel, Working Man (DCL016C)
Character, 6, JLA, 14/12, Flight, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.)
John Proudstar <> Thunderbird, Apache Warrior
(MSM-105U)
Character, 4, X-Men, 9/8
Whenever John Proudstar becomes stunned, at the
start of the recovery phase this turn, if he is
stunned, KO him.
John Proudstar <> Thunderbird, Earth-1100 * War
(MEV-141U)
Character, 4, Exiles/Horsemen of Apocalypse, 10/9
Shift <p> At the start of the recovery phase,
remove John Proudstar from the game shifted with
three shift counters.
John Stewart, Emerald Architect (DJL-013C)
Character, 4, JLA/Green Lantern, 7/7, Flight,
Range
Willpower 4 <p> Ally: Whenever a character you
control becomes powered-up, that character gets
+2 willpower this attack.

John Stewart, Green Lantern of Earth (DGL-014C)


Character, 5, Green Lantern, 9/8, Flight, Range
Willpower 3 <p> Whenever you play a Construct
plot twist, if John Stewart is in combat, power-up
John Stewart.
John Stewart, The Master Builder (DCL-017C)
Character, 4, JLA/Green Lantern, 8/6, Flight,
Range
Discard two cards >>> John Stewart can't be
stunned while attacking this attack.
John Walker <> U.S. Agent, Loose Cannon (MTU058C)
Character, 2, Marvel Defenders/Avengers, 3/3,
Range
Substitute <p> Backup: Activate >>> Target
character you control has reinforcement this turn.
Use only during the build phase.
John Walker <> U.S. Agent, Omega Flight (MUN223R)
Character, 4, Alpha Flight, 7/7, Range
Whenever you play a plot twist from your hand
targeting John Walker, you may return it to your
hand. This power triggers only once per turn.
Johnny Blaze <> Ghost Rider, Damned (MTU059C)
Character, 4, Marvel Defenders, 8/6, Range
Substitute <p> Backup: Activate >>> Whenever
target character you control becomes stunned this
turn, each opponent loses endurance equal to its
cost. Use only during the build phase.
Johnny Quick, Crime Syndicate (DGL-082R)
Character, 5, Anti-Matter, 8/6, Concealed
Optional
Johnny Quick gets +2 ATK while hidden. <p> Pay
3 endurance >>> Ready Johnny Quick. Use only
once per turn and only if Johnny Quick is visible.
Johnny Quick, Earth 3 (DCL-120C)
Character, 2, Injustice Gang/Anti-Matter, 3/2,
Concealed
While you don't have the initiative, Johnny Quick
can't be stunned while attacking.
Join the Club! (MXM-158U)
Plot Twist, 2
To play, discard a Hellfire Club character card. <p>
Search your deck for a character card with
concealed, reveal it, and put it into your hand.
Join Us or Die (DCR-150U)
Plot Twist, 2
Stun target non-stunned character you control. If
that character has the Villains United affiliation,
you may recover it.
Joining the Darkseid, Team-Up (DLS-120C)
Plot Twist, 2
To play, choose up to two affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Darkseid's Elite substitute
characters you control that came into play this turn
get +1 ATK.

The Joker <> Red Hood, The Man Who Laughs


(DWF-135U)
Character, 1, Arkham Inmates, 2/1
Whenever The Joker stuns a character, you may
discard a card at random. If you do, target
opponent loses 3 endurance.
The Joker, Crazy for You (DWF-133R)
Character, 6, Arkham Inmates, 12/12
Insanity: Discard a card at random >>> Target
Arkham Inmates character you control gets +1/+1
this turn.
The Joker, Emperor Joker (DSM-141R)
Character, 8, Arkham Inmates, 17/17
Loyalty <p> When The Joker enters play or
recovers, each opponent with no cards left in his
deck loses the game. <p> Whenever a card leaves
an opponent's deck, if that player has no cards left
in his deck, he loses the game. <p> Pay 1
endurance >>> If an opponent would lose
endurance this turn, instead, that opponent removes
from the game that number of cards from the top of
his deck.

The Joker, The Clown Prince of Crime (DOR081R)


Character, 7, Arkham Inmates, 13/13
Loyalty <p> Discard an Arkham Inmates character
card >>> Stun target character if its cost is equal to
that of the card you discarded. Use only once per
turn and only during your attack step.
The Joke's on You! (DCL-149R)
Plot Twist, 3
Ongoing: Whenever a character with cost less than
a The Joker you control becomes stunned during
the combat phase, return that character to its
owner's hand.
Jolen, The Treacherous One (MHG-102U)
Character, 3, Inhumans, 4/5, ConcealedOptional
CosmicSurge: Whenever Jolen enters combat
with a character, exhaust that character, and it can't
ready this turn. (This character does not come into
play with a cosmic counter. At the start of the
recovery phase each turn, put a cosmic counter on
this character.)

The Joker, Headline Stealer (DCL-121C, DJL089C)


Character, 4, Injustice Gang/Arkham Inmates, 8/7
Each opponent can't play plot twists from his hand
with cost less than the number of cards in his hand.

Jolt, Helen Takahama (MAV-098C)


Character, 4, Thunderbolts, 7/6
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Jolt gets +1 ATK for each ready character you
control.

The Joker, Joker's Wild (DOR-079R)


Character, 3, Arkham Inmates, 3/3
Loyalty <p> If you would mulligan and The Joker
is in your hand, instead, you may reveal The Joker.
If you do, put your hand on the bottom of your
deck and draw five cards. You can't mulligan this
game. <p> Boost 2: When The Joker enters play,
discard your hand and draw five cards.

Josef Witschi, Talia's Assistant (DOR-100U)


Character, 1, League of Assassins, 1/1
Activate, discard a League of Assassins character
card >>> KO target location. Its controller may put
a card from his hand face down into his resource
row. Use only during the combat phase.

The Joker, Killer Smile (DCL-122R)


Character, 6, Injustice Gang/Arkham Inmates,
12/12
Whenever The Joker causes breakthrough, you
may stun target character with cost less than the
number of cards in its controller's hand.
The Joker, Laughing Lunatic (DOR-080C)
Character, 4, Arkham Inmates, 7/6
Whenever The Joker defends, target opponent
chooses a card from your hand at random. Reveal
that card. If you revealed an Arkham Inmates
character card, that opponent loses endurance equal
to that card's cost. Repeat this process from that
opponent choosing a card to the endurance loss
until you have done it once for each attacker.
The Joker, Out of His Mind (DWF-134R)
Character, 3, Arkham Inmates, 5/4
Whenever The Joker is discarded, you may remove
him from the game. If you do, shuffle your hand
into your deck, then draw a card for each card you
shuffled in.
The Joker, Permanent Vacation (DCR-209R)
Character, 7, Arkham Inmates/Injustice Gang,
16/14
Free >>> Each opponent draws cards equal to the
number of cards in his hand. Use only once per
turn.

Joseph Jones <> General Glory, Lady Liberty's


Champion (DJL-051C)
Character, 3, JLI, 5/4
Whenever three or more JLI team attackers you
control stun a defender, KO that defender.
Joystick, Fun and Games (MUN-059U)
Character, 2, Thunderbolts/Sinister Syndicate, 2/3,
Flight
At the start of your recruit step, put a +1/+1
counter on Joystick. <p> Joystick has
invulnerability while she has two or more +1/+1
counters.
Joystick, Janice Yanizesh (MAV-099U)
Character, 1, Thunderbolts, 5/5, Range
Joystick gets -1/-1 for each card in your hand.
JSA Headquarters (DCR-037R)
Location, 2
Activate, exhaust a JSA character you control >>>
Reveal the top three cards of your deck. Put all
revealed character cards into your hand and the rest
on the bottom of your deck. Discard a card for each
card you put into your hand.

Jubilee, Jubilation Lee (MXM-014U)


Character, 1, X-Men, 1/2, Range
MutantEnergy
Free >>> Target opponent loses 2 endurance. Use
only once per turn and only during the recovery
phase.

Julia Carpenter <> Arachne, Omega Flight (MUN224C)


Character, 3, Alpha Flight, 4/5, Range
Whenever you play a plot twist while Julia
Carpenter is attacking, you may exhaust target
character.

Jubilee, Mallrat (MVL-018C)


Character, 1, X-Men, 1/1, Range
Whenever Jubilee attacks, target player loses 2
endurance.

Julia Carpenter <> Spider-Woman, Web Weaver


(MSM-044R)
Character, 4, Spider-Friends, 7/7
Evasion <p> Activate, discard two Spider-Friends
character cards >>> Target character can't attack
this turn unless it team attacks. Use only during the
build phase.

Judge, Jury, and Executioner (MMK-036C)


Plot Twist, 2
Characters you control have "Activate >>> KO
target stunned character if its cost is less than this
character's." this turn. <p> Marvel Knights
characters you control have "Activate >>> KO
target stunned character." this turn.
Judgment Day (DCL-264R)
Plot Twist, 9
Play only during the combat phase. <p> KO all
resources.
Juggernaut, Cain Marko (MOR-165R)
Character, 7, 17/17
A support row character defending against
Juggernaut loses and can't have reinforcement. <p>
Whenever Juggernaut attacks, he can't ready during
the recovery phase this turn.
Juggernaut, Champion of Cyttorak (MVL-058C)
Character, 3, Brotherhood, 6/6
Whenever Juggernaut attacks, he can't ready this
turn.
Juggernaut, The Unstoppable (MXM-015U)
Character, 7, X-Men, 17/15
Whenever Juggernaut stuns a front row defender,
you may stun target support row character in the
same column as that defender.
Juggernaut, Ultimates (MUL-009U)
Character, 4, Brotherhood, 8/7
Remove a card in your hand from the game >>>
Target Juggernaut can't be stunned while attacking
or be the target of opposing effects this turn.
Juggernaut, Walking Disaster (MVL-059U)
Character, 5, Brotherhood, 10/9
Whenever Juggernaut causes breakthrough to a
player, replace up to that many target face-up
resources that player controls.
Juggernaut, Weapon of Mass Destruction (MVL060R)
Character, 7, Brotherhood, 17/16
At the start of the combat phase, if you recruited
another Juggernaut this game, KO up to two target
resources.
Juggernaut's Helmet (MVL-084U)
Equipment, 0, ConcealedOptional
Equip only to Juggernaut. <p> Equipped character
gets +5 ATK while attacking and can't be the target
of opposing effects.

Julia Carpenter, Freedom Force (MXM-095C)


Character, 4, Brotherhood, 8/7
Evasion <p> Whenever Julia Carpenter causes 3 or
more breakthrough while attacking a character,
target character can't ready this turn.
June Moon <> Enchantress, Bad Witch (DCR054R)
Character, 6, Shadowpact, 12/12, Flight, Range
Activate >>> Stun target character. If you have
more than 10 endurance, that character's controller
moves June Moon to his front or support row, and
she gains an affiliation of that player's choice. Use
only during your attack step.
June Moon <> Enchantress, Good Witch (DCR053R)
Character, 4, Shadowpact, 7/7, Flight, Range
Activate >>> Stun target character with cost 3 or
less. If you have more than 25 endurance, that
character's controller moves June Moon to his front
or support row, and she gains an affiliation of that
player's choice.
Justice for All, Team-Up (MAV-188C)
Plot Twist, 2
Play only if you control an Avengers character and
a Thunderbolts character. <p> Ongoing: Characters
you control, as well as cards in your deck, hand,
and KO'd pile, with either the Avengers or
Thunderbolts affiliation have both affiliations. <p>
Pay 1 endurance >>> Move a leader character you
control.
Justice Is Served! (MTU-202C)
Plot Twist, 1
Target attacker you control gets +2 ATK this attack.
You may KO an equipment with cost 0 equipped to
a defender.
Justice League of Arkham, Team-Up (DJL-217U)
Plot Twist, 4
Choose two affiliations among characters you
control. If you chose Arkham Inmates and another
affiliation, each opponent discards a card. <p>
Ongoing: Characters you control, as well as cards
in your deck, hand, and KO'd pile, with either of
those affiliations have both of them.
Justice League Signal Device (DJL-152C)
Equipment, 0
Transferable <p> At the start of the combat phase,
reveal the top card of your deck. If it's a JLA or JLI
character card, put it into your hand. Otherwise,
put it on the bottom of your deck.

Justice League Task Force, Team-Up (DJL-068C)


Plot Twist, 2
Choose two affiliations among characters you
control. <p> Ongoing: Characters you control, as
well as cards in your deck, hand, and KO'd pile,
with either of those affiliations have both of them.
<p> JLI team attackers you control get +1 ATK.
Justice United, Team-Up (DCR-038C)
Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> If you chose JLA and
JSA, return a character card from your KO'd pile to
your hand. <p> Ongoing: Crossover those
affiliations.
Justice, Like Lightning (MAV-114C)
Plot Twist, 1
Target attacker you control gets +2 ATK this attack.
If that attacker has the Thunderbolts affiliation,
exhaust a character an opponent controls.
Justice, Vance Astrovik (MUN-098C)
Character, 3, S.H.I.E.L.D./Avengers, 4/5, Flight,
Range
Reservist <p> When Justice enters play, you may
replace target face-up nonTeam-Up resource.
Ka-Boom! (MOR-196R)
Plot Twist, 2
Play only from your resource row and only during
the combat phase. <p> If Ka-Boom! is in your
resource row, KO target location and KO KaBoom!.
Kaine, Imperfect Clone (MSM-079C)
Character, 6, Sinister Syndicate, 12/12
Kaine gains the Spider-Friends affiliation while
you control another Spider-Friends character. <p>
Whenever Kaine stuns a Sinister Syndicate
defender, KO that character.
Kalibak, Unworthy Son (DSM-109C)
Character, 7, Darkseid's Elite, 18/17
Kalibak gets -1/-1 for each non-Darkseid's Elite
character you control. <p> Whenever Kalibak
becomes stunned, you lose 7 endurance.
Kandor (DSM-030R)
Location, 6
Non-Army Team Superman characters you control
with cost 3 or less get +3/+3.
Kandor, City in a Bottle (DWF-027U)
Location, 2
Characters you control protected by Team
Superman characters can't be attacked. <p>
Activate >>> Exchange the positions of two
characters you control in the same area.
Kang <> Iron Lad, Non-Unique * Young Avenger
(MUN-261R)
Character, 6, Kang Council, 12/12, Flight, Range
Kang can reinforce and team attack as though he
had all affiliations. <p> Attackers can't be stunned
while Kang is team attacking. <p> At the start of
each opponent's attack step, if Kang team attacked
this turn, ready him and all characters that team
attacked with him this turn.

Kang Kross-roads (MAV-182U)


Location, 3
While you control exactly one visible character, it
gets +1/+1. <p> Activate >>> Move target stunned
Kang you control to your hidden area.

Kang, Non-Unique * Rama Tut (MAV-175U)


Character, 1, Kang Council, 1/1, Concealed, Range
Return Kang to his owner's hand >>> Target Kang
Council attacker or defender you control gets
+1/+1 this attack.

Kang, Non-Unique * Destiny Warrior (MHG140R)


Character, 5, Doom/Kang Council, 9/9, Range
Whenever Kang stuns a character, you may exhaust
target front row character an opponent controls.

Kang, Non-Unique * Scarlet Centurion (MXM220U)


Character, 4, Kang Council, 7/7, Concealed, Range
Activate, move Kang from your hidden area to
your visible area >>> Negate target effect from a
non-ongoing plot twist.

Kang, Non-Unique * Earth Mesozoic-24 (MAV167U)


Character, 4, Kang Council, 10/10, Range
If Kang would come into play during your recruit
step, instead, remove him from the game. At the
start of the recovery phase this turn, put Kang into
your front row.
Kang, Non-Unique * Immortus (MAV-168R)
Character, 8, Kang Council, 20/19, Range
Remove Kang and two other cards in your hand
from the game >>> Negate target effect from a
non-ongoing plot twist. Use only if you control a
Kang and only if Kang is in your hand.
Kang, Non-Unique * Kang Cobra (MAV-169C)
Character, 3, Kang Council, 4/3, Concealed, Range
Characters your opponents control can't become
powered-up.
Kang, Non-Unique * Kang Kong (MAV-170R)
Character, 2, Kang Council, 2/2, Range
When Kang enters play, you may reveal a Kang
Council character card from your hand or resource
row and remove Kang from the game. If you do,
search your deck for a card and put it into your
hand.
Kang, Non-Unique * Kang Ransom (MAV-171R)
Character, 3, Kang Council, 5/5, Range
At the start of the combat phase, if you control
three or fewer resources, move Kang to your
hidden area, exhaust him, and replace target
resource. At the start of the recovery phase this
turn, move Kang to your visible area.
Kang, Non-Unique * Lord Kang (MAV-172R)
Character, 6, Kang Council, 12/12, Range
Leader: Whenever an attacker adjacent to Kang
becomes powered-up, that attacker can't be stunned
this attack.
Kang, Non-Unique * Lord of Limbo (MAV-173C)
Character, 7, Kang Council, 15/15, Range
At the start of the combat phase, the controller of
target visible character moves it to his hidden area.
Kang, Non-Unique * Master of Time (MAV-174C)
Character, 4, Kang Council, 6/6, Concealed, Range
At the start of the combat phase, discard a card.
<p> At the start of the recovery phase, draw two
cards.
Kang, Non-Unique * One of Many (MHG-139U)
Character, 2, Doom/Kang Council, 2/2, Range
Activate, reveal a card from your hand named Dr.
Doom or named Kang >>> Exhaust target
character with cost 2 or less.

Kang, Non-Unique * The Conqueror (MAV-176R)


Character, 5, Kang Council, 10/9, Range
Loyalty <p> At the start of the combat phase, if
you control six or fewer resources, move Kang to
your hidden area, exhaust him, and exhaust target
character with cost 5 or less. At the start of the
recovery phase this turn, move Kang to your
visible area.

Kara Zor-El <> Supergirl, Female Fury (DLS104C)


Character, 7, Darkseid's Elite/Team Superman,
16/14, Flight, Range
Vengeance: Whenever Kara Zor-El becomes
stunned by one or more attackers or defenders, stun
those characters.
Kara Zor-El <> Supergirl, Last Daughter of
Krypton (DSM-010C)
Character, 6, Team Superman, 12/11, Flight, Range
Cosmic: Team Superman characters you control
that are protecting other characters have
invulnerability.
Kara Zor-El <> Supergirl, Lost in Time (DLS012U)
Character, 7, Legionnaires/Team Superman, 16/15,
Flight, Range
Reservist, Cosmic <p> Leader: Attackers with
cosmic counters adjacent to Kara Zor-El have
invulnerability.

Kang, Non-Unique * Time Warrior (MUN-260U)


Character, 2, Kang Council, 3/3, Range
Whenever Kang becomes stunned, remove him
from the game. At the start of each of your recruit
steps, if you control five or more resources and
Kang was removed this way, return him to play
with three +1/+1 counters.

Karate Kid, Val Armorr (DLS-013C)


Character, 3, Legionnaires, 5/3, Flight
Remove a cosmic counter from a character you
control >>> Karate Kid can't be stunned while
attacking this turn. <p> CosmicSurge

Kang, Non-Unique * Ultimate Kang (MAV-177C)


Character, 5, Kang Council, 9/9, Range
Activate, stun another Kang you control >>>
Remove all attackers from this attack. Use only if
Kang is defending.

Karl Ruprecht Kroenen, Creator of the Apocalypse


Army (EHB-041U)
Character, 2, Thule Society, 3/2
Evasion <p> At the start of the combat phase,
reveal the top card of your deck. If it is an Army
Thule Society character card, put it into your hand.
Otherwise, put it on the top or bottom of your deck.

Kang's Guards, Army (MAV-178U)


Character, 1, Kang Council, 2/1, Range
Activate, KO Kang's Guards >>> Target Kang you
control has invulnerability while defending this
turn.
Kanjar Ro, Kylaq Defense Minister (DJL-159C)
Character, 5, 9/9, Range
Leader: Characters adjacent to Kanjar Ro get +1
ATK and, if unaffiliated, also get +1 DEF.
Kanto, Darkseid's Assassin (DSM-110C)
Character, 6, Darkseid's Elite, 12/11, Range
Pay 3 endurance >>> KO target character if its cost
is less than or equal to the number of face-down
resources its controller controls. Use only once per
turn and only during your attack step.
Kara Zor-El <> Flamebird, Kandorian Vigilante
(DWF-007C)
Character, 5, Team Superman, 9/9, Flight, Range
Team Superman characters you control get +2 ATK
during your first attack and defense each turn.
Kara Zor-El <> Supergirl, Claire Connors (DWF008R)
Character, 8, Team Superman/Legionnaires, 19/19,
Flight, Range
Cosmic: Whenever Kara Zor-El team attacks or
becomes team attacked, you may stun target
character that is not in combat.

Karla Sofen <> Meteorite, Celestial Power (MAV100R)


Character, 4, Thunderbolts, 5/4, Flight, Range
To recruit, reveal a Thunderbolts character card
from your hand or resource row. <p> Karla Sofen
gets +1/+1 for each face-up resource you control.
Karla Sofen <> Meteorite, Twin Moonstones
(MAV-101R)
Character, 8, Thunderbolts, 23/23, Flight, Range
Loyalty <p> Your opponents can't lose and you
can't win the game while you have 1 or more
endurance.
Karla Sofen <> Moonstone, Field Commander
(MUN-061U)
Character, 6, Thunderbolts/S.H.I.E.L.D., 12/13,
Flight, Range
When you recruit Karla Sofen, your next character
costs 2 less to recruit this turn.
Karla Sofen <> Moonstone, Master Manipulator
(MAV-133U)
Character, 6, Masters of Evil, 12/12, Flight, Range
At the start of the combat phase, the controller of
target character moves it to his front row.

Karla Sofen <> Moonstone, Uncertain Loyalty


(MUN-060C)
Character, 3, Thunderbolts/Masters of Evil, 5/4,
Flight, Range
Substitute <p> Whenever Karla Sofen becomes
stunned, if you control five or more resources,
recover her at the start of the recovery phase this
turn.

Kate Bishop <> Hawkeye, Young Avenger (MUN021R)


Character, 1, Avengers, 1/2, Range
Whenever Kate Bishop stuns a defender while
team attacking, reveal any number of character
cards from your hand, put them on top of your
deck, and stun target character if its cost is equal to
that number.

Karnak, The Shatterer (MHG-103R)


Character, 5, Inhumans, 9/6, ConcealedOptional
LoyaltyReveal <p> CosmicSurge: Remove a
cosmic counter from Karnak >>> Target character
gets -X DEF while defending this turn, where X is
its printed DEF. Use only once per turn.

Kate Corrigan, Folklore Consultant (EHB-009C)


Character, 2, B.P.R.D., 2/3
When Kate Corrigan enters play, if you recruited
her from your hand, you may return her to your
hand. If you do, search your deck for a location
card, reveal it, and put it into your hand.

Karolina Dean, Lucy in the Sky (MEV-221C)


Character, 3, Runaways, 4/5, Flight, Range
[Activate] >>> Put the top card of target
opponent's deck into his KO'd pile. Target
character gets -X DEF this attack, where X is that
card's cost.

Kate Kane <> Batwoman, Katherine the Younger


(DWF-048R)
Character, 5, Gotham Knights, 9/9, Concealed
Optional
LoyaltyReveal <p> When Kate Kane enters play,
if you control three or more face-up resources with
the same cost, stun target character with cost 3 or
less.

Katana (MVL-235C)
Equipment, 0, ConcealedOptional
Equipped character gets +3 ATK while in combat
with one or more unequipped opposing characters.
Katana, Soultaker (DWF-093R)
Character, 5, Outsiders, 9/8
Whenever Katana stuns another defender, remove
that defender from the game. This power triggers
only once per turn. <p> When Katana leaves play,
the owner of each card removed by Katana puts it
into play.
Katana, Tatsu Yamashiro (DWF-092U)
Character, 2, Outsiders, 3/2
Pay 2 endurance >>> KO target character that was
stunned by Katana while she was team attacking
this turn. Use only during the combat phase.

Kate Spencer <> Manhunter, Fearless Renegade


(DCR-015U)
Character, 2, JSA/Manhunter, 3/2
Characters you control get +1 ATK while attacking
a character with greater cost. <p> Free >>> Target
hidden character an opponent controls can be
attacked by characters you control with lesser cost
this turn. Use only once per turn.
Kate Spencer <> Manhunter, Vigilante Justice
(DLS-217U)
Character, 3, Manhunter, 6/3, Concealed
Optional
Whenever Kate Spencer stuns a character, target
player puts the top two cards of his deck into his
KO'd pile.

Katar Hol <> Hawkman, Death from Above (DCL018C)


Character, 3, JLA, 4/5, Flight, Range
Whenever another character you control defends,
power-up that character.

Katma Tui, Green Lantern of Korugar (DGL015C)


Character, 5, Green Lantern, 6/11, Flight, Range
Willpower 4 <p> Exhaust any number of
characters you control with total willpower 5 or
greater >>> Gain 5 endurance.

Katar Hol <> Hawkman, Eternal Hero (DCR014C)


Character, 4, JSA/JLA, 8/6, Flight, Range
Discard a card that shares an identity with an
attacker or defender you control >>> Power-up
target attacker or defender you control. <p> Ally:
Whenever a character you control becomes
powered-up, it gets an additional +1 DEF this
attack.

Katrina Luisa Van Horne <> Amazon, Unrepentant


Hero (MHG-217U)
Character, 4, Thunderbolts, 8/7
Reservist <p> At the start of the combat phase,
each player puts the top card of his deck face down
into his resource row. If he does, that player KO's a
resource he controls at the start of the recovery
phase this turn.

Katar Hol <> Hawkman, Thanagarian Enforcer


(DJL-014C)
Character, 4, JLA, 7/7, Flight, Range
Katar Hol gets +1/+1 while equipped. <p> Ally:
Whenever a character you control becomes
powered-up, target character you control gets +2
ATK while in combat with a character with greater
cost this attack.

Kelex, Faithful Servant (DJL-209U)


Character, 2, Team Superman, 3/3
When Kelex enters play, you may discard two
cards or a Team Superman character card. If you
do, search your deck for a location card, reveal it,
and put it into your hand.
Kendra Saunders <> Hawkgirl, Eternal Heroine
(DCR-016C)
Character, 3, JSA/JLA, 5/4, Flight
Discard a card that shares an identity with an
attacker or defender you control >>> Power-up
target attacker or defender you control. <p> Ally:
Whenever a character you control becomes
powered-up, it gets an additional +1 ATK this
attack.
Kendra Saunders <> Hawkgirl, Thanagarian
Heroine (DCL-019C)
Character, 2, JLA, 4/3, Flight, Range
Reservist <p> To recruit, discard a card.
The Kent Farm (DGL-145R)
Location, 2
Team Superman characters you control get +3/+3
while team attacking. <p> Team Superman
characters you control can't attack characters unless
they team attack.
Kevlar Body Armor (MOR-197U)
Equipment, 2
Equipped character gets +1 DEF. <p> If equipped
character would become stunned, instead, you may
KO Kevlar Body Armor.
Keystone City (DCL-040U)
Location, 3
[Activate], Reveal a character card with identity
The Flash from your hand >>> Target defender you
control has reinforcement this attack.
KGBeast, Anatoli Knyazev (DWF-136C)
Character, 2, Arkham Inmates, 4/1, Range
Reservist <p> At the start of your attack step, target
player exhausts a ready character he controls.
Khundian Warship (DLS-081U)
Location, 1
While an opponent has fewer cards in hand than
you, defenders he controls get -1 DEF and Future
Foes characters you control have flight.
Kick (MEV-257R)
Equipment, 0
Equipped character gets +4 ATK. <p> Whenever
equipped character becomes stunned, KO it.

Ka-Zar, Lord Kevin Plunder (MTU-009C)


Character, 3, Spider-Friends, 6/4, Concealed
When Ka-Zar enters play, exhaust him if you don't
control another Spider-Friends character.

Kid Devil, Eddie Bloomberg (DLS-142C)


Character, 1, Teen Titans, 1/2, Flight
Substitute <p> Cosmic: Defenders you control with
cosmic counters get +2 ATK.

Kelex, Caretaker of the Fortress (DWF-009C)


Character, 2, Team Superman, 2/3
Free >>> Recover target stunned Team Superman
character you control. Use only during the recovery
phase and only once per turn.

Kid Devil, Teen Hellion (DCL-076C)


Character, 2, Teen Titans, 3/2, Range
Reservist <p> When Kid Devil enters play, if you
recruited another character this turn, put a +1/+1
counter on Kid Devil.

Kid Omega, Quentin Quire (MEV-256C)


Character, 7, 16/16, Range
Shift <p> While Kid Omega is shifted with five or
more shift counters, if an opponent would draw
one or more cards from his normal draw, instead,
he draws one less card.

Kimiyo Hoshi <> Dr. Light, Sunburst (DWF094R)


Character, 3, Outsiders/JLI, 4/4, Flight, Range
Whenever Kimiyo Hoshi team attacks, you may
stun target non-defending character with cost less
than the number of attackers.

Kidnapping (DOR-090U)
Plot Twist, 2
To play, exhaust an Arkham Inmates character you
control. <p> Put target stunned character an
opponent controls on the top of its owner's deck.
Draw a card.

Kimura, Facility Handler (MEV-186U)


Character, 2, Weapon X, 5/4, Concealed
At the start of the combat phase, exhaust a ready
character you control. <p> Kimura can attack
hidden characters.

Kidney Punch (MXM-181C)


Plot Twist, 2
Target attacker you control gets +2 ATK this attack
and also gets +2 DEF this attack if it is a Physical
character.
Kill or be Killed (MXM-182C)
Plot Twist, 2
Target Physical attacker or defender you control
gets +3 ATK this turn.
Kill the Flatscans (MXM-116U)
Plot Twist, 3
Whenever target Brotherhood attacker you control
causes 3 or more breakthrough while attacking a
character this attack, KO that character.
Killer Croc, Cannibal (DWF-137C)
Character, 7, Arkham Inmates, 14/17
Reservist <p> Discard a card at random >>> Killer
Croc gets +X ATK this turn, where X is that card's
cost. Use only once per turn.
Killer Croc, Waylon Jones (DOR-068C)
Character, 5, Arkham Inmates, 7/10
Whenever Killer Croc attacks a defender, Killer
Croc gets +X ATK this attack, where X is that
defender's cost.
Kilowog, Drill Sergeant (DCR-214U)
Character, 4, Green Lantern, 8/7, Flight, Range
Willpower 2
Kilowog, Green Lantern of Bolovax Vik (DGL016C)
Character, 6, Green Lantern, 15/13, Flight, Range
To recruit, discard two Green Lantern character
cards. <p> Willpower 3
Kiman, Chief Weaponer (DGL-083U)
Character, 4, Anti-Matter, 7/4, Concealed, Range
Pay 1 endurance >>> If target attacker has 0 DEF,
stun it. <p> Activate >>> Target character gets -3
DEF this turn.
Kimiyo Hoshi <> Dr. Light, Starlight Sentinel
(DJL-052C)
Character, 4, JLI, 6/8, Flight, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Team attackers you control get +3 ATK while an
opponent controls six or more resources.

Kindred Spirits (MHG-036U)


Plot Twist, 0
Search your deck for up to two Heralds of Galactus
character cards, reveal them, and put them on the
top of your deck.
Kinetix, Zo Saugin (DLS-014C)
Character, 3, Legionnaires, 5/4, Flight
Reservist <p> Remove a cosmic counter from a
character you control >>> Exhaust target
unprotected character. Use only during your attack
step. <p> Cosmic
King Hyperion (MEV-210C)
Plot Twist, 3
Target Weapon X character you control gets +2
ATK this attack. If it's in combat with a hunted
character, that Weapon X character also gets +2
DEF this attack.
King Shark, Jaws of Death (DCL-178R)
Character, 3, Secret Society, 6/6
Loyalty <p> You can recruit King Shark from your
KO'd pile and only from there.
King Snake, Sir Edmund Dorrance (DOR-133U)
Character, 1, 2/1
Whenever King Snake becomes stunned, target
opponent loses 2 endurance.
King Takes Knight (MMK-126R)
Plot Twist, 4
Play only during your recruit step and only if you
have the initiative. <p> Choose an opponent. At the
start of the combat phase this turn, if you control a
Crime Lords character, that opponent gains the
initiative.
Kingpin, Crime Boss (MSM-080R)
Character, 6, Sinister Syndicate, 7/7
Kingpin gets +1/+1 for each other Sinister
Syndicate character you control. <p> Exhaust a
location you control >>> Target Sinister Syndicate
character you control gets +1/+1 this attack.
Kingpin, Overboss (MEX-006R)
Character, 5, Crime Lords, 9/10, Range
Leader: If Kingpin would become stunned, instead,
you may stun an adjacent character.
Kingpin, The Kingpin of Crime (MMK-101R)
Character, 7, Crime Lords, 15/13, Concealed
Crime Lords characters you control get +2 ATK
while Kingpin is ready. <p> Activate >>> Move
Kingpin to your visible area. Use only if you
control no visible characters or if all of your visible
characters are stunned.

Kingpin, War Profiteer * HYDRA (MUN-150U)


Character, 4, Crime Lords/Sinister Syndicate, 7/7,
Range
Leader: Whenever an adjacent defender stuns an
attacker, you may KO that attacker.
Kingpin, Wilson Fisk (MMK-102C)
Character, 3, Crime Lords, 5/3
Crime Lords defenders you control with
reinforcement get +2 DEF. <p> Boost 1: When
Kingpin enters play, you may distribute two +1/+1
counters as you choose among any number of
Crime Lords characters you control.
Kirigi, Master Assassin (MMK-103U)
Character, 6, Crime Lords, 12/11
Loyalty <p> Whenever Kirigi becomes the target
of an effect from a non-ongoing plot twist, he gets
+2 ATK this turn. <p> Pay 5 endurance >>>
Characters you control can attack hidden characters
this turn.
Klaus Werner von Krupt, Project Leader (EHB042C)
Character, 4, Thule Society, 7/7
Leader: While attacking a character, attackers
adjacent to Klaus Werner von Krupt get +1 ATK
for each non-stunned character adjacent to Klaus
Werner von Krupt.
Klaw, Sonic Construct (MHG-141R)
Character, 1, Doom/Masters of Evil, 5/1, Range
Klaw can't ready during the recovery phase. <p>
KO a character you control >>> Ready Klaw, and
he can't attack this phase. Use only once per turn.
Klaw, Ulysses Klaw (MAV-134R)
Character, 5, Masters of Evil, 9/10, Range
Pay 3 endurance >>> KO target stunned character.
Use only once per turn and only if Klaw has caused
breakthrough this turn.
Kleinstock Brothers, Acolyte (MXM-096U)
Character, 1, Brotherhood, 2/1
MutantPhysical
Reservist <p> Reveal a face-down resource named
Kleinstock Brothers >>> Kleinstock Brothers gets
+2 ATK this attack. Use only once per turn.
Knight Armor (DCR-109U)
Equipment, 1
Knight Armor costs 1 less to recruit while you
control a Checkmate character. <p> Equipped
character gets +2 DEF and an additional +2 DEF
while attacking.
Knightmare Scenario (DCR-110U)
Plot Twist, 4
Target attacker or defender you control gets +1/+1
this attack. If it has the Checkmate affiliation, you
may exhaust a location you control. If you do, that
character gets an additional +1/+1 this attack.
Knights' Gambit (DCR-111R)
Plot Twist, 2
Play only during the combat phase and only if you
control a Checkmate character. <p> If Knights'
Gambit is in your resource row, KO Knights'
Gambit and KO target non-Team-Up ongoing plot
twist. Otherwise, replace that plot twist.

Knockout, Female Fury (DLS-105C)


Character, 4, Darkseid's Elite/Villains United, 10/8
Knockout gets -1/-1 for each face-up resource your
opponents control. <p> Return a character you
control to its owner's hand >>> The controller of
target stunned character KO's a face-up resource he
controls. If he does, he puts that character face
down into his resource row. Use only once per
turn.
Knowledge Is Power (DWF-195U)
Plot Twist, 2
To play, exhaust two Revenge Squad characters
you control and choose a name. <p> Ongoing:
Unique characters your opponents control with that
name can't recover.
Kole, Kole Weathers (DOR-043U)
Character, 2, Teen Titans, 1/4, Range
Teen Titans characters you control get +1 DEF for
each stunned character you control.
Kooey Kooey Kooey (DJL-069R)
Location, 2
KO Kooey Kooey Kooey >>> If you control four
or fewer resources and a JLI character, search your
deck for a card and put it into your hand.
Korath the Pursuer, Starforce (MHG-052C)
Character, 5, Kree, 9/9, Flight
Press (When you recruit this card, your next
character costs 1 less to recruit this turn for each
press card you recruited this turn, but no less than
1.) <p> Pay 2 endurance >>> Target Kree character
you control can attack hidden characters this turn.
Korg, Kronan Warrior (MUN-190U)
Character, 5, Warbound, 10/9
Whenever Korg becomes stunned, you may
remove him from the game. If you do, characters
you control named Hulk have "Whenever Hulk
becomes stunned, recover him. This power triggers
only once per turn."
Koriand'r <> Starfire, Alien Princess (DOR-044C)
Character, 6, Teen Titans, 12/11, Flight, Range
Activate >>> Stun target support row character
with cost less than or equal to the number of Teen
Titans character cards in your KO'd pile.
Koriand'r <> Starfire, Fiery Temper (DCL-077U)
Character, 5, Teen Titans, 10/8, Flight, Range
Whenever Koriand'r stuns a character, you may
stun another character with the same cost as that
character.
Koriand'r <> Starfire, Royal Temper (DWF-095C)
Character, 7, Outsiders, 16/14, Flight, Range
Substitute <p> Activate >>> Stun target character
attacking an Outsiders defender you control with
lesser cost.
Koriand'r <> Starfire, Tamaranian Princess (DLS143C)
Character, 7, Teen Titans, 16/14, Flight, Range
Substitute <p> Cosmic: At the start of your attack
step, you may discard a substitute card. If you do,
the controller of target character moves it to a
position of your choice in the same row.

Koriand'r <> Starfire, X'Hal's Fury (DCL-078R)


Character, 7, Teen Titans, 15/16, Flight, Range
Reservist <p> At the start of the recovery phase,
stun all opposing characters.

Kristoff Von Doom, The Boy Who Would Be


Doom (MOR-115U)
Character, 2, Doom, 1/2
You are considered to control Dr. Doom. <p>
Army Doom characters you control get +1/+1.

Korugar (DGL-070R)
Location, 2
To flip, KO a resource you control. <p> Activate
>>> Target Emerald Enemies character you control
gets +3 willpower this turn.

Kristoff Von Doom, Ticking Time Bomb (MFF017C)


Character, 1, Doom, 2/1

Korvus, Korvus Rook'shir (MEV-244C)


Character, 6, Starjammers/Shi'ar, 13/12, Flight,
Range
At the start of the combat phase, target player
discards a card, and you draw a card.

Krona, Creator of the Anti-Matter Universe (DGL051C)


Character, 7, Emerald Enemies, 12/18, Flight,
Range
Willpower 5 <p> At the start of the combat phase,
you may have the controller of target unprotected
character move it to his hidden area.

Krakoa, Island Monster (MXM-187C)


Character, 7, 17/16
MutantMental
When Krakoa enters play, you may KO a resource
you control. If you do, search your deck for a
location card, reveal it, and put it face down into
your resource row.
Kraven the Hunter, Sergei Kravinoff (MSM-018C)
Character, 4, Sinister Syndicate, 6/6
At the start of the combat phase, you may choose a
character name. If you do, Kraven the Hunter gets
+4 ATK while attacking a character with that name
this turn.
Kree Commandos, Army (MHG-053U)
Character, 2, Kree, 2/3, Range
Reservist <p> When Kree Commandos enters play,
target character you control gets +2 ATK this turn.
<p> Whenever Kree Commandos becomes
stunned, return it to its owner's hand.
Kree Public Accusers, Army (MHG-054U)
Character, 5, Kree, 9/9, Range
Reservist <p> When Kree Public Accusers enters
play, name a non-ongoing plot twist card. Your
opponents can't play cards with that name this turn.
Kree Soldiers, Army (MHG-055U)
Character, 1, Kree, 1/2, Range
Reservist <p> When Kree Soldiers enters play, it
gets +1 ATK this turn. <p> Whenever Kree
Soldiers becomes stunned, return it to its owner's
hand.
Kreon, Green Lantern of Tebis (DGL-017C)
Character, 3, Green Lantern, 3/5, Flight, Range
Willpower 1 <p> Activate >>> Replace target
location or plot twist if its cost is less than or equal
to Kreon's willpower.
Kriegaffes, Army (EHB-043C)
Character, 5, Thule Society, 10/8
Whenever Kriegaffes becomes stunned, target
opponent loses 2 endurance.
Kristoff Von Doom, Pretender to the Throne
(MXM-204R)
Character, 5, Doom, 10/9, Range
You are considered to control Dr. Doom. <p> Your
opponents can't play non-Team-Up plot twists with
the same name as a face-up resource.

Krypto, Guard Dog of El (DWF-010C)


Character, 2, Team Superman, 4/4, Flight, Range
Krypto can't attack unless he is protecting a
character.
Krypto, Superdog (DSM-011R)
Character, 4, Team Superman, 8/8, Flight, Range
Krypto can't attack unless he team attacks. <p>
Cosmic: Invulnerability.
Kryptonite (DSM-090R)
Plot Twist, 2
Play only if you control a Revenge Squad
character. <p> Target character gets -2 DEF and
loses invulnerability this turn. If that character has
a cosmic counter, remove it.
Kryptonite Man, K. Russell Abernathy (DWF168C)
Character, 2, Revenge Squad, 3/2
Vengeance: Whenever Kryptonite Man becomes
stunned, move target character to a different front
row position.
Kurin, Deep Six (DSM-111U)
Character, 1, Darkseid's Elite, 1/1
Activate >>> Target attacker with the version Deep
Six gets +1 ATK this attack for each face-down
resource you control.
Kyle Abbot, Demon's Hound (DBM-015C)
Character, 3, League of Assassins, 4/4
Kyle Abbot gets +1/+1 while you have the
initiative.
Kyle Abbot, Wolf in Man's Clothing (DOR-101C)
Character, 3, League of Assassins, 3/3
Kyle Abbot gets +3/+3 while you control five or
more resources. <p> Boost 1: When Kyle Abbot
enters play, he gets +6 ATK this turn.
Kyle Rayner <> Ion, Torch Bearer (DLS-214R)
Character, 9, Green Lantern, 23/23, Flight, Range
Willpower 10 <p> When Kyle Rayner enters play,
put your deck into your hand if the total willpower
of characters you control is 25 or greater.

Kyle Rayner, Green Lantern of the Universe


(DGL-018C)
Character, 4, Green Lantern, 8/5, Flight, Range
Willpower 3 <p> Protected characters you control
can't be attacked.
Kyle Rayner, Guardian of the Universe (DCL020U)
Character, 5, JLA/Green Lantern, 8/10, Flight,
Range
Whenever Kyle Rayner stuns an opposing
character, you may recover another character you
control.
Kyle Rayner, Ion (DGL-019R)
Character, 6, Green Lantern, 12/12, Flight, Range
Willpower 3 <p> Boost 2: When Kyle Rayner
enters play, if you control another Green Lantern
character, you may remove Kyle Rayner from the
game. If you do, characters can't attack this turn.
Kyle Rayner, Last Green Lantern (DGL-020U)
Character, 2, Green Lantern, 2/2, Flight, Range
Willpower 2 <p> When Kyle Rayner enters play,
you may search your deck for a Construct card,
reveal it, and put it into your hand.
Kyle Richmond <> Nighthawk, Heart of the Team
(MTU-060C)
Character, 3, Marvel Defenders/Thunderbolts, 5/4,
Flight
Substitute <p> When Kyle Richmond enters play,
you may exhaust a character you control. If you do,
search your deck for a Team-Up card, reveal it, and
put it into your hand.
The Kyln, Non-Unique (MHG-205C)
Location, 2
Terraform <p> To flip, exhaust a character you
control. <p> When you flip The Kyln, target
stunned character can't be recovered or KO'd
during the recovery phase this turn.
La Nuit, Pierre Truffaut (MMK-057C)
Character, 4, X-Statix, 6/9
Support row characters you control get +1 DEF
while La Nuit is in your front row.
Lacuna, Media Darling (MMK-209C)
Character, 2, 2/2
Lacuna gains the affiliations of each character you
control while in play or in your deck, hand, or
KO'd pile. <p> Activate >>> KO a resource you
control. If you do, search your deck for a card
named Marvel Team-Up, reveal it, put it face down
into your resource row, and discard a card.
Lady Blackhawk, Zinda Blake (DWF-072R)
Character, 1, Birds of Prey, 2/1, Concealed
Optional, Range
Substitute <p> When Lady Blackhawk enters play,
search your deck for a Birds of Prey character card,
reveal it, and put it on the top of your deck.
Lady Deathstrike, Lady for Hire (MEV-230U)
Character, 3, Purifiers, 6/3
KO a character you control named The Purifiers
>>> Ready Lady Deathstrike. She can't attack
directly this turn. Use only once per turn.

Lady Deathstrike, Opportunistic Killer (MUN062C)


Character, 4, Thunderbolts/S.H.I.E.L.D., 8/6
Substitute <p> [Activate], Return Lady Deathstrike
to her owner's hand >>> Ready target
[Thunderbolts] or [S.H.I.E.L.D.] character.
Lady Deathstrike, Yuriko Oyama (MOR-166R)
Character, 5, 8/8
Whenever Lady Deathstrike attacks a character
with cost 6 or greater, Lady Deathstrike gets +5/+5
this attack. <p> Whenever Lady Deathstrike
defends, she gets +5/+5 this attack for each
attacker with cost 6 or greater.
Lady Lark, Linda Lewis (MAV-056U)
Character, 3, Squadron Supreme, 7/4, Range
Reservist <p> Whenever Lady Lark becomes
stunned, you lose endurance equal to the number of
cards in your hand.
Lady Lark, Skylark (MXM-214R)
Character, 3, Squadron Supreme, 4/5, Flight,
Range
Reservist <p> Whenever Lady Lark becomes
stunned, if you have no cards in hand, you may
recover her at the start of the recovery phase this
turn.
Lady Mastermind, Regan Wyngarde (MEV-095C)
Character, 3, Marauders/X-Men, 5/5
Free >>> Target character with cost 3 or less can't
ready this turn. Use only once per turn and only if
an opponent controls a stunned character.
Lady Punisher, Lynn Michaels (MAV-213U)
Character, 4, Marvel Knights, 7/5, Range
Reservist <p> At the start of the recovery phase,
you may KO target stunned character.
Lady Shiva, Jade Canary (DWF-073C)
Character, 7, Birds of Prey/Gotham Knights, 15/15,
ConcealedOptional
Whenever a plot twist is played, Gotham Knights
and Birds of Prey characters you control get +1
ATK this attack.
Lady Shiva, Master Assassin (DCL-207R, DOR102R)
Character, 7, League of Assassins, 13/13
Recruit only if you control Ra's al Ghul. <p>
[Activate] >>> KO target character. Use only
during your attack step.
Lady Shiva, Sandra Woosan (DOR-017C)
Character, 5, Gotham Knights, 9/9
Loyalty <p> Whenever Lady Shiva defends and
there is exactly one attacker, Lady Shiva gets
+3/+3 this attack. (Lady Shiva's power does not
trigger when she is team attacked.)
Lady Shiva, The Destroyer (DBM-016U)
Character, 5, League of Assassins, 10/6
Whenever Lady Shiva attacks a character, that
character loses and can't have reinforcement this
attack.

Lady Vic, Lady Elaine Marsh-Morton (DOR134U)


Character, 1, 1/2, Range
Whenever Lady Vic stuns a character, KO that
character unless its controller pays 3 endurance.
Lair of the Mastermind (DJL-182C)
Location, 2
Characters you control can team attack as though
they had all affiliations. <p> Activate >>> Target
unaffiliated defender you control has reinforcement
this attack.
Lamprey, Donald McQuiggan (MAV-057C)
Character, 3, Squadron Supreme, 5/4, Flight
If Lamprey would cause breakthrough while
attacking a character, instead, put a +1/+1 counter
on Lamprey.
Lana Lang, Manhunter Sleeper (DGL-115U)
Character, 1, Manhunter, 0/1, Concealed
Activate >>> Target player puts the top card of his
deck into his KO'd pile.
Lana Lang, Smallville Sweetheart (DSM-012U)
Character, 1, Team Superman, 1/1
You may discard a Team Superman character card
rather than pay Lana Lang's recruit cost. <p>
Exhaust a non-defending Team Superman character
you control >>> Target defender you control has
reinforcement this attack.
Lancer, Samantha Dunbar (MHG-142C)
Character, 2, Doom, 3/3, Range
Stun Lancer >>> Whenever a Dr. Doom you
control stuns a character this turn, you may stun a
character with cost 3 or less.
Lanterns in Love, Construct (DGL-197C)
Plot Twist, 2
To play, exhaust two characters you control. <p>
Recover target stunned character you control.
Lantern's Light (DGL-196C)
Plot Twist, 1
Play only during your attack step. <p> Exhaust
target hidden character. That character's controller
moves it to his visible area.
Laser Watch (DCR-112C)
Equipment, 0, ConcealedOptional
Equipped character gets +2 ATK and has range.
<p> When Laser Watch enters play equipping a
Checkmate character, you may exhaust a location
you control. If you do, draw a card.
Lashina, Female Fury (DLS-106C)
Character, 3, Darkseid's Elite, 3/6, Range
Activate >>> Target a non-ongoing plot twist an
opponent controls. You may put a character card
from your hand face down into his resource row. If
you do, KO that plot twist and he loses endurance
equal to its cost.
Lasso of Truth (DCL-036R)
Equipment, 0
Equip only to Wonder Woman. <p> Each turn,
each opponent can't play plot twists with cost
different than the cost of the first plot twist he
played that turn.

Last Laugh (DOR-156U)


Plot Twist, 1
Target player loses 1 endurance for each stunned
character you control.
Last Son of Krypton (DSM-031R)
Plot Twist, 8
Play only during the recovery phase. <p> Choose a
Superman you control. Each other player chooses a
character he controls. KO all characters other than
the chosen characters.
Last Stand (MOR-198C)
Plot Twist, 2
Play only if you control three or more stunned
characters. <p> Target defender gets +10 DEF this
turn.
Latveria (MOR-131R)
Location, 2
Plot twists cost you 1 less to play while you control
Dr. Doom. <p> Characters you control named Dr.
Doom have reinforcement.
Latverian Embassy (MSM-131R)
Location, 2
When you flip Latverian Embassy, discard a card if
you don't control Dr. Doom. <p> Each opponent
can't play a plot twist with the same name as a plot
twist in his resource row.
Laughing Gas (DCL-140U)
Equipment, 0
Equip only to The Joker. <p> Whenever equipped
character causes breakthrough, the defending
player loses endurance equal to the number of
cards in his hand.
Lay Down with Dogs (MUN-313U)
Plot Twist, 3
To play, discard a character card. <p> Choose one:
Target character you control has reinforcement this
turn; or target character loses and can't have
reinforcement this turn.
Layla Miller, Butterfly (MEV-019U)
Character, 1, X-Factor, 1/1
Energize (Whenever Layla Miller defends, ready
her.) <p> [Activate], Discard a card >>> Return
target character card from your KO'd pile to your
hand. <p> [Activate] >>> Return target character
you control to its owner's hand. Use only during
the combat phase.
Layla Miller, She Knows Stuff (MUN-289U)
Character, 1, 1/1
Remove Layla Miller from the game >>> Choose
up to two character cards in your KO'd pile. Return
each of them to your hand if you control a
character with the same name as that card.
Lazarus Pit, Non-Unique (DOR-114C)
Location, 1
KO Lazarus Pit >>> Recover target stunned
League of Assassins character. <p> Activate >>>
Target stunned League of Assassins character can't
be KO'd this turn.

Lazarus Pit, Non-Unique * Death's Door (DCL220R)


Location, 3
Pay 4 endurance, replace Lazarus Pit >>> Recover
target stunned League of Assassins character you
control.
Lead by Example (DJL-183C)
Plot Twist, 2
Target attacker you control gets +1/+1 this attack.
If that character is a leader character, instead, it
gets +1/+1 this attack for each ready character
adjacent to it.
Leadership Challenge (MXM-197C)
Plot Twist, 1
Target leader attacker you control gets +2/+2 this
attack and an additional +1/+1 this attack if a
leader is defending.
The Leapfrog (MEV-227U)
Equipment, 0
Runaways characters you control have evasion
while ready. <p> Whenever a Runaways character
you control becomes stunned, you may put the top
card of target player's deck into his KO'd pile.
Leech, Inhibitor (MXM-056U)
Character, 2, Morlocks, 2/3
MutantEnergy
Evasion <p> Whenever Leech becomes stunned,
you may discard a card. If you do, negate target
character payment effect.
Legacy of Evil (MTU-123U)
Plot Twist, 1
Play only if you control more Sinister Syndicate
characters than resources. <p> Draw two cards.
Legendary Battles (MAV-034C)
Plot Twist, 2
While team attacking this turn, Avengers characters
you control get +1 ATK and can't be stunned.
Legion Headquarters, Non-Unique (DLS-033C)
Location, 1
Activate, remove a cosmic counter from a
character you control >>> Put an energy counter on
Legion Headquarters. <p> Activate, remove an
energy counter from a location you control >>> Put
a cosmic counter on a cosmic Legionnaires
character you control.
Legion Lost (DLS-184C)
Plot Twist, 2
Target character you control can attack hidden
characters this turn. If Legion Lost is in your
resource row, draw a card, then discard a card.
Legion of Losers (MTU-124C)
Plot Twist, 1
Play only if you control a Sinister Syndicate
character. <p> KO target stunned character unless
its controller pays 4 endurance.
Legion of Super-Pets (DLS-034C)
Plot Twist, 2
Target Legionnaires attacker you control has
invulnerability this attack. If that character is team
attacking, it also gets +5 ATK this attack.

Legion of the Damned (DLS-082C)


Plot Twist, 3
Characters you control have flight this turn. <p>
Characters your opponents control get -1 DEF
while defending against a Future Foes character
this turn and an additional -1 DEF while defending
against a Future Foes character with greater cost
this turn.
Legion World (DLS-035C)
Location, 2
Terraform <p> Whenever two or more
Legionnaires team attackers you control stun a
defender, that defender's controller loses additional
endurance equal to its cost. This power triggers
only once per turn.
Legion, He Who Is Many (DGL-052C)
Character, 6, Emerald Enemies, 14/14, Flight,
Range
You can't play plot twists. <p> Whenever Legion
becomes stunned, KO it if you don't control
another Emerald Enemies character.
Leopold Kurtz, Loyal Assistant (EHB-044C)
Character, 2, Thule Society, 3/3
KO Leopold Kurtz >>> Power-up an attacker or
defender you control.
Leslie Thompkins's Clinic (DCR-205U)
Location, 3
At the start of the recovery phase, gain 1 endurance
and an additional 1 endurance if you control a nonstunned Gotham Knights character. <p> Activate
>>> Target stunned character you control can't be
KO'd during the recovery phase this turn.
Let's Go, Legionnaires! (DLS-036C)
Plot Twist, 3
Target Legionnaires attacker or defender you
control gets +2 ATK this attack. You may exhaust a
ready cosmic character you control. If you do, that
attacker or defender gets an additional +2 ATK this
attack.
Level 12 Intelligence (DLS-185R)
Plot Twist, 2
To play, exhaust a character you control. <p>
Choose one: Gain 4 endurance; or KO target
equipment with cost 0.
Lex Luthor <> Mockingbird, Evil Exile (DCR160U)
Character, 7, Secret Six, 16/15, Concealed
Remove Lex Luthor from the game >>> Put a
Secret Six character card with cost less than the
number of resources you control from your hand
into your front row stunned. Use only during the
recovery phase and only if Lex Luthor is in your
hand.
Lex Luthor, Champion of the Common Man
(DCR-213U)
Character, 3, Revenge Squad, 5/5
Discard a plot twist card >>> Target character gets
-2 DEF this turn and loses invulnerability this turn.

Lex Luthor, Criminal Genius (DJL-127R)


Character, 4, Secret Society/Revenge Squad, 7/7
Leader: Characters adjacent to Lex Luthor gain the
Secret Society and Revenge Squad affiliations. <p>
Exhaust a character adjacent to Lex Luthor >>>
Lex Luthor gets +1/+1 this turn. Use only during
the combat phase.
Lex Luthor, Evil Incorporated (DJL-091C)
Character, 6, Injustice Gang/Revenge Squad, 12/13
Ally: Whenever an Injustice Gang or Revenge
Squad character you control becomes powered-up,
you may return target stunned character to its
owner's hand.
Lex Luthor, Master Manipulator (DWF-169R)
Character, 5, Revenge Squad/Secret Society, 7/7
Leader: Stun a ready character with cost X adjacent
to Lex Luthor >>> Put X +1/+1 counters on Lex
Luthor. Use only once per turn and only during the
combat phase.
Lex Luthor, Megalomaniac (DCL-123R)
Character, 3, Injustice Gang/Revenge Squad, 4/5
[Activate] >>> Target player draws a card. That
player can't play plot twists from his hand this turn.
Lex Luthor, Metropolis Mogul (DCL-124C)
Character, 5, Injustice Gang/Revenge Squad, 9/10
Your opponents can't use the payment powers of
characters or equipment.
Lex Luthor, Nefarious Philanthropist (DJL-090U)
Character, 3, Injustice Gang/Revenge Squad, 4/5
At the start of the build phase, each opponent
draws two cards. If he does, that opponent can't
play more than one plot twist this turn. <p>
Leader: Characters adjacent to Lex Luthor gain the
Injustice Gang affiliation.
Lex Luthor, Power Armor (DSM-073C)
Character, 6, Revenge Squad, 11/12, Flight, Range
Loyalty <p> Whenever Lex Luthor causes
breakthrough to a player, that player can't recruit
characters with cost 7 or greater next turn.
Lex Luthor, President Luthor (DSM-074R)
Character, 3, Revenge Squad, 4/4
You can't draw cards during the draw phase. <p>
At the start of the draw phase, put the top X cards
of your deck into your hand, where X is the
number of ongoing plot twists you control. Put a
card from your hand on the bottom of your deck.
Lex Luthor, Sinister Scientist (DWF-170C)
Character, 7, Revenge Squad/Injustice Gang, 16/14
Vengeance: Whenever Lex Luthor becomes
stunned, target opponent loses 1 endurance for
each card in his hand.
Lex Luthor, The Everyman (DCL-125R)
Character, 7, Injustice Gang/Revenge Squad, 16/16
Loyalty <p> [Activate] >>> Return target team
attacker to its owner's hand. Use only if Lex Luthor
is defending.

LexCorp (DSM-091U)
Location, 3
Activate >>> Replace a face-down resource you
control. <p> Replace LexCorp >>> Replace target
plot twist you control. Use only if you control a
Revenge Squad character.
Liberating Number 42 (MUN-043C)
Plot Twist, 3
Whenever an [Avengers] character you control
stuns an opposing character this turn, rally for a
character card.
Liberation Day, Ultimates (MUL-017U)
Plot Twist, 3
To play, remove an Ultimates character card in
your hand from the game. <p> Search your deck
for an Ultimates card, reveal it, and put it into your
hand.
Liberty Island Base (DOR-057U)
Location, 2
Activate >>> Target defender with reinforcement
gets +1 DEF this attack. If that character has the
Teen Titans affiliation, instead, it gets +3 DEF this
attack.
Libra, Alien Conqueror (DJL-092R)
Character, 7, Injustice Gang, 15/14
Leader: Characters your opponents control get -1
ATK for each character adjacent to Libra. <p> KO
three characters adjacent to Libra >>> Ready
Libra. Use only during the combat phase.
License to Kill (MUN-131R)
Plot Twist, 3
To play, choose a [S.H.I.E.L.D.] character you
control. <p> Ongoing: Whenever an opposing
defender becomes stunned, you may discard a card
and exhaust the chosen character. If you do, KO
that defender.
Lieutenant Kona Lor, Lunatic Legion (MHG056C)
Character, 2, Kree, 4/1, Range
Reservist, Press (When you recruit this card, your
next character costs 1 less to recruit this turn for
each press card you recruited this turn, but no less
than 1.) <p> When Lieutenant Kona Lor enters
play, target opponent replaces a face-up non-TeamUp resource he controls.
Life Model Decoy, More Human than Human
(MUN-099R)
Character, 0, S.H.I.E.L.D., 0/0
Loyalty <p> Boost X: When Life Model Decoy
enters play, it gains the printed ATK, DEF, cost,
flight, range, powers, and keywords of target
opposing character with cost X.
Light Armor, Construct (DGL-198C)
Equipment, 1
Light Armor costs 1 less to recruit onto a character
with willpower 1 or greater. <p> Equipped
character gets +3 ATK. <p> Discard Light Armor
>>> Target attacker you control gets +3 ATK this
attack.

Light Brigade, Construct (DGL-176C)


Character, 5, 11/7
Reveal Light Brigade, exhaust any number of
characters you control with total willpower 8 or
greater >>> Put Light Brigade into your front row.
At the start of the recovery phase this turn, KO
Light Brigade. Use only during the combat phase
and only if Light Brigade is in your hand.
Lightning Lord, Legion of Super Villains (DLS056C)
Character, 4, Future Foes, 7/7, Flight, Range
When Lightning Lord enters play, put two +1/+1
counters on him unless an opponent discards a
card.
Lightning, Travis Williams (DOR-135U)
Character, 4, 6/6, Range
Activate >>> Target player loses 2 endurance for
each exhausted character he controls.
Lightray, Solis (DSM-043C)
Character, 7, New Gods, 15/14, Flight, Range
Activate >>> Target player loses 7 endurance. Use
only if you control another New Gods character.
Lila Cheney, Pop Star (MEV-058R)
Character, 1, X-Force, 0/1
[Activate] >>> Put Lila Cheney on the bottom of
her owner's deck. If you do, put target stunned
character on the bottom of its owner's deck.
Lilandra, Majestrix of the Shi'ar (MVL-223R)
Character, 4, Shi'ar, 6/7, Range
[Activate], Discard a [Shi'ar] character card >>>
Ready another target [Shi'ar] attacker or defender
you control.
Lilith, Daughter of Dracula (MMK-144R)
Character, 1, 0/1, Flight
KO Lilith, reveal an Underworld character card
from your hand >>> Move target character with
cost 1 or less to your front row. Use only during the
combat phase.
Linda Danvers <> Supergirl, Matrix (DSM-013R)
Character, 3, Team Superman, 7/6, Flight, Range
To recruit, discard a Team Superman character
card. <p> Linda Danvers can't attack a character
with cost 3 or less.
Lion Among the Lambs (MEV-124R)
Plot Twist, 3
Play only during the recovery phase. <p> If you
control a non-stunned Mystique, stunned characters
can't be recovered or KO'd this turn.
Lion's Den (MSM-099C)
Location, 2
Pay 1 resource point >>> Target Sinister Syndicate
character gets +4 ATK this turn. Use only once per
turn.
Litterbug, Killer Cockroach (MHG-219U)
Character, 3, Morlocks, 6/2, Concealed
MutantPhysical
Characters you control get +3 ATK while attacking
a character that has already been attacked this turn.

Live Kree . . . or Die! (MHG-076U)


Plot Twist, 6
Live Kree . . . or Die! costs 1 less to play for each
Kree character you recruited this turn. <p> Target
character you control gets +5 ATK while in combat
with a character with greater cost this attack.
Live Wire, Garth Ranzz (DLS-015C)
Character, 5, Legionnaires, 11/7, Flight, Range
Whenever one or more characters you control with
cosmic counters stun a character, its controller
loses 2 endurance. <p> CosmicSurge
Livewire, Leslie Willis (DWF-171C)
Character, 4, Revenge Squad, 7/7, Range
Livewire gets +2 ATK while all characters you
control are in your front row.
Living Ink, Construct (DGL-199C)
Plot Twist, 1
Target attacker you control gets +1 ATK this attack
for each face-down resource target opponent
controls.
Living Legacy (DCR-039U)
Plot Twist, 2
To play, exhaust a JSA character you control. <p>
Search your deck for a card that shares an identity
with a character you control, reveal it, and put it
into your hand.
Liz Sherman, Pyrokinesis (EHB-010U)
Character, 3, B.P.R.D., 5/4, Range
Activate, return Liz Sherman to her owner's hand
>>> Stun target character with cost 3 or less. Use
only if you control another B.P.R.D. character.
Liz Sherman, Uncontrolled Power (EHB-011R)
Character, 7, B.P.R.D., 15/16, Range
Reservist <p> Activate >>> Each player loses 8
endurance. <p> Pay 4 resource points >>> KO
target character with cost 5 or less.
Lizard, Dr. Curtis Connors (MSM-019C)
Character, 3, Sinister Syndicate, 3/4
Pay 4 endurance >>> Lizard gets +2 DEF this
attack.
Lizard, Voracious Predator (MTU-101R)
Character, 1, Sinister Syndicate, 1/1
At the start of the combat phase, reveal the top card
of your deck if you control another Sinister
Syndicate character. Lose endurance equal to that
card's cost, then put it into your hand.
Lobo, The Main Man (DCL-240R)
Character, 6, 13/12
Whenever Lobo becomes stunned, search your
deck for a copy of Lobo and put him into play
exhausted.
Lobster Johnson, Ghost? (EHB-012U)
Character, 5, B.P.R.D., 8/9, Range
Reservist <p> When Lobster Johnson enters play,
you may transfer target equipment you control to
him. <p> While equipped, Lobster Johnson gets +2
ATK and can attack protected characters.

Locked in Combat (DGL-200C)


Plot Twist, 1
Target character you control gets +2/-2 this attack.
Lockheed, Saurian Sidekick (MXM-016C)
Character, 1, X-Men, 2/1, Flight, Range
Discard an Energy card >>> Lockheed gets +2
ATK this attack.
Lockjaw, Inhuman (MMK-194U)
Character, 4, Fantastic Four, 7/7, Flight, Range
Activate >>> Exchange the positions of Lockjaw
and a Fantastic Four character you control if they
are both in the same area.
Lockjaw, Inhuman's Best Friend (MHG-104U)
Character, 1, Inhumans, 2/1, ConcealedOptional,
Range
When Lockjaw enters play, you may discard a
card. If you do, search your deck for an Inhumans
character card, reveal it, and put it into your hand.

Longshot, Earth-Mojoverse (MEV-142R)


Character, 1, Exiles/X-Men, 2/1, Range
Shift <p> When Longshot enters play, name a card,
then rally for a card with that name three times.
Longshot, Hero of Mojoworld (MXM-017U)
Character, 2, X-Men, 2/3, Range
Reservist <p> Free >>> Look at the top four cards
of your deck. Put two of those cards on the bottom
of your deck and the rest on the top of your deck in
any order. Use only once per turn and only during
the recovery phase.
Longshot, Rebel Freedom Fighter (MOR-015R)
Character, 1, X-Men, 2/1
Activate >>> Name two different cards. Reveal the
top four cards of your deck. If you revealed both of
the named cards, put all copies of the named cards
into your hand and the rest on the bottom of your
deck.

Lockup, Lyle Bolton (DOR-136U)


Character, 2, 2/3, Range
Lockup gets +4 ATK while attacking an exhausted
character. <p> Activate >>> Target player shuffles
all character cards from his KO'd pile into his deck.

Look-Alike Squad (DJL-210R)


Plot Twist, 3
Ongoing: Cards named Superman are not unique.
<p> Whenever a character you control named
Superman becomes stunned, you may KO it. If you
do, you may put a card named Superman from your
hand into your front row if its cost is less than the
cost of the character you KO'd.

Lois Lane, Earth 2 (DCR-212U)


Character, 1, Team Superman, 1/1
You may discard two cards rather than pay Lois
Lane's recruit cost. <p> When Lois Lane enters
play, you may search your deck for an Earth 2
character card or a card named Superman, reveal it,
and put it into your hand.

Looker, Emily Briggs (DWF-096C)


Character, 2, Outsiders, 2/3, Range
Exhausted Outsiders defenders you control have
reinforcement.

Lois Lane, Reporter Extraordinaire (DWF-011U)


Character, 1, Team Superman, 1/1
Lois Lane costs 1 less to recruit while you control
Superman.
Lois Lane, Star Reporter (DSM-014U)
Character, 1, Team Superman, 1/1
You may discard a Team Superman character card
rather than pay Lois Lane's recruit cost. <p> When
Lois Lane enters play, reveal the top four cards of
your deck. Put a revealed Team Superman
character card into your hand and the rest on the
bottom of your deck.
Loki, Loki Laufeyson (MUN-246R)
Character, 8, Asgardians, 19/20, Flight, Range
If a character would attack a character you control,
instead, you may have it attack a random character
you control.
Lonar, Explorer (DSM-044U)
Character, 4, New Gods, 7/7
Each opponent plays with the top card of his deck
revealed. <p> Pay 3 endurance >>> Target
opponent puts the top card of his deck on the
bottom of his deck.
Long Live the Legion (DLS-037U)
Plot Twist, 2
To play, remove a cosmic counter from a
Legionnaires character you control. <p> Target
Legionnaires team attacker can't be stunned this
attack.

Lord of Apokolips (DCL-197U)


Plot Twist, 4
Target Darkseid you control gets +2/+2 this attack.
Lorelei, Savage Land Mutate (MOR-079C)
Character, 1, Brotherhood, 1/1
Characters get -2 ATK while attacking Lorelei.
Lorena Marquez <> Aquawoman, Titans
Tomorrow West (DLS-144R)
Character, 2, Teen Titans, 1/4
Substitute <p> You can't draw cards during the
draw phase. <p> Backup: Activate, reveal a Teen
Titans character card from your hand >>> Look at
the top four cards of your deck. Put one of them
into your hand and the rest into your KO'd pile.
Use only during the build phase.
Loser, Supermen of America (DWF-012C)
Character, 4, Team Superman, 7/7, Range
Activate >>> Target character with cost 2 or less
can't attack this turn.
Losing the Argument (MUN-314C)
Plot Twist, 1
Draw two cards, then put two cards from your hand
on top of your deck.
Lost City (MOR-101U)
Location, 1
If a Brotherhood character you control would
become powered-up, instead, that character gets
+3/+3 this attack.

Lost in Translation (DLS-186U)


Plot Twist, 2
Target character can't reinforce other characters
this turn.
L-Ron, Robot Companion (DJL-053U)
Character, 2, JLI, 2/3
L-Ron gets +1 ATK while you control a location.
<p> Pay 1 endurance >>> KO a resource you
control. If you do, you may put a card from your
hand face down into your resource row. Use only
once per turn.
Lucius Fox, Wayne Enterprises Executive (DOR018R)
Character, 1, Gotham Knights, 0/1
To recruit, reveal a Gotham Knights character card
from your hand. <p> Activate, return Lucius Fox to
his owner's hand >>> Gain 1 resource point. Spend
this resource point only to recruit an equipment
card. Use only during your recruit step.
Luke Cage, Hero for Hire (MOR-053U)
Character, 2, Fantastic Four, 3/2
Discard a Fantastic Four character card >>> Luke
Cage gets +2/+2 this turn. Use only once per turn.
Luke Cage, Hired Hero (MVL-119C)
Character, 6, Marvel Knights, 13/12
Characters you control named Iron Fist get +3
ATK.
Luke Cage, Neighborhood Watch (MTU-010C)
Character, 3, Spider-Friends, 5/5
Reservist <p> BoostDiscard a character card:
When Luke Cage enters play, he gains the
affiliations of that card.
Luke Cage, Paid in Full (MVL-167C)
Character, 4, Fantastic Four, 8/8
To recruit, discard a [Fantastic Four] character
card.
Luke Cage, Power Man (MMK-017R)
Character, 6, Marvel Knights, 14/12
Luke Cage gains the affiliations of each other
character you control. (This is in addition to his
other affiliations.)
Luke Cage, Reserve Member (MFF-005C)
Character, 3, Fantastic Four, 5/3
When Luke Cage enters play, draw a card.
Luke Cage, Secret Avenger (MUN-022U)
Character, 6, Avengers/Marvel Knights, 13/14
Reservist <p> To recruit, replace two reservist
resources you control.
Luke Cage, Steel-Hard Skin (MVL-166R)
Character, 2, Fantastic Four, 3/3
Discard a card >>> Whenever Luke Cage stuns
another character this turn, draw two cards. Use
only once per turn and only during the build phase.

Luke Cage, Street Enforcer (MMK-018C)


Character, 4, Marvel Knights, 8/7, Concealed
Pay 3 endurance >>> Luke Cage can attack hidden
characters this turn. <p> Whenever a character an
opponent controls enters a KO'd pile during the
combat phase, draw a card.
Luna Maximoff, Only Human (MHG-105C)
Character, 1, Inhumans, 1/2, Concealed
Activate, return Luna Maximoff to her owner's
hand >>> Recover target stunned character you
control with cost 3 or less and move it to your
hidden area. Use only during the combat phase.
The Lunatic Legion (MHG-087U)
Plot Twist, 8
The Lunatic Legion costs 1 less to play for each
Kree character you recruited this turn. <p> If you
have played no other plot twists this turn,
characters you control get +2 ATK this turn.
Lunatic Legionnaires, Army (MHG-057U)
Character, 4, Kree, 6/6, Range
Reservist <p> When Lunatic Legionnaires enters
play, it gets +1 ATK this turn for each face-down
resource target player controls. <p> Whenever
Lunatic Legionnaires becomes stunned, you may
return it to its owner's hand.
Lust for Power (MHG-163R)
Plot Twist, 2
To play, KO a Dr. Doom you control. <p>
Ongoing: You can't draw cards during the draw
phase. <p> At the start of the build phase, reveal
the top five cards of your deck. Put all revealed
plot twist cards into your hand and the rest on the
bottom of your deck.
Lying in Wait (MXM-117C)
Plot Twist, 2
Brotherhood characters you control get +3 ATK
while defending this turn.
Lyja, Mrs. Johnny Storm (MVL-168R)
Character, 4, Fantastic Four, 6/7, Flight, Range
Lyja gains the affiliations of each other character
you control. <p> [Activate] >>> Target player
loses 2 endurance for each different affiliation
among characters he controls.
Lyja, The Lazerfist (MSM-139U)
Character, 3, Skrull, 4/3, Range
Lyja gains the Fantastic Four affiliation while you
control another Fantastic Four character. <p> KO
Lyja >>> Recover target stunned Fantastic Four
character you control.
M, Monet St. Croix (MEV-020R)
Character, 5, X-Factor/X-Men, 9/9, Flight
Whenever M defends, you may remove all
defenders from this attack. If you do, target nonstunned, non-defending character you control
becomes a defender.

M.O.D.O.K., Mobile Organism Designed Only for


Killing * A.I.M. (MUN-151C)
Character, 6, Crime Lords, 11/14, Concealed
Optional, Flight, Range
Discard three cards >>> KO target stunned
character in the same kind of area (hidden or
visible) as M.O.D.O.K.
M60s (MVL-136U)
Equipment, 0, ConcealedOptional
Equip only to Punisher. <p> Equipped character
gets +4 ATK.
Macrobots, Army (MAV-179C)
Character, 2, Kang Council, 2/3, Range
Exhaust another character you control >>>
Macrobots gets +1/+1 this turn.
The Mad Dog, Rabid Killer (DCL-208C)
Character, 3, League of Assassins, 6/3, Concealed
Whenever The Mad Dog stuns a character with
cost 2 or less, KO that character.
Mad Harriet, Female Fury (DLS-107C)
Character, 1, Darkseid's Elite, 1/2
Reservist <p> Reveal Mad Harriet, pay 1
endurance >>> Exchange the positions of Mad
Harriet and target face-up non-ongoing plot twist
an opponent controls. Use only once per turn, only
if Mad Harriet is in your resource row, and only if
you control a Darkseid's Elite character.
Mad Hatter, Jervis Tetch (DOR-069R)
Character, 2, Arkham Inmates, 1/2, Range
To recruit, reveal a Arkham Inmates character card
from your hand. <p> Pay 1 resource point >>>
Move target character with cost 2 or less to your
front row. At the start of the recovery phase this
turn, that character's owner moves it to his front
row. Use only once per turn.
Mad Hatter, Mad as a Hatter (DWF-138U)
Character, 1, Arkham Inmates/Secret Six, 2/1,
Range
Whenever Mad Hatter is discarded during the
combat phase, you may put him into play if you
control an Arkham Inmates or Secret Six character
and have not controlled a Mad Hatter this turn.
Madame Web, Cassandra Webb (MSM-003C)
Character, 3, Spider-Friends, 3/1
Whenever an activated power of a Spider-Friends
character you control is used, gain 2 endurance.
<p> Activate >>> Look at the top two cards of
target player's deck. You may put those cards into
that player's KO'd pile or on the top of his deck in
any order.
Madame Xanadu, Cartomancer (DCR-055U)
Character, 1, Shadowpact, 1/1
Activate >>> If Madame Xanadu is in play, search
your deck for a Magic plot twist card, reveal it, and
put it into your hand. Put Madame Xanadu on the
top of your deck.

Made Men (MMK-127C)


Plot Twist, 1
Ongoing: Exhaust a character you control >>>
Affiliated characters you control can attack as
though they had flight this turn and gain the Crime
Lords affiliation this turn.
Madelyne Pryor, Black Rook (MXM-139C)
Character, 4, Hellfire Club, 7/6, Concealed
Optional, Range
MutantMental
KO a Hellfire Club character you control >>>
Characters you control have flight and range this
turn. Characters your opponents control get -2 DEF
while defending this turn. Use only once per turn.
Madelyne Pryor, Goblyn Queen (MTU-141U)
Character, 6, Underworld, 12/13, Concealed,
Flight, Range
MutantMental
Cosmic: Remove a cosmic counter from Madelyne
Pryor >>> KO all stunned characters and move
Madelyne Pryor to your visible area.
Madripoor (MSM-110U)
Location, 1
Front row X-Men characters you control get +1
DEF. <p> Support row X-Men characters you
control get +1 ATK.
Mageddon, Weapon of Universal Destruction
(DJL-160R)
Character, 10, 27/27, Flight, Range
Whenever a character an opponent controls leaves
play, that opponent loses the game.
Maggie Sawyer, Gotham Central (DWF-049C)
Character, 1, Gotham Knights/Team Superman,
1/2, Range
Defenders adjacent to Maggie Sawyer have
reinforcement.
Magical Conduit, Magic (DCR-074U)
Plot Twist, 3
To play, pay X endurance. <p> Target Shadowpact
attacker or defender you control gets +X ATK this
attack and can't cause breakthrough this attack.
Magical Lobotomy, Magic (DCR-193U)
Plot Twist, 1
Target character gets -1 DEF this turn. Whenever
that character becomes powered-up this turn, it gets
an additional -1/-1 this turn. <p> Ongoing: At the
start of the combat phase, you may pay 4
endurance. If you do, turn Magical Lobotomy face
down.
Magnetic Force (MXM-170U)
Plot Twist, 3
You may exhaust an Energy character you control.
If you do, exhaust target character if its cost is less
than that Energy character's cost.
Magneto, Acts of Vengeance (MHG-143C)
Character, 5, Doom, 9/9, Flight, Range
MutantEnergy
KO a character you control >>> Exhaust target
character. Use only during your attack step.

Magneto, Age of Apocalypse (MAA-005U)


Character, 7, X-Men, 15/15, Flight, Range
Loyalty <p> Discard another Magneto card >>>
Characters can't be stunned this attack. Use only if
Magneto is in combat and only once per turn.
Magneto, Black Lord (MXM-140R)
Character, 6, Hellfire Club, 12/12, Concealed
Optional, Flight, Range
MutantEnergy
Stun a character you control >>> Stun target
character if its cost is less than the cost of the
character you stunned. Use only once per turn and
only if Magneto is the only visible character you
control.
Magneto, Enemy of Man (MXS-018R)
Character, 7, Brotherhood, 16/14, Flight, Range
Whenever a character you control causes
breakthrough, KO target stunned character an
opponent controls.
Magneto, Eric Lehnsherr (MOR-080U)
Character, 5, Brotherhood, 9/9, Flight, Range
At the start of your attack step, if you control
another Brotherhood character, you may exhaust
target character with cost 4 or less.
Magneto, House of M (MUN-251C)
Character, 4, Brotherhood, 8/7, Flight, Range
When Magneto enters play, KO any number of
target equipment with cost 0 equipped to a single
character.
Magneto, Lord Magnus (MOR-082R)
Character, 8, Brotherhood, 18/18, Flight, Range
Recruit only if you control a Brotherhood
character. <p> At the start of your attack step,
exhaust all characters target player controls.
Magneto, Master of Magnetism (MVL-063R,
MOR-081R)
Character, 7, Brotherhood, 16/16, Flight, Range
Stunned opposing characters can't recover.
Magneto, Mutant Supreme (MVL-062R)
Character, 4, Brotherhood, 7/7, Flight, Range
[Activate] >>> Stun target character with the
lowest cost among characters in play. Use only
during the combat phase and only if you control
another [Brotherhood] character.
Magneto, Mutant Terrorist (MVL-061C)
Character, 3, Brotherhood, 5/5, Flight, Range
Loyalty <p> At the start of your attack step, you
may stun target character with cost 1 or less.
Magneto, Ruler of Avalon (MXM-097R)
Character, 8, Brotherhood, 20/20, Flight, Range
MutantEnergy
Reservist <p> Leader: Whenever a character
adjacent to Magneto stuns a character, target
opponent loses 1 endurance for each face-down
resource you control.

Magneto, Ultimates (MUL-025U)


Character, 5, Brotherhood, 9/9, Flight, Range
When Magneto enters play, remove all equipment
in play from the game. <p> When Magneto leaves
play, each player returns to play all equipment he
owns removed this way.
Magnificent Seven (DCL-053C, DJL-153C)
Plot Twist, 2
Power-up target [JLA] or [JLI] attacker or defender
you control. If you control four or fewer resources,
draw a card.
Magnus, Earth-27 (MEV-143R)
Character, 6, Exiles/X-Men, 12/12, Flight, Range
Shift <p> When Magnus enters play, stun target
character with cost less than or equal to the number
of characters that have entered play this turn.
Maguire Beck <> Mad Jack, Jack o' Lantern
(MTU-102C)
Character, 4, Sinister Syndicate, 7/6, Flight, Range
Pay 6 DEF this turn >>> Target character with cost
3 or less can't be stunned while attacking this turn.
Use only while Maguire Beck is in combat.
Major Disaster, Paul Booker (DGL-053U)
Character, 2, Emerald Enemies, 2/3, Range
Willpower 2 <p> Activate, discard a card >>>
Replace target location if its cost is less than or
equal to Major Disaster's willpower.
Major Force, Clifford Zmeck (DGL-054C)
Character, 5, Emerald Enemies, 14/14, Range
Willpower 3 <p> Major Force gets -1/-1 for each
resource you control.
Malaq, Money Man (DOR-103U)
Character, 1, League of Assassins, 1/1
Whenever you flip a location, Malaq gets +2 ATK
this turn.
Malcolm Colcord, Director of Weapon X (MEV187C)
Character, 1, Weapon X, 1/2, Concealed
[Activate] >>> Rally for a Weapon X character
card.
Maleficent Meeting (DCL-198C)
Plot Twist, 1
To play, remove a Secret Society character card in
your KO'd pile from the game. <p> Target attacker
you control gets +2/+2 this attack.
Malice Vundabar, Female Fury (DLS-108C)
Character, 2, Darkseid's Elite, 1/4, Range
Whenever another character enters play under your
control, you may replace target non-Team-Up plot
twist an opponent controls.
Malice, Omega Sentinel (MEV-097C)
Character, 6, Marauders/X-Men, 12/13, Flight,
Range
Discard a Marauders character card >>> Target
stunned character can't ready this turn.

Malice, Possessor (MEV-096C)


Character, 2, Marauders, 3/1, Concealed
Whenever Malice becomes stunned by a character,
that character's controller loses endurance equal to
its cost.
Malleable DNA (MEV-125R)
Plot Twist, 3
Target Mr. Sinister you control has invulnerability
and can't be the target of opposing effects this turn.
Malvolio, Lord of the Green Flame (DGL-055C)
Character, 4, Emerald Enemies, 4/10, Flight, Range
Willpower 3 <p> At the start of the draw phase,
look at the top X cards of your deck, where X is
the greatest willpower among characters you
control. Put those cards on the top of your deck in
any order.
Mammomax, Elephant Boy (MAV-206U)
Character, 3, Brotherhood, 7/4
Whenever you recruit a character with cost 5 or
greater, exhaust Mammomax.
Mammomax, Maximus Jensen (MVL-064C)
Character, 5, Brotherhood, 10/7
Loyalty <p> You don't take stun endurance loss
from Mammomax becoming stunned.
Mammoth, Baran Flinders (DOR-123R)
Character, 3, Fearsome Five, 8/8
To recruit, reveal a Fearsome Five character card
from your hand. <p> When Mammoth enters play,
KO a resource you control, and when Mammoth
next enters a KO'd pile from play, put the top card
of your deck face down into your resource row.
<p> Whenever Mammoth becomes stunned, KO
him.
Man of Tomorrow (DSM-032U)
Plot Twist, 2
To play, discard a Team Superman character card.
<p> Search your deck for a card named Superman,
reveal it, and put it into your hand.
Man-Bat, Dr. Robert Langstrom (DOR-070C)
Character, 4, Arkham Inmates, 7/6, Flight
Man-Bat gets +2 ATK for each stunned character
your opponents control.
Man-Bull, William Taurens (MXM-207R)
Character, 3, Sinister Syndicate, 5/4
Exhaust a character you control >>> Man-Bull gets
+1 ATK this turn. <p> Exhausted characters you
control can't be stunned by or targeted by effects
from non-ongoing plot twists your opponents
control.

Mandroid Prototype (MVL-236R)


Equipment, 2, ConcealedOptional
Equipped character gets +3/+3 for each opposing
character in combat with it.

Manhunter Science (DGL-132C)


Plot Twist, 2
To play, exhaust two Manhunter characters you
control. <p> Draw two cards.

Man-Eater, Intruders (MTU-180C)


Character, 3, Wild Pack, 5/4
Reservist <p> Free >>> Target character an
opponent controls can be attacked as though it
were visible and unprotected this turn. Use only
once per turn.

Manhunter Sniper, Army (DGL-123C)


Character, 1, Manhunter, 0/1, Range
Activate, pay 1 endurance >>> If target opponent
has more endurance than you, that opponent loses
3 endurance.

Manhunter Clone, Non-Unique * Clone of Paul


Kirk (DJL-128C)
Character, 1, Secret Society/Manhunter, 1/2, Range
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Whenever Manhunter Clone becomes
stunned, put the top card of target player's deck
into his KO'd pile.
Manhunter Conqueror, Grandmaster (DJL-207U)
Character, 6, Manhunter, 12/12, Flight, Range
When Manhunter Conqueror enters play, ready all
Army characters you control. <p> Exhaust an
Army Manhunter character you control >>> Target
player loses 1 endurance.
Manhunter Engineer, Army (DGL-116C)
Character, 3, Manhunter, 4/4
Activate >>> You may reveal a face-down resource
you control. If you do, and you revealed an Army
Manhunter character card with cost less than the
number of resources you control, put that character
card face up into your front row. Use only during
your recruit step.
Manhunter Excavator, Army (DGL-117C)
Character, 4, Manhunter, 7/7, Flight
Boost 1: When Manhunter Excavator enters play,
put target Army character card with cost 3 or less
from your KO'd pile into your front row.
Manhunter Giant, Army (DGL-118C)
Character, 5, Manhunter, 10/8, Flight, Range
KO a non-stunned character you control >>> Put
the top X cards of target player's deck into his
KO'd pile, where X is the cost of the character you
KO'd.
Manhunter Guardsman, Army (DGL-119C)
Character, 3, Manhunter, 3/6
Pay 2 resource points >>> You may put an Army
Manhunter character card with cost 3 or less from
your hand into your front row.
Manhunter Infiltrator, Army (DGL-120C)
Character, 2, Manhunter, 3/1, Concealed, Range

Manchester Black, Union Jack (DWF-172C)


Character, 4, Revenge Squad, 9/5, Range
Vengeance: Whenever Manchester Black becomes
stunned, characters get -2 DEF while attacking this
turn.

Manhunter Lantern, Power Ring Thief (DGL121C)


Character, 6, Manhunter, 13/12, Flight, Range
Willpower 4

Mandarin, Tem Borjigin (MUN-152R)


Character, 3, Crime Lords, 3/6, Flight, Range
At the start of the combat phase, rally for an
equipment card. <p> Discard ten cards >>> Stun
target character.

Manhunter Protector, Army (DGL-122C)


Character, 2, Manhunter, 0/0
A character protected by Manhunter Protector can't
be attacked. <p> Activate >>> Manhunter
Protector gets +5/+5 this attack.

Manhunter Soldier, Army (DGL-124C)


Character, 3, Manhunter, 5/3, Flight, Range
Pay 2 resource points >>> You may put an Army
Manhunter character card with cost 3 or less from
your hand into your front row.
Manhunter Spacecraft (DGL-133R)
Location, 1
Pay 1 resource point, discard a card >>> Search
your deck for an Army Manhunter character card,
reveal it, and put it into your hand. Use only once
per turn.
Manhunter Transphere (DGL-134C)
Plot Twist, 1
Target Manhunter character you control gets +3
ATK this attack. At the start of the recovery phase
this turn, KO that character.
The Manhunters are a Myth (DGL-140R)
Plot Twist, 1
To play, discard a Manhunter character card. <p>
Choose one: Manhunter characters you control
can't be the target of plot twist effects this turn; or
you can't be the target of plot twist effects this turn.
Manitou Dawn, Spirit Shaman (DCR-056C)
Character, 2, Shadowpact, 2/3
Willpower 1 <p> Whenever you play a Magic plot
twist, gain 2 endurance.
Mano, Fatal Five (DLS-057C)
Character, 4, Future Foes, 8/8
Whenever Mano stuns a character an opponent
controls, recover that character. This power triggers
only once per turn. <p> Boost 1: When Mano
enters play, whenever a character an opponent
controls recovers during the combat phase this
turn, it can't ready this turn.
Man-Thing, Theodore Sallis (MTU-011U)
Character, 6, Spider-Friends, 0/14
Whenever Man-Thing enters combat with a
character, you may reveal a Spider-Friends
character card from your hand. If you do, stun that
character at the start of the recovery phase this
turn.
Mantis, Power Parasite (DJL-216R)
Character, 4, Darkseid's Elite, 6/7, Range
Mantis gets +1 ATK for each other character you
control. <p> At the start of the combat phase, you
may put an Army character card with cost 1 from
your hand into your front row.

Man-Wolf, John Jameson (MSM-081C)


Character, 3, Sinister Syndicate, 3/4
Man-Wolf gets +3 ATK while you have the
initiative. <p> Boost 2: When Man-Wolf enters
play, he gets +1 ATK this turn for each resource
you control.
Many Worlds (DLS-038C)
Plot Twist, 2
To play, remove a cosmic counter from a
Legionnaires character you control. <p> Ongoing:
Replace Many Worlds >>> Choose one: Return a
character card from a KO'd pile to its owner's hand;
or put a cosmic counter on target cosmic character;
or draw a card.
Marcus Daniels <> Blackout, Darkbringer (MAV135C)
Character, 3, Masters of Evil, 4/5, Concealed
Optional
Reservist <p> Pay 1 resource point >>> Masters of
Evil characters you control with cost 4 or less have
reinforcement this turn. Use only if Marcus Daniels
is visible.
Maria Hill, Deputy Commander of S.H.I.E.L.D.
(MUN-100C)
Character, 1, S.H.I.E.L.D., 1/1, Concealed, Range
[Activate] >>> Rally for an Army character card. If
you're successful, all [S.H.I.E.L.D.] characters you
control get +1 ATK this turn.
Marie Laveau, Voodoo Priestess (MMK-145U)
Character, 3, Underworld, 3/5, Range
Pay 2 endurance >>> Move each of your
characters.
Mariko Yashida <> Sunfire, Earth-2109 (MEV144C)
Character, 3, Exiles/X-Men, 6/3, Flight, Range
Shift <p> When Mariko Yashida enters play, each
opponent loses 2 endurance for each character you
control that entered play this turn.
Mark Desmond <> Blockbuster, Mindless Brute
(DCL-179U, DJL-129U)
Character, 7, Secret Society, 14/16
While there are ten or more cards in your KO'd
pile, Mark Desmond can't be stunned while
attacking and gets +4 ATK.
Mark II - Number II, Leader Unit (MSM-132R)
Character, 3, Sentinel, 4/4, Flight, Range
Sentinel characters you control can't be stunned by
or KO'd by effects from non-ongoing plot twists
your opponents control.
Mark Moonrider, Forever People (DSM-045C)
Character, 3, New Gods, 3/4, Range
Cosmic: Activate >>> Target player loses 5
endurance.
Mark Shaw, Manhunter (DGL-125C)
Character, 4, Manhunter, 5/8, Range
Discard a Manhunter character card >>> Mark
Shaw gets +2 ATK this attack. <p> Boost 2: When
Mark Shaw enters play, return up to three
Manhunter character cards from your KO'd pile to
your hand.

Marked for Death (MMK-128U)


Plot Twist, 1
Play only during the build phase. <p> Choose a
character an opponent controls. Whenever the
chosen character attacks a Crime Lords character
this turn, the chosen character gets -5 DEF this
turn. <p> Ongoing: Pay 4 endurance >>> Turn
Marked for Death face down.
Markovia (DWF-108U)
Location, 3
Activate >>> Recover target stunned Outsiders
character you control with cost 3 or less that team
attacked this turn. Use only during the recovery
phase.
Marrow, Gene Nation (MXM-057C)
Character, 5, Morlocks, 9/8, Range
MutantPhysical
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Marrow gets +1/+1 for each stunned
character you control.
Marrow, Sarah Rushman (MEV-188U)
Character, 2, Weapon X/S.H.I.E.L.D., 3/2,
Concealed, Range
Return Marrow to her owner's hand >>> Target
attacker or defender gets +1/+2 this attack.
Martian Manhunter, Founding Member (DCL021C)
Character, 6, JLA/JLI, 12/12, Concealed
Optional, Flight, Range
Defenders you control that share an affiliation with
Martian Manhunter have reinforcement.
Martian Manhunter, J'onn J'onzz (DJL-054U)
Character, 5, JLI/JLA, 9/9, ConcealedOptional,
Flight, Range
Willpower 4 <p> Pay 2 endurance >>> Move
Martian Manhunter to your hidden or visible area.
<p> Leader: Defenders adjacent to Martian
Manhunter have reinforcement and get +2 ATK.
Martian Manhunter, Manhunter from Mars (DJL015R)
Character, 8, JLA/JLI, 19/19, Concealed
Optional, Flight, Range
Willpower 6 <p> Discard a card >>> Power-up
target attacker or defender you control. <p>
Leader: At the start of the combat phase, draw two
cards for each character with willpower 1 or
greater adjacent to Martian Manhunter.
Martian Manhunter, The Last Martian (DCL-022R)
Character, 8, JLA/JLI, 19/19, Concealed
Optional, Flight, Range
At the start of your attack step, recover and ready
target stunned character you control.
Marvel Boy, Noh-Varr (MVL-120U)
Character, 3, Marvel Knights, 4/5, Flight, Range
Transfer an equipment equipped to Marvel Boy to
another character you control >>> You may equip
to Marvel Boy an equipment card with cost 0 from
your hand. Use only once per turn.

Marvel Crossover, Team-Up (MVL-256C, MTU203C)


Plot Twist, 2
To play, choose two affiliations among characters
you control. <p> Ongoing: Crossover those
affiliations.
Marvel Team-Up (MMK-212C, MOR-199U)
Plot Twist, 2
Choose two different affiliations among characters
you control. <p> Ongoing: Characters you control,
as well as cards in your deck, hand, and KO'd pile,
with either of those affiliations have both of them.
Marvel Zombies (MAA-027C)
Plot Twist, 2
Choose a character you control. <p> Ongoing: That
character gains the version Zombie. <p> KO or
stun a character you control >>> Recover target
stunned Zombie character. Use only once per turn
and only during the recovery phase.
Mar-Vell <> Captain Marvel, Enemy of the Empire
(MHG-059C)
Character, 7, Kree, 15/15, Flight, Range
Reservist <p> When Mar-Vell enters play, if you
have five or more cards in hand, Mar-Vell gets
+2/+2 this turn. <p> Discard a Kree character card
>>> Whenever Mar-Vell becomes stunned this
turn, return him to his owner's hand.
Mar-Vell <> Captain Marvel, Soldier of the Empire
(MHG-058C)
Character, 3, Kree, 5/4, Range
Press (When you recruit this card, your next
character costs 1 less to recruit this turn for each
press card you recruited this turn, but no less than
1.)
Mar-Vell <> Captain Marvel, Warden of Prison
Alpha (MUN-101C)
Character, 6, S.H.I.E.L.D./Kree, 12/12, Flight,
Range
Reservist <p> When Mar-Vell enters play, target
player loses 1 endurance for each face-down
resource in play.
Marvel's First Family (MSM-116R)
Plot Twist, 3
Choose one or more: If you control Thing,
characters you control get +1 ATK this turn; or if
you control Invisible Woman, characters you
control get +1 DEF this turn; or if you control Mr.
Fantastic, return target equipment card from your
KO'd pile to your hand; or if you control Human
Torch, characters you control have flight and range
this turn.
Marvel's Most Wanted (MAV-115R)
Plot Twist, 4
To play, discard two Thunderbolts character cards.
<p> Search your deck for a Marvel card, reveal it,
and put it into your hand. (A Marvel card has the
Marvel logo in the upper right-hand corner.)
Mary Jane Watson, MJ (MSM-045R)
Character, 1, Spider-Friends, 1/1
Protected Spider-Friends defenders you control
have reinforcement. <p> Whenever one or more
Spider-Friends team attackers you control stun a
defender, draw a card.

Mary Marvel, World's Mightiest Girl (DLS-203U)


Character, 1, Shadowpact, 1/1
Substitute <p> While you have 25 or less
endurance, Mary Marvel gets +3/+3 and has flight.
Mask of Doom (MHG-164U)
Plot Twist, 2
To play, KO a character you control. <p> Search
your deck for a card named Dr. Doom, reveal it,
and put it into your hand.
Masked Marauder, Frank Farnum (MMK-104C)
Character, 4, Crime Lords, 7/7, Range
Whenever Masked Marauder becomes stunned,
KO him if you don't control another Crime Lords
character. <p> Pay 3 endurance >>> Exhaust target
character. Use only during your attack step.
Masque, Flesh Shaper (MXM-058U)
Character, 5, Morlocks, 9/9
MutantPhysical
Leader: Whenever a character adjacent to Masque
becomes stunned during the combat phase, you
may KO that adjacent character. If you do, put a
+1/+1 counter on each other character adjacent to
Masque.
Massachusetts Academy (MXM-159U)
Location, 4
Activate, KO a Hellfire Club character you control
>>> Draw a card. You may put a +1/+1 counter on
a character you control.
Massacre, Alien Bounty Hunter (DSM-075U)
Character, 3, Revenge Squad, 5/3, Flight
To recruit, reveal a Revenge Squad character card
from your hand. <p> Whenever Massacre becomes
stunned, KO all stunned characters.
Master Man, Max Lohmer * RAID (MUN-153U)
Character, 4, Crime Lords, 7/6, Flight
Substitute <p> Whenever Master Man defends, put
two +1/+1 counters on him.
Master Mold, Sentinel Supreme (MOR-139R)
Character, 6, Sentinel, 10/14, Range
Master Mold can't attack. <p> Army Sentinel
characters you control get +2 ATK. <p> Activate
>>> Put an Army Sentinel character card from
your hand into your front or support row. Use only
during your recruit step.
Master of Puppets (MHG-165U)
Plot Twist, 2
To play, exhaust a Doom character you control.
<p> Ongoing: Whenever a character enters your
KO'd pile, each opponent loses 1 endurance.
Master Plan (DCL-199U)
Plot Twist, 2
Ongoing: Discard a Secret Society character card
>>> You can recruit target character card from a
KO'd pile this turn. Use only once per turn.
Master Thief (MEV-126R)
Plot Twist, 3
Play only if you control Gambit. <p> Search your
opponent's deck for a non-character card and
remove it from the game. You may play that card
this game.

Mastermind Excello, Amadeus Cho (MUN-191R)


Character, 1, Warbound, 1/2, Concealed
[Activate], Discard a card named Hulk >>> Draw
two cards. <p> [Activate] >>> Return Mastermind
Excello to his owner's hand. Use only during the
combat phase.
Mastermind, Dark Dreamer (MXM-141C)
Character, 3, Hellfire Club, 5/4, Concealed
Optional
MutantMental
Whenever Mastermind becomes stunned while
visible, you may move him to your hidden area. If
you do, you may move a different hidden character
you control to your visible area.
Mastermind, Illusion Control (MXS-019C)
Character, 1, Brotherhood, 2/1
Mastermind, Jason Wyngarde (MOR-083U)
Character, 1, Brotherhood, 1/1
Activate >>> Target character with cost 3 or less
attacking Mastermind can't ready during the
recovery phase this turn.
Matt Hagen <> Clayface, Man of Clay (DOR071C)
Character, 5, Arkham Inmates, 5/5, Range
Whenever Matt Hagen attacks, he gets +2/+2 this
attack for each exhausted character target opponent
controls. <p> Whenever Matt Hagen defends, for
each attacker, Matt Hagen gets +2/+2 this attack
for each exhausted character target opponent
controls.
Matt Hagen <> Clayface, Mud Pack (DWF-139C)
Character, 5, Arkham Inmates, 9/10, Range
You can recruit Matt Hagen from your KO'd pile.
Matter Convergence (DJL-205R)
Plot Twist, 2
Move target character you control with concealed
to your hidden area. If that character has the AntiMatter affiliation, it gets +3 ATK while attacking
this turn.
Matter-Eater Lad, Tenzil Kem (DWF-219U)
Character, 2, Legionnaires, 3/2, Flight
Remove a cosmic counter from a character you
control >>> Remove target card in a KO'd pile
from the game. <p> CosmicSurge
Matthew Risman, Leader of the Purifiers (MEV231U)
Character, 1, Purifiers, 1/2, Range
When Matthew Risman enters combat, rally for a
card named The Purifiers.

Mattie Franklin <> Spider-Woman, Gift of Power


(MSM-046U)
Character, 6, Spider-Friends, 11/11, Flight, Range
Whenever Mattie Franklin attacks, reveal any
number of face-down resources you control. Mattie
Franklin gets +1/+1 this attack for each SpiderFriends character card you revealed. Then replace
all Spider-Friends character cards you revealed.
<p> Whenever Mattie Franklin defends, reveal any
number of face-down resources you control. For
each Spider-Friends character card you revealed,
Mattie Franklin gets +1/+1 this attack, then replace
that revealed card. Repeat this process, from
revealing through replacing, until you have done it
once for each attacker.
Mattie Franklin, Reserve Webhead (MTU-012C)
Character, 3, Spider-Friends, 4/5, Flight
Evasion <p> Pay 2 ATK this turn >>> Exhaust
target visible character. Use only if Mattie Franklin
is attacking and only once per turn.
Mausoleum, Non-Unique (MTU-166C)
Location, 2
Terraform <p> Activate, put the top card of your
deck into your KO'd pile >>> Target stunned
Underworld character you control can't be
recovered or KO'd this turn.
Maverick, Agent Zero (MEV-189C)
Character, 4, Weapon X, 7/6, Concealed, Range
Hunter <p> Pay 2 endurance >>> Target stunned
hunted character can't recover this turn.
Maverick, Christoph Nord (MUN-277R)
Character, 3, Weapon X, 4/4, Concealed, Range
Reservist <p> When Maverick enters play, choose
a name. <p> [Activate] >>> Target character with
that name can't attack and its payment powers can't
be used this turn. Return Maverick to his owner's
hand. Use only during the combat phase.
Maxie Zeus, God Complex (DSM-140U)
Character, 4, Arkham Inmates, 6/6
Cosmic: Whenever an Arkham Inmates character
you control causes breakthrough to a player, that
player discards a card.
Maxima, Empress of Almerac (DJL-212R)
Character, 4, Revenge Squad, 6/7, Flight, Range
Maxima gains the affiliations of each character you
control. <p> Maxima gets +1 ATK for each
ongoing plot twist you control.
Maxima, Warrior Queen (DWF-173C)
Character, 5, Revenge Squad/Team Superman,
10/8, Flight, Range
Vengeance: Whenever Maxima becomes stunned
while attacking, characters your opponents control
get -2 ATK this turn.
Maximum, Supermen of America (DWF-013C)
Character, 6, Team Superman, 13/11, Range
Cosmic: Characters in Maximum's column get +2
DEF.

Maximus the Mad, Mental Manipulator (MHG106C)


Character, 6, Inhumans/Negative Zone, 14/9,
Concealed
At the start of the combat phase, if you control no
face-down resources, target opponent moves all
characters he controls to his front row.
Maxwell Lord, Black King (DCR-095R)
Character, 5, Checkmate, 10/10
LoyaltyReveal <p> When Maxwell Lord enters
a KO'd pile from play, you lose the game. <p>
Discard a location card >>> Target character loses
all affiliations this turn and its payment powers
can't be used this turn. Use only during the combat
phase and only once per turn.
Maxwell Lord, Financier (DJL-055C)
Character, 2, JLI, 2/3
When Maxwell Lord enters play, you may discard
a card. If you do, search your deck for a Team-Up
card, reveal it, and put it into your hand.
Mean Green Machine, Construct (DGL-033U)
Plot Twist, 2
Move target Green Lantern character with
willpower 1 or greater you control. If Mean Green
Machine is in your resource row, draw a card.
Meatmarket, Lilin (MTU-142C)
Character, 3, Underworld, 5/4, Concealed
Optional, Range
Meatmarket gets +1/+1 for each card named
Meatmarket in your KO'd pile.
Mech Bay (MXM-217R)
Location, 3
Whenever a ready Thunderbolts defender you
control stuns an attacker, that attacker can't ready
this turn. <p> Activate >>> Target character you
control gets +2 ATK this attack. Target opponent
may draw a card.
Med Kit (MVL-237U)
Equipment, 0, ConcealedOptional
Equipped character has "[Activate] >>> Gain 3
endurance."
Medallion of Power (MMK-213R)
Equipment, 0
Equip Medallion of Power only to a hidden
character. <p> Medallion of Power is not put into
the KO'd pile as equipped character moves to a
different area. <p> Pay 1 endurance >>> Move
equipped character to your hidden or visible area.
Medical Attention (MOR-200C)
Plot Twist, 2
Play only during the recovery phase. <p> To play,
exhaust a character you control. <p> Recover
target stunned character.
Medusa, Inhuman (MOR-054C)
Character, 3, Fantastic Four, 3/4
Whenever Medusa defends, you may exhaust X
target characters, where X is the number of
attackers.

Medusa, Medusalith Amaquelin (MFF-006C)


Character, 4, Fantastic Four, 7/6
Whenever a character attacks Medusa, that
character can't ready this turn.
Medusa, Queen of the Inhumans (MHG-107U)
Character, 6, Inhumans, 12/12
Cosmic: Whenever Medusa enters combat with a
character, exhaust that character. That character
can't ready this turn, and its payment powers can't
be used this turn.
Medusa, Red (MVL-169R)
Character, 3, Fantastic Four, 4/4
[Activate] >>> Target player exhausts a ready
character he controls. Use only if Medusa is
defending.
Mega-Blast (DOR-157C)
Plot Twist, 1
Target support row character gets +4 ATK while
attacking this turn and has range this turn.
Mekanix (MMK-199R)
Plot Twist, 2
Ongoing: KO a Sentinel character you control >>>
Target Sentinel character you control with cost 5 or
greater gets +1/+1 this attack.
Melissa Gold <> Screaming Mimi, Mimi Schwartz
(MAV-136C)
Character, 2, Masters of Evil, 3/2, Range
Pay 1 resource point >>> Target opponent loses 1
endurance for each non-Army character you
control. Use only once per turn.
Melissa Gold <> Songbird, Caged Angel (MUN063C)
Character, 6, Thunderbolts/S.H.I.E.L.D., 13/12,
Flight, Range
Leader: Whenever an adjacent character becomes
stunned, put a +1/+1 counter on Melissa Gold.
Melissa Gold <> Songbird, Heroine Unbound
(MAV-102C)
Character, 6, Thunderbolts, 13/12, Flight, Range
Whenever Melissa Gold attacks, you may ready
her. If you do, she can't attack this turn and you
can't use her activated powers this turn.
Melissa Gold <> Songbird, Sonic Carapace (MAV103U)
Character, 2, Thunderbolts, 6/3, Flight, Range
At the start of the build phase, target opponent may
turn a face-up resource he controls face down.
Meltdown (MMK-214C)
Plot Twist, 1
Choose one: KO target equipment; or replace a
face-down resource you control; or gain 2
endurance.
Melter, Bruno Horgan (MAV-137C)
Character, 2, Masters of Evil, 4/1, Range
Activate >>> KO target stunned character with
cost 5 or greater.

Membership Drive (DJL-184C)


Plot Twist, 2
Whenever you recruit a character with cost 2 or
greater this turn, it enters play with a +1/+1 counter
on it.
Memory Implants (MEV-211C)
Plot Twist, 2
Ongoing: Whenever a Weapon X character you
control stuns a hunted character, put a +1/+1
counter on that Weapon X character.
Memory Probe (MXM-173C)
Plot Twist, 2
To play, exhaust a Mental character you control.
<p> Look at the top X cards of your deck, where X
is the cost of the character you exhausted. Put one
of them into your hand and the rest on the bottom
of your deck.
Men of Steel (DSM-155C)
Plot Twist, 4
Target support row defender you control gets +1
DEF this attack for each other non-stunned
character you control.
Mendel Stromm, Robot Master (MMK-206R)
Character, 1, Sinister Syndicate, 2/1
KO Mendel Stromm >>> Put a +1/+1 counter on
target Sinister Syndicate character you control.
Mental Blast (MVL-257C)
Plot Twist, 1
Target character gets -2 DEF this attack.
Mental Domination (MXM-174U)
Plot Twist, 2
Play only if you control a Mental defender. <p>
Choose one: Target attacker gets -3 DEF this
attack; or negate target effect from a non-ongoing
plot twist.
Mento, Steve Dayton (DCL-230U)
Character, 3, Doom Patrol, 4/4, Flight
Mento enters play with a +1/+1 counter. <p>
Remove a +1/+1 counter from a character you
control >>> Target character gets -3 DEF this
attack. Use only once per turn.
Mephisto, Father of Lies (MMK-146R)
Character, 8, Underworld, 15/20, Flight, Range
Recruit only if you have three or more Underworld
character cards in your KO'd pile. <p> You can't
lose and your opponents can't win the game. <p>
At the start of your attack step, KO three characters
you control. If you don't, KO Mephisto.
Mephisto, Lord of Hell (MHG-214U)
Character, 5, Underworld, 10/9, Concealed
Optional, Flight, Range
Whenever Mephisto attacks, you may return a
character card from your KO'd pile to your hand.
Mephisto, Mephistopheles (MTU-143C)
Character, 6, Underworld, 12/12, Concealed,
Flight, Range
LoyaltyReveal <p> Whenever one or more
characters an opponent controls attack, gain 1
endurance for each stunned character you control.

Mephisto, Soulstealer (MMK-147U)


Character, 5, Underworld, 5/8, Concealed, Flight,
Range
Reveal an Underworld character card from your
hand >>> Remove any number of target character
cards in a KO'd pile from the game. Mephisto gets
+1 ATK this turn for each card you removed.
Merc with a Mouth (MEV-212R)
Plot Twist, 2
An opponent chooses one: Recover and ready a
Deadpool you control; or you draw two cards.
Mercy, Amazon Bodyguard (DSM-076C)
Character, 2, Revenge Squad, 2/2
KO Mercy >>> Target Revenge Squad defender
you control can't be stunned this attack.
Merlyn, Archer Assassin (DBM-017C)
Character, 6, League of Assassins, 12/10, Range
Activate >>> Target player loses 5 endurance.
Merlyn, Deadly Archer (DSM-144U)
Character, 4, League of Assassins, 7/7, Range
Cosmic: Activate >>> KO target character if its
cost is less than the number of locations you
control. Use only during your attack step.
Merlyn, Direct Hit Man (DCL-209R)
Character, 4, League of Assassins, 6/7, Range
Loyalty <p> [Activate] >>> You may replace a
location you control. If you do, stun target
character with cost 3 or less.
Mesmero, Vincent (MEV-190R)
Character, 2, Weapon X, 2/4, Concealed, Range
Hunter <p> While a character hunted by you isn't
stunned, opponents can't play plot twists during the
combat phase.
Messiah Complex (MUN-315C)
Plot Twist, 3
Return target character card from your KO'd pile to
your hand. <p> BoostExhaust two characters
you control: Gain endurance equal to the cost of
the card you returned.
Metallic Assault (MVL-095R)
Plot Twist, 3
Play only if you control Magneto and only during
the recovery phase. <p> Each player KO's a
character he controls.
Metallo, John Corben (DSM-077C)
Character, 4, Revenge Squad, 8/6
Whenever Metallo attacks a character, remove a
cosmic counter from that character and KO all
equipment equipped to that character. <p>
Whenever Metallo defends, remove a cosmic
counter from each attacker and KO all equipment
equipped to each attacker.
Metallo, Kryptonite Heart (DWF-174C)
Character, 4, Revenge Squad, 8/6
Vengeance: Whenever Metallo becomes stunned,
target opponent loses 1 endurance for each ongoing
plot twist you control.

Metamorpho, Rex Mason (DJL-056C)


Character, 6, JLI, 12/12, Flight, Range
Whenever Metamorpho enters combat, you may
choose one: Metamorpho gets -2/+2 this attack; or
Metamorpho gets +2/-2 this attack.
Metamorpho, The Element Man (DWF-097C)
Character, 5, Outsiders/JLA, 10/8, Flight, Range
Metamorpho gets +2 ATK while in combat with a
character with greater cost.
Metron, Time Traveler (DSM-046C)
Character, 5, New Gods, 7/10, Flight, Range
Loyalty <p> Cosmic: Remove a cosmic counter
from Metron >>> Negate target effect from a nonongoing plot twist. <p> Boost 2: When Metron
enters play, your opponents can't play plot twists
this turn.
Metropolis Reborn, Non-Unique . Team-Up (DCL247C)
Location, 2
To flip, choose two affiliations among characters
you control. <p> Crossover those affiliations.
Metropolis, Non-Unique (DSM-156C)
Location, 2
When you flip Metropolis, choose two affiliations
among characters you control. <p> Characters you
control, as well as cards in your deck, hand, and
KO'd pile, with either of those affiliations have
both of them.
Mia Dearden <> Speedy, Archer's Apprentice
(DCL-079C)
Character, 1, Teen Titans, 1/2, Range
Reservist <p> Whenever Mia Dearden attacks,
target character gets -1 DEF this turn.
Mia Dearden <> Speedy, Deadly Aim (DLS-145C)
Character, 2, Teen Titans, 3/2, Range
Substitute <p> Cosmic: Activate >>> Target
character gets -2 DEF this turn.
Michael Collins <> Deathlok, Schizophrenic
Cyborg (MTU-013C)
Character, 5, Spider-Friends, 9/10, Range
Reservist <p> Pay 5 ATK this turn >>> Michael
Collins has invulnerability this turn. Use only if
Michael Collins is in combat.
Michael Holt <> Mr. Terrific, Renaissance Man
(DCR-017C)
Character, 3, JSA, 4/4, ConcealedOptional,
Range
Exhausted JSA characters you control get +2/+2
while in combat with a character with greater cost.
Micro-Chip, Linus Lieberman (MMK-019C)
Character, 1, Marvel Knights, 1/1
Activate, remove Micro-Chip from the game >>>
Turn a plot twist with cost 1 or less you control
face down.

Micro-Sentinels (MOR-147R)
Plot Twist, 3
Put a micro counter on up to X target characters
that have no micro counters, where X equals the
number of Sentinel characters you control. <p>
Ongoing: At the start of the draw phase, KO each
character with micro counters greater than or equal
to that character's cost. Then put a micro counter
on each character with a micro counter.
Micro-Size (MOR-132C)
Plot Twist, 2
Target defender gets -1/-1 this attack. If you control
Dr. Doom, instead, that defender gets -2/-2 this
attack.
Midnight Cravings (DJL-185C)
Plot Twist, 2
Target character gets -1 DEF and -3 willpower this
turn.
Midnight Massacre (MTU-167R)
Plot Twist, 3
Target Underworld attacker you control gets +3
ATK this attack. If that character is hidden, move it
to your visible area and it also gets +3 DEF this
attack.
Midnight Sons (MMK-037C)
Plot Twist, 2
Play only if you control a Marvel Knights
character. <p> Choose an affiliation. <p> Ongoing:
Characters you control, as well as cards in your
deck, hand, and KO'd pile, with either the Marvel
Knights or the chosen affiliation have both
affiliations.
Midtown High School (MSM-062C)
Location, 1
Whenever you recruit a non-Army Spider-Friends
character, you may pay 1 resource point. If you do,
draw a card.
Miek, The Unhived (MUN-192C)
Character, 2, Warbound, 4/1, Flight
Whenever Miek becomes stunned, you may
remove him from the game. If you do, characters
you control named Hulk have "While Hulk is
attacking, defenders lose and can't have
reinforcement."
Might Makes Right (MAV-196C)
Plot Twist, 1
To play, discard a card. <p> Target attacker you
control gets +3 ATK this attack. If you have no
cards in hand, that attacker gets an additional +2
ATK this attack.
Mightiest Heroes (DCL-054R)
Plot Twist, 1
Search your deck for a [JLA] character card, reveal
it, and put it on the top of your deck. If you control
a character with the same name as that card, draw a
card, then discard a card.

Miguel O'Hara <> Spider-Man, Earth-6375 (MEV145R)


Character, 3, Exiles/Spider-Friends, 4/5, Range
Shift <p> Miguel O'Hara also has the name SpiderMan. <p> [Activate], Remove Miguel O'Hara from
the game shifted with two shift counters >>>
Exhaust target character with cost 3 or less. Use
only during the combat phase.
Mikado and Mosha, Angels of Destruction (MMK020C)
Character, 1, Marvel Knights, 1/1
Discard Mikado and Mosha >>> Stun target
character with cost 1 or less. Use only during the
combat phase.
Mikhail Rasputin, Age of Apocalypse (MAA017C)
Character, 7, Horsemen of Apocalypse, 15/15,
Range
Discard a card >>> Put a +1/+1 counter on target
[Horsemen of Apocalypse] character you control.
Mikhail Rasputin, Morlock Messiah (MXM-059R)
Character, 8, Morlocks, 20/20, Range
MutantEnergy
Leader: Whenever a character adjacent to Mikhail
Rasputin becomes stunned during the combat
phase, target player exhausts a ready character he
controls.
Millennium (DGL-201C)
Plot Twist, 2
To play, exhaust a character you control. <p>
Choose two different affiliations among characters
you control. If you do, draw a card. <p> Ongoing:
Characters you control, as well as cards in your
deck, hand, and KO'd pile, with either of those
affiliations have both of them.
Mimic, Calvin Rankin (MSM-119R)
Character, 6, Brotherhood, 12/12
Mimic has flight while another character not
named Mimic has flight. <p> Mimic has range
while another character not named Mimic has
range. <p> At the start of the combat phase, Mimic
gains target character's activated powers this turn.
Mimic, Earth-12 (MEV-146R)
Character, 2, Exiles/Brotherhood, 3/2, Flight,
Range
Shift <p> When Mimic enters play, he gains target
character's payment powers this turn.
Mimic, Earth-12 * Infected (MEV-148R)
Character, 6, Exiles/X-Men, 13/12, Flight, Range
Shift <p> When Mimic enters play, he gains the
printed powers and keywords of all opposing
characters. Any reference to an affiliation in the
gained powers is changed to Exiles.
Mimic, Earth-12 * Team Leader (MEV-147R)
Character, 4, Exiles/X-Men, 7/7, Flight, Range
Shift <p> Discard a character card with cost 4 or
less >>> Mimic gains the printed payment powers
and keywords of that card this turn. Use only once
per turn.

Mimic, Exile (MVL-019R)


Character, 6, X-Men, 11/13, Flight, Range
Pay 2 endurance >>> Mimic gains target
character's payment powers this turn. Use only
once per turn.
Mind Control (MXM-175C)
Plot Twist, 3
Play only if you control a Mental character. <p>
Target character can't cause breakthrough while
attacking a character this turn.
Mind Gem, Unique * Infinity Gem (MHG-178C)
Equipment, 0
Whenever equipped character becomes stunned,
you may return Mind Gem to its owner's hand. <p>
When Mind Gem enters play, draw a card and then
discard a card.
Mind Over Matter (MMK-080U)
Plot Twist, 1
Return a character you control to its owner's hand.
<p> Target X-Statix character you control gets +3
ATK this turn and has flight and range this turn.
The Mindless Ones, Army (MTU-144C)
Character, 2, Underworld, 2/3, Concealed, Range
Discard The Mindless Ones and another card >>>
Target attacker or defender gets -2 DEF this attack.
Mindtap Mechanism (MXM-198U)
Equipment, 1, ConcealedOptional
Equipped character gets +3 ATK. <p> At the start
of the recovery phase, put a +1/+1 counter on
equipped character.
Mirage, Miriam Delgado (DOR-045U)
Character, 1, Teen Titans, 1/1
When Mirage enters play, you may reveal a Teen
Titans character card from your hand. If you do,
choose an affiliation. Mirage gains the chosen
affiliation. (This is in addition to the Teen Titans
affiliation.)
Mirror Image (DCL-265R)
Plot Twist, 3
Play only during your recruit step. <p> Choose an
opposing character. Search its controller's deck for
a copy of that character and remove that copy from
the game. You may recruit it this step.
Misappropriation (MSM-123U)
Plot Twist, 1
Choose one: KO target equipment an opponent
controls; or transfer target equipment to target
unequipped Brotherhood character you control.
Misfits (DCL-235R)
Plot Twist, 2
To play, remove a +1/+1 counter from a character
you control. <p> Search your deck for a Doom
Patrol character card, reveal it, and put it into your
hand.
Miss Martian, M'gann M'orzz (DCL-080R)
Character, 5, Teen Titans, 9/9, Concealed
Optional, Flight, Range
Reservist <p> [Activate] >>> Exhaust target
character with cost less than the number of facedown resources you control.

Missed Drop (MMK-081C)


Plot Twist, 1
Discard any number of X-Statix character cards.
Target character you control gets +1 DEF this
attack and an additional +1 DEF this attack for
each card you discarded.
Mist Form (MMK-173U)
Plot Twist, 1
Target Underworld attacker you control can't be
stunned this attack. Draw a card. <p> Characters
you control can't attack this turn.
The Mist, Jonathan Smythe (DJL-130C)
Character, 3, Secret Society, 4/4, Range
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Whenever The Mist becomes stunned
during the combat phase, you may have target
opponent move a non-stunned visible character he
controls to his hidden area.
Mjolnir (MAV-035R)
Equipment, 0
Equip only to Thor. <p> Equipped character gets
+2 ATK and, while attacking, has invulnerability.
<p> Reveal Mjolnir and put it on the bottom of
your deck >>> Search your deck for a Thor, reveal
it, and put it into your hand. Use only if Mjolnir is
in your hand.
M'Kraan Crystal, Unique (MEV-258R)
Equipment, 0, ConcealedOptional
KO M'Kraan Crystal >>> KO equipped character.
If you do, put up to X shift counters on shifted
cards you own, divided as you choose, where X is
that character's cost.
Mob Mentality (MXM-183R)
Plot Twist, 3
Target character you control gets +3 ATK while
attacking this turn. <p> Ongoing: Each Physical
character you control can't be stunned by effects
your opponents control unless it is in combat.
Mobilize (MVL-258R, DLS-187R)
Plot Twist, 3
To play, discard a card. <p> Search your deck for a
character card with an affiliation shared by all
characters you control. Reveal that card and put it
into your hand.
Mobius Chair, Unique (DJL-213U)
Equipment, 0
Equipped character gets +1 DEF and has flight.
<p> KO Mobius Chair >>> Move target New Gods
character you control with cost 3 or greater to your
hidden or visible area.
MODOC Squad, Army * A.I.M. (MUN-154C)
Character, 3, Crime Lords, 5/4, Range
MODOC Squad has reinforcement while
protecting a character. <p> A character protected
by MODOC Squad can't be attacked.
Modred the Mystic, Servant of Chthon (MTU145C)
Character, 4, Underworld, 8/6, Flight, Range
Stunned characters you control can't be KO'd.

Mogo (DGL-034R)
Location, 2
Activate >>> Target Green Lantern character you
control gets +1 willpower this turn. If you control
six or more resources, instead, that character gets
+2 willpower this turn.

Momentary Distraction (MXM-184R)


Plot Twist, 3
To play, exhaust a Physical defender you control.
<p> Target defender can't be stunned this attack
while its cost is greater than the combined cost of
all attackers.

The Monitor, Guardian of the Multiverse (DCR172R)


Character, 9, Crisis, 24/22, Flight, Range
Characters and resources you control can't be KO'd
by effects your opponents control. <p> Whenever a
character you control becomes stunned, recover it.

Mogo, The Living Planet (DJL-198R)


Character, 8, Green Lantern, 18/21, Flight, Range
Reservist, Willpower 8 <p> Support row characters
you control can't be attacked while Mogo is visible
in your front row.

Mon-el <> Valor, Lar Gand (DLS-016R)


Character, 8, Legionnaires, 18/18, Flight
Reservist <p> When Mon-el enters play, characters
you control get +1/+1 this turn for each cosmic
character you control. <p> Cosmic

Monkey Business (MVL-259R)


Plot Twist, 2
The controller of target support row character
moves it to his front row.

Moira MacTaggert, World-Renowned Geneticist


(MOR-016R)
Character, 1, X-Men, 1/1
Activate >>> Recover target stunned X-Men
character. Put Moira MacTaggert on the bottom of
your deck. Use only during the recovery phase.

Money Talks (DWF-156R)


Plot Twist, 2
Play only if you control an Arkham Inmates
character. <p> Insanity: Put target stunned
character on the top of its owner's deck.

Mojo, Ruler of Mojoworld (MOR-167U)


Character, 4, 5/7
Mojo gets +3 ATK for each other unaffiliated
character you control.
Mojoverse (MSM-153C)
Location, 1
Unaffiliated attackers get +1/+1. <p> Activate >>>
Target character you control loses all affiliations
this turn.
Mole Man, Leader of the Moloids (MSM-142U)
Character, 2, 2/2
Mole Man gets +1/+1 for each ongoing plot twist
you control.
Mole Man, Moloid Master (MHG-144U)
Character, 2, Doom, 2/3
Pay 1 resource point >>> Replace a plot twist you
control. Target player loses X endurance, where X
is the cost of the plot twist you replaced. Use only
once per turn.
Molecule Man, Owen Reece (MHG-145R)
Character, 7, Doom, 15/15, Range
Cosmic: Remove a cosmic counter from Molecule
Man >>> Copy target effect from a non-ongoing
plot twist. You may choose new targets for that
copy. Use only once per turn.
Molly Hayes, Bruiser (MEV-222C)
Character, 6, Runaways, 13/13
Molly Hayes can't be stunned while there are no
cards in an opponent's deck.
Moloids, Army (MHG-146C)
Character, 1, Doom, 2/1, Range
Exhaust a Dr. Doom or Mole Man you control >>>
Put Moloids from your KO'd pile into your front
row. Use only during the build phase and only if
Moloids is in your KO'd pile.
A Moment of Crisis (DCR-031C)
Plot Twist, 2
Choose an identity. Characters you control gain the
chosen identity this turn. <p> If you control a JSA
character and A Moment of Crisis is in your
resource row, draw a card.

Mongal, Ruler of Almerac (DSM-078C)


Character, 3, Revenge Squad, 4/4
Whenever Mongal attacks a character, you may
move that character to its controller's support row.
Mongul, Intergalactic Menace (DLS-215R)
Character, 6, Emerald Enemies, 13/12, Range
While you control another Emerald Enemies
character, opponents can't play plot twists with cost
greater than the number of resources you control.
Mongul, Son of the Tyrant (DWF-175C)
Character, 3, Revenge Squad/Emerald Enemies,
4/4
Mongul gets +2 DEF while all characters you
control are in your front row.
Mongul, Tyrant of Warworld (DSM-079C)
Character, 5, Revenge Squad, 9/8
Cosmic: While you control another Revenge Squad
character, whenever Mongul stuns a character, that
character's controller loses endurance equal to its
cost. <p> Boost 2: When Mongul enters play, you
may stun target character with cost 4 or less.
Monica Rambeau <> Captain Marvel, Lady of
Light (MAV-018R)
Character, 5, Avengers, 9/9, Flight, Range
Leader: Pay 3 endurance >>> Ready all team
attackers adjacent to Monica Rambeau. Those team
attackers can't cause breakthrough this turn. Use
only once per turn.
Monica Rambeau, I Was an Avenger (MUN-266U)
Character, 6, Nextwave, 13/12, Flight, Range
Reservist <p> Monica Rambeau can team attack,
reinforce, and be reinforced as though she had the
[Avengers] affiliation. (She's not an Avenger.)
Monitor Womb Station, Non-Unique (DJL-030R)
Location, 2
When you flip Monitor Womb Station, name a plot
twist with cost 1 or less. <p> Your opponents can't
play the named card while you control a nonstunned JLA character.

Monkey See, Monkey Do (DCL-200R)


Plot Twist, 4
Play only during your attack step. <p> To play,
exhaust a Gorilla Grodd you control. <p> Target
opponent chooses a character he controls. Move it
to your front row, and it gains the Secret Society
affiliation this turn. At the start of the recovery
phase this turn, move it to that opponent's front
row.
Monster Island (MTU-213R)
Location, 2
Terraform <p> While you control an Infinity Watch
character, each player can't target a character he
controls with plot twist effects if he controls
another character with greater cost.
Monument to a Madman (MMK-196R)
Location, 1
Flip only if you control a Brotherhood character.
<p> Whenever an effect an opponent controls puts
a location you control into a KO'd pile, return that
location card to its owner's hand.
Moon Knight, Fist of Khonshu (MTU-195C)
Character, 5, Spider-Friends/Marvel Defenders,
11/9, Range
Dual Loyalty <p> Pay 3 ATK this turn >>> Ready
Moon Knight. Use only once per turn and only if
Moon Knight is attacking.
Moon Knight, Knight of Khonshu (MVL-121C)
Character, 5, Marvel Knights, 10/7, Concealed,
Range
Moon Knight gets +5 DEF while you don't have
the initiative.
Moon Knight, Marc Spector (MMK-021C)
Character, 4, Marvel Knights, 7/6
Moon Knight gets +3/+1 while you have the
initiative. <p> Boost 2: When Moon Knight enters
play, he gets +4 ATK this turn if you have the
initiative. Otherwise, he gets +6 ATK this turn.
Moondragon, Protector of the Mind Gem (MHG174C)
Character, 4, Infinity Watch, 6/8, Flight, Range
Cosmic: If you would draw a card for the first time
in a phase, instead, draw two cards.
Moonglow, Melissa Hanover (MAV-058C)
Character, 3, Squadron Supreme, 4/5
Reservist <p> Moonglow gains the affiliations of
each character you control. <p> Activate, discard a
card >>> You may search your deck for a Team-Up
card, reveal it, and put it into your hand.

Moonstar, Danielle Moonstar (MEV-059R)


Character, 1, X-Force/S.H.I.E.L.D., 2/1, Range
[Activate], Return Moonstar to her owner's hand
>>> Rally for a plot twist card three times. Use
only during the combat phase.
Morbius, Biochemical Bloodsucker (MVL-122U)
Character, 3, Marvel Knights, 1/6, Concealed,
Flight
Whenever Morbius attacks, you gain 3 endurance,
and the defending player loses 3 endurance.
Morbius, Dr. Michael Morbius (MSM-082R)
Character, 5, Sinister Syndicate, 8/8, Flight
Whenever Morbius stuns a character, gain
endurance equal to that character's cost.
Morbius, Shadow of the Vampire (MTU-196R)
Character, 5, Underworld/Spider-Friends, 10/10,
ConcealedOptional, Flight
Dual Loyalty <p> Whenever Morbius stuns a
character, gain endurance equal to that character's
cost.

Morg, Herald (MCG-025U)


Character, 8, 20/18, Flight, Range
Whenever an opponent plays a plot twist, you may
KO target stunned character.
Morg, Slayer (MHG-014C)
Character, 2, Heralds of Galactus, 3/2, Flight,
Range
Discard a card >>> Target player returns a
character he controls with cost 1 or less to its
owner's hand. Use only once per turn.
Morlock Justice (MXM-074U)
Plot Twist, 2
Play only if you control a Morlocks character. <p>
Target character loses and can't have reinforcement
this turn. That character's controller loses 1
endurance for each stunned character you control.
Morlun, Totem Hunter (MTU-146C)
Character, 4, Underworld, 7/7, Concealed, Range
At the start of the recovery phase, gain 1 endurance
for each stunned character in play.

Morbius, The Living Vampire (MMK-148C)


Character, 3, Underworld, 5/3, Flight
When Morbius enters play, you may search your
deck for a card named Hypnotic Charms, reveal it,
and put it into your hand.

Morph, Earth-1081 (MEV-149C)


Character, 5, Exiles/X-Men, 9/9, Flight
Shift <p> Remove a shift counter from a card you
own >>> Morph gets +3 ATK or +3 DEF this turn.
Use only once per turn.

Mordru, Dark Lord (DCR-181C)


Character, 5, 9/9, Flight, Range
When Mordru enters play, choose an affiliation and
an identity. Mordru gains the chosen affiliation and
identity.

Morph, Exile (MVL-020U)


Character, 3, X-Men, 2/6, Flight
[Activate] >>> At the start of the recovery phase
this turn, recover Morph.

Mordru, The Merciless (DLS-058C)


Character, 6, Future Foes, 13/12, Flight, Range
Reservist, Willpower 5 <p> Cosmic: Pay X
endurance >>> Look at target player's hand and
choose a card with cost less than or equal to X.
That player discards that card. Use only once per
turn and only during the combat phase.
More Than Just Sidekicks (DCL-105C)
Plot Twist, 1
To play, replace a face-down resource you control.
<p> Target [Teen Titans] character gets +2 ATK
this turn.

Mortician, Toussaint Morrow (MAV-219U)


Character, 2, Underworld, 3/2, Concealed
Optional
Boost 1: When Mortician enters play, put target
Underworld character card with cost 2 or less from
your KO'd pile into your front row if you don't
control a character with the same name as that
card.
Mosaic World (DGL-202C)
Location, 2
Characters you control can team attack as though
they had all affiliations. <p> Characters you
control can reinforce and be reinforced as though
they had all affiliations.

Morg, Corrupt Destroyer (MHG-015C)


Character, 4, Heralds of Galactus, 9/5, Flight,
Range
CosmicSurge: Whenever Morg stuns a character,
return that character to its owner's hand. (This
character does not come into play with a cosmic
counter. At the start of the recovery phase each
turn, put a cosmic counter on this character.)

Mother Box (DSM-157U)


Equipment, 1
Remove a cosmic counter from a character you
control >>> Gain 3 endurance. <p> Pay 3
endurance >>> Put a cosmic counter on target
cosmic character you control. Use only once per
turn.

Morg, Harbinger of Extinction (MHG-016C)


Character, 7, Heralds of Galactus, 17/15, Flight,
Range
Cosmic: Whenever a character becomes stunned
during the combat phase, you may reveal a Heralds
of Galactus character card from your hand. If you
do, return that character to its owner's hand unless
its controller reveals a card from his hand with cost
greater than the cost of the card you revealed.

Mountain Stronghold, Non-Unique (DCL-221U,


DOR-115U)
Location, 1
When you flip Mountain Stronghold, search your
deck for a League of Assassins character card,
reveal it, and put it into your hand. If you put a
card into your hand, discard a League of Assassins
character card. <p> Defenders you control named
Ra's al Ghul have reinforcement.

Mourn for the Lost (DCR-206U)


Plot Twist, 2
To play, discard a character card. <p> Negate target
non-triggered effect from a plot twist with cost 1 or
less. If you control a Gotham Knights character,
draw a card.
Mouse Trap, Construct (DGL-177U)
Character, 4, 0/12
Reveal Mouse Trap, exhaust any number of
characters you control with total willpower 6 or
greater >>> Put Mouse Trap into your front row. At
the start of the recovery phase this turn, KO Mouse
Trap. Use only during the combat phase and only if
Mouse Trap is in your hand.
Moving Target (MMK-184C)
Plot Twist, 1
Target defender you control gets +1 DEF this
attack. If Moving Target is in your resource row
and you control a Crime Lords character and a
Marvel Knights character, that defender gets an
additional +1 DEF this attack and you may replace
Moving Target.
Mr. Code, Masked Malcontent (MMK-105U)
Character, 3, Crime Lords, 4/4, Concealed
Move Mr. Code from your hidden area to your
visible area >>> Target opponent moves a hidden
character he controls to his visible area.
Mr. Fantastic, Critical Thinker (MVL-171U)
Character, 4, Fantastic Four, 5/9, Range
[Activate] >>> Look at the top three cards of your
deck. Put one into your hand and the rest on the
bottom of your deck.
Mr. Fantastic, Dimensional Explorer (MVL-172C)
Character, 6, Fantastic Four, 11/14, Range
When Mr. Fantastic enters play, draw a card for
each equipment you control.
Mr. Fantastic, Doom's Adversary (MHG-147U)
Character, 4, Doom/Fantastic Four, 7/4, Range
You are considered to control Dr. Doom. <p>
When Mr. Fantastic enters play, you may put up to
two Army Doom character cards with combined
cost 3 or less from your KO'd pile into your front
row.
Mr. Fantastic, Fantastic Leader (MFF-007R)
Character, 7, Fantastic Four, 15/15, Range
Other Fantastic Four characters you control get
+1/+1.
Mr. Fantastic, Flexible Thinker (MEX-007R)
Character, 3, Fantastic Four, 4/4, Range
While Mr. Fantastic is in combat with an opposing
character with cost 2 or less, he gets -4/+4. <p>
While Mr. Fantastic is in combat with an opposing
character with cost 4 or more, he gets +4/-4.
Mr. Fantastic, Haunted Genius (MUN-102C)
Character, 4, S.H.I.E.L.D./Fantastic Four, 6/9,
Range
[Activate] >>> Rally for a plot twist card. If you're
successful, ready Mr. Fantastic. Use only once per
turn.

Mr. Fantastic, Illuminati (MHG-108U)


Character, 5, Inhumans/Fantastic Four, 9/9, Range
Cosmic: At the start of the combat phase, look at
the top X cards of your deck, where X is the
number of face-up resources you control. Put one
of those cards into your hand and the rest on the
bottom of your deck. If you do, discard a card.
Mr. Fantastic, Protector of the Power Gem (MUN233C)
Character, 2, Infinity Watch/Fantastic Four, 1/4,
Concealed, Range
Exhaust two different members of the Illuminati
you control >>> Draw a card. Use only once per
turn. (The members of the Illuminati are Black
Bolt, Dr. Strange, Iron Man, Mr. Fantastic,
Professor X, and Sub-Mariner.)
Mr. Fantastic, Reed Richards (MOR-055C)
Character, 2, Fantastic Four, 2/3, Range
Activate >>> Reveal the top four cards of your
deck. Put a revealed equipment card into your hand
and the rest on the bottom of your deck.
Mr. Fantastic, Scientific Genius (MOR-057R)
Character, 7, Fantastic Four, 14/14, Range
When Mr. Fantastic enters play, if you control
another Fantastic Four character, search your deck
for an equipment card, reveal it, and put it into
your hand. <p> Equipment cards cost you 2 less to
recruit.
Mr. Fantastic, Stretch (MOR-056U)
Character, 5, Fantastic Four, 7/10, Range
Equipment cards cost you 1 less to recruit. <p> Pay
2 endurance >>> Transfer target equipment you
control to an unequipped Fantastic Four character
you control.
Mr. Fantastic, Stringbean (MVL-170C)
Character, 2, Fantastic Four, 2/2, Range
When Mr. Fantastic enters play, he gets +2 ATK or
+2 DEF. (This lasts while Mr. Fantastic is in play.)
Mr. Fantastic, Ultimates (MUL-014R)
Character, 3, Fantastic Four, 4/5, Range
[Activate], Discard an Ultimates character card
>>> Remove the top ten cards in your deck from
the game, then search your deck for a card and put
it into your hand.
Mr. Fear, Zoltan Drago (MMK-106C)
Character, 5, Crime Lords, 8/8, Range
Pay 1 endurance >>> If Mr. Fear is defending,
choose another non-stunned Crime Lords character
you control. If you do, remove all defenders from
this attack and that character becomes a defender.
Mr. Freeze, Brutal Blizzard (DCR-136C)
Character, 5, Villains United, 9/10, Range
Vengeance: Whenever Mr. Freeze becomes
stunned, target character with cost 5 or less can't
ready this turn.
Mr. Freeze, Cold Blooded (DCL-180R)
Character, 6, Secret Society, 12/13, Range
[Activate], Remove ten cards in your KO'd pile
from the game >>> Opposing characters can't
ready during the recovery phase this turn.

Mr. Freeze, Cold Shoulder (DWF-140C)


Character, 5, Arkham Inmates, 10/10, Range
Reservist <p> Characters adjacent to Mr. Freeze
can't ready.
Mr. Freeze, Dr. Victor Fries (DOR-072C)
Character, 6, Arkham Inmates, 11/13, Range
Whenever Mr. Freeze attacks a character, that
character can't ready this turn. <p> Whenever Mr.
Freeze defends, each attacker can't ready this turn.
Mr. Hyde, Calvin Zabo (MMK-107C)
Character, 3, Crime Lords, 5/4
Characters you control named Cobra have
reinforcement while defending and get +2 ATK.
Mr. Hyde, Engine of Destruction (MAV-138C)
Character, 4, Masters of Evil, 7/7
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Mr. Hyde gets +2/+2 while an opponent controls a
character with a greater cost than that of each
character you control.
Mr. Mxyzptlk, Felonious Fiend (DWF-176R)
Character, 9, Revenge Squad/Fifth Dimension,
25/22, Concealed, Flight, Range
Insanity: Whenever a character you control
becomes stunned, reveal cards from the top of your
deck until you reveal a character card. Put that card
into play and remove the rest from the game.
Mr. Mxyzptlk, Fifth Dimension Imp (DSM-080U)
Character, 2, Revenge Squad, 1/1, Flight, Range
Mr. Mxyzptlk costs you 1 less to recruit for each
Revenge Squad character you control. <p> Mr.
Mxyzptlk can't be stunned. <p> Whenever Mr.
Mxyzptlk defends, return him to his owner's hand.
Mr. Mxyzptlk, Troublesome Trickster (DCR-219R)
Character, 1, Secret Society, 1/1, Flight, Range
At the start of your recruit step, if Mr. Mxyzptlk is
in your KO'd pile, you may put him into your hand.
If you do, remove all other cards in your KO'd pile
named Mr. Mxyzptlk from the game.
Mr. Sinister, Age of Apocalypse (MAA-015C)
Character, 6, Horsemen of Apocalypse, 13/12
Pay 2 endurance, flip a coin >>> If you win the
flip, recover target stunned character. Otherwise,
KO that character at the start of the recovery phase
this turn. Use only during the combat phase.
Mr. Sinister, Dr. Nathaniel Essex (MOR-168R)
Character, 7, 15/15
If Mr. Sinister would become stunned, instead, you
may pay 10 endurance. If you do, exhaust Mr.
Sinister.
Mr. Sinister, Famine (MEV-099U)
Character, 3, Marauders/Horsemen of Apocalypse,
5/4, ConcealedOptional
Shift <p> [Activate] >>> Negate target activated
([activate]) character effect.

Mr. Sinister, Molecular Manipulator (MEV-100U)


Character, 5, Marauders, 9/9, ConcealedOptional
Shift <p> Opposing characters lose and can't have
powers and keywords while in combat with Mr.
Sinister.
Mr. Sinister, Mutant Messiah (MEV-101C)
Character, 7, Marauders, 17/15, Concealed
Optional
Shift <p> Whenever Mr. Sinister stuns a character,
its controller loses additional endurance equal to
the combined cost of all other stunned characters
he controls.
Mr. Sinister, Robert Windsor (MEV-098U)
Character, 1, Marauders/Weapon X, 1/1, Concealed
Shift <p> When Mr. Sinister enters play, target
opposing character loses and can't have payment
powers this turn.
Mr. Sinister, Supreme Geneticist (MHG-220U)
Character, 6, Hellfire Club, 13/11, Concealed
Activate >>> KO target stunned character. Gain
endurance equal to that character's cost.
Mr. Sinister, Visionary Geneticist (MVL-229U)
Character, 5, 9/9
Opposing characters lose and can't have powers
and keywords during the combat phase.
Mr. Zsasz, Scar Tissue (DWF-141C)
Character, 3, Arkham Inmates, 6/5
Reservist <p> Mr. Zsasz gets -1/-1 for each
character adjacent to him.
Mr. Zsasz, Victor Zsasz (DOR-073R)
Character, 2, Arkham Inmates, 2/2
Whenever Mr. Zsasz stuns a defender, put a +1/+1
counter on Mr. Zsasz. <p> Boost 1: When Mr.
Zsasz enters play, stun target character with cost 1.
If you do, put a +1/+1 counter on Mr. Zsasz.
Mt. Charteris (MAV-116R)
Location, 1
Activate >>> Target Thunderbolts attacker or
defender you control gets +2 ATK while ready this
attack. <p> Discard a Thunderbolts character card
>>> Ready Mt. Charteris.
Muir Island (MVL-035U, MOR-034U)
Location, 2
[Activate], Discard two cards or an [X-Men]
character card >>> Recover target stunned
character you control with cost 4 or less. Use only
during the recovery phase.
Multiple Man <> Jamie Madrox, Army (MXM188U)
Character, 1, 1/1
MutantPhysical
Multiple Man gains the affiliations of each
character you control. <p> Whenever Multiple
Man becomes stunned, you may remove him from
the game. If you do, you may put up to two cards
named Multiple Man from your hand into your
front row.

Multiple Man, Army * HYDRA (MEV-021C)


Character, 1, X-Factor/Crime Lords, 2/1
[Activate] >>> Target character with the name or
identity Multiple Man gets +2 ATK this attack.
Multiple Man, Army * MadroX (MVL-021C)
Character, 1, X-Men, 2/2
Multiplicity (MEV-039R)
Plot Twist, 3
To play, exhaust any number of characters you
control with the name or identity Multiple Man.
<p> Exhaust target character if its cost is less than
the combined cost of characters exhausted this
way.
Multiverse Power Battery (DCR-194U)
Plot Twist, 1
The controller of target character moves it to a
different position. That player KO's an equipment
equipped to that character. <p> Ongoing: Each
Earth 2 character card you own is not unique
unless you control an Earth 2 character with the
same name as that card.
The Multiverse, Team-Up (DCL-266C)
Plot Twist, 2
To play, choose two affiliations among characters
you control. <p> Ongoing: Crossover those
affiliations.
Muramasa Blade (MEV-259C)
Equipment, 0, ConcealedOptional
Equipped character gets +2 ATK. <p> While
Muramasa Blade is equipped to Wolverine,
whenever he stuns a character, that character can't
recover this turn.
Murderworld (MSM-154R)
Location, 1
Flip only during the build phase. <p> To flip,
discard a card. <p> Characters have "Activate,
discard a card >>> KO target stunned affiliated
character".
Museum Heist (DOR-158R)
Plot Twist, 2
Play only during the recovery phase. <p> Exhaust
a ready character you control. If you do, draw two
cards unless target opponent discards a card.
Mutant Massacre (MXM-199U)
Plot Twist, 2
To play, exhaust a Mutant you control. <p>
Remove target stunned character from the game.
<p> Ongoing: Your opponents can't recruit nonArmy character cards with the same printed name
and version as the character you removed.
The Mutant Menace (MOR-104U)
Plot Twist, 3
Target player loses 1 endurance for each
Brotherhood character you control.

Mutant Nation (MOR-201U)


Plot Twist, 2
Play only if you control a Brotherhood character
and an X-Men character. <p> Draw a card. <p>
Ongoing: Characters you control, as well as cards
in your deck, hand, and KO'd pile, with either the
Brotherhood or X-Men affiliation have both
affiliations.
Mutant of the Year (MAV-216R)
Plot Twist, 2
KO any number of X-Statix characters you control.
Gain 2 endurance for each character you KO'd.
<p> Ongoing: You can't be the target of effects
your opponents control while you control exactly
one character.
Mutant Supremacy (MOR-102R)
Plot Twist, 5
Each opponent who controls no characters and
each opponent who controls only stunned
characters loses 5 endurance for each non-stunned
Brotherhood character you control.
Mutant Town Messiahs (MEV-040R)
Plot Twist, 3
Ready target X-Factor defender.
Mutopia, Team-Up (MXM-200C)
Plot Twist, 2
To play, choose two or more different affiliations
among characters you control that share the same
Mutant trait. <p> Draw a card. <p> Ongoing:
Crossover all chosen affiliations.
Mutual Enemies (DLS-083U)
Plot Twist, 2
Ongoing: Whenever a Future Foes character you
control causes breakthrough while attacking a
defender with lesser cost, that defender can't ready
this turn.
My Beloved (DOR-159U)
Plot Twist, 2
Play only if you control a Gotham Knights
character and a League of Assassins character. <p>
Draw a card. <p> Ongoing: Characters you control,
as well as cards in your deck, hand, and KO'd pile,
with either the Gotham Knights or League of
Assassins affiliation have both affiliations.
My Hero (MSM-063U)
Plot Twist, 3
Choose a character you control. <p> Ongoing:
Support row Spider-Friends characters you control
are protected while the chosen character is ready,
visible, and in your front row.
My Name Is Peter Parker . . . (MUN-316R)
Plot Twist, 4
To play, choose a character you control and reveal
your hand. <p> Ongoing: At the start of the
recovery phase, you may discard a card. If you do,
recover the chosen character.

Myrwhydden, Mightiest of Mages (DGL-056C)


Character, 4, Emerald Enemies, 6/8, Range
Willpower 2 <p> KO a resource you control >>>
Target attacker you control gets +1/+1 this attack
for each face-up resource you control. Use only
once per turn.
Mysterio, Quentin Beck (MSM-083R)
Character, 3, Sinister Syndicate, 4/2, Range
Evasion <p> Boost 1: When Mysterio enters play,
search your deck for a card named Mysterio and
put it into your front row.
Mysterious Benefactor (DJL-144U)
Plot Twist, 1
To play, exhaust a Secret Society character you
control. <p> Search your deck for a leader card,
reveal it, and put it into your hand.
Mysterious Fan Boy, Arthur Lundberg (MMK058C)
Character, 6, X-Statix, 12/11, Range
Discard two X-Statix character cards >>> KO
target stunned character.
Mysterium, Joseph Lightner (MXM-215R)
Character, 9, Squadron Supreme, 24/24, Flight,
Range
Reservist <p> If Mysterium would cause
breakthrough while attacking a character, instead,
that character's controller loses the game.
Mystic Chain (MMK-215R)
Equipment, 0
Recruit only if you control three or more
characters. <p> Whenever equipped character
causes breakthrough to a player, that player
discards a card and you draw a card.
Mystic Sigil (MMK-216U)
Equipment, 1
Equip Mystic Sigil only to a hidden character. <p>
Equipped character gets +3 ATK and has flight.
Mystic Summons (MAV-158C)
Plot Twist, 2
Play only if you control two or more characters
with the same cost. <p> Search your deck for a
Masters of Evil character card with cost 3 or
greater, reveal it, and put it into your hand.
Mystical Binding, Magic (DCR-075C)
Plot Twist, 3
Play only during your attack step and only if you
control a Shadowpact character. <p> To play, pay 3
endurance. <p> Target character gets -3 DEF this
turn and can't attack this turn.
Mystical Paralysis (MVL-217U, MOR-133U)
Plot Twist, 4
To play, exhaust a Dr. Doom you control. <p>
Exhaust target character.
Mystique <> Mystiq, Earth-797 (MEV-150C)
Character, 2, Exiles, 3/2, Concealed
Shift <p> Remove a shift counter from a card you
own >>> Put a +1/+1 counter on Mystique.

Mystique, Foxx (MEV-104U)


Character, 5, Marauders/X-Men, 9/9, Range
Pay 2 endurance, reveal a card from your hand >>>
Choose a name or affiliation in that card's name,
affiliation, or game text. Mystique gains that name
or affiliation during the combat phase this turn.
Mystique, Freedom Force (MXM-098U)
Character, 6, Brotherhood, 11/13
MutantPhysical
Leader: Characters adjacent to Mystique get +3
ATK.
Mystique, Mutant Messiah (MEV-105U)
Character, 7, Marauders, 15/17, Range
Whenever a Marauders character you control stuns
an opposing character, you may have Mystique
gain the printed powers and keywords of that
opposing character this turn.
Mystique, Raven (MEV-102U)
Character, 1, Marauders/Brotherhood, 1/2,
Concealed, Range
Reservist <p> Mystique has all character names
while in your deck, hand, or KO'd pile.
Mystique, Raven Darkholme (MOR-084U)
Character, 3, Brotherhood, 4/3
If Mystique would cause breakthrough to an
opponent, instead, that opponent loses 5 endurance.
Mystique, Shape-Changing Assassin (MVL-066C,
MOR-085C)
Character, 6, Brotherhood, 12/12
Whenever Mystique causes breakthrough to a
player, that player reveals his hand and discards a
card of your choice.
Mystique, Shapely Shifter (MVL-065U)
Character, 4, Brotherhood, 8/6, Range
When Mystique enters play, choose a name. If you
don't control a character with that name, Mystique
loses all names and gains that name.
Mystique, Short Leash (MEV-103U)
Character, 3, Marauders/X-Factor, 5/5, Concealed,
Range
Mystique gains the affiliations of each other
character in play.
Mystique, Villainous Shapeshifter (MXS-020U)
Character, 4, Brotherhood, 8/7
Whenever Mystique stuns an exhausted defender,
KO that defender.
Nahrees, The Negative One (MHG-109C)
Character, 4, Inhumans, 8/6, Concealed, Range
CosmicSurge: Pay 2 endurance >>> Target
exhausted character can't ready this turn. Use only
once per turn and only during the combat phase.
Namora, Earth-2189 (MEV-151C)
Character, 6, Exiles/Atlantis, 12/13, Flight
Shift <p> Remove a shift counter from a card you
own >>> Return target card from your KO'd pile to
your hand. Use only once per turn.

Namorita, Atlantean Warrior Princess (MVL-173R)


Character, 2, Fantastic Four, 1/4, Flight
Remove Namorita from the game >>> Return
target card from your KO'd pile to your hand.
Narrow Escape (DSM-158C)
Plot Twist, 1
Exhaust target defender you control. If you do, it
gets +2 DEF this attack.
N'astirh, Liege of Limbo (MTU-147C)
Character, 4, Underworld, 9/7, Concealed, Flight,
Range
N'astirh gets -5 ATK while hidden. <p> Exhaust a
character you control >>> Move N'astirh to your
visible area.
Nasty Surprise (DCL-267C, EHB-025C, MOR202C)
Plot Twist, 1
Target defender gets +5 ATK this attack.
Natasha Irons <> Starlight, Everyman Project
(DWF-177U)
Character, 2, Revenge Squad, 2/3, Flight
Vengeance: Whenever Natasha Irons becomes
stunned, target Revenge Squad character in your
front row gets +3 ATK this turn.
Natasha Irons <> Steel, Unlikely Alloy (DWF014C)
Character, 3, Team Superman, 4/4, Flight, Range
Invulnerability
Natasha Romanoff <> Black Widow, KGB Killer
(MMK-022U)
Character, 6, Marvel Knights, 14/9, Concealed,
Range
Pay 1 endurance >>> Characters you control can
attack hidden characters this turn. <p> Boost 1:
Whenever a character an opponent controls
becomes stunned, it can't ready this turn. (If you
paid the boost cost this turn, this card has this text.)
Natasha Romanoff <> Black Widow, Mighty
Avenger (MUN-103U)
Character, 3, S.H.I.E.L.D./Avengers, 5/4, Range
Discard a character card >>> Target defender gets
-X DEF this attack, where X is half its DEF,
rounded up. Use only while Natasha Romanoff is
attacking and only once per turn.
Natasha Romanoff <> Black Widow, Super Spy
(MAV-019U)
Character, 2, Avengers, 3/2, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Whenever Natasha Romanoff stuns a defender
while team attacking, you may stun target character
with cost 3 or less.
Natasha Romanoff <> Black Widow, Ultimates
(MUL-005R)
Character, 4, S.H.I.E.L.D., 8/6, Concealed, Range
[Activate] >>> Target character loses and can't gain
affiliations this turn. Use only during the combat
phase.

Nathan Garrett <> Black Knight, Corrupt Crusader


(MAV-139C)
Character, 1, Masters of Evil, 2/1, Range
Discard a card >>> Target front row character loses
and can't have reinforcement this turn. Use only
once per turn.
Nathaniel Richards, Temporal Traveler (MVL174R)
Character, 3, Fantastic Four, 5/4, Flight, Range
[Activate] >>> Whenever target character becomes
stunned during the combat phase this turn, you
may return all equipment equipped to it to their
owners' hands.
Nebulize, Epic (MCG-036C)
Plot Twist, 8
To play, exhaust a Galactus you control. <p> At the
start of the combat phase this turn, each opponent
KO's a character or resource he controls.
Need a Lift? (MTU-036U)
Plot Twist, 2
Target attacker you control gets +2 ATK this attack.
If that character has the Spider-Friends affiliation,
it can't be the target of effects opponents control
this attack.
Need for Speed (DLS-188R)
Plot Twist, 3
Play only during your first attack this turn. <p>
Whenever target attacker causes breakthrough this
attack, ready that character, and it can't cause
breakthrough this turn.
Nega-Bands, Unique (MHG-077U)
Equipment, 0
Equip only to a Kree character. <p> Equipped
character gets +2 ATK. <p> Whenever equipped
character becomes stunned, return Nega-Bands to
its owner's hand.
Nega-Bomb (MHG-078R)
Plot Twist, 16
Play only during the combat phase. <p> NegaBomb costs 1 less to play for each Kree character
you recruited this turn. <p> Remove all characters
from the game.
Negative Man, Larry Trainor (DCL-231U)
Character, 4, Doom Patrol, 6/6, Flight
Negative Man enters play with a +1/+1 counter.
<p> Remove a +1/+1 counter from a character you
control >>> You don't take stun endurance loss
from Negative Man becoming stunned this turn.
Negative Zone (MOR-158U)
Location, 4
To flip, discard a card. <p> Activate, discard two
cards >>> KO target stunned character.
Negative Zone, Non-Unique * Gateway (MUN216R)
Location, 4
To flip, discard two cards. <p> At the start of the
recovery phase, if you control a ready [Negative
Zone] character, KO all stunned non-[Negative
Zone] characters.

Negative Zone, Non-Unique * Harvester of


Sorrows (MUN-217C)
Location, 3
To flip, discard a card. <p> At the start of the
recovery phase, gain 1 endurance for each stunned
opposing character in play.
Negative Zone, Non-Unique * Prison Alpha
(MUN-125R)
Location, 4
To flip, discard a [Negative Zone] or [S.H.I.E.L.D.]
character card. <p> When you flip Negative Zone,
the controller of target unprotected character
moves it to his hidden area.
Negative Zone, Non-Unique * Seat of Annihilation
(MUN-218C)
Location, 3
To flip, discard a card. <p> At the start of the
recovery phase, draw a card if an opponent
controls more stunned characters than you do.
Negative Zone, Shadow Dimension (MHG-210U)
Location, 4
To flip, discard a card. <p> Activate >>> The
controller of target hidden character moves it to his
visible area. <p> Activate >>> Move target
Negative Zone character you control to your
hidden area.
Neighborhood Watch, Team-Up (MVL-145C)
Plot Twist, 2
Play only if you control a [Marvel Knights]
character. <p> Choose an affiliation. <p> Ongoing:
Crossover [Marvel Knights] and the chosen
affiliation.
Nekra, Nekra Sinclair (MMK-149U)
Character, 2, Underworld, 2/2
Activate >>> Reveal the top two cards of your
deck. Put all revealed Underworld character cards
with cost 2 or less into your hand and the rest on
the bottom of your deck. If you put two cards into
your hand, discard a card.
Nenora, Skrull Usurper (MHG-060C)
Character, 1, Kree/Skrull, 2/1, Concealed
You may discard a card rather than pay Nenora's
recruit cost. <p> Characters you control gain the
Kree affiliation.
Nero Unleashed (DGL-104C)
Plot Twist, 1
Target defender you control gets +2 ATK this
attack. If that defender has the Anti-Matter
affiliation, you may move it to your hidden area.
Nero, Qwardian Puppet (DGL-084R)
Character, 7, Anti-Matter, 16/14, Flight, Range
Willpower 5 <p> KO a non-stunned Anti-Matter
character you control >>> Target player loses
endurance equal to that character's willpower.
Neron, Soul Collector (DJL-161R)
Character, 6, 12/13
Willpower 5 <p> Leader: At the start of the combat
phase, put a +1/+1 counter on each character
adjacent to Neron. <p> Whenever a character
adjacent to Neron becomes stunned during the
combat phase, KO that stunned character.

Nerve Strike (MMK-082C)


Plot Twist, 2
To play, return a non-stunned X-Statix character
you control to its owner's hand. <p> Target
defender you control gets +2/+2 this attack.
Netherworld Gift (MTU-168U)
Plot Twist, 3
Play only during the build or recovery phase. <p>
To play, discard a card. <p> Put target Underworld
character card with cost less than the number of
resources you control from your KO'd pile into
play stunned if you don't control a character with
the same name as that card.
Neutralization Protocol <> OMAC Robot, Army
(DCR-096C)
Character, 3, Checkmate, 4/4, Flight, Range
Stun another character you control >>> Gain 1
resource point. Spend this resource point only to
recruit a character card with the identity OMAC
Robot. Use only once per turn and only during
your recruit step.

New Baxter Building (MTU-214U)


Location, 1
Terraform <p> Activate >>> Draw a card. Use only
if you recruited an equipment this turn. <p>
Discard a Fantastic Four character card >>> Ready
New Baxter Building. Use only once per turn.
New Blood, Army (MMK-150C)
Character, 1, Underworld, 2/1, Flight
Whenever New Blood becomes stunned, KO it
unless you pay 1 endurance.
The New Brotherhood (MOR-105U)
Plot Twist, 1
Ongoing: Brotherhood characters you control get
+2 ATK while you control four or fewer resources.
New Era (DCL-055R, DJL-031R)
Plot Twist, 2
To play, reveal a [JLA] character card from your
hand. <p> KO a location you control. If you do,
search your deck for a location card, reveal it, and
put it face down into your resource row.

Neutralized (MXM-075C)
Plot Twist, 2
To play, exhaust a Morlocks character you control.
<p> Choose a stunned character. <p> Ongoing:
The chosen character can't recover. <p> The
chosen character can't be KO'd during the recovery
phase.

New Genesis (DSM-057R)


Location, 1
Activate, discard two cards >>> Recover target
stunned New Gods character you control. If that
character has cosmic, put a cosmic counter on it.
Use only once per turn.

Neutron, Nat Tryon (DOR-124R)


Character, 5, Fearsome Five, 9/7, Range
Loyalty <p> At the start of the recovery phase,
each player KO's a resource he controls.

New Identity (MAV-117R)


Plot Twist, 2
Choose a Thunderbolts character you control. <p>
Ongoing: At the start of the recovery phase, put a
+1/+1 counter on the chosen character.

Never Give Up! (MMK-083U)


Plot Twist, 4
Play only during your first attack this turn in which
you control an attacker. <p> KO a character you
control with an affiliation other than X-Statix. If
you do, ready target X-Statix attacker you control.
(The character you KO can have the X-Statix
affiliation in addition to its other affiliations.)
Never-Ending Battle (DWF-196C)
Plot Twist, 2
Play only if you control a Revenge Squad
character. <p> Ongoing: Discard a plot twist card
>>> Target attacker or defender gets -2 DEF this
attack.
Neverland (MEV-118R)
Location, 3
To flip, exhaust a Mr. Sinister you control. <p>
When you flip Neverland, name a card. <p>
Opposing non-Army characters with that name
enter play exhausted.
New and Improved (MVL-260R)
Plot Twist, 3
Ongoing: KO a non-Army character you control
>>> Characters you recruit this turn with the same
name as that character enter play with two +1/+1
counters.

New King in Town (MUN-176U)


Plot Twist, 4
Ongoing: Non-Army [Crime Lords] characters you
control that share the highest cost among
characters you control have reinforcement.
New Mutations (MVL-261U)
Plot Twist, 1
Ongoing: Characters you control have flight and
range.
New Recruits (DLS-039R)
Plot Twist, 2
To play, discard a Legionnaires character card. <p>
Search your deck for a cosmic character card,
reveal it, and put it into your hand.
New Teen Titans (DSM-138R)
Plot Twist, 2
Power-up all Teen Titans attackers you control.
The Newsboy Legion, Army (DWF-015C)
Character, 1, Team Superman, 1/1
A character protecting The Newsboy Legion gets
+1/+1.
The Next Brotherhood (MVL-098R)
Plot Twist, 1
If you control four or fewer resources,
[Brotherhood] characters you control get +2 ATK
this turn.

Next Generation Technology (MSM-136R)


Plot Twist, 2
KO any number of ready Sentinel characters you
control. You may put an Army Sentinel character
card with cost X from your hand into your front
row, where X is the number of characters you
KO'd.
The N'Garai, Army (MTU-148C)
Character, 1, Underworld, 1/1, Concealed, Flight
Discard The N'Garai >>> Target attacker or
defender gets -1 DEF this attack.
Nice Try! (MSM-064R)
Plot Twist, 2
Negate target plot twist or payment effect targeting
a Spider-Friends character you control.
Nick Fury, Col. Nicholas Fury (MVL-123R)
Character, 1, Marvel Knights, 1/1, Range
Loyalty <p> Exhaust X equipped [Marvel Knights]
characters you control >>> Stun target character
with cost less than X.
Nick Fury, Director of S.H.I.E.L.D. (MUN-104R)
Character, 3, S.H.I.E.L.D., 4/4, Concealed, Range
[Activate] >>> Put any number of Army
[S.H.I.E.L.D.] character cards with combined cost
2 or less from your hand into play. Use only once
per turn and only during the build phase.
Nick Fury, Off the Grid (MUN-290U)
Character, 1, 2/1, Concealed, Range
When Nick Fury enters play, look at the top four
cards of target player's deck. You may remove one
from the game. Put the rest on top of that deck in
any order.
Nick Fury, Ultimates (MUL-020C)
Character, 3, S.H.I.E.L.D., 5/4, Range
Remove the top five cards of your deck from the
game >>> Target Ultimates attacker can't be
stunned this attack. Use only once per turn.
Nico Minoru, Sister Grimm (MEV-223U)
Character, 4, Runaways, 7/7, Flight, Range
Whenever a non-ongoing plot twist is played, you
may put the top two cards of target player's deck
into his KO'd pile.
Night Thrasher, Dwayne Michael Taylor (MTU014C)
Character, 2, Spider-Friends, 3/2
Evasion <p> BoostDiscard a card: When Night
Thrasher enters play, search your deck for a TeamUp card, reveal it, and put it into your hand.
Night Vision (MOR-203U)
Plot Twist, 1
Ongoing: Each opponent plays with the top card of
his deck revealed. <p> You may look at the top
card of your deck at any time.

Nightcrawler, Brimstone Cowboy (MEV-245U)


Character, 2, Starjammers/X-Men, 3/2, Flight,
Range
Energize <p> [Activate] >>> Move target visible
character you control to your hidden area. At the
start of the recovery phase this turn, move it to
your visible area. Use only during the combat
phase.
Nightcrawler, Fuzzy Elf (MOR-017R)
Character, 4, X-Men, 7/7
Nightcrawler can attack as though he had flight and
range. <p> Pay 3 endurance >>> Target character
can attack as though it had flight and range this
turn.
Nightcrawler, Hit Factory (MEX-008R)
Character, 4, X-Men, 7/7, Flight, Range
Whenever Nightcrawler stuns a defender, you may
ready Nightcrawler. If you do, he can't cause
breakthrough and can attack only characters with
the same cost as that defender this turn.
Nightcrawler, Kurt Wagner (MOR-018U)
Character, 2, X-Men, 3/2
Nightcrawler can attack as though he had flight and
range. <p> Nightcrawler can't be stunned while
attacking.
Nightcrawler, Man of the Cloth (MVL-022C)
Character, 3, X-Men, 5/4
Whenever Nightcrawler stuns a defender while
team attacking, ready Nightcrawler.
Nightcrawler, Swashbuckler (MXM-018C)
Character, 3, X-Men, 6/3
MutantEnergy
Discard a card >>> The controller of target
character moves it to a different position. Use only
once per turn.
Nightcrawler, Teleporting Teammate (MXS-006U)
Character, 4, X-Men, 9/6
Activate (Exhaust this character) >>> Target XMen defender you control has reinforcement this
attack. (Characters attacking a character with
reinforcement can't cause breakthrough.)
Nighthawk, Kyle Richmond (MAV-059C)
Character, 5, Squadron Supreme, 9/9
Reservist <p> Leader: Characters adjacent to
Nighthawk can attack hidden characters. <p>
Equipped characters adjacent to Nighthawk get
+1/+1.
Nightmare, Dark Lord of Dreams (MMK-151C)
Character, 7, Underworld, 15/14, Concealed,
Range
When Nightmare enters play, if you control another
Underworld character, KO a resource you control.
If you do, put a card from your KO'd pile face
down into your resource row.
Nightmaster, Demon Slayer (DCR-058R)
Character, 5, Shadowpact, 9/9
You may pay 20 endurance rather than pay
Nightmaster's recruit cost while you control a
Shadowpact character and five or more resources.
<p> Pay 1 resource point >>> Gain 5 endurance.
Use only once per turn.

Nightmaster, Jim Rook (DCR-057C)


Character, 1, Shadowpact, 2/1
You may pay 3 endurance rather than pay
Nightmaster's recruit cost while you control a
Shadowpact character. <p> Whenever you play a
Magic plot twist, Nightmaster gets +2 ATK this
turn, and you lose 2 endurance.
Nightshade, Eve Eden (DCR-059C)
Character, 1, Shadowpact, 1/1, Concealed
Optional, Range
Pay 3 endurance >>> Nightshade gets +1 ATK this
attack.
Nightshade, Shadow Siren (DCR-060C)
Character, 4, Shadowpact, 8/6, Concealed
Optional, Range
At the start of your attack step, if you have 25 or
less endurance, you may have the controller of
target unprotected character move it to his hidden
area.
Nimrod, Killing Machine (MEV-232R)
Character, 4, Purifiers/Sentinel, 8/7, Flight, Range
Shift <p> KO an Army character you control >>>
When Nimrod next becomes stunned this turn,
recover him at the start of the recovery phase this
turn.
Nimrod, Mutant Hunter (MOR-140U)
Character, 5, Sentinel, 9/9, Flight, Range
When Nimrod enters play, if you control another
Sentinel character, put a repair counter on Nimrod.
<p> If Nimrod would become stunned and has a
repair counter, instead, remove a repair counter
from Nimrod and exhaust him.
Nine Lives (DWF-063U)
Plot Twist, 2
To play, discard a Gotham Knights character card.
<p> Look at target face-down resource an
opponent controls. If it's a non-ongoing plot twist,
you may turn it face up.
Ninjas! Ninjas! Ninjas! (MUN-177R)
Plot Twist, 3
Play only if a [Crime Lords] character attacked a
player directly while under your control this turn.
<p> KO target stunned character.
Nitro, Robert Hunter (MTU-103R)
Character, 5, Sinister Syndicate/Kree, 10/10
At the start of the combat phase, lose 1 endurance
for each resource you control. <p> BoostKO all
resources you control: When Nitro enters play,
characters opponents control can't recover this turn.
No Evil Shall Escape Our Sight, Construct (DGL203C)
Plot Twist, 3
Choose two different affiliations among characters
you control. <p> Ongoing: Characters you control,
as well as cards in your deck, hand, and KO'd pile,
with either of those affiliations have both of them.

No Fear (MFF-026C, MSM-030C)


Plot Twist, 1
Choose one: Target attacker gets +3 ATK while
attacking a character with greater cost this attack;
or target defender gets +3 ATK while defending
against a character with greater cost this attack.
No Hope (DCR-151R)
Plot Twist, 1
Play only if you control a Villains United character.
<p> Target character loses and can't have
reinforcement this turn. <p> Ongoing: Pay 1
resource point >>> Target player loses 3
endurance. Use only once per turn.
No Man Escapes the Manhunters (DGL-204C)
Plot Twist, 2
Target character gets -3 DEF while defending this
turn. If that character is hidden, its controller
moves it to his visible area.
No Man's Land (DOR-091U)
Location, 1
To flip, discard an Arkham Inmates character card.
<p> Activate >>> Exhaust target unprotected
character. Use only during your attack step.
No Match for Darkseid (DLS-121R)
Plot Twist, 4
You may stun a ready defender named Darkseid
you control. If you do, stun each attacker with cost
less than or equal to that defender's cost.
No Mercy (DCR-152C)
Plot Twist, 2
To play, return a Villains United character you
control to its owner's hand. <p> KO target stunned
character with cost 4 or less.
No More Mr. Nice Guy (MEV-274U)
Plot Twist, 3
Ongoing: Non-Army characters you control that
share one or more names with a shifted card you
own get +2/+2.
No Rest for the Wicked (MMK-129C)
Plot Twist, 3
Target attacker gets +3 DEF this attack. If that
character has the Crime Lords affiliation, it gets an
additional +3 DEF while protected this attack, and
an additional +3 DEF while attacking a character
with greater cost this attack.
No Retreat, No Surrender (MUN-317C)
Plot Twist, 2
Target defender has reinforcement this attack. <p>
BoostDiscard three cards: That defender also has
invulnerability this attack.
Noah Baxter, CEO, Baxter Industries (MFF-008C)
Character, 1, Fantastic Four, 1/2
Noble Kale, Lord of Hell (MTU-149R)
Character, 8, Underworld, 19/19, Concealed,
Flight, Range
Noble Kale can attack players directly while you
control another Underworld character.

Nocturne, Earth-2182 (MEV-152U)


Character, 2, Exiles/X-Men, 3/2
Shift <p> When you recruit Nocturne, you may
ready target character with cost 4 or less.
Nocturne, Talia Wagner (MVL-067R)
Character, 2, Brotherhood, 2/2, Concealed
Whenever Nocturne causes breakthrough, you may
KO her. If you do, move target stunned opposing
character to your front row.
Not on My Watch (DJL-186U)
Plot Twist, 2
Play only if you control a character with two or
more affiliations. <p> Choose one: Negate target
effect from a non-ongoing plot twist with cost 1 or
less; or target protected defender you control has
invulnerability this attack.
Not So Fast (MOR-204U)
Plot Twist, 2
To play, discard a card. <p> Negate target effect
from a non-ongoing plot twist with cost 1 or less.
Nova, Richard Rider (MSM-009U)
Character, 6, Spider-Friends, 11/12, Flight
Whenever Nova attacks, you may discard a SpiderFriends character card. If you do, Nova gets +X
ATK this attack, where X is the cost of the card
you discarded.
Novice Assassin, Army (DCL-210C)
Character, 1, League of Assassins, 0/1
Novice Assassin gets +1 ATK while attacking for
each attacking Novice Assassin.
Now I'm Fighting Dirty (MUN-318C)
Plot Twist, 3
Target attacker or defender gets +1/+1 this attack.
<p> BoostDiscard your hand: That character
gets an additional +2/+2 this attack.
Now You See Me (DLS-161R)
Plot Twist, 3
To play, exhaust a Teen Titans defender you
control. <p> Remove target defender from this
attack and move it to your hidden area. At the start
of the recovery phase this turn, move that character
to your visible area.
Nth Metal (DCL-244C, DJL-187C)
Equipment, 0
Whenever equipped character enters combat, you
may power-up that character.
Nuke, Renegade Super Soldier (MMK-108C)
Character, 6, Crime Lords, 10/10, Range
Exhaust a Crime Lords character you control >>>
Nuke gets +2/+2 this attack step.
Nuke, Weapon 7 (MEV-191C)
Character, 3, Weapon X, 5/4, Range
Hunter <p> Nuke gets +2/+2 while in combat with
a hunted character.

Null Time Zone (MAV-183R)


Plot Twist, 1
Play only during the build phase. <p> Choose a
non-ongoing plot twist card name. Your opponents
can't play cards with that name this turn. <p>
Ongoing: Exhaust a Kang Council character you
control >>> Replace Null Time Zone.
Nyssa Raatko, Daughter of the Demon (DLS210R)
Character, 6, League of Assassins, 11/14,
ConcealedOptional, Range
You are considered to control Ra's al Ghul. <p>
Exhaust one or more locations you control >>>
Recover or KO target stunned character if its cost
is less than or equal to the number of locations you
exhausted. Use only if you control another League
of Assassins character.
Nyssa Raatko, Maiden of Death (DCL-211C)
Character, 7, League of Assassins, 16/14,
ConcealedOptional, Range
Whenever Nyssa Raatko becomes stunned, you
may KO another character you control. If you do,
recover her.
Oa (DGL-035R)
Location, 2
To flip, discard a Green Lantern character card.
<p> Activate >>> Target attacker you control gets
+X ATK this attack, where X is its willpower.
Oberon, Micro Manager (DJL-057U)
Character, 1, JLI, 3/2
Loyalty <p> Activate >>> Power-up target attacker
or defender you control.
Obey or Die! (DWF-197R)
Plot Twist, 3
To play, stun a Revenge Squad character you
control. <p> Insanity: Stun all characters with cost
2 or less.
Obliterate!, Epic (MCG-037C)
Plot Twist, 8
To play, exhaust a Galactus you control. <p> Target
a character or location in play. At the start of the
combat phase this turn, KO all copies of that card
in play.
The Oblivion Bar (DCR-079U)
Location, 1
Activate, pay 3 endurance >>> Put a power counter
on The Oblivion Bar. <p> Activate, remove a
power counter from The Oblivion Bar >>> If you
control a Shadowpact character, gain 5 endurance.
Obsidian, Todd James Rice (DCR-216U)
Character, 4, Emerald Enemies, 8/6, Flight
Willpower 2 <p> KO a resource you control >>>
Target character you control gets +1 ATK this turn
for each face-up resource you control. Use only
once per turn.
Ocean Master, Son of Atlan (DCL-126C, DJL093C)
Character, 6, Injustice Gang, 11/11, Range
Discard two cards >>> Put a +1/+1 counter on
target Injustice Gang character you control.

O-Force (MHG-216R)
Plot Twist, 3
Ongoing: Characters your opponents control must
attack if able while you control an X-Statix
character.
Ogre, Weaponsmith (MAV-104U)
Character, 1, Thunderbolts, 1/2
Activate >>> Target attacker you control gets
+1/+1 this attack. If you control four or more
resources, instead, put a +1/+1 counter on that
attacker.
Olapet, Green Lantern of Southern Goldstar (DGL021C)
Character, 2, Green Lantern, 2/3, Flight, Range
Willpower 1 <p> Olapet gets +5 willpower while
you control five or more resources. <p> Boost 1:
When Olapet enters play, search your deck for a
Green Lantern character card with cost 1 or less,
reveal it, and put it into your hand. Gain 1 resource
point.
Old Lace, Genetically Engineered Deinonychus
(MEV-224R)
Character, 7, Runaways, 16/15
Whenever Old Lace causes breakthrough to a
player, put that many cards from the top of his deck
into his KO'd pile. Then, if there are no cards in
that deck, he loses the game.
Oliver Queen <> Green Arrow, Bullseye (DCL023C)
Character, 3, JLA, 5/2, Range
[Activate] >>> Target character gets -5 DEF this
attack.
Oliver Queen <> Green Arrow, Emerald Archer
(DJL-199U)
Character, 4, Green Lantern, 9/6, Range
Reservist, Willpower 1 <p> Pay 2 endurance >>>
KO target character with cost 1 or less. Use only
once per turn.
Oliver Queen <> Green Arrow, Hard-Traveling
Hero (DJL-016C)
Character, 5, JLA/Green Lantern, 9/9, Range
Willpower 1 <p> Ally: Whenever a character you
control becomes powered-up, you may exhaust
Oliver Queen. If you do, stun target character with
cost 3 or less.
Ol-Vir, Legion of Super Villains (DLS-059C)
Character, 6, Future Foes, 13/11, Flight, Range
Free >>> Unless an opponent discards a card, OlVir has invulnerability this turn. Use only once per
turn and only during the combat phase.
Omega Beams (DSM-126R)
Plot Twist, 3
To play, exhaust a Darkseid's Elite character you
control. <p> Remove all stunned characters from
the game.

Omega Effect (DLS-122C)


Plot Twist, 2
To play, exhaust a Darkseid's Elite character you
control. <p> Remove target stunned character an
opponent controls from the game. If you exhausted
a character named Darkseid, that opponent loses 1
endurance for each face-down resource he controls.
Omega Flight, Team-Up (MUN-229C)
Plot Twist, 2
To play, choose two different affiliations among
characters you control. If you control an [Alpha
Flight] character, you may also choose [Alpha
Flight]. <p> Ongoing: Crossover those affiliations.
Omega Red, Cold War Commando (MVL-230R)
Character, 4, 8/7, Range
Your opponents can't gain endurance. <p>
Whenever Omega Red enters combat, target
opponent loses 1 endurance for each character he
controls.
Omen, Lilith Clay (DOR-046R)
Character, 1, Teen Titans, 0/2
Exhaust a Teen Titans character you control >>>
Look at the top X cards of your deck, where X is
the cost of the character you exhausted. Put those
cards on the top of your deck in any order.
Omnipotence (MCG-038U)
Plot Twist, 5
Play only during the build phase. <p> Choose a
card name. <p> Ongoing: Plot twists with the
chosen name can't be played, and the payment
powers of cards with that name can't be used.
The Omniverse, Team-Up * Non-Unique (MEV162C)
Location, 2
To flip, choose two affiliations among characters
you control. <p> When you flip The Omniverse, if
you chose Exiles and another affiliation, rally for a
card with cost 3 or less. <p> Crossover those
affiliations.
One Man Army (MEV-041R)
Plot Twist, 2
To play, discard a card with the name or identity
Multiple Man. <p> Recover each stunned character
you control with the name or identity Multiple Man
and cost less than the cost of the card you
discarded.
One-Man Rampage (MTU-080R)
Plot Twist, 3
You may discard a Marvel Defenders character
card. If you do, ready target attacker you control
and exhaust all other characters you control. That
attacker can't cause breakthrough this turn.
One-Two Punch (MFF-027C, MOR-205C)
Plot Twist, 1
Target attacker gets +1/+2 this attack.
Only a Friend Can Betray You (DGL-135C)
Plot Twist, 1
Target attacker you control gets +2 DEF this attack.
If that attacker has the Manhunter affiliation, you
may return a character card from your KO'd pile to
your hand.

Only Human (MVL-262R)


Plot Twist, 2
Target opposing character loses and can't have
flight, powers, and keywords during the combat
phase this turn.
Onslaught, Psionic Spawn of Xavier and Magneto
(MVL-231R, MOR-169R)
Character, 9, 21/21, Flight, Range
At the start of your attack step, choose an
affiliation. Stun all characters with that affiliation.
Optic Blast (MEV-042R)
Plot Twist, 2
Play only if you control Cyclops. <p> Target
character gets -X DEF this turn, where X is the
cost of a Cyclops you control. Then, if that
character has 0 DEF, exhaust it.
Optitron (DCL-096R, DOR-058R)
Location, 1
Pay 1 resource point, discard a [Teen Titans]
character card >>> Search your deck for a [Teen
Titans] character card, reveal it, and put it into your
hand. Use only once per turn.
Optitron Corporation (DWF-109U)
Location, 2
Free >>> Ready target Outsiders team attacker you
control with cost 3 or less. Use only once per turn.
Orb, Drake Shannon (MMK-152R)
Character, 1, Underworld, 0/1, Concealed, Range
Activate >>> Target hidden character you control
gets +1 ATK this attack. <p> Activate, discard a
character card with concealed >>> Draw a card.
Orbital Sentinel Base (MOR-148U)
Location, 3
Activate, KO a ready Army Sentinel character you
control >>> KO target stunned character.
The Order (MTU-081R)
Plot Twist, 3
Play only if all characters you control have the
Marvel Defenders affiliation. <p> Discard a card.
If you do, ready any number of target backup
characters you control. Those characters can't
attack this turn.
Order and Chaos (DLS-162U)
Plot Twist, 2
Target defender you control gets +1/+1 this attack
for each Teen Titans character you control that
came into play this turn.
Origin Story (DCX-027C)
Plot Twist, 1
To play, return a character you control to its
owner's hand. <p> Search your deck for a card
with the same name as that character, reveal it, and
put it into your hand.
Orinda (DGL-136R)
Location, 3
Whenever an Army Manhunter character enters
play under your control, you may move it to your
hidden area.

Orion, Dog of War (DSM-047R)


Character, 8, New Gods, 17/17, Flight, Range
Activate >>> Remove target attacker from this
attack. <p> Cosmic: Pay 3 endurance, discard a
New Gods character card >>> Negate target effect
from a non-ongoing plot twist.
Orion, True Son of Darkseid (DSM-048C)
Character, 6, New Gods, 13/11, Flight, Range
Cosmic: Remove a cosmic counter from Orion >>>
Remove a cosmic counter from any number of
target characters your opponents control. Use only
if you control another New Gods character.
Orphan, Good Guy (MMK-059C)
Character, 7, X-Statix, 14/15
Other X-Statix defenders you control get +1 DEF
for each X-Statix character you control.
Orphan, Guy Smith (MMK-060C)
Character, 3, X-Statix, 3/6
To recruit, reveal an X-Statix character card from
your hand. <p> Orphan gets +1 ATK for each
resource you control while you control no other
characters.
Orphan, Mr. Sensitive (MMK-061R)
Character, 5, X-Statix, 10/11
At the start of the combat phase, if you control a
character you recruited this turn, exhaust Orphan.
Orphan, Russian Roulette (MEV-060C)
Character, 6, X-Force/X-Statix, 13/11
Whenever you play a plot twist while Orphan is in
combat, he has invulnerability this attack.
Osborn Industries (MSM-024U)
Location, 1
Activate, discard a Sinister Syndicate character
card >>> Draw a card. <p> Activate, discard two
cards >>> Draw a card.
Oscorp Board Room (MSM-100U)
Location, 3
Activate, KO a Sinister Syndicate character you
control >>> Target player discards a card. Use only
during the combat phase.
Other-Earth (MAV-075R)
Plot Twist, 3
Play only if you control a Squadron Supreme
character. <p> If you have played no other plot
twists this turn, characters your opponents control
get -2 DEF while defending this turn, and lose and
can't have reinforcement this turn. <p> You can't
play plot twists this turn.
Otherworldly Battle, Magic (DLS-204R)
Plot Twist, 3
Play only if you control a Shadowpact character.
<p> To play, pay 3 endurance. <p> KO target
character with cost 1 or less.
Out for Justice (MUN-132C)
Plot Twist, 2
To play, return a non-stunned [S.H.I.E.L.D.]
character you control to its owner's hand. <p>
Target attacker or defender gets +2/+2 this attack.

Out of the Darkness (MMK-217C)


Plot Twist, 3
The controller of target hidden character moves it
to his visible area. That character gets -3 DEF this
turn.
Outback Stronghold (MMK-192R)
Location, 2
Activate, exhaust an X-Men character you control
>>> Whenever target stunned X-Men character
you control next recovers this combat phase, ready
it.
Outburst, Supermen of America (DWF-016C)
Character, 3, Team Superman, 5/4, Flight, Range
Activate >>> Target character loses and can't have
flight this turn.
Outmatched (MUN-319C)
Plot Twist, 1
Play only if you control more stunned characters
than an opponent. <p> Target attacker or defender
gets +3 ATK this attack.
The Outside World (MHG-125C)
Plot Twist, 3
To play, exhaust an Inhumans character you
control. <p> Recover target stunned character you
control if its cost is less than or equal to the
number of face-up resources you control. If you do,
move it to your hidden area.
Overexposed (MMK-084C)
Plot Twist, 2
Play only if you control an X-Statix character. <p>
The controller of target hidden character moves it
to his visible area. That character gets +3 ATK
while its controller controls no other characters this
turn.
Overload (MOR-206U)
Plot Twist, 1
Stun target character with ATK greater than twice
its printed ATK.
Overpowered (MOR-207U)
Plot Twist, 1
Each opponent who controls more stunned
characters than you puts the top five cards of his
deck into his KO'd pile.
Overwhelming Force (MVL-263U)
Plot Twist, 2
Team attackers can't be stunned this attack.
Overwhelming Odds (DCL-268C)
Plot Twist, 1
If you control more characters than an opponent,
target character you control gets +3 ATK this
attack.
Ovoid Mentor, Alien Mentalist (MFF-018C)
Character, 3, Doom, 4/3
Exhaust a character you control >>> Ovoid Mentor
gets +1 ATK this attack.

Owen Mercer <> Captain Boomerang Jr., Prodigal


Son (DWF-098C)
Character, 1, Outsiders, 2/1, Range
Whenever an Outsiders character you control
becomes stunned during the combat phase, you
may return it to its owner's hand.
Owen Mercer <> Captain Boomerang, Digger's
Son (DLS-220U)
Character, 2, Injustice Gang, 2/3, Range
Whenever a character becomes powered-up, its
controller loses 1 endurance for each card in his
hand.
Owl, Leland Owlsley (MMK-109R)
Character, 3, Crime Lords, 5/3, Flight
Crime Lords characters you control have flight.
<p> Boost 1: When Owl enters play, move target
character with cost 1 or less an opponent controls
into your front row.
Owlman, Crime Syndicate (DGL-085C)
Character, 4, Anti-Matter, 8/6, Concealed
Optional
Boost 2: Whenever a defender an opponent
controls becomes stunned, that player loses
endurance equal to its cost. (If you paid the boost
cost this turn, this card has this text.)
Owlman, Earth 3 (DCL-127C)
Character, 3, Injustice Gang/Anti-Matter, 5/4,
Concealed
Other characters you control get +1/+1 while you
don't have the initiative.
Pacification (MHG-037U)
Plot Twist, 4
Ongoing: At the start of the combat phase, if you
have more cards in hand than an opponent, you
may put a cosmic counter on a cosmic Heralds of
Galactus character you control.
Pacifier Robot, Army (MVL-210C)
Character, 3, Doom, 4/3, Range
[Activate] >>> KO target stunned character. Use
only if you control Dr. Doom.
Pack Tactics (MXM-185C)
Plot Twist, 1
Target character gets +2 ATK while defending this
turn and has flight and range this turn. <p> Pack
Tactics has the Physical trait in your deck, hand,
and KO'd pile.
Paibok, The Power Skrull (MHG-188C)
Character, 5, Skrull, 9/9, Range
At the start of the combat phase, if Paibok has
three or more affiliations, put a cosmic counter on
him. <p> Cosmic: Skrull characters you control get
+2 ATK while in combat with a character with
fewer affiliations.
Paladin, Intruders (MTU-181R)
Character, 2, Wild Pack, 2/3, Range
Reservist <p> Activate >>> Each opponent can't
recruit characters this turn with the same cost as
another character he recruited this turn. Use only if
you control another Wild Pack character.

The Pale Rider (MEV-239R)


Plot Twist, 4
Play The Pale Rider only if you haven't played
another card named The Pale Rider this game. <p>
To play, exhaust a character you control with
version Famine. <p> Exhaust any number of target
characters with combined cost 6 or less.
Pan, Manhunter Duplicate (DGL-126R)
Character, 4, Manhunter, 8/6
Whenever Pan causes breakthrough to a player,
name a card. Search that player's deck for all noncharacter cards with that name and remove them
from the game.
Panacea Potion (MAV-076U)
Plot Twist, 3
If you have no cards in hand, recover target
stunned Squadron Supreme character you control
and put a +1/+1 counter on it.
Pancakes (EHB-026C)
Plot Twist, 1
To play, discard a card. <p> Recover target stunned
B.P.R.D. character if it is the only visible character
you control. If that character is named Hellboy, it
has reinforcement while defending this turn.
Panoptichron (MEV-163R)
Location, 3
[Activate] >>> Remove target Exiles character you
control from the game shifted. Put X shift counters
on another shifted card you own, where X is that
Exiles character's cost. Use only during your
recruit step.
Pantha, Subject X-24 (DCL-081C, DOR-047C)
Character, 1, Teen Titans, 1/1
Pantha gets +2 ATK while attacking.
Parademon Elite, Army (DLS-109C)
Character, 2, Darkseid's Elite, 3/2, Range
Substitute <p> When Parademon Elite enters play,
you may have target character get -1 ATK this turn.
Parademon, Apokoliptian Ally (DCR-161C)
Character, 3, Secret Six, 4/4, Flight, Range
Remove Parademon from the game >>> Whenever
a Secret Six character you control with cost 4 or
greater becomes stunned this turn, you may put
Parademon into your front row if you don't control
a Parademon. Use only if Parademon is in your
hand.
Parademons, Army (DGL-155U)
Character, 1, Darkseid's Elite, 2/1, Flight
Whenever Parademons attacks, you may replace
target non-ongoing plot twist an opponent controls.
Parallax, Embodiment of Fear (DCX-010R)
Character, 6, Emerald Enemies, 13/12, Flight,
Range
Whenever a character with cost 5 or less becomes
stunned, KO it.
Paralyzing Kiss (DOR-092U)
Plot Twist, 2
Play only if you control five or fewer resources.
<p> Attackers can't cause breakthrough while
attacking an Arkham Inmates character this turn.

Parasite, Rudy Jones (DSM-081C)


Character, 4, Revenge Squad, 6/6
Parasite does not come into play with a cosmic
counter. <p> Whenever Parasite stuns a character,
put a cosmic counter on Parasite. <p> Cosmic:
Parasite gets +4/+4.
Pariah, Herald of Doom (DCR-170R)
Character, 5, Crisis, 9/9, Flight, Range
When Pariah enters play, you may search your
deck for a card with cost 8 or greater, reveal it, and
put it into your hand.
Past, Present, and Future, Team-Up (DLS-040C)
Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> If you chose
Legionnaires and another affiliation, draw a card.
<p> Ongoing: Crossover those affiliations.
Path of Destruction (DCL-269C, DSM-159C)
Plot Twist, 2
Target attacker you control gets +2 ATK this attack
and an additional +2 ATK for each other Path of
Destruction card in your KO'd pile.
Pathetic Attempt (MCG-039C)
Plot Twist, 4
Negate target effect targeting you or a card in play
you control.
Patriot, Elijah Bradley * Young Avenger (MUN023C)
Character, 3, Avengers, 5/4, Range
Leader: Whenever an adjacent character stuns an
opposing character, rally for a character card.
Paul Ebersol <> Fixer, Problem Solver (MAV140R)
Character, 1, Masters of Evil, 2/1, Range
Characters you control can't be stunned by effects
from non-ongoing plot twists your opponents
control.
Paul Ebersol <> Techno, Gadgeteer (MAV-105C)
Character, 2, Thunderbolts, 3/2, Range
Discard Paul Ebersol >>> Target Thunderbolts
attacker or defender with cost 3 or less you control
gets +2/+2 this attack. Use only if you control five
or more resources.

Peace in Our Time (MAV-077U)


Plot Twist, 2
Play only during the build phase and only if you
control a Squadron Supreme character. <p>
Ongoing: At the start of the recovery phase, each
player who controls one or more characters that
caused breakthrough this turn discards a card.
The Peak (MEV-260U)
Location, 3
[Activate] >>> Put target card from a KO'd pile on
the bottom of its owner's deck.
Pecking Order (MVL-096U)
Plot Twist, 4
Target [Brotherhood] character gets +2/+2 this
attack if you control no characters with greater
cost.
Penal Colony (MHG-079C)
Location, 2
Terraform <p> To flip, discard a Kree character
card. <p> Activate >>> Return target character you
control to its owner's hand.
Penance Stare (MVL-146U, MMK-038U)
Plot Twist, 1
To play, KO a stunned [Marvel Knights] character
you control. <p> Target opponent loses endurance
equal to that character's cost.
The Penguin, Arms Merchant (DCR-210U)
Character, 3, Arkham Inmates, 5/5
When The Penguin enters play, each player draws a
card and then discards two cards or a location card.
The Penguin, Crime's Early Bird (DWF-142C)
Character, 2, Arkham Inmates, 3/3
Whenever The Penguin is discarded, you may
remove him from the game. If you do, return an
Arkham Inmates character card from your KO'd
pile to your hand.
The Penguin, Gentleman of Crime (DCL-128C)
Character, 1, Injustice Gang/Arkham Inmates, 1/2,
Concealed
Whenever The Penguin attacks a player directly,
each player draws a card.

Paul Ebersol <> Techno, Man of Metal (MAV106C)


Character, 5, Thunderbolts, 10/8, Range
When Paul Ebersol enters play, each player may
return a card from his KO'd pile to his hand.

The Penguin, Oswald Chesterfield Cobblepot


(DOR-082C)
Character, 3, Arkham Inmates, 3/3
Pay 2 endurance >>> Ready target location. Use
only once per turn and only if you control another
Arkham Inmates character. <p> Discard a location
card >>> The Penguin gets +2/+2 this attack.

Pawn of the Black King (DCR-113R)


Plot Twist, 4
To play, discard a Checkmate character card and
exhaust a location you control. <p> Target
character loses all affiliations and can't have
affiliations other than Checkmate this turn.

Pequod, Unique (DWF-106U)


Equipment, 0
Outsiders characters you control have flight and
range. <p> Whenever equipped character becomes
stunned, you may return Pequod to its owner's
hand.
Perry White, Chief (DSM-015R)
Character, 1, Team Superman, 1/1
At the start of the combat phase, if Perry White is
protected, look at target face-down resource an
opponent controls. You may replace that resource.

Personal Force Field (MOR-208U)


Equipment, 1
Equipped character gets +3 DEF, has
reinforcement, and can't be the target of plot twist
effects.
Personal Nemesis (MFF-028C)
Plot Twist, 2
Target character you control gets +1/+1 this attack.
The Persuader, Fatal Five (DLS-068R)
Character, 6, Future Foes, 14/14, Range
Loyalty <p> Whenever The Persuader stuns a
character an opponent controls, recover that
character. This power triggers only once per turn.
Pest Control, Construct (DGL-206C)
Plot Twist, 3
Exhaust target ready defender you control. That
defender gets +4 DEF this attack and can't ready
this turn.
Pete Wisdom, Peter Paul Winston Wisdom (MEV061C)
Character, 1, X-Force, 1/1, Concealed, Range
[Activate] >>> Target attacker or defender gets -3
DEF this attack. Use only if you've played a plot
twist this attack.
Peter Merkel <> Ragdoll, Malleable Miscreant
(DLS-219U)
Character, 2, Secret Society, 3/2
Evasion <p> Vengeance: Whenever Peter Merkel
becomes stunned, you may return a character card
from your KO'd pile to your hand. If you do,
discard a card.
Phantasm, Danny Chase (DOR-048R)
Character, 3, Teen Titans, 0/3
Phantasm gets +10 ATK while you have ten or
more Teen Titans character cards in your KO'd pile.
Phantazia, Eileen Harsaw (MVL-068C, MOR086C)
Character, 1, Brotherhood, 1/1, Range
[Activate] >>> Target defender gets -2 DEF this
attack.
The Phantom Stranger, Fallen Angel (DCR-065C)
Character, 7, Shadowpact, 17/14, Flight, Range
Willpower 5 <p> Remove The Phantom Stranger
from the game >>> Target Shadowpact attacker or
defender gets +1/+1 this attack and an additional
+1/+1 this attack if you have 10 or less endurance.
Use only if The Phantom Stranger is in your hand.
The Phantom Stranger, Wandering Hero (DCR027U)
Character, 7, JSA, 14/17, Flight, Range
Willpower 5 <p> Discard The Phantom Stranger
>>> Power-up target JSA attacker or defender you
control. <p> Exhaust two characters you control
>>> Return The Phantom Stranger from your KO'd
pile to your hand. Use only during the build phase
and only if The Phantom Stranger is in your KO'd
pile.

Phantom Zone (DWF-202U, DSM-129U)


Location, 1
Flip only if you control a Revenge Squad or Team
Superman character. <p> Activate >>> Remove
target card in a KO'd pile from the game. <p>
Replace Phantom Zone >>> Remove target card in
a KO'd pile from the game.

Phyla-Vell <> Quasar, Protector of the Universe


(MUN-272C)
Character, 3, United Front/Kree, 4/5, Flight, Range
Characters you control can reinforce and team
attack as though they had all affiliations. <p>
Cosmic: Whenever Phyla-Vell becomes stunned,
recover her.

Phantom Zone Projector (DSM-160U)


Equipment, 0
Equipped character has "Activate >>> Remove
target stunned character from the game. Use only
during the recovery phase."

Pick a Card (DWF-157R)


Plot Twist, 2
To play, exhaust an Arkham Inmates character you
control. <p> Insanity: Search your deck for two
cards and reveal one. Your opponent chooses one.
Shuffle that card into your deck and put the other
into your hand.

Phase Shift (MXM-172C)


Plot Twist, 1
Target character gets +1 ATK this turn and has
flight and range this turn. <p> Phase Shift has the
Energy trait in your deck, hand, and KO'd pile.
Phat, Junk in the Trunk (MEV-062R)
Character, 5, X-Force/X-Statix, 9/9
Whenever you play a non-ongoing plot twist while
Phat is in combat, negate that plot twist's effect,
and Phat gets +2/+2 this attack.
Phat, Liv'n Large (MAV-215U)
Character, 3, X-Statix, 4/4
Exhaust two non-Army characters you control >>>
Put a +1/+1 counter on Phat.
Phat, William Reilly (MMK-062R)
Character, 1, X-Statix, 1/1
Boost X: When Phat enters play, you may discard
an X-Statix character card. If you do, put two
+1/+1 counters on Phat for each resource point you
spent on X.
Phil Urich <> Green Goblin, Lunatic Laugh
(MTU-015U)
Character, 5, Spider-Friends, 10/8, Flight, Range
Reservist <p> Pay 2 ATK this turn >>> Stun any
number of target non-defending characters with
combined cost 2 or less. Use only if Phil Urich is
attacking and only once per turn.
Philosopher's Stone, Unique (DJL-108R)
Equipment, 1
Equipped character gets +2/+2. <p> Whenever
equipped character causes breakthrough to a
player, if it has the Injustice Gang affiliation, name
a card. Search that player's deck for all noncharacter cards with that name and remove them
from the game.
The Phoenix Egg (MEV-213R)
Plot Twist, 4
To play, stun two characters you control. <p>
Ongoing: At the start of the recovery phase,
recover a stunned Weapon X character you control.
Phoenix Rising (MXM-031R)
Plot Twist, 3
To play, remove a character card in your KO'd pile
from the game. <p> Recover target stunned X-Men
character you control if its name is the same as that
of the card you removed.

Pier 4 (MVL-188R, MSM-117R)


Location, 1
Each [Fantastic Four] character you control can be
equipped with two equipment.
Piledriver, Wrecking Crew (MAV-141C)
Character, 4, Masters of Evil, 8/6
Reservist <p> Discard Piledriver, pay 1 resource
point >>> Whenever target character becomes
stunned this turn, KO it.
Pilgrim, Lilin (MTU-150C)
Character, 1, Underworld, 2/1, Concealed
Discard a character card >>> Move Pilgrim to your
hidden or visible area.
Pinned (MSM-155U)
Plot Twist, 2
Whenever target attacker readies during the combat
phase this turn, exhaust it unless its controller
discards a card.
Pip the Troll, Protector of the Space Gem (MHG175U)
Character, 2, Infinity Watch, 3/3
When Pip the Troll enters play, you may search
your deck for an equipment card, reveal it, and put
it on the top of your deck.
Piper, Rat Charmer (MXM-060C)
Character, 6, Morlocks, 12/12, Concealed
MutantMental
Move Piper from your hidden area to your visible
area >>> Move target stunned character with cost 5
or less to your support row. Use only once per turn.
Pit of Madness (DSM-145R)
Location, 3
Activate >>> Choose one: Target League of
Assassins defender you control gets +2 ATK this
attack for each stunned character you control; or
target League of Assassins defender you control
gets +2 DEF this attack for each stunned character
you control.
Plague of Frogs (EHB-052C)
Plot Twist, 2
Target Thule Society attacker or defender you
control gets +1/-1 this attack for each character you
control.

Plague Zone, Non-Unique (DCL-222U)


Location, 3
[Activate], Discard a League of Assassins character
card >>> The controller of target hidden character
moves it to his visible area.
Plague, Deathwalker (MXM-061C)
Character, 2, Morlocks, 5/1
MutantPhysical
Plague can't have reinforcement. <p> Pay 1
resource point >>> Move Plague to your hidden
area.
Planet of the Symbiotes (MTU-125U)
Plot Twist, 2
Target Sinister Syndicate attacker or defender you
control gets +3 ATK this attack. Lose 3 endurance.
Planet Weapon (MHG-080R)
Location, 4
Terraform <p> At the start of the combat phase,
each opponent replaces a face-up non-Team-Up
resource he controls and loses endurance equal to
that resource's cost.
Planet X, Team-Up (MXM-118C)
Plot Twist, 2
Play only if you control a Brotherhood character.
<p> To play, choose an affiliation among
characters you control. <p> Ongoing: Crossover
Brotherhood and the chosen affiliation. <p>
Replace Planet X >>> Target attacker you control
gets +2 ATK this attack.
Plans Within Plans (DGL-137C)
Plot Twist, 1
Ongoing: At the start of the recovery phase, put the
top card of your deck into your KO'd pile. <p>
Exhaust a Manhunter character you control,
replace Plans Within Plans >>> Return a card from
your KO'd pile to your hand.
Plant Man <> Blackheath, Samuel Smithers (MAV107C)
Character, 3, Thunderbolts, 4/4
At the start of your recruit step, you may put target
Thunderbolts character card with cost 1 or less
from your KO'd pile into your front row if you
don't control a character with the same name as
that card.
Plasma Blast (DJL-070C)
Plot Twist, 2
Target defender gets -1/-1 this attack. <p> If you
control four or fewer resources and a JLI character,
that defender gets an additional -2/-2 this attack.
Plasma, Replacement Herald (MHG-017C)
Character, 3, Heralds of Galactus, 5/3, Flight,
Range
Remove a cosmic counter from a character you
control >>> Gain 2 endurance. <p> Cosmic:
Plasma gets +2 DEF.
Plastic Man, Eel O'Brian (DJL-017R)
Character, 3, JLA, 0/0, Range
Evasion <p> At the start of the combat phase,
Plastic Man gets +X ATK this turn, where X is the
tens digit of your endurance, and +Y DEF this turn,
where Y is the ones digit of your endurance.

Plastic Man, Plastic Fantastic (DCL-024U)


Character, 2, JLA, 2/2, Range
Plastic Man enters play with a +1/+1 counter for
each opposing character.
Play Time (DSM-161C)
Plot Twist, 1
Target opponent moves target character he controls
to a different position.
Playing With Fire (MXS-029U)
Plot Twist, 2
To play, exhaust a Brotherhood character you
control. <p> Target opponent loses 4 endurance.
Playroom (MAV-036C)
Location, 2
Whenever one or more Avengers team attackers
you control stun a defender, that defender's
controller loses 4 endurance.
Plazm, Protoplasmic Protagonist (MMK-063C)
Character, 3, X-Statix, 5/2, Flight, Range
Boost 3: When Plazm enters play, if you control
another X-Statix character, you may stun target
character with a DEF of 10 or less. Return Plazm
to his owner's hand.
Pleasant Distraction (MSM-156U)
Plot Twist, 2
Play only during your attack step. <p> Target
character can't attack this turn.
The Plunder Plan (DJL-145C)
Plot Twist, 3
Put up to three Secret Society character cards from
your KO'd pile on the bottom of your deck. Target
defender you control gets +1 DEF this attack for
each card you put on the bottom of your deck.
The Pogo Plane, Unique (MOR-074R)
Equipment, 1
Equip only to a Fantastic Four character. <p>
Equipped character has flight and reinforcement.
<p> Discard a card, put The Pogo Plane on the
bottom of your deck >>> Search your deck for a
location card, reveal it, and put it into your hand.
Poison Ivy, Deadly Rose (DJL-094R)
Character, 2, Injustice Gang/Arkham Inmates, 3/3
KO another character you control >>> KO a
resource you control. If you do, search your deck
for a location card, reveal it, and put it face down
into your resource row. Use only once per turn.
Poison Ivy, Intoxicating (DCL-181U)
Character, 3, Secret Society, 4/4
At the start of the combat phase, you may put
target Secret Society character card with cost 1 or
less from your KO'd pile into play.
Poison Ivy, Kiss of Death (DJL-131C)
Character, 4, Secret Society/Arkham Inmates, 7/7
Activate >>> Choose one: Recover target stunned
character an opponent controls with cost 2 or less
and move it to your support row; or KO target
stunned character.

Poison Ivy, Pamela Isley (DOR-074R)


Character, 4, Arkham Inmates, 6/7
Whenever Poison Ivy stuns a character, if that
character would recover this turn, instead, that
character can't be KO'd during the recovery phase
this turn. (That character does not recover.)
Poison Ivy, Venomous Vixen (DWF-143C)
Character, 4, Arkham Inmates, 7/8
Reservist <p> Characters adjacent to Poison Ivy
get -1/-1.
Poisoned! (DJL-219U)
Plot Twist, 1
Target character gets -1 ATK this turn. You may put
a plague counter on that character if you control a
League of Assassins character.
Poker Night (MTU-204C)
Plot Twist, 1
To play, exhaust a character you control. <p>
Target defender has reinforcement this attack. If
Poker Night is in your resource row, draw a card.
Polaris, Acolyte (MXM-099C)
Character, 5, Brotherhood, 9/9, Flight, Range
MutantEnergy
Reservist <p> Replace a reservist resource you
control >>> Characters you control have flight this
turn, and characters your opponents control lose
flight this turn. Use only once per turn.
Polaris, Back in the Fold (MEV-023U)
Character, 6, X-Factor/Starjammers, 12/12, Flight,
Range
Energize (Whenever Polaris defends, ready her.)
<p> [Activate], Discard an X-Factor or
Starjammers character card >>> Exhaust target
character with cost 5 or less.
Polaris, Lorna Dane (MAV-204U)
Character, 4, X-Men, 7/7, Flight, Range
At the start of your attack step, characters your
opponents control lose flight and range this turn.
Polaris, Pestilence (MEV-022C)
Character, 3, X-Factor/Horsemen of Apocalypse,
4/5, Flight, Range
Shift <p> While Polaris is shifted, at the start of the
combat phase, target player loses endurance equal
to the number of counters on her.
Political Pressure (MOR-209R)
Plot Twist, 1
Play only during the draw phase. <p> Each
opponent may recruit only one character this turn.
<p> Ongoing: At the start of the recovery phase,
you may pay 4 endurance. If you do, turn this card
face down.
Poseidonis (DCL-041R)
Location, 3
[Activate] >>> Put target card from your KO'd pile
on the top of your deck. Use only if you control
Aquaman.
Post, Harbinger of Onslaught (MVL-069C)
Character, 5, Brotherhood, 9/9, Range
KO a resource you control >>> Post gets +1/+1
this attack.

Post, Kevin Tremain (MSM-120R)


Character, 5, Brotherhood, 10/10
When Post enters play, stun a Brotherhood
character you control. <p> Post gets +2 DEF while
defending.
Postman, Memory Thief (MXM-062U)
Character, 2, Morlocks, 3/2
MutantMental
Evasion <p> Whenever Postman becomes stunned,
you may KO him and replace target non-Team-Up
ongoing plot twist.
Pour It On (DLS-163R)
Plot Twist, 2
Target Teen Titans attacker you control with a
cosmic counter gets +2/+4 this attack.
Powell, Southern Charm (MTU-182U)
Character, 1, Wild Pack, 2/1, Range
Exhaust a Wild Pack character you control, remove
Powell from the game >>> Search your deck for an
ongoing plot twist card, reveal it, and put it into
your hand. Use only if Powell is in your hand.
Power and Wealth (MXM-160R)
Plot Twist, 3
To play, exhaust two Hellfire Club characters you
control. <p> Search your deck for a location or plot
twist card, reveal that card, and put it into your
hand.
Power Armor (DWF-203C)
Equipment, 0
Equipped character gets +2 ATK and can attack as
though it had flight.
Power Armor Elite, Army (DGL-150U)
Character, 3, Revenge Squad, 4/4, Flight, Range
Activate >>> Target character gets -1 DEF this
attack and an additional -1 DEF this attack if you
control Lex Luthor.
Power Compressor (MOR-134R)
Equipment, 1
Equip only to Dr. Doom. <p> Your opponents can't
use activated character powers.
The Power Cosmic (MVL-221R, MOR-136R)
Plot Twist, 5
KO all resources you control. If you control Dr.
Doom, gain the initiative at the start of the next
phase.
The Power Cosmic Unleashed (MHG-041C)
Plot Twist, 3
Put a cosmic counter on target cosmic Heralds of
Galactus attacker or defender you control.
Power Dampeners (MUN-122U)
Equipment, 0
Play only if you control a [S.H.I.E.L.D.] character.
<p> Equip only to an opposing character. <p>
Equipped character loses and can't have nonactivated powers.

Power Gem, Unique * Infinity Gem (MHG-179C)


Equipment, 0
Whenever equipped character becomes stunned,
you may return Power Gem to its owner's hand.
<p> Equipped character gets +3 ATK while
attacking a character.

Power Ring, Crime Syndicate (DGL-086C)


Character, 5, Anti-Matter, 10/7, Concealed
Optional, Flight, Range
Willpower 5 <p> Boost 2: Power Ring gets +X/+X
while in combat, where X is his willpower. (If you
paid the boost cost this turn, this card has this text.)

Power Girl <> Nightwing, Kandorian Vigilante


(DWF-017C)
Character, 4, Team Superman, 7/6, Flight
Team Superman characters you control get +2 DEF
during your first attack and defense each turn.

Power Ring, Earth 3 (DCL-129C)


Character, 3, Injustice Gang/Anti-Matter, 4/5,
Concealed, Flight, Range
[Activate] >>> Target character can't ready during
the recovery phase this turn. Use only if you don't
have the initiative.

Power Girl, Child of Crisis (DLS-197R)


Character, 5, JSA/JLI, 10/8, Flight
Power Girl enters play exhausted. <p> While
Power Girl is exhausted, other JSA and JLI
characters you control get +2 ATK. <p> KO a
resource you control >>> Ready Power Girl. Use
only once per turn.
Power Girl, Earth 2 (DCR-018C)
Character, 6, JSA, 13/12, Flight
Power Girl gets +4/+4 while in combat with a
character with greater cost. <p> Boost 2: When
Power Girl enters play, Earth 2 characters you
control get +4/+4 while in combat with a character
with greater cost this turn.
Power Girl, Kara Starr (DJL-058R)
Character, 6, JLI, 12/12, Flight
Cosmic: Power Girl gets +2/+2 while protecting a
character.
Power Nexus (MSM-111R)
Plot Twist, 4
To play, exhaust any number of X-Men characters
you control. <p> Stun target character if its cost is
less than that number.
Power Play (MXM-161R)
Plot Twist, 7
Play only if you control three or more hidden
Hellfire Club characters. <p> At the start of the
next phase, gain the initiative. <p> You can't play
plot twists this game.
Power Princess, Earth-712 (MEV-153R)
Character, 5, Exiles/Squadron Supreme, 9/9, Flight
Shift <p> Characters you control that share an
affiliation with Power Princess have invulnerability
while you have no cards in hand.

Power Siphon (DCL-150R, DJL-109R)


Plot Twist, 1
Exhaust target Injustice Gang defender you control.
If you do, it gets -1/+1 this attack for each card in
target opponent's hand.
Power Struggle (MHG-122U)
Plot Twist, 2
Play only from your resource row. <p> Target
Inhumans attacker or defender you control gets
-3/+3 this attack.
Power Surge (DGL-207U)
Plot Twist, 3
Discard up to three cards. Target character gets +1
willpower this turn and an additional +1 willpower
this turn for each card you discarded.
Prankster, Oswald Loomis (DSM-082U)
Character, 1, Revenge Squad, 1/1
Activate, choose a number >>> Target opponent
reveals the top four cards of his deck. That player
puts all revealed cards with cost equal to the
chosen number into his KO'd pile and the rest on
the top of his deck in any order.
Predator X, Genetically Engineered Monster
(MEV-192C)
Character, 5, Weapon X, 10/8, Concealed
Hunter <p> Characters hunted by you lose and
can't have reinforcement.
Press the Attack (MOR-210U)
Plot Twist, 4
Play only if you control four or more exhausted
non-stunned characters. <p> Ready target
character.

Power Princess, The Last Utopian (MAV-060R)


Character, 7, Squadron Supreme, 16/15, Flight
Leader: Whenever a character adjacent to Power
Princess causes breakthrough, each player loses 2
endurance for each card in his hand.

Pressed into Service, Team-Up (MHG-081C)


Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Revealed Kree character
cards in your resource row have reservist.

Power Princess, Zarda (MAV-061C)


Character, 4, Squadron Supreme, 7/7, Flight
If Power Princess would cause breakthrough while
attacking a character, instead, a character of your
choice gets +3/+3 this turn.

Preus, Citizen's Patrol (DWF-178C)


Character, 5, Revenge Squad, 7/10, Flight, Range
While all characters you control are in your front
row, Preus gets +1 ATK for each ongoing plot twist
you control.

Price of Treason (DLS-123C)


Plot Twist, 2
Target defender you control gets +1 ATK this
attack for each face-down resource the attacking
player controls. If that defender has the Darkseid's
Elite affiliation, draw a card.
Primary Directive (MOR-149R)
Plot Twist, 5
Draw a card for each Army Sentinel character you
control, unless an opponent controls a non-stunned
character.
Prime Sentinels (MOR-150U)
Plot Twist, 1
Ongoing: Whenever an opponent plays a plot twist
from his resource row, that opponent loses 1
endurance for each non-stunned Sentinel character
you control.
Prince Khufu <> Hawkman, Eternal Warrior
(DCR-019C)
Character, 2, JSA, 3/2, Flight
Vengeance: Whenever Prince Khufu becomes
stunned, you may KO him. If you do, search your
deck for a card that shares a name or identity with
Prince Khufu, reveal it, and put it into your hand.
Prism, Robbie (MEV-106C)
Character, 2, Marauders, 1/4, Range
Free >>> Target character gets +3 DEF this attack.
Use only once per turn and only if an opponent
controls a stunned character.
Prismatic Shield, Construct (MAV-197C)
Plot Twist, 1
Target defender you control has reinforcement
while defending this turn. If that defender has two
or more affiliations, choose a character adjacent to
it. That character has reinforcement while
defending this turn.
Prison Break (DOR-093U)
Plot Twist, 1
Play only if you control an Arkham Inmates
character. <p> Shuffle your hand into your deck,
then draw a card for each card you shuffled into
your deck.
Prison Planet (DGL-071R)
Location, 1
Visible Emerald Enemies characters you control
get +2 ATK. <p> Characters you control lose and
can't have reinforcement, and can't team attack.
Prisoner of a Mad God (DGL-072R)
Plot Twist, 4
Play only during your attack step. <p> You may
exhaust any number of Emerald Enemies
characters you control with total willpower 5 or
greater. If you do, exhaust target character and that
character can't ready this turn.
Prodigies (DCL-106U)
Plot Twist, 3
To play, replace a face-down resource you control.
<p> Target [Teen Titans] attacker can't be stunned
this attack.

Prodigy, Richie Gilmore (MSM-047C)


Character, 3, Spider-Friends, 4/4
Spider-Friends characters you control with cost 3
or less get +3 ATK while defending against a
character with greater cost.
Professor Bruttenholm, Father (EHB-013C)
Character, 3, B.P.R.D., 3/5, Concealed
When Professor Bruttenholm enters play, you may
search your deck for a card named Hellboy, reveal
it, and put it into your hand.
Professor Emil Hamilton <> Ruin, Power Suit
(DWF-179R)
Character, 3, Revenge Squad, 4/4, Flight
Vengeance: Whenever Professor Emil Hamilton
becomes stunned, you may KO a resource you
control. If you do, search your deck for an ongoing
plot twist card, reveal it, and put it face down into
your resource row.
Professor Emil Hamilton, Garrulous Genius (DSM016C)
Character, 2, Team Superman, 1/3
Discard a Team Superman character card >>> Put a
cosmic counter on target cosmic character you
control. Use only once per turn.
Professor Hugo Strange, Psycho-Analyst (DOR075C)
Character, 2, Arkham Inmates, 1/3
Each opponent can't recruit a non-Army character
with the same name as a character he already
controls. <p> Boost 1: When Professor Hugo
Strange enters play, if you control another Arkham
Inmates character, each opponent discards a card.
Professor Ivo, Anthony Ivo (DJL-162C)
Character, 2, 2/3
Evasion <p> When Professor Ivo enters play, you
may discard a card. If you do, search your deck for
an unaffiliated character card, reveal it, and put it
into your hand.
Professor X, Charles Xavier (MOR-019C)
Character, 5, X-Men, 8/8, Range
When Professor X enters play, if you control
another X-Men character, target player discards a
card. <p> Activate >>> Target player discards a
card. Use only during the combat phase.
Professor X, Friend of Mutants (MXS-007R)
Character, 7, X-Men, 15/14, Range
X-Men characters in your front row get +2 ATK.
<p> X-Men characters in your support row get +2
DEF. (These powers affect Professor X.)
Professor X, Headmaster (MXM-019R)
Character, 4, X-Men, 7/8, Range
MutantMental
Free >>> Draw a card. Use only once per turn and
only during the recovery phase. <p> Leader:
Characters adjacent to Professor X gain the X-Men
affiliation.
Professor X, Idealistic Dreamer (MVL-023C)
Character, 2, X-Men, 1/4
At the start of the recovery phase, you may recover
a stunned character you control.

Professor X, Illuminati (MTU-061C)


Character, 7, Marvel Defenders/X-Men, 16/14,
Range
MutantMental
Substitute <p> Put a card from your hand on the
top of your deck >>> Target defender gets -1 ATK
this attack or -1 DEF this attack.
Professor X, Mental Master (MMK-191R)
Character, 8, X-Men, 18/18, Range
Pay 1 endurance >>> Target opponent discards a
card. Use only during the combat phase. <p> Boost
1: When Professor X enters play, move target
character with cost 8 or less an opponent controls
to your front row.
Professor X, Mutant Benefactor (MUN-280U)
Character, 1, X-Men/Shi'ar, 0/3, Range
Free >>> Look at the top card of any deck. You
may put it on the bottom of that deck. Use only
once per turn.
Professor X, Mutant Mentor (MMK-181R)
Character, 1, X-Statix, 2/2, Concealed, Range
Loyalty <p> Recruit only if you control an X-Men
character. <p> Activate >>> Return target X-Men
or X-Statix character card from your KO'd pile to
your hand.
Professor X, Mutant Messiah (MEV-246R)
Character, 1, Starjammers/X-Men, 1/1, Concealed,
Range
Whenever an opponent plays a non-ongoing plot
twist, return Professor X to his owner's hand. If
you do, negate that plot twist's effect.
Professor X, Protector of the Mind Gem (MUN234U)
Character, 3, Infinity Watch/X-Men, 3/6,
Concealed, Range
Exhaust two different members of the Illuminati
you control >>> Target player puts a card from his
hand on top of his deck. Use only once per turn and
only during the combat phase. (The members of
the Illuminati are Black Bolt, Dr. Strange, Iron
Man, Mr. Fantastic, Professor X, and SubMariner.)
Professor X, World's Most Powerful Telepath
(MVL-024R, MOR-020R)
Character, 7, X-Men, 16/14, Range
Loyalty <p> [Activate] >>> Exhaust target
character with cost 5 or less. Its controller loses
endurance equal to its ATK.
Professor Xavier's Mansion (MOR-035R)
Location, 4
At the start of the recovery phase, if you control
three or more non-stunned X-Men characters, each
opponent discards two cards.
Project Liberator (MAV-118R)
Plot Twist, 2
Play only during your recruit step. <p> Characters
you control can't be the target of plot twist or
payment effects this turn. <p> At the start of your
recruit step, if Project Liberator is in your KO'd
pile, you may discard a Thunderbolts character
card. If you do, you may return Project Liberator to
your hand.

Project Ragna Rok (EHB-053R)


Plot Twist, 3
Ongoing: At the start of the recovery phase, you
win the game if there are four or more doomsday
counters on Project Ragna Rok. <p> Exhaust a
Thule Society character you control >>> KO target
stunned B.P.R.D. character. If you do, put a
doomsday counter on Project Ragna Rok. Use only
once per turn.
Project Utopia (MAV-078R)
Plot Twist, 3
Choose a Squadron Supreme character you control.
<p> Ongoing: Whenever the chosen character
stuns a defender, that defender's controller loses 4
endurance. <p> Whenever the chosen character
causes breakthrough, KO it.
Project: Wide Awake (MOR-151U)
Plot Twist, 2
To play, exhaust a non-Army Sentinel character
you control. <p> Ready target Army Sentinel
character.
Prometheus, Darker Knight (DJL-095C)
Character, 7, Injustice Gang, 15/16, Range
Discard an Injustice Gang character card >>>
Target attacker or defender gets -2 DEF this attack.
Use only once per attack.
Prometheus, New Year's Evil (DCL-130U)
Character, 6, Injustice Gang/Anti-Matter, 12/12,
Concealed, Range
Characters get -2 ATK while attacking you directly.
The Prophecy Fulfilled (DSM-059R)
Plot Twist, 4
Play only during the build phase. <p> Ongoing: At
the start of the recovery phase, if you control a
non-stunned New Gods character, each opponent
with 0 or less endurance loses the game.
Prophetic Battle (DLS-124C)
Plot Twist, 3
Whenever target Darkseid's Elite defender you
control stuns an attacker this turn, that attacker's
controller loses additional endurance equal to that
attacker's cost.
Proteus, Earth-58163 (MEV-154C)
Character, 2, Exiles, 2/3
Shift <p> [Activate] >>> Put a shift counter on a
shifted card you own.
Proton Piston, Worldeater (MCG-034U)
Location, 4
Flip only if you haven't flipped another Worldeater
location this turn. <p> [Activate] >>> Ready
another target Worldeater location.
A Proud Zinco Product (EHB-047C)
Plot Twist, 2
KO target equipment with cost 1 or less. Gain 2
endurance.
Providence (MEV-076R)
Location, 3
[Activate] >>> Remove target Cable you control
from the game shifted with shift counters equal to
his cost.

Prowler, Hobie Brown (MSM-004C)


Character, 1, Spider-Friends, 1/1
Whenever Prowler causes breakthrough, draw a
card, then discard a card.
Psi-Link (MXM-176R)
Plot Twist, 2
Play only if you control a Mental character. <p> To
play, choose a Mutant trait. <p> Ongoing:
Characters you control, as well as character cards
in your deck, hand, and KO'd pile, with either the
Mental or the chosen trait are Mutants and have
both traits.
Psimitar (MEV-073C)
Equipment, 0
Equipped character gets +2 ATK. <p> While
Psimitar is equipped to Cable, whenever he stuns a
character, draw a card, and you may return Psimitar
to its owner's hand.
Psimon, Dr. Simon Jones (DOR-125R)
Character, 7, Fearsome Five, 12/13, Range
Loyalty <p> Your opponents can't recruit
characters with cost 6 or less. <p> Your opponents
can't play plot twists with cost 6 or less.
Psionic Storm (MXM-177C)
Plot Twist, 2
Target attacker you control gets +2 ATK this attack
and also has invulnerability this attack if it is a
Mental character.
Psyche-Globe (MAV-184U)
Plot Twist, 3
To play, exhaust a Kang Council character you
control. <p> Search your deck for a card named
Kang, reveal it, and put it into your hand.
Psychic Armor (MXM-178C)
Plot Twist, 1
Target character has flight and range this turn and
gets +2 DEF while attacking this turn. <p> Psychic
Armor has the Mental trait in your deck, hand, and
KO'd pile.
Psychic Struggle (MXM-179R)
Plot Twist, 3
Play only if you control a Mental character. <p>
Negate target plot twist or location effect targeting
a character you control.
Psycho-Pirate, Medusa Mask (DCL-182C)
Character, 4, Secret Society, 6/9, Range
Reservist <p> [Activate], Remove three character
cards in your KO'd pile from the game >>> Target
opponent loses 2 endurance, and you gain 2
endurance.
Psycho-Pirate, Roger Hayden (DJL-132R)
Character, 8, Secret Society, 18/17, Range
At the start of the combat phase, you may remove
up to six cards in your KO'd pile from the game. If
you do, move target character to your front row if
its cost is less than or equal to the number of cards
you removed.

Psychoville (MMK-218C)
Location, 4
Activate >>> The controller of target hidden
character moves it to his visible area. At the start of
the recovery phase this turn, that character's
controller moves it to his hidden area. Use only
during the combat phase. <p> Activate >>> Target
hidden character you control gets +1 DEF this
attack.
Psylocke, Armored Empath (MXM-020C)
Character, 4, X-Men, 8/7, Range
MutantMental
Discard a Mental card >>> Negate target effect
from a non-ongoing plot twist. Use only once per
turn and only if a Mental character you control is in
combat.
Psylocke, Betsy Braddock (MOR-021C)
Character, 3, X-Men, 3/4
Whenever Psylocke causes breakthrough to an
opponent, that opponent discards a card.
Psylocke, Earth-616 (MEV-155C)
Character, 4, Exiles/X-Men, 6/9, Range
Remove a shift counter from a card you own >>>
Target character gets -3 DEF this attack.
Psylocke, Second Skin (MVL-025C)
Character, 5, X-Men, 8/11, Range
[Activate] >>> Target attacker gets -5 DEF this
attack.
Public Outcry (MUN-320C)
Plot Twist, 2
Target attacker or defender gets -1/-1 this attack.
Puma, Thomas Fireheart (MSM-048C)
Character, 4, Spider-Friends, 7/8
Puma has evasion while attacking. <p> Boost 3:
When Puma enters play, he gets +7/+6 this turn.
Punisher Squadron, Army (MCG-026C)
Character, 1, 2/2, Flight, Range
Punisher Squadron gets +4/+4 while you control
seven or more resources.
Punisher, Angel of Death (MVL-126R)
Character, 7, Marvel Knights, 17/16, Range
[Activate] >>> KO target attacker. Use only if you
recruited another Punisher this game.
Punisher, Captain America (MUN-262R)
Character, 5, Marvel Knights, 9/9, Range
Reservist <p> [Activate] >>> Whenever target
character you control becomes stunned while in
combat this turn, stun all opposing characters that
were in combat with it this turn.
Punisher, Executioner (MMK-023C)
Character, 5, Marvel Knights, 9/9, Range
Punisher gets +1/+1 while equipped. <p> Boost 2:
When Punisher enters play, you may KO two
equipment you control. If you do, Punisher gets +5
ATK this turn, and you may stun target character
with cost 5 or less.

Punisher, Frank Castle (MTU-016U)


Character, 3, Spider-Friends, 4/3, Range
Reservist <p> Pay 1 ATK this turn >>> Target
character gets -1 DEF this turn. Use only during
the combat phase and only if Punisher has not been
in combat this turn.
Punisher, Guns Blazing (MVL-125U)
Character, 4, Marvel Knights, 7/7, Range
Punisher can be equipped with two equipment. <p>
While Punisher is equipped with more than one
equipment, whenever he stuns a character, KO that
character.
Punisher, Judge (MMK-024R)
Character, 1, Marvel Knights, 2/1, Range
Loyalty <p> Activate >>> KO target stunned
character with cost 3 or less.
Punisher, Jury (MMK-025U)
Character, 4, Marvel Knights, 7/6, Range
Whenever Punisher enters combat, if he is
unequipped, you may put an equipment card with
cost 1 or less from your hand into play equipped to
Punisher. <p> KO an equipment equipped to
Punisher >>> KO target stunned character.
Punisher, Secret Avenger (MUN-024R)
Character, 3, Avengers/Marvel Knights, 5/3,
Concealed, Range
Reservist <p> Put Punisher on top of his owner's
deck >>> Put target stunned character on top of its
owner's deck. Its controller loses endurance equal
to its cost.
Punisher, Suicide Run (MVL-124C)
Character, 2, Marvel Knights, 3/2, Concealed,
Range
KO Punisher >>> KO target stunned character.
Punisher, Ultimates (MUL-022U)
Character, 6, Spider-Friends, 12/12, Range
[Activate], Remove Punisher from the game >>>
Stun target character with cost 5 or less.

Puppet Master, Philip Masters (MOR-170C)


Character, 2, 0/2
Activate >>> Target player exhausts a ready
character he controls.
Purified (MEV-235R)
Plot Twist, 3
To play, discard a card named The Purifiers. <p>
Negate target activated ([activate]) effect from a
character. Whenever that character becomes
stunned this turn, KO it.
The Purifiers, Army (MEV-233C)
Character, 1, Purifiers, 2/1, Range
Discard a card named The Purifiers >>> Target
character gets -2 ATK or -2 DEF this attack.
Purple Man, Subtle Manipulator (MHG-148U)
Character, 6, Doom, 12/13
Whenever an opponent uses a character's payment
power, exhaust that character.
Purple Man, Zebediah Killgrave (MSM-127U)
Character, 3, Doom, 4/4
Activate >>> KO a resource you control. If you do,
move target face-down resource an opponent
controls to your resource row, and that opponent
puts the top card of his deck into his resource row.
Pym Laboratories (MAV-037U)
Location, 4
Activate >>> Target character you control can
attack hidden characters this turn. <p> Activate,
reveal any number of reservist resources you
control >>> Recover target stunned Avengers
character you control if its cost is equal to that
number. Use only during the recovery phase.
Pyro, Flame Thrower (MXS-021U)
Character, 5, Brotherhood, 9/9, Range
Activate (Exhaust this character) >>> Target
opponent loses 4 endurance.

Punisher, Vigilante (MSM-005U)


Character, 4, Spider-Friends, 7/5, Range
Activate, discard a Spider-Friends character card
>>> KO target stunned character.

Pyro, Freedom Force (MXM-100C)


Character, 1, Brotherhood, 2/1, Range
MutantEnergy
Whenever Pyro causes 3 or more breakthrough
while attacking a character, target opponent loses 3
endurance.

Punisher's Armory (MMK-039U)


Location, 2
Pay 3 endurance >>> Ready Punisher's Armory.
<p> Activate >>> Target Marvel Knights attacker
gets +1 ATK this attack.

Pyro, Hot Topic (MEX-009R)


Character, 3, Brotherhood, 4/5, Range
[Activate] >>> Target player loses 1 endurance for
each resource he controls. Use only during the
combat phase.

The Punishers, Army (MHG-026C)


Character, 1, Heralds of Galactus, 2/2, Flight,
Range
To recruit, reveal a card with cost 4 or greater from
your hand.

Pyro, St. John Allerdyce (MVL-070C, MOR-087C)


Character, 2, Brotherhood, 2/2, Range
[Activate] >>> Target player loses 3 endurance.

Puppet Master, Overprotective Father (MVL-211R)


Character, 2, Doom, 0/2
[Activate] >>> Target player exhausts a ready
character he controls. Use only if you control Dr.
Doom and only during the combat phase.

Pyrogen, Supermen of America (DWF-018R)


Character, 6, Team Superman, 13/12, Range
LoyaltyReveal <p> Activate >>> Stun Pyrogen.
If you do, stun target attacker.

Q Energy (DGL-105U)
Plot Twist, 3
Play only during your attack step. <p> You may
exhaust any number of Anti-Matter characters you
control with total willpower 4 or greater. If you do,
exhaust target character and its controller loses
endurance equal to its cost.
Q Field (DGL-106C)
Plot Twist, 2
Move any number of target hidden Anti-Matter
characters you control to your visible area. If you
moved one or more characters and Q Field is in
your resource row, draw a card.
Quadromobile, Unique (DJL-146U)
Equipment, 1
Quadromobile costs 1 less to recruit while you
control a Secret Society character. <p> Equipped
character gets +2 ATK and has flight. <p> KO
Quadromobile >>> Return target character or
location card from a KO'd pile to its owner's hand.
Quagmire, Jerome Meyers (MAV-062U)
Character, 1, Squadron Supreme, 1/2
Discard Quagmire >>> Target attacker or defender
gets -2 DEF while exhausted this attack.
Quakemaster, Robert Coleman (DJL-133U)
Character, 3, Secret Society, 5/4, Range
Activate >>> Replace target non-Team-Up
location. Use only if you control another Secret
Society character.
Quantum Bands, Unique (MUN-293C)
Equipment, 1
Equipped character gets +2/+2, has flight, and
gains the affiliations of all other characters in play.
Queen Lilith, Den Mother (MTU-151C)
Character, 3, Underworld, 5/4, Concealed
Optional
Whenever Queen Lilith attacks, look at the top
three cards of your deck. Put one on the top of your
deck and the rest into your KO'd pile.
Queen of Fables, Wickedest Witch (DJL-163C)
Character, 3, 4/5
Activate >>> Replace target non-Team-Up ongoing
plot twist. If you do, search your deck for an Army
character card with cost 1 and put it into your front
row.
Quentin Carnival (MMK-040U)
Location, 2
Flip only during the build phase. <p> Activate, KO
an equipment you control >>> Target Marvel
Knights character you control can't be the target of
effects your opponents control this turn. <p>
Activate >>> You may put an equipment card with
cost 0 from your hand into play equipped to an
unequipped Marvel Knights character you control.
Quentino, Raul Quentino (MTU-183U)
Character, 3, Wild Pack, 5/4, Range
When Quentino enters play, reveal the top four
cards of your deck. Put a revealed equipment card
into your hand and the rest on the bottom of your
deck.

Query and Echo, Double Trouble (DOR-076U)


Character, 1, Arkham Inmates, 1/1
Discard Query and Echo >>> Target Arkham
Inmates attacker you control gets +2 ATK this
attack.
The Question, Victor Sage (DWF-050U)
Character, 4, Gotham Knights, 8/4
Free >>> Choose a number. The Question gets +1
DEF this turn for each face-up resource you control
with cost equal to that number. Use only once per
turn.
Quick Kill (MVL-147C, MMK-041C)
Plot Twist, 1
To play, discard two character cards or a [Marvel
Knights] character card. <p> KO target stunned
character with cost 4 or less.
Quicksilver, House of M (MUN-252R)
Character, 0, Brotherhood, 4/2
When you recruit Quicksilver, at the start of your
next recruit step, you lose the game unless you pay
3 resource points.
Quicksilver, Inhuman by Marriage (MHG-110C)
Character, 2, Inhumans/Avengers, 3/3
MutantPhysical
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Free >>> Ready Quicksilver. Use only once per
turn and only if you control no face-down
resources.
Quicksilver, Magneto's Son (MXS-022C)
Character, 6, Brotherhood, 12/12
At the start of your attack step, exhaust target
support row character an opponent controls.
Quicksilver, Mercurial Speedster (MVL-071C)
Character, 2, Brotherhood, 3/3
Characters defending against Quicksilver lose and
can't have reinforcement.
Quicksilver, Mutant Avenger (MAV-020C)
Character, 3, Avengers, 4/5
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Whenever one or more team attackers you control
stun a defender, ready Quicksilver.
Quicksilver, Pietro Maximoff (MOR-088C)
Character, 3, Brotherhood, 3/4
Activate >>> Target player who controls no ready
support row characters loses 5 endurance. Use only
during the combat phase.
Quicksilver, Second Chance (MEV-024C)
Character, 4, X-Factor/Avengers, 7/7
Reservist, Energize (Whenever Quicksilver
defends, ready him.) <p> Characters you control
have reinforcement while Quicksilver is ready.
Quicksilver, Speed Demon (MVL-072R, MOR089R)
Character, 5, Brotherhood, 8/8
Discard a [Brotherhood] character card >>> Ready
Quicksilver. Use only once per turn.

Quicksilver, Terrigenesis Rebirth (MTU-215U)


Character, 6, Inhumans, 13/12
Reservist <p> Free >>> Remove target attacker
you control from this attack, and Quicksilver
becomes an attacker. Use only once per turn and
only if you control no face-down resources.
Quicksilver, Ultimates (MUL-035U)
Character, 2, Brotherhood/S.H.I.E.L.D., 2/2
When Quicksilver becomes stunned, remove him
from the game. If you do, return him to play at the
start of your next recruit step.
Quinjet (MAV-038C)
Equipment, 0
Characters you control get +1 DEF while
defending with reinforcement and have flight. <p>
Discard Quinjet >>> Move and then power-up
target Avengers attacker or defender you control.
Qward (DGL-107R)
Location, 1
At the start of the recovery phase, stun all
characters with 0 DEF. <p> Exhaust an Anti-Matter
character you control >>> Target character gets -1
DEF this turn.
Qwardian Council Hall (DGL-108R)
Location, 2
Activate >>> Target Anti-Matter attacker you
control gets +1/+1 this attack. <p> Discard a
character card with willpower 1 or greater >>>
Ready Qwardian Council Hall.
Qwardian Pincer (DGL-208C)
Plot Twist, 1
Target attacker you control gets +1 ATK this attack
for each exhausted character with cost 2 or greater
you control.
Qwardian Watchdog, Gatekeeper (DGL-087U)
Character, 1, Anti-Matter, 5/5
Qwardian Watchdog can't attack. <p> Whenever
Qwardian Watchdog becomes stunned, move it to
your hidden area.
Qwardians, Army (DGL-088C)
Character, 1, Anti-Matter, 0/1, Concealed
Whenever a player loses endurance, if that player
then has less than 30 endurance and Qwardians is
hidden, move it to your visible area.
R.J. Brande, Philanthropist (DLS-017U)
Character, 1, Legionnaires, 1/2
Activate, remove a cosmic counter from a
character you control >>> Draw a card.
Rabbit Fire (MTU-205C)
Plot Twist, 2
Target character you control gets +2 ATK while
attacking this turn and has flight and range this
turn.

Rachel Summers <> Marvel Girl, Deathmarked


(MEV-247U)
Character, 5, Starjammers/X-Men, 9/9, Flight,
Range
Shift, Energize <p> [Activate] >>> Target player
discards a card. Use only during the combat phase
and only if you control another Starjammers or [XMen] character.
Rachel Summers <> Phoenix, Phoenix of the
Future (MXM-021R)
Character, 8, X-Men, 19/21, Flight, Range
MutantMental
Reservist <p> Your opponents can't play plot twists
while you control another Mental character.
Radically Advanced (MUN-178U)
Plot Twist, 3
Play only if you control Red Skull. <p> Whenever
an opposing character becomes stunned this turn,
gain endurance equal to its cost.
Radioactive Man, Chen Lu (MAV-142C)
Character, 1, Masters of Evil, 2/1
At the start of your recruit step, you may gain 1
resource point. If you do, you can't recruit
characters or equipment this turn. Spend this
resource point only to pay the cost of a payment
power.
Radioactive Man, Containment Suit (MUN-064R)
Character, 3, Thunderbolts/S.H.I.E.L.D., 5/4,
Range
At the start of your recruit step, put a +1/+1
counter on Radioactive Man. <p> Plot twists cost
your opponents 1 more to play for each +1/+1
counter on Radioactive Man while he is ready.
Radioactive Man, Reformed Renegade (MAV108U)
Character, 6, Thunderbolts, 12/11
Whenever Radioactive Man becomes stunned
while ready, you may stun target character with
cost 4 or less.
Radioactive Man, Sheep in Wolf's Clothing (MUN065U)
Character, 5, Thunderbolts/S.H.I.E.L.D., 10/8,
Range
Substitute <p> Pay 2 endurance >>> Target player
moves his characters until none are adjacent to
each other. Use only while Radioactive Man is in
combat.
The Raft (MUN-296U)
Location, 3
At the start of your recruit step, each player loses 1
endurance for each character he controls.
Ragdoll, Resilient Rogue (DCR-162C)
Character, 4, Secret Six, 7/6
Vengeance: Whenever Ragdoll becomes stunned,
you may discard a character card. If you do,
recover Ragdoll at the start of the recovery phase
this turn.

Ragman, Patchmonger (DCR-061U)


Character, 2, Shadowpact/Gotham Knights, 3/3
Vengeance: Whenever Ragman becomes stunned,
you may remove a character card in a KO'd pile
from the game. If you do, put a +1/+1 counter on
Ragman.

Rann (DCR-195C)
Location, 3
You can't flip Rann if you control Thanagar. <p>
Affiliated characters you control gain the Rann
affiliation. <p> Activate >>> Target attacker or
defender you control gets +1 ATK this attack.

Ragman, Redeemer of Souls (DCR-062C)


Character, 5, Shadowpact/Gotham Knights, 10/8
Vengeance: Whenever Ragman becomes stunned,
you may remove up to two character cards in target
player's KO'd pile from the game. Put a +1/+1
counter on Ragman for each card you removed.

Rapid Strike (MEV-083C)


Plot Twist, 2
Target defender gets -2 DEF this attack. Then, if it
has 0 DEF and you control an X-Force attacker,
stun that defender.

Ragman, Rory Regan (DGL-160R)


Character, 4, Gotham Knights, 8/5, Concealed,
Flight
Boost 1: When Ragman enters play, you may
return him to his owner's hand. If you do,
whenever a character an opponent controls
becomes stunned this turn, KO it.
Rain of Acorns, Construct (DGL-209U)
Plot Twist, 1
Ongoing: Exhaust a character you control with
willpower 1 or greater >>> Exhaust target
unprotected character. Use only during your attack
step.
Raising Hell (MXM-162C)
Plot Twist, 2
You may KO a Hellfire Club character you control.
If you do, KO target stunned character with cost 4
or less.
Rallying Cry! (DJL-188C)
Plot Twist, 2
Target character you control gets +2/+1 while
attacking this turn and has range this turn.
Rama Khan, Elemental Magician (DJL-164C)
Character, 7, 15/15, Range
Willpower 5 <p> Locations you control have
"Activate >>> Power-up target attacker or defender
you control. Use only once per turn."
Rama-Tut, Pharaoh from the 30th Century (MOR116R)
Character, 2, Doom, 2/2
When Rama-Tut enters play, if you recruited him
and you control Dr. Doom, you may return target
plot twist card from your KO'd pile to your hand.
Random Punks, Army (MVL-232C, MOR-171C)
Character, 1, 2/1, Range
When Random Punks enters play, each player loses
1 endurance.
Random, Alex (MEV-107C)
Character, 4, Marauders/Brotherhood, 6/8, Range
Reservist <p> [Activate] >>> Exhaust target
character. Use only if an opponent controls a
stunned character.
Random, Marshall Evan Stone III (MVL-073R)
Character, 3, Brotherhood, 5/4, Range
[Activate] >>> Target character gets -3 DEF this
turn. <p> Whenever another character activates,
you may discard a card. If you do, ready Random.

Rapier (MSM-157U)
Equipment, 0
Equipped character gets +3 ATK while in combat
with a front row character.
The Rapture (MHG-206U)
Plot Twist, 2
Ongoing: At the start of the combat phase, if you
control no face-down resources, put the top card of
your deck face down into your resource row and
then KO a resource you control.
Ra's al Ghul <> Leland McCauley, U.P. President
(DLS-061C)
Character, 1, Future Foes, 1/1, Concealed
You may discard a Future Foes character card
rather than pay Ra's al Ghul's recruit cost. <p>
Return Ra's al Ghul to his owner's hand >>>
Unless an opponent discards a card, target
character loses reinforcement and can't have
reinforcement this turn. Use only during the
combat phase.
Ra's al Ghul, Demon's Head Rising (DCL-212C)
Character, 5, League of Assassins, 10/8
Characters lose and can't gain affiliations while in
combat with Ra's al Ghul.
Ra's al Ghul, Engine of Change (DLS-060C)
Character, 5, Future Foes/League of Assassins, 9/9
Reservist <p> Free >>> Unless an opponent
discards a card, target character loses all affiliations
while defending this turn. Use only once per turn
and only during the combat phase.
Ra's al Ghul, Eternal Nemesis (DBM-018C)
Character, 4, League of Assassins, 7/7
Whenever Ra's al Ghul causes breakthrough while
attacking a character, KO that character.
Ra's al Ghul, Immortal Villain (DOR-104C)
Character, 4, League of Assassins, 7/7
Loyalty <p> When Ra's al Ghul enters play, turn all
locations your opponents control face down. <p>
Your opponents can't flip locations.
Ra's al Ghul, Master Swordsman (DOR-105C)
Character, 6, League of Assassins, 12/12
Loyalty <p> When Ra's al Ghul enters play,
replace any number of resources you control.

Ra's al Ghul, The Demon's Head (DCL-213R,


DOR-106R)
Character, 8, League of Assassins, 17/17
Loyalty <p> Locations you control are not unique.
<p> Characters without the League of Assassins
affiliation lose all affiliations, and their payment
powers can't be used.
Ra's al Ghul, Undying (DBM-019R)
Character, 7, League of Assassins, 15/15
Whenever Ra's al Ghul becomes stunned, you may
return him to his owner's hand. If you do, gain 7
endurance.
Ratcatcher, Otis Flannegan (DOR-077U)
Character, 1, Arkham Inmates, 1/1
Whenever a character becomes stunned, each
opponent loses 1 endurance.
RAT-TAT-TAT (MVL-264R)
Plot Twist, 3
Discard any number of cards. Each opposing
character with cost equal to the cost of a card you
discarded gets -3 DEF this turn.
Ravaged! (DLS-189U)
Plot Twist, 3
Target character you control and each other
character you control that shares a non-Army
version with it get +1/+1 this turn.
Raven <> Dark Raven, Titans Tomorrow West
(DLS-147R)
Character, 8, Teen Titans, 19/19, Flight, Range
Cosmic: Whenever a Teen Titans team attacker you
control stuns a defender, ready that attacker.
Raven, Daughter of Trigon (DOR-049R)
Character, 7, Teen Titans, 14/14, Flight, Range
Loyalty <p> Pay 1 endurance >>> Characters and
locations target player controls can't ready this
turn. Use only during the recovery phase.
Raven, Demon Spawn (DCL-082C)
Character, 5, Teen Titans, 8/10, Concealed
Optional, Flight, Range
Whenever Raven enters combat with an opposing
character, its controller moves it to his hidden area.
Raven, Rachel Roth (DLS-146R)
Character, 4, Teen Titans, 7/7, Concealed
Optional, Flight, Range
Substitute <p> While Raven is in your hand and
you control a Teen Titans character, you can
substitute her during the combat phase.
Ravencroft Institute (MTU-126R)
Location, 2
Activate, reveal a card at random from your hand
>>> Sinister Syndicate characters you control with
cost X get +X ATK this turn, where X is the
revealed card's cost.
Ravenous, Steward of Annihilus (MUN-211U)
Character, 6, Negative Zone, 13/11, Flight, Range
When Ravenous enters play, you may replace
target face-up resource and gain endurance equal to
its cost.

Ray Palmer <> The Atom, Tiny Titan (DCL-083C)


Character, 1, Teen Titans/JLA, 2/1, Concealed
Optional
Discard Ray Palmer >>> Characters you control
can team attack hidden characters this turn.

Recharge! (DCL-056R)
Plot Twist, 3
To play, exhaust a Hal Jordan you control. <p>
Ongoing: At the start of the draw phase, draw a
card.

Ray Palmer <> The Atom, World's Smallest Hero


(DCL-025R, DJL-018R)
Character, 1, JLA, 2/1, Concealed
Return Ray Palmer to his owner's hand >>> Negate
target effect targeting a [JLA] character you
control.

Recharging the Ring (DGL-210C)


Plot Twist, 3
Exhaust any number of characters you control each
with willpower 1 or greater. Replace up to X
resources you control and gain X endurance, where
X is the number of characters you exhausted.

Raza Longknife, Space Pirate (MEV-248C)


Character, 2, Starjammers, 3/1
Whenever Raza Longknife attacks, opposing
characters get -2 DEF this turn.

Reciting the Oath (DGL-036U)


Plot Twist, 3
To play, exhaust four characters you control. <p>
Ongoing: Characters you control have
reinforcement while you control a Green Lantern
character.

Razorfist, Sociopathic Mercenary (MTU-104C)


Character, 1, Sinister Syndicate, 3/2
Reservist <p> At the start of the combat phase, lose
1 endurance for each resource you control.
Re-Absorption (MEV-043R)
Plot Twist, 3
To play, KO X characters you control with the
name or identity Multiple Man. <p> Draw X cards
and gain X endurance.
Reality Gem, Unique * Infinity Gem (MHG-180R)
Equipment, 0
Whenever equipped character becomes stunned,
you may return Reality Gem to its owner's hand.
<p> When Reality Gem enters play, you may
discard a card. If you do, replace target face-up
resource.
Realm of the Mind (MUN-243U)
Plot Twist, 3
Play only during the combat phase. <p> To play,
exhaust a Professor X you control. <p> Target
player discards a card, and you draw a card.
Reaper, Vampire Armageddon (MMK-153C)
Character, 4, Underworld, 12/1, Concealed
At the start of the build phase, KO a character you
control.
Rebellion on Oa (DGL-138R)
Plot Twist, 2
To play, exhaust a Manhunter character you
control. <p> Each opponent who controls fewer
stunned characters than you KO's all stunned
characters he controls.
Rebirth (MXM-032C)
Plot Twist, 2
To play, exhaust an X-Men character you control.
<p> Recover each stunned character adjacent to the
character you exhausted with cost less than or
equal to that character's cost.
Recharge the Sun (DJL-200R)
Plot Twist, 4
You may stun any number of characters you
control with total willpower greater than the cost of
target Green Lantern character. If you do, ready
that character.

Reckless Youth (MUN-044R)


Plot Twist, 3
To play, discard a card. <p> Target an [Avengers]
character that team attacked this turn. If it's
stunned, recover it. <p> BoostDiscard an
[Avengers] character card: Ready that character.
The Reckoning (MUN-248U)
Plot Twist, 4
To play, exhaust a character you control. <p> Put
the top card of your deck into your KO'd pile, and
each player loses endurance equal to its cost. If you
exhausted a character named Thor this way, ready
him.
Reconnaissance (MOR-211U)
Plot Twist, 1
Look at each opponent's face-down resources.
Reconstruction Program (MOR-152C)
Plot Twist, 2
Choose one: Return target character card from your
KO'd pile to your hand; or return up to three target
Army Sentinel character cards from your KO'd pile
to your hand.
Recruiting Drive (DWF-118R)
Plot Twist, 2
To play, return a non-stunned character you control
to its owner's hand. <p> Search your deck for up to
two Outsiders character cards with combined cost
3 or less, reveal them, and put them into your hand.
The Red Rider (MEV-240R)
Plot Twist, 3
Play The Red Rider only if you haven't played
another card named The Red Rider this game. <p>
To play, exhaust a character you control with
version War. <p> Stun target attacker and target
defender.
Red Shift, Herald (MCG-027U)
Character, 6, 12/13, Flight, Range
[Activate] >>> Remove Red Shift from the game,
then return him to play exhausted.

Red Shift, Rift Walker (MHG-018R)


Character, 5, Heralds of Galactus, 10/9, Concealed,
Flight, Range
Cosmic: Whenever Red Shift attacks, you may
remove all attackers and defenders from the game.
If you do, the owner of each of those cards puts it
into his front row at the start of the recovery phase
this turn.
Red Skull, Aleksander Lukin * RAID (MUN155C)
Character, 3, Crime Lords, 5/5, Range
Leader: Whenever an adjacent character defends,
each opponent loses 2 endurance, and you gain 2
endurance.
Red Skull, Johann Shmidt * HYDRA (MUN156C)
Character, 5, Crime Lords, 9/9, Range
Leader: Whenever an adjacent character becomes
stunned during the combat phase, target opponent
loses endurance equal to its cost. <p> Whenever
Red Skull becomes stunned, adjacent characters
get +3 DEF while defending this turn.
Red Skull, Master of Creation (MUN-157C)
Character, 7, Crime Lords, 14/17, Range
Leader: At the start of the recovery phase, target
opponent loses endurance equal to the combined
cost of all adjacent characters.
Red Star, Leonid Kovar (DOR-050U)
Character, 4, Teen Titans, 7/6, Range
Whenever Red Star becomes powered-up, he can't
be stunned while attacking this turn. <p> Pay 1
resource point >>> Target player loses 5
endurance. Use only once per turn and only if you
control another Teen Titans character.
Red Star, Russian Roulette (DCL-084C)
Character, 3, Teen Titans, 2/2, Range
Reservist <p> Red Star gets +1/+1 for each facedown resource you control.
Red Tornado, Elemental Android (DCL-026C)
Character, 2, JLA, 2/2, Flight, Range
Whenever Red Tornado becomes stunned, you may
recover him at the start of the recovery phase this
turn.
Red Tornado, John Smith (DJL-019C)
Character, 2, JLA, 2/3, Flight, Range
If a team attacker you control would become
stunned, instead, you may stun Red Tornado. <p>
When Red Tornado enters a KO'd pile from play,
you may return him to his owner's hand.
Redstone, Michael Redstone (MAV-063U)
Character, 5, Squadron Supreme, 8/11
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
If Redstone would cause breakthrough while
attacking a character, instead, that character's
controller loses 6 endurance.
Reed and Sue (MVL-197C)
Plot Twist, 2
Target [Fantastic Four] defender gets +1 DEF or
has reinforcement this attack.

Reed's Workshop (MFF-011U)


Location, 3
Activate >>> Target Fantastic Four defender you
control gets +1 DEF this attack.
Reform the League (DCL-057C, DJL-032C)
Plot Twist, 1
Ongoing: Discard a character card >>> Power-up
target [JLA] attacker or defender you control. Use
only once per turn.
Reign of Apocalypse, Age of Apocalypse (MAA024U)
Plot Twist, 5
To play, exhaust an Apocalypse you control. <p>
KO target character if there are no characters with
lower DEF in play.
Reign of Terra (DGL-171R)
Plot Twist, 2
Ongoing: Characters you control lose and can't
gain affiliations other than Deathstroke.
Reign of Terror (MOR-135R)
Plot Twist, 4
Play only from your hand and only if you recruited
Dr. Doom this turn. <p> Return any number of
target characters with combined cost 3 or less to
their owners' hands.
Rejuvenation (MSM-101U)
Plot Twist, 4
To play, exhaust a Sinister Syndicate character you
control. <p> Gain 1 endurance for each character
card in target opponent's KO'd pile.
Relentless Onslaught (MHG-038C)
Plot Twist, 4
Target Heralds of Galactus attacker you control
gets +2 ATK this attack. <p> Draw a card.
Relentless Pursuit (DCR-196C)
Plot Twist, 2
The controller of target character moves it to his
visible area. Characters you control get +1 ATK
while attacking that character this turn.
Reload (MVL-148R)
Plot Twist, 3
Remove the top five cards of your deck from the
game. You may choose an equipment card with
cost 0 removed this way and equip it to a [Marvel
Knights] character you control.
Relocation (MOR-212R)
Plot Twist, 3
To play, discard a card. <p> Exchange the positions
of Relocation and target location an opponent
controls.
Remake the World (DOR-116R)
Plot Twist, 3
To play, exhaust a League of Assassins character
you control. <p> KO any number of locations you
control. Move that number of locations target
opponent controls to your resource row. For each
location you moved, that opponent puts the top
card of his deck face down into his resource row.

Remnant Fleet (MHG-082C)


Plot Twist, 2
Return target Kree character you control to its
owner's hand. You may return another character
you control to its owner's hand.
Remoni-Notra <> Star Sapphire, Obsessed Warrior
Princess (DGL-057C)
Character, 5, Emerald Enemies, 9/7, Flight, Range
Willpower 4 <p> Whenever an attacker you control
stuns a defender and that attacker's willpower is
greater than that defender's cost, KO that defender.
Remoni-Notra <> Star Sapphire, Zamoran
Champion (DJL-134U)
Character, 6, Secret Society/Emerald Enemies,
12/13, Flight, Range
Willpower 3 <p> Ally: Whenever a character you
control becomes powered-up, you may exhaust a
character you control. If you do, you may return a
resource you control to its owner's hand.
Remote Facility, Non-Unique (DCL-189C)
Location, 1
[Activate], Discard a card >>> Return target Secret
Society character card from your KO'd pile to your
hand.
Removed from Continuity (DCR-197R)
Plot Twist, 2
To play, exhaust a DC character you control. <p>
Remove target stunned non-Army character from
the game. You may discard a card. If you do,
search that character's controller's deck, hand, and
KO'd pile for all cards with the same printed name
and version as that character and remove them
from the game.
Rem-Ram, Acolyte (MXM-101C)
Character, 1, Brotherhood, 1/2
MutantMental
Reservist <p> When you recruit Rem-Ram, reveal
the top four cards of your deck. You may put one
revealed reservist card into your hand. Put the rest
on the bottom of your deck.
Renee Montoya, Gotham Central (DWF-051U)
Character, 3, Gotham Knights, 4/5, Range
Free >>> Choose a number. Renee Montoya gets
+1 ATK this turn for each face-up resource you
control with cost equal to that number. Use only
once per turn.
Repel Attack (MAV-039C)
Plot Twist, 1
Target leader defender you control gets +1 DEF
this attack for each non-stunned character adjacent
to it. If that defender has the Avengers affiliation, it
has reinforcement this attack.
Repulsor Ray (MAV-040C)
Plot Twist, 2
Target attacker you control gets +2 ATK this attack.
If that attacker has the Avengers affiliation, your
opponents can't use character payment powers this
turn.

Research and Development (DCL-151R)


Plot Twist, 3
Ongoing: Whenever a character enters play under
an opponent's control, if it has cost less than or
equal to a Lex Luthor you control, put a +1/+1
counter on that Lex Luthor.
Research Facility (MVL-242C)
Location, 2
[Activate] >>> Replace target face-down resource
you control.
Reset (MVL-265R)
Plot Twist, 3
To play, discard a card. <p> If all characters you
control share an affiliation, remove all defenders
from this attack.
Resistance is Useless (DJL-189C)
Plot Twist, 2
Target attacker you control gets +1/+1 this attack
and an additional +1/+1 this attack if it is
unaffiliated.
The Retaliator (MEV-261U)
Location, 3
[Activate] >>> KO The Retaliator. If you do, target
opponent replaces all face-up locations and
ongoing plot twists he controls.
Retribution (MXM-076C)
Plot Twist, 1
Target Morlocks character you control gets +2 ATK
this attack and an additional +1 ATK this attack for
each stunned character you control.
Retrieval Protocol <> OMAC Robot, Army (DCR097C)
Character, 2, Checkmate, 2/2, Flight, Range
Discard a character or location card >>>
Characters you control with the identity OMAC
Robot get +1/+1 this turn. Use only once per turn.
Return Fire! (DCR-153C)
Plot Twist, 1
To play, exhaust a non-defending character you
control or a Villains United defender you control.
<p> The controller of target attacker loses
endurance equal to that attacker's cost.
Return of Donna Troy (DCR-207U)
Plot Twist, 2
Choose one: Return target character card from your
KO'd pile to your hand; or return target Teen Titans
character you control to its owner's hand.
Return of the Demon's Head (DLS-084R)
Plot Twist, 3
Play only if you control a Future Foes character
and only during the combat phase. <p> Unless an
opponent discards two cards, characters your
opponents control with cost 4 or less lose all
affiliations while defending this turn.

Revenge Pact (DSM-092R)


Plot Twist, 3
Ongoing: Pay 3 endurance, discard a card >>>
Reveal the top five cards of your deck. Put a
revealed Revenge Squad character card into your
hand and the rest on the bottom of your deck. Use
only once per turn.
Revitalize (DCR-198C)
Plot Twist, 3
Exhaust any number of characters you control.
Recover target stunned character if its cost is less
than the combined cost of the characters you
exhausted.
Rex Tyler <> Hourman, Inventor of Miraclo
(DCR-020R)
Character, 3, JSA, 3/3
Free >>> Rex Tyler gets +4/+4 this attack, and
each opponent gains 3 endurance. Use only once
per turn.
Rhino, Alex O'Hirn (MSM-020C)
Character, 3, Sinister Syndicate, 7/4
At the start of your recruit step, KO Rhino unless
you pay 4 endurance.
Rhino, Unstoppable Force (MTU-105C)
Character, 5, Sinister Syndicate, 10/9
Characters defending against Rhino lose and can't
have reinforcement.
Richard Rider <> Nova Centurion, Keeper of the
Worldmind (MUN-273U)
Character, 7, United Front/Nova Corps, 16/14,
Flight, Range
When Richard Rider enters play, remove the top
seven cards of your deck from the game. <p> You
can play plot twist cards removed this way.
Richard Rider <> Nova, Xandarian Nova Corps
(MTU-062C)
Character, 4, Marvel Defenders, 7/7, Flight, Range
Substitute <p> Backup: Activate >>> Stun target
character at the start of the recovery phase this
turn. Use only during the build phase.

Ricochet, Johnny Gallo (MSM-049C)


Character, 3, Spider-Friends, 3/5
Evasion <p> Characters you control with evasion
can't be the target of plot twist or payment effects
an opponent controls.
Rictor, Depowered (MEV-025U)
Character, 2, X-Factor/Purifiers, 2/3
[Activate] >>> Gain 1 endurance for each
character in play with an activated ([activate])
power.
Rictor, Julio Rictor (MEV-063C)
Character, 4, X-Force/X-Men, 7/8
Whenever you play a plot twist while Rictor is in
combat, you may replace target opposing face-up
resource.
Riddle Me This (DOR-094U)
Plot Twist, 2
Play only during your attack step. <p> Exhaust a
ready Arkham Inmates character you control. If
you do, target player reveals two cards from his
hand. Choose one of the revealed cards. That
player discards that card.
The Riddler, Brain Teaser (DLS-209R)
Character, 2, Arkham Inmates, 2/3
Activate >>> You may reveal an Arkham Inmates
character card from your hand or resource row. If
you do, target player can't play plot twists this turn
with cost equal to the cost of the card you revealed.
Use only during the combat phase.
The Riddler, Edward Nygma (DOR-083U)
Character, 3, Arkham Inmates, 2/4
Activate, discard an Arkham Inmates character
card >>> Target opponent discards a card. If that
card's cost is not equal to the cost of the card you
discarded, that opponent discards an additional
card. Use only during the recovery phase.

Rigged Explosives (MVL-266R)


Plot Twist, 1
When you play Rigged Explosives from your
resource row, put five time counters on it. <p>
Ongoing: At the start of the combat phase, remove
a time counter from Rigged Explosives. When the
last is removed, KO Rigged Explosives, and target
player loses 10 endurance.
Righteous Anger (MUN-202R)
Plot Twist, 4
Stun target Hulk you control. If you do, recover
and ready him. <p> That Hulk can't be the target of
effects this turn.
The Ring Has Chosen (DGL-215U)
Plot Twist, 2
Search your deck for an affiliated character card
with cost less than or equal to the total willpower
of characters you controlled as you played The
Ring Has Chosen. Reveal that card and put it into
your hand. Discard a card.
Ring of Fire (MTU-037U)
Plot Twist, 2
Play only if you control a Team-Up. <p> To play,
exhaust a Spider-Friends character you control.
<p> Target character gets -3 ATK this turn.
Ring of the Sinestro Corps (DCX-011C)
Equipment, 0, ConcealedOptional
Equip only to an [Anti-Matter] character. <p>
Equipped character gets +2/+2 and has flight and
range. <p> At the start of the recovery phase, KO
equipped character.
Riptide, Janos Quested (MEV-108C)
Character, 3, Marauders, 5/4, Range
Stun Riptide >>> Stun up to two target characters
with combined cost 2 or less.

The Riddler, Multiple Choice (DWF-144U)


Character, 4, Arkham Inmates, 7/7
Reservist <p> At the start of your attack step, you
may discard a card at random. If you do, exhaust
target visible character.

Rise from the Grave (MSM-158R)


Plot Twist, 2
To play, pay 5 endurance. <p> Recover target
stunned character you control and move it to your
support row. Lose endurance equal to that
character's cost.

The Riddler, Riddle Me This (DCL-183R)


Character, 1, Secret Society/Arkham Inmates, 1/2,
Concealed
[Activate] >>> Put the top card of target player's
deck into his KO'd pile. Your opponents can't play
plot twists with the same cost as that card this turn.

Rise to Power (MSM-124R)


Plot Twist, 6
To play, discard a Brotherhood character card with
cost 3 or less. <p> Search your deck for a
Brotherhood character card with cost 6 or greater,
reveal it, and put it into your hand.

Rick Jones, A Hero's Best Friend (MAV-021U)


Character, 1, Avengers, 1/1, Concealed
Reservist <p> You may discard an Avengers
character card rather than pay Rick Jones's recruit
cost. <p> Activate, return Rick Jones to his owner's
hand >>> Target defender you control has
reinforcement this attack.

Ride of the Black Racer (DSM-127R)


Plot Twist, 3
To play, discard two Darkseid's Elite character
cards. <p> Choose one: KO target stunned
character; or recover target stunned character you
control.

Rick Jones, Monster's Best Friend (MUN-193C)


Character, 2, Warbound, 2/3
[Activate] >>> Rally for a card with the word
"Hulk" in its name or game text. <p> [Activate]
>>> Return Rick Jones to his owner's hand. Use
only during the combat phase.

Rigged Elections (DOR-095R)


Plot Twist, 1
Ongoing: Exhaust an Arkham Inmates character
you control >>> Put a ballot counter on Rigged
Elections. If there are 25 or more ballot counters on
Rigged Elections, you win the game.

Ritual Sacrifice, Team-Up (MTU-169C)


Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Put an Underworld character
card from your KO'd pile on the bottom of your
deck >>> Gain 1 endurance. Use only once per
turn.

Richard Tyler <> Hourman, Man of the Hour


(DCR-021U)
Character, 4, JSA, 5/5
Free >>> Richard Tyler gets +4/+4 this attack, and
each opponent gains 3 endurance. Use only once
per turn.

RL-9000 (MEV-074R)
Equipment, 1
Shift <p> Equip only to Cable. <p> Exhaust
equipped character, return RL-9000 to its owner's
hand >>> Target character gets -X DEF this turn,
where X is its DEF. Use only during the combat
phase.
Roberto da Costa <> Sunspot, Solar Flare (MEV064U)
Character, 6, X-Force/X-Men, 12/13, Flight, Range
Whenever Roberto da Costa defends, the attacking
player loses endurance equal to the combined cost
of all attackers.
Roberto Da Costa, Heir to the Throne (MXM142C)
Character, 4, Hellfire Club, 8/6, Concealed
Optional, Range
MutantEnergy
Leader: Characters adjacent to Roberto Da Costa
gain the Hellfire Club affiliation. <p> Whenever a
Mutant adjacent to Roberto Da Costa enters
combat, power-up that Mutant.
Robot Destroyer, Army (MOR-117R)
Character, 5, Doom, 9/8, Range
Activate, stun Robot Destroyer >>> Stun target
character with cost 4 or less. Use only if you
control Dr. Doom.
Robot Enforcer, Army (MOR-118C)
Character, 4, Doom, 6/6, Range
When Robot Enforcer attacks, if you control
another Army Doom character, target player
discards a card.
Robot Seeker, Army (MOR-119C)
Character, 3, Doom, 3/4, Range
When Robot Seeker enters play, choose a character
name. <p> Whenever Robot Seeker attacks a
character with the chosen name, Robot Seeker gets
+3 ATK this attack.
Robot Sentry, Army (MOR-120C)
Character, 2, Doom, 2/2, Range
Activate >>> Exhaust target character with cost 2
or less. Use only if you control another Doom
character.
Robotic Offensive (MVL-218U)
Plot Twist, 2
Choose an affiliation. Opposing characters with
that affiliation get -2 DEF while in combat with
Army [Doom] characters you control this turn.
Robotman, Cliff Steele (DCL-232C)
Character, 5, Doom Patrol, 8/8, Range
[Activate] >>> Put two +1/+1 counters on
Robotman.
The Rock of Eternity (DCR-041R)
Location, 4
At the start of your attack step, ready each JSA
character you control that was exhausted as your
attack step started and exhaust each other character
you control.

Rocket Central (MAV-079R)


Location, 2
Squadron Supreme characters you control get +2
ATK while you have no cards in hand.
Rocket Racer, Robert Farrell (MSM-050C)
Character, 1, Spider-Friends, 1/1
Evasion <p> Spider-Friends characters protecting
Rocket Racer have reinforcement. <p> Pay 1
endurance >>> Move Rocket Racer.
Rocket Red #4, Dmitri Pushkin Gorki (DJL-059C)
Character, 3, JLI, 4/3, Flight, Range
Activate >>> Rocket Red #4 gets +1 DEF this turn
for each resource you control. <p> Activate >>>
Rocket Red #4 gets +1 ATK this turn for each
resource you control. <p> Boost 1: When Rocket
Red #4 enters play, ready him.
Rocket Red, Manhunter Sleeper (DGL-127C)
Character, 5, Manhunter, 13/13, Flight, Range
To recruit, KO two Manhunter characters you
control.
Roger, Homunculus (EHB-014U)
Character, 6, B.P.R.D., 13/11
Whenever Roger becomes stunned, you may KO
him. If you do, target player loses 4 endurance.
Rogue Squadron (MUN-321U)
Plot Twist, 2
Put up to three target Army character cards from
your KO'd pile on top of your deck.
Rogue, Age of Apocalypse (MAA-006R)
Character, 6, X-Men, 12/12, Flight
At the start of the combat phase, choose an
opposing character. Rogue gains that character's
powers and keywords this turn.
Rogue, Anna Marie (MXM-022C)
Character, 7, X-Men, 16/14, Flight
MutantEnergy
Whenever Rogue stuns an attacker, gain endurance
equal to that character's cost.
Rogue, Anna Raven (MOR-090C)
Character, 3, Brotherhood, 4/4, Flight
Whenever Rogue attacks a character, exhaust that
character.
Rogue, Earth-1009 (MEV-156C)
Character, 5, Exiles, 10/8, Flight
Shift <p> While Rogue is shifted, at the start of the
combat phase, put a shift counter on her.
Rogue, Energy Drain (MXS-008C)
Character, 3, X-Men, 4/4, Flight
Whenever Rogue stuns a character, gain 2
endurance.
Rogue, Power Absorption (MVL-026R, MOR022R)
Character, 4, X-Men, 7/7, Flight
At the start of the combat phase, Rogue gains
target character's activated powers this turn.

Rogue, Powerhouse (MOR-023U)


Character, 6, X-Men, 12/11, Flight
Recruit only if you control an X-Men character.
<p> Whenever Rogue stuns a defender, KO that
character.
Rogue, Southern Belle (MVL-074C)
Character, 4, Brotherhood, 7/7, Flight
Whenever an opposing character activates, its
controller loses 4 endurance.
Rogue, Total Transformation (MHG-189R)
Character, 6, Skrull/X-Men, 12/12, Concealed
Optional, Flight
MutantEnergy
Whenever Rogue stuns a character, search that
character's controller's deck for a card with the
same printed name and version as that character.
You may put that card into your front row
exhausted and then KO Rogue.
Roll Call! (DJL-033C)
Plot Twist, 2
Gain 1 endurance for each JLA character you
control. <p> If you control two or more JLA
characters, draw two cards, then discard two cards.
Ronan the Accuser, Exiled (MTU-216U)
Character, 3, Kree, 5/4, Range
Press (When you recruit this card, your next
character costs 1 less to recruit this turn for each
press card you recruited this turn, but no less than
1.) <p> Ronan the Accuser gets +2/+2 while you
control no other characters.
Ronan the Accuser, Kree Emperor (MUN-274U)
Character, 5, United Front/Kree, 9/9, Range
Cosmic: Whenever Ronan becomes stunned, you
may exhaust target character.
Ronan the Accuser, Starforce (MHG-061C)
Character, 4, Kree, 8/7, Range
Cosmic: Your opponents can't flip locations or play
plot twists from their resource rows.
Ronan the Accuser, Supreme Public Accuser
(MHG-062R)
Character, 7, Kree, 15/16, Range
LoyaltyReveal <p> At the start of the combat
phase, each opponent replaces all face-up resources
he controls. <p> Cosmic: Activate >>> Stun target
character if its cost is less than the number of facedown resources its controller controls. Use only
during the combat phase.
Rook Control, Non-Unique (DCR-114U)
Location, 4
Activate >>> Move a hidden character you control
to your visible area. If you do, move target visible
Checkmate character you control to your hidden
area.
Roscoe Sweeny, Fixer (MMK-110U)
Character, 1, Crime Lords, 0/1
Activate, pay 1 endurance >>> Search your deck
for a Crime Lords character card with cost equal to
the number of resources you control, reveal it, and
put it into your hand. Discard a card.

Rose <> Thorn, Rose Forrest (DSM-017U)


Character, 3, Team Superman, 4/4
Rose gets +3/+3 while attacking and -3/-3 while
defending.
Rose Psychic, Ghost Detective (DCR-063C)
Character, 3, Shadowpact, 5/3, Concealed
Optional
At the start of the combat phase, lose 3 endurance.
<p> At the start of the recovery phase, gain 6
endurance. <p> Boost 3: When Rose Psychic
enters play, if you don't control Dr. Occult, search
your deck for a card named Dr. Occult and put it
into your front row.
Rose Wilson <> The Ravager, Daughter of
Deathstroke (DLS-148R)
Character, 5, Teen Titans, 7/8
Substitute <p> Cosmic: Activate >>> KO target
character with cost 3 or less. Use only if you
control another Teen Titans character.
Rose Wilson <> The Ravager, Redemption Earned
(DCL-085U)
Character, 4, Teen Titans, 7/8
Reservist <p> Whenever Rose Wilson stuns a
character, KO that character if its cost is less than
the number of face-down resources you control.
Rose Wilson <> The Ravager, Titans Tomorrow
East (DLS-149U)
Character, 3, Teen Titans, 2/3
Substitute <p> Cosmic: Activate >>> Stun target
character with cost 2 or less.
The Rose, Richard Fisk (MSM-090R)
Character, 2, Sinister Syndicate, 2/3
Locations cost your opponents 3 more to flip.
The Rose, Shadowy Lieutenant (MMK-115U)
Character, 2, Crime Lords, 2/2, Concealed, Range
Activate, move The Rose from your hidden area to
your visible area >>> KO a resource you control. If
you do, search your deck for a card named Made
Men, reveal it, and put it face down into your
resource row.
Roshambo (DCX-024R)
Plot Twist, 1
Insanity: Play rock, paper, scissors against an
opponent. If you win, exhaust a character that
opponent controls. Repeat this process with that
opponent until you lose.
Rot Lop Fan, F-Sharp Bell of the Obsidian Deeps
(DGL-022C)
Character, 4, Green Lantern, 7/6, Concealed,
Flight, Range
Willpower 2 <p> Pay 2 endurance >>> Target
Green Lantern character you control can attack
hidden characters this turn.
Rough House (MMK-130C)
Plot Twist, 3
Play only if you control a Crime Lords character.
<p> Characters you control get +2 DEF while
defending with reinforcement this turn.

Roulette, Hellion (MXM-143R)


Character, 2, Hellfire Club, 3/3
MutantEnergy
Reservist <p> At the start of the combat phase,
reveal the top card of your deck. If it is an Energy
card, target opponent loses 2 endurance.
Roy Harper <> Arsenal, Additional Firepower
(DCL-087R)
Character, 3, Teen Titans/JLA, 5/4, Range
Reservist <p> Exhaust a [Teen Titans] character
you control >>> Target character gets -2 DEF this
turn.
Roy Harper <> Arsenal, Knight (DCR-098C)
Character, 5, Checkmate/Teen Titans, 9/9, Range
Exhaust two locations you control >>> Roy Harper
gets +1 ATK this turn. <p> Activate, KO a resource
you control >>> Stun target attacker with ATK less
than Roy Harper's ATK.
Roy Harper <> Arsenal, Ladies' Man (DWF-099C)
Character, 2, Outsiders/Teen Titans, 3/2, Range
Substitute <p> Leader: Exhaust a character
adjacent to Roy Harper >>> Target player loses 1
endurance. Use only during the combat phase.
Roy Harper <> Arsenal, Sharpshooter (DOR051C)
Character, 3, Teen Titans, 4/3, Range
Exhaust a Teen Titans character you control >>>
Roy Harper gets +2 ATK this turn. <p> Activate,
KO a resource you control >>> Stun target
character with ATK less than Roy Harper's ATK.
Roy Harper <> Red Arrow, Coming of Age (DCL027R)
Character, 2, JLA, 3/3, Range
Return Roy Harper to his owner's hand >>> Target
stunned character can't ready this turn.
Roy Harper <> Speedy, Mercurial Marksman
(DCL-086R, DSM-136R)
Character, 1, Teen Titans, 1/1, Range
Put Roy Harper on the top of his owner's deck >>>
KO target character with cost 1 or less. <p>
Exhaust a [Teen Titans] character you control >>>
Roy Harper gets +1 ATK this turn.
Royal Decree (DSM-162U)
Plot Twist, 3
Choose two affiliations among characters you
control. If you chose New Gods and another
affiliation, draw a card. <p> Ongoing: Characters
you control, as well as cards in your deck, hand,
and KO'd pile, with either of those affiliations have
both of them.
Royal Egg-Matrix (DJL-110U)
Location, 1
Activate >>> Return an Army Injustice Gang
character card from your KO'd pile to your hand.
Royal Flush Gang, Non-Unique * Full House
(DCX-014C)
Character, 1, Injustice Gang, 1/1, Range
A deck can have up to five cards named Royal
Flush Gang. <p> When Royal Flush Gang enters
play, all Royal Flush Gangs you control get +1
ATK this turn.

The Royal Guard (MHG-126R)


Plot Twist, 2
Target Inhumans character you control gets +2/+2
while attacking this turn and has flight this turn.
Ruins of Avalon (MXM-119R)
Location, 3
Activate, replace a reservist resource you control
>>> Target Brotherhood attacker you control gets
+3 ATK this attack.
Runaways, Run Away! (MEV-228U)
Plot Twist, 1
Play only if you control a Runaways character. <p>
Put the top four cards of target player's deck into
his KO'd pile.
Running Interference (DJL-071U)
Plot Twist, 1
To play, exhaust a non-defending JLI character you
control. <p> Exhaust target protected defender you
control and remove all attackers from this attack.
The Russian, Contract Killer (MMK-116C)
Character, 5, Crime Lords, 9/9
The Russian gets +3 ATK while in combat with a
character with neither flight nor range.
Ruthless Aggression (MUN-079C)
Plot Twist, 1
Target [Thunderbolts] attacker gets +2 ATK this
attack and an additional +1 ATK for each time an
opposing character was stunned or KO'd this turn.
Ruul Warrior, Army (MHG-063C)
Character, 3, Kree, 3/6
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Ruul Warrior gets +3/-3 while you control more
characters than an opponent.
S.H.I.E.L.D. Agents, Army * Agent of S.H.I.E.L.D.
(MUN-105C)
Character, 1, S.H.I.E.L.D., 0/2, Range
Reservist <p> When S.H.I.E.L.D Agents enters
play, target player loses 2 endurance.
S.H.I.E.L.D. Flying Car (MUN-123U)
Equipment, 0
Equip only to a [S.H.I.E.L.D.] character. <p>
Equipped character has flight. <p> Whenever
equipped character becomes stunned during the
combat phase, you may return S.H.I.E.L.D. Flying
Car to its owner's hand. If you do, return that
character to its owner's hand.
S.H.I.E.L.D. Helicarrier (MUN-126R)
Location, 3
Terraform <p> To flip, return up to three nonstunned characters you control with combined cost
3 or more to their owners' hands. <p>
[S.H.I.E.L.D.] characters you control get +2 ATK
and have flight.

S.T.A.R. Labs (DGL-144R)


Location, 2
Pay 3 resource points >>> Put a cosmic counter on
target cosmic character you control. <p> Pay 1
resource point >>> Put a cosmic counter on target
cosmic Team Superman character you control. Use
only once per turn.
S.T.A.R. Labs Orbital Platform, Non-Unique (DJL192C)
Location, 2
Activate >>> Target protected attacker or defender
you control gets +1 DEF this attack.
S.T.A.R. Squad (MUN-133U)
Plot Twist, 2
Return target Army [S.H.I.E.L.D.] character card
from your KO'd pile to your hand. <p> Boost
Return a ready non-Army [S.H.I.E.L.D.] character
you control to its owner's hand: If that Army card
has the same cost as the character you returned, put
it into play instead.
S.T.R.I.P.E., Pat Dugan (DLS-198U)
Character, 4, JSA, 7/6, Range
Exhausted JSA defenders you control have
reinforcement. <p> Exhaust a JSA character you
control >>> S.T.R.I.P.E. gets +2 ATK this turn. Use
only once per turn.
Sabretooth, Age of Apocalypse (MAA-011R)
Character, 2, X-Men, 4/1
Whenever an opposing character stuns another
character you control, ready Sabretooth.

Sabretooth, Reformed Killer (MEV-026U)


Character, 3, X-Factor/Weapon X, 4/4
Energize (Whenever Sabretooth defends, ready
him.) <p> [Activate] >>> Target character can't
recover this turn.
Sabretooth, Savage Killer (MXM-102R)
Character, 5, Brotherhood, 11/8
MutantPhysical
Reservist <p> Whenever a character causes
breakthrough, Sabretooth can't be stunned while
attacking this turn. <p> Pay 2 endurance >>>
Target character you control can attack hidden
characters this turn.
Sabretooth, Victor Creed (MOR-092C)
Character, 6, Brotherhood, 13/11
If Sabretooth is in your front row and would
become stunned, instead, you may pay 10
endurance. If you do, exhaust Sabretooth and move
him to your support row.
Sabretooth, Wounded Animal (MEV-109R)
Character, 4, Marauders/X-Men, 11/7, Concealed
Loyalty <p> Sabretooth can't attack characters with
cost 4 or more unless an opponent controls a
stunned character.
Sacrificial Pawn (MVL-219C)
Plot Twist, 2
To play, KO a [Doom] character you control. <p>
Target opponent KO's a stunned character he
controls.

Sabretooth, Earth-295 * Team Leader (MEV-194C)


Character, 7, Weapon X/Exiles, 17/14
Shift <p> Remove three shift counters from
Sabretooth >>> KO target stunned character.

Sadistic Choice (MSM-025U)


Plot Twist, 3
Play only if you control a Sinister Syndicate
character. <p> KO target stunned character unless
its controller discards two cards.

Sabretooth, Earth-295 * War (MEV-193R)


Character, 6, Weapon X/Horsemen of Apocalypse,
14/12
Shift, Hunter <p> Characters hunted by you must
attack Sabretooth if able.

Sadu-Hem, Ancient Godling (EHB-045R)


Character, 8, Thule Society, 19/19, Flight, Range
Reservist <p> Whenever Sadu-Hem stuns a
character, gain endurance equal to that character's
cost.

Sabretooth, Feral Rage (MVL-076R, MOR-091R)


Character, 4, Brotherhood, 11/7
To recruit, discard a [Brotherhood] character card.

Safe House No. 23, Team-Up (MUN-034U)


Location, 3
To play, choose two different affiliations among
characters you control. <p> Crossover those
affiliations. <p> [Activate] >>> Target [Avengers]
leader gets +X DEF this attack, where X is the
number of non-stunned characters adjacent to it.

Sabretooth, Genocidal Savage (MVL-075C)


Character, 7, Brotherhood, 16/14
Characters defending against Sabretooth lose and
can't have reinforcement.
Sabretooth, Government Assassin (MUN-278U)
Character, 5, Weapon X, 11/8, Concealed, Range
Reservist <p> When Sabretooth enters play, choose
a name. <p> Whenever Sabretooth stuns a
character with that name, you may KO that
character. If you do, return Sabretooth to his
owner's hand.
Sabretooth, Killer Instinct (MXS-023C)
Character, 5, Brotherhood, 9/9
Sabretooth gets +2 ATK for each stunned character
your opponents control.

Safety in Numbers (DJL-072U)


Plot Twist, 2
Play only if you control three or more JLI team
attackers. <p> Ready target attacker you control.
That attacker can't be stunned this attack.
Sage, Earth-616 (MEV-157U)
Character, 2, Exiles/X-Men, 2/3, Range
Shift <p> When Sage enters play, draw a card for
each other character you control that entered play
this turn.

Sage, Tessa (MXM-144C)


Character, 2, Hellfire Club, 3/2, Concealed
Optional
MutantMental
Discard a Mental card >>> Draw two cards, then
discard a card. Use only once per turn.
Sage, Xavier's Secret Weapon (MXM-023C)
Character, 3, X-Men, 5/4
MutantMental
Plot twists cost your opponents 2 more to play. <p>
Locations cost your opponents 2 more to flip.
Saint Anna, Sympathetic Healer (MMK-064C)
Character, 4, X-Statix, 6/7
Activate >>> Target character gets +1 DEF this
attack for each X-Statix character other than Saint
Anna you control.
Sakaar (MUN-196R)
Location, 3
At the start of the recovery phase, you may stun a
[Warbound] character you control. If you do, each
opponent stuns a non-stunned character he controls
with equal or lesser cost.
Salakk, Green Lantern of Slyggia (DGL-023U)
Character, 1, Green Lantern, 1/2, Flight, Range
Willpower 2
Salvage (MOR-213R)
Plot Twist, 1
Return target equipment or location card from your
KO'd pile to your hand. <p> Ongoing: At the start
of your resource step, you may pay 4 endurance. If
you do, turn Salvage face down.
Sam Scudder <> Mirror Master, Reflective Rogue
(DJL-096U)
Character, 3, Injustice Gang, 3/6
Whenever an opponent discards a card, you may
draw a card and discard a card.
Samantha Parrington <> Valkyrie, Chooser of the
Slain (MTU-063R)
Character, 4, Marvel Defenders, 5/9, Flight
Substitute <p> Backup: Activate >>> When target
character you control next attacks this turn, ready
it. Use only during the build phase.
San, The Alienated One (MHG-111C)
Character, 2, Inhumans, 2/4, ConcealedOptional
When San enters play in the hidden area, you may
search your deck for a location card, reveal it, and
put it on the top of your deck.
Sanctioned Killers, Team-Up (MUN-080C)
Plot Twist, 2
Play only if [Thunderbolts] and [S.H.I.E.L.D.] are
affiliations among characters you control. <p>
Rally for a character card. <p> Ongoing: Crossover
those affiliations.
Sanctum Sanctorum (MTU-082U)
Location, 2
Activate, exhaust a Marvel Defenders character
you control >>> Reveal the top three cards of your
deck. Put a revealed card with cost less than that
character's cost into your hand and the rest on the
bottom of your deck.

Sand Trap (MTU-127U)


Plot Twist, 2
Play only if you control a Sinister Syndicate
character. <p> You may KO a resource you control.
If you do, KO target stunned character.

Satanus, Colin Thornton (DWF-180U)


Character, 3, Revenge Squad, 6/3, Range
Vengeance: Whenever Satanus becomes stunned,
you may move target stunned character with cost 2
or less to your front row. (You gain control of it.)

Sand, Sanderson Hawkins (DCR-022C)


Character, 4, JSA, 7/7
Vengeance: Whenever Sand becomes stunned and
you control no other ready characters, recover Sand
at the start of the recovery phase this turn.

Satanus, Evil Incarnate (DSM-083R)


Character, 6, Revenge Squad, 6/6, Range
Whenever Satanus stuns a defender, recover that
defender and move it to your support row. That
character gains the Revenge Squad affiliation. (You
control that character.)

Sandman, Intruders (MTU-184U)


Character, 5, Wild Pack, 9/9
Reservist <p> Pay 2 DEF this turn >>> Sandman
gets +1 ATK this turn. Use only if Sandman has
two or more affiliations.
Sandman, William Baker (MSM-084R)
Character, 6, Sinister Syndicate, 8/8
When Sandman enters play, put six +1/+1 counters
on him. <p> Whenever Sandman becomes stunned,
remove all counters from him.
Saracen, Muzzafar Lambert (MMK-111C)
Character, 4, Crime Lords, 7/7, Range
Crime Lords defenders you control with
reinforcement get +2 ATK.
Sarge Steel, Knight (DCR-099U)
Character, 2, Checkmate, 3/3, Range
If a character protected by Sarge Steel would
become stunned, instead, you may stun Sarge
Steel. <p> Boost 1: When Sarge Steel enters play,
you may KO target character with cost 1.
Sasha Bordeaux, Autonomous Prototype (DCR101C)
Character, 7, Checkmate, 14/14, Range
At the start of the combat phase, if you have played
no plot twists this turn, you may have Checkmate
characters you control get +2/+2 this turn. If you
do, you can't play plot twists this turn.
Sasha Bordeaux, Knight (DCR-100C)
Character, 2, Checkmate, 3/2, Range
Sasha Bordeaux gets +1/+1 while equipped. <p>
Knight team attackers you control get +1 ATK.
Sasquatch, Walter Langkowski * Omega Flight
(MUN-225C)
Character, 5, Alpha Flight, 10/9
Whenever you play a plot twist, put a +1/+1
counter on Sasquatch. This power triggers only
once per turn.
Satan Claw (MUN-165U)
Equipment, 0
Equipped character gets +2 ATK. <p> While
equipped to Baron Strucker, he has "[Activate] >>>
Stun Baron Strucker and target character with
equal or lesser cost. Recover those characters at the
start of the recovery phase this turn."
Satana, Satana Hellstrom (MTU-152C)
Character, 5, Underworld, 8/10, Concealed, Range
Satana gets +2 ATK for each card named Satana in
your KO'd pile.

Scaleface, Dragon Lady (MXM-063C)


Character, 6, Morlocks, 16/9
MutantPhysical
Scaleface can't have reinforcement. <p> Whenever
Scaleface attacks, if you control two or more
stunned characters, defenders lose and can't have
reinforcement this attack.
Scalphunter, John Greycrow (MEV-110C)
Character, 5, Marauders, 8/10, Range
Characters you control get +1 ATK for each
stunned opposing character.

Satellite HQ (DJL-034C)
Location, 2
Activate >>> Characters you control with cost 4 or
greater can attack hidden characters this turn. <p>
Activate >>> Target JLA attacker gets +X DEF this
attack, where X is its willpower.

Scandal, Savage Spawn (DCR-163C)


Character, 6, Secret Six, 13/11
Remove Scandal from the game >>> If you control
a Secret Six character, search your deck for an
ongoing plot twist card, reveal it, and put it into
your hand. Use only if Scandal is in your hand.

Saturn Girl, Imra Ardeen (DLS-018R)


Character, 4, Legionnaires, 7/7, Flight
To recruit, remove a cosmic counter from a
character you control. <p> Whenever a cosmic
character you control enters combat with a
character with greater cost, put a cosmic counter on
that cosmic character. <p> CosmicSurge

Scanner, Acolyte (MXM-103C)


Character, 5, Brotherhood, 10/9, Concealed
Optional
MutantMental
Reservist <p> Replace a reservist resource you
control >>> Look at the top four cards of your
deck and put them on the top of your deck in any
order. Use only once per turn.

Saturn Queen, Legion of Super Villains (DLS062C)


Character, 2, Future Foes, 2/3, Concealed, Flight
Backup: Activate >>> Whenever target character
becomes stunned this turn, unless an opponent
discards a card, that character can't ready this turn.
Use only during the build phase.
Sauron, Dr. Karl Lykos (MOR-093C)
Character, 4, Brotherhood, 7/6, Flight
Sauron gets +1 ATK for each stunned character in
play.
Sauron, Energy Siphon (MEV-195C)
Character, 4, Weapon X/Brotherhood, 8/6, Flight
Hunter <p> Whenever a character hunted by you
becomes stunned, gain endurance equal to its cost.
Sauron, Mutant Vampire (MVL-077R)
Character, 1, Brotherhood, 2/1, Flight
Whenever Sauron causes breakthrough, visible
opposing characters can't attack this turn.
Savage Beatdown (MVL-267R, MOR-214R)
Plot Twist, 4
Target attacker gets +5 ATK this attack.
Savage Land (MOR-103U)
Location, 1
Activate >>> Target Brotherhood attacker you
control gets +1/-1 this attack for each resource you
control.
Savant, Brian Durlin (DWF-074C)
Character, 5, Birds of Prey, 11/8, Concealed
Optional
Substitute <p> Savant gets -3/+3 while visible.

Scarab, Qwardian Conglomerate (DGL-089U)


Character, 2, Anti-Matter, 3/2, Concealed
Optional, Range
Scarab gets -3/+3 while visible.
Scarecrow, Chiroptophobic (DCL-131R)
Character, 5, Injustice Gang, 9/9
Loyalty <p> When Scarecrow enters play, you may
discard two cards. If you do, return each character
with cost 2 or less to its owner's hand.
Scarecrow, Fear and Loathing (DWF-145R)
Character, 5, Arkham Inmates/Injustice Gang, 10/8
When Scarecrow enters play, you may discard a
card at random. If you do, return target character
with cost 2 or less to its owner's hand. <p>
Insanity: Return target character with cost 3 or less
instead.
Scarecrow, Fearmonger (DJL-135C)
Character, 5, Secret Society/Arkham Inmates, 10/9
Whenever Scarecrow stuns a character, put a +1/+1
counter on Scarecrow. <p> At the start of the
combat phase, you may remove a counter from
target character. If you do, put a +1/+1 counter on
target character you control.
Scarecrow, Professor Jonathan Crane (DOR-078R)
Character, 5, Arkham Inmates, 8/8
Whenever Scarecrow stuns an attacker, return that
character to its owner's hand. <p> Whenever
Scarecrow becomes stunned by a defender, return
Scarecrow to his owner's hand. <p> Boost X:
When Scarecrow enters play, return all characters
with cost X or less your opponents control to their
owners' hands. For each character returned, put two
+1/+1 counters on Scarecrow.

Scarecrow, Psycho Psychologist (DJL-097C)


Character, 5, Injustice Gang, 9/9
Pay 3 endurance >>> Target player loses X
endurance, where X is the number of cards in his
hand. Use only during the combat phase and only
once per turn. <p> Boost 1: When Scarecrow
enters play, each opponent draws three cards. Put
three +1/+1 counters on Scarecrow.
Scarlet Spider <> Spider-Man, Successor (MMK201R)
Character, 2, Spider-Friends, 2/3
Whenever a Spider-Man enters play under your
control, you may move it to your hidden area.
Scarlet Spider, Ben Reilly (MSM-051C)
Character, 6, Spider-Friends, 10/12
Other Spider-Friends characters you control get +2
ATK while attacking. <p> Reveal Scarlet Spider
>>> Cards named Spider-Man are not unique this
turn. Use only if Scarlet Spider is in your hand.
Scarlet Spiders (MUN-134U)
Plot Twist, 3
Ongoing: Discard X [S.H.I.E.L.D.] character cards
>>> Target attacker or defender gets -X ATK this
attack. Use only once per turn.
Scarlet Witch, Brotherhood Sister (MVL-079C)
Character, 1, Brotherhood, 1/1, Range
Discard Scarlet Witch >>> If you control a
[Brotherhood] character, target defender gets -2
DEF this attack.
Scarlet Witch, Eldritch Enchantress (MMK-195R)
Character, 2, Brotherhood, 2/2, Range
When Scarlet Witch enters play, you may have
target opponent lose 1 endurance for each other
Brotherhood character you control. If you do,
return Scarlet Witch to her owner's hand.

Scarlet Witch, Wanda Maximoff (MOR-094C)


Character, 5, Brotherhood, 9/10, Range
Whenever an opponent uses a character's activated
power, that opponent loses 5 endurance.
Scattergun (MVL-137R)
Equipment, 1, ConcealedOptional
Equip only to Punisher. <p> Whenever equipped
character stuns a character, you may stun target
character with cost less than that stunned
character's cost.
Science Police Central (DLS-041R)
Location, 2
Legionnaires attackers you control with cosmic
counters get +2 ATK while attacking a character.
The Science Spire (DCR-155R)
Location, 3
Activate, return a Villains United character you
control to its owner's hand >>> Draw X cards and
then discard X cards, where X is the cost of the
character you returned.
Scientist Supreme, Monica Rappaccini * A.I.M.
(MUN-158U)
Character, 4, Crime Lords, 7/7, Concealed, Range
Whenever another [Crime Lords] character you
control defends, you may move it adjacent to
Scientist Supreme. <p> Leader: Adjacent
characters have reinforcement.
Scorched Earth (DWF-119C)
Plot Twist, 2
Choose a number. If you control an Outsiders
character, target player loses 1 endurance for each
face-up resource you control with cost equal to that
number.

Scarlet Witch, House of M (MUN-253R)


Character, 5, Brotherhood, 9/10, Flight, Range
When Scarlet Witch enters play, each player
replaces all face-up, non-ongoing plot twists he
controls.

Scorn, Ceritak (DSM-018C)


Character, 5, Team Superman, 8/8
Scorn gets +3 DEF while protecting a Team
Superman character. <p> Boost 2: When Scorn
enters play, Team Superman characters you control
get +3 DEF while they are protecting characters
this turn.

Scarlet Witch, Magneto's Daughter (MXS-024C)


Character, 3, Brotherhood, 5/3, Range
When Scarlet Witch enters play, target opponent
loses 3 endurance.

Scorpia, Elaine Colls (MMK-207U)


Character, 4, Sinister Syndicate, 6/7, Concealed
Whenever Scorpia stuns a character with cost 3 or
less, KO that character.

Scarlet Witch, Mistress of Chaos Magic (MAV022C)


Character, 5, Avengers, 9/9, Range
Discard an Avengers character card >>> Your
opponents can't use character payment powers this
turn. Use only during the combat phase.
Scarlet Witch, Mistress of Magic (MVL-078C)
Character, 3, Brotherhood, 4/2, Range
Whenever Scarlet Witch causes breakthrough to a
player, he loses an additional 5 endurance.
Scarlet Witch, Ultimates (MUL-036C)
Character, 1, Brotherhood/S.H.I.E.L.D., 1/2, Range
Remove Scarlet Witch from the game >>> Each
player removes the top four cards of his deck from
the game.

Scorpion, Fatal Sting (MAV-143U)


Character, 3, Masters of Evil, 5/4
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Pay 1 resource point >>> Whenever Scorpion stuns
a character this turn, KO that character.
Scorpion, MacDonald Gargan (MSM-085C)
Character, 5, Sinister Syndicate, 9/8
Pay 2 endurance >>> Exhausted characters your
opponents control lose reinforcement this turn. <p>
Boost 2: When Scorpion enters play, exhaust any
number of target characters with combined cost 5
or less.

Scott Free <> Mister Miracle, Escape Artist (DSM049R)


Character, 5, New Gods, 8/9, Flight
Loyalty, Evasion <p> Cosmic: Activate, remove a
cosmic counter from Scott Free >>> Remove target
attacker from this attack. Use only if Scott Free is
defending.
Scott Free <> Mister Miracle, Man of a Thousand
Escapes (DJL-060U)
Character, 3, JLI/New Gods, 4/5, Flight
Evasion <p> Ally: Whenever a character you
control with cost 3 or less becomes powered-up,
that character has invulnerability this turn.
Scrambler, Kim Il Sung (MEV-111U)
Character, 1, Marauders, 2/1
Opponents who control a stunned character can't
use character payment powers.
Sea Creatures, Army (DCL-035R)
Character, 2, 3/3
Sea Creatures costs 1 less to recruit while you
control Aquaman. <p> Sea Creatures gains the
affiliations of characters you control named
Aquaman.
Search and Destroy (MOR-153U)
Plot Twist, 3
To play, stun a ready Army Sentinel character you
control. <p> Stun target character with cost 3 or
less. That character's controller reveals his hand
and discards all character cards that share a name
with that character.
Sebastian Shaw, Black King (MXM-145R)
Character, 7, Hellfire Club, 16/16, Concealed
Optional
MutantPhysical
Leader: KO two hidden Hellfire Club characters
adjacent to Sebastian Shaw >>> Ready Sebastian
Shaw. Use only once per turn and only during the
combat phase.
A Second Chance (MAV-110U)
Plot Twist, 2
If you have played no other plot twists this turn,
recover target stunned Thunderbolts character you
control with cost 3 or less. <p> You can't play plot
twists this turn.
Secret Avengers, Team-Up (MUN-045C)
Plot Twist, 2
To play, exhaust an [Avengers] character you
control. <p> Rally for a character card. <p>
Ongoing: Affiliated characters you control and
affiliated character cards you own have the
[Avengers] affiliation.
Secret Checkmate HQ (DCR-115C)
Location, 1
Flip only if you control a defender. <p> Checkmate
characters you control get +2 ATK. <p> At the start
of the combat phase, replace Secret Checkmate
HQ.

Secret Defenders, Team-Up (MTU-083C)


Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Marvel Defenders attackers
you control get +1 DEF.

Security Clearance (MUN-136R)


Plot Twist, 6
To play, return a non-stunned [S.H.I.E.L.D.]
character you control to its owner's hand. <p>
Search your deck for a card and put it into your
hand.

Secret Files (DCL-152C, DJL-111C)


Plot Twist, 2
Play only if you control an Injustice Gang
character. <p> Each player in turn searches his
deck for an affiliated character card, reveals it, and
puts it into his hand.

Seek Cover (MAV-198C)


Plot Twist, 1
Target non-leader character you control has
"Leader: Characters adjacent to this character get
+1 DEF" this turn.

Secret Government (MUN-244U)


Plot Twist, 2
Search your deck for a member of the Illuminati
card, reveal it, and put it on top of your deck. <p>
BoostExhaust a member of the Illuminati you
control: Put that card into your hand instead. (The
members of the Illuminati are Black Bolt, Dr.
Strange, Iron Man, Mr. Fantastic, Professor X, and
Sub-Mariner.)
Secret Identity (MVL-268R)
Plot Twist, 3
Ongoing: KO a stunned character you control >>>
You may put a card with the same name as that
character and lesser cost from your hand into play
exhausted.
Secret Origins (DJL-190R)
Plot Twist, 3
You may discard a card. If you do, search your
deck for a character card with cost equal to that of
the greatest-cost character any opponent controls,
reveal it, and put it into your hand.
Secret Sanctuary (DJL-035U)
Location, 2
Activate, exhaust any number of JLA characters
you control >>> Return target character card from
your KO'd pile to your hand if its cost is less than
or equal to the total willpower of the characters
you exhausted.
Secret Six Victorious (DCR-168R)
Plot Twist, 5
Ongoing: At the start of your recruit step, if you
control exactly six characters with the printed
Secret Six affiliation, you win the game.

Seekers, Army (MUN-212C)


Character, 3, Negative Zone, 5/4, Flight, Range
When Seekers enters play, rally for a card with
"Negative Zone" or [Negative Zone] in its name,
affiliation, or game text.
Seiobo's Garden (DCR-211R)
Location, 2
Activate >>> Put a +1/+1 counter on target stunned
League of Assassins character you control.
The Select, Team-Up (MEV-214C)
Plot Twist, 2
To play, choose two affiliations among characters
you control. <p> If you chose Weapon X and
another affiliation, rally for a card with cost 3 or
more. <p> Ongoing: Crossover those affiliations.
Selene, Black Queen (MXM-146C)
Character, 6, Hellfire Club, 12/9, Concealed
MutantEnergy
Whenever Selene stuns a defender, gain endurance
equal to that character's cost.
Senator Kelly, Anti-Mutant Advocate (MOR-141U)
Character, 1, Sentinel, 1/1
Activate >>> Target player loses endurance equal
to the number of Army Sentinel characters you
control.
Sensei, Martial Arts Master (DGL-169U)
Character, 6, League of Assassins, 13/11
At the start of the combat phase, if you control
another League of Assassins character, you may
put the top card of your deck face down into your
resource row. If you do, at the start of the recovery
phase this turn, KO a resource you control.

Secret War, Team-Up (MUN-135C)


Plot Twist, 2
To play, choose an affiliation and return a
[S.H.I.E.L.D.] character you control to its owner's
hand. <p> Ongoing: [S.H.I.E.L.D.] characters you
control gain that affiliation.

Sensor, Jeka Wynzorr (DLS-019U)


Character, 2, Legionnaires, 3/2, Flight
Remove a cosmic counter from a character you
control >>> Negate target effect an opponent
controls targeting a Legionnaires character you
control. Use only once per turn. <p> Cosmic
Surge

Sector 2814, Non-Unique (DGL-211U)


Location, 1
At the start of the recovery phase, gain 1 endurance
for each character with willpower 1 or greater you
control.

Sentinel Mark I, Army (MOR-142C)


Character, 2, Sentinel, 2/2, Flight, Range
Activate, stun Sentinel Mark I >>> Stun target
character with cost 1 or less.
Sentinel Mark II, Army (MOR-143C)
Character, 3, Sentinel, 4/3, Flight, Range
Activate, discard a Sentinel character card >>>
Negate target activated character effect.

Sentinel Mark III, Army (MSM-134C)


Character, 2, Sentinel, 1/2, Flight, Range
Army Sentinel characters you control get +1 ATK
while attacking.
Sentinel Mark IV, Army (MOR-144U)
Character, 4, Sentinel, 5/6, Flight, Range
Sentinel Mark IV gets +1 ATK for each other nonstunned Army Sentinel character you control.
Sentinel Mark V, Army (MSM-133C)
Character, 4, Sentinel, 7/7, Flight, Range
Army Sentinel characters you control have
reinforcement while Sentinel Mark V is ready. <p>
Boost 1: When Sentinel Mark V enters play, put
two +1/+1 counters on it.
Sentinel Mark VI, Army (MXM-205U)
Character, 4, Sentinel, 7/6, Flight, Range
Sentinel Mark VI gets +2/+2 while in combat with
a Mutant.
Sentinel Mark VII, Repurposed (MVL-080R)
Character, 6, Brotherhood, 13/12, Flight, Range
While you control Magneto, whenever Sentinel
Mark VII stuns another character a player controls,
you may stun target character that player controls
with the lowest cost among characters he controls.
Sentinel Squad O*N*E*, Army (MUN-106U)
Character, 5, S.H.I.E.L.D./Sentinel, 9/9, Flight,
Range
BoostReturn a character you control to its
owner's hand: When Sentinel Squad O*N*E*
enters play, return up to three target Army character
cards from your KO'd pile to your hand.
Sentry #459, Advance Guard (MHG-064C)
Character, 6, Kree, 12/12, Flight, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Whenever you recruit a character, Sentry #459 gets
+1/+1 this turn.
The Sentry, Forgotten Hero (MVL-130U)
Character, 7, Marvel Knights, 15/14, Flight, Range
The Sentry can't be stunned while you have the
initiative.
The Sentry, Golden Guardian of Good (MTU017R)
Character, 8, Spider-Friends, 17/17, Flight, Range
Loyalty <p> Pay 1 ATK this turn >>> Target
character gets -1 ATK this turn.
The Sentry, Mighty Avenger (MUN-107R)
Character, 8, S.H.I.E.L.D./Avengers, 19/19, Flight,
Range
Loyalty, Reservist <p> [Activate], Remove The
Sentry from the game >>> Remove target character
from the game. At the start of the recovery phase
this turn, return The Sentry to play.

Senyaka, Acolyte (MXM-104C)


Character, 3, Brotherhood, 5/4, Range
MutantEnergy
Reservist <p> Whenever you recruit a non-Army
character from your resource row, target opponent
loses 2 endurance. <p> Boost 1: Senyaka gets +1
ATK for each face-down resource you control. (If
you paid the boost cost this turn, this card has this
text.)
Senyaka, Suvik Senyaka (MEV-112C)
Character, 2, Marauders/Brotherhood, 3/2, Range
Reservist <p> Free >>> Target opponent loses 1
endurance for each stunned character he controls.
Use only once per turn.
Serifan, Forever People (DSM-050C)
Character, 2, New Gods, 2/2, Range
Cosmic: New Gods characters you control have
invulnerability.
Servants of Darkness (DLS-125C)
Plot Twist, 3
Ongoing: While you control a Darkseid's Elite
character, whenever an opponent flips a location or
plays a plot twist from his resource row, he loses 2
endurance.
Sewer Rats (MEV-127C)
Plot Twist, 2
Whenever a Marauders character you control
becomes stunned while attacking this turn, recover
it.
Sewer System (MXM-077U)
Location, 4
Activate >>> Target character you control can
attack hidden characters and protected characters
this turn. <p> Activate >>> Move target Morlocks
character with concealed you control to your
hidden area.
The Shade, Ageless Enigma (DCL-132U)
Character, 1, Injustice Gang, 2/1, Concealed
At the start of the combat phase, you may move
target character you control with concealed to your
hidden or visible area.
Shadow Assassin, Army (DCL-214C)
Character, 2, League of Assassins, 3/2
While an opponent has no ready visible characters,
Shadow Assassin can attack that opponent directly.
Shadow Creatures, Army (DGL-090U)
Character, 1, Anti-Matter, 1/1, Concealed, Flight
Willpower 1
Shadow of the Bat (DBM-026C)
Plot Twist, 1
Target character you control gets +1/+1 this attack.
Shadow Step (MMK-174C)
Plot Twist, 2
Play only if you control an Underworld character.
<p> The controller of target hidden character
moves it to his visible area. If that player has six or
more character cards in his KO'd pile, that
character gets +1/+1 this turn and has flight and
range this turn.

Shadow Strike (DCL-201C)


Plot Twist, 1
Target Secret Society defender you control gets +2
ATK this attack. Whenever it stuns an attacker this
attack, you may KO that defender. If you do, KO
that attacker.
Shadowcat <> Cat, Earth-Unknown (MEV-158R)
Character, 3, Exiles, 4/4
Shift <p> [Activate], Remove a shift counter from
a card you own with cost 3 or less >>> Shift that
card into play. Use only during your recruit step
and only once per turn.
Shadowcat, Katya (MXM-024C)
Character, 2, X-Men, 3/3
MutantEnergy
Discard a card >>> Move Shadowcat to your
hidden or visible area. Use only once per turn.
Shadowcat, Kitty Pryde (MOR-024C)
Character, 1, X-Men, 1/1
Activate >>> Target defending X-Men character
gets +1 DEF this attack.
Shadowcat, Phase Shifter (MVL-027R)
Character, 1, X-Men, 4/3, Concealed
Shadowcat can't attack while you control two or
fewer resources.
Shadowcat, Pride of the X-Men (MSM-106U)
Character, 3, X-Men, 3/5
Evasion <p> Activate >>> Return target X-Men
character you control to its owner's hand.
Shadowcat, Ultimates (MUL-026R)
Character, 2, X-Men/Spider-Friends, 3/2,
Concealed
Remove Shadowcat from the game >>> Remove
from the game target character that didn't enter
play this turn. At the start of the recovery phase
this turn, return that character to play. Use only
during your attack step.
Shadows of the Past (DGL-170R)
Plot Twist, 3
Play only during your attack step. <p> Characters
your opponents control lose all affiliations while
you control a League of Assassins character this
turn. Characters you control can't cause
breakthrough while attacking a character this turn.
Shadow-Thief, Carl Sands (DJL-098C)
Character, 3, Injustice Gang, 4/4, Concealed
When Shadow-Thief enters play, search your deck
for an Army character card with cost 1 and put it
into your front row.
Shadow-Thief, Umbral Burglar (DCL-184C)
Character, 1, Secret Society, 2/2, Concealed
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.)
Shake it Off (DJL-191C)
Plot Twist, 2
Target defender you control gets +1 DEF this
attack. If that character is an ally character, instead,
you may power-up that defender.

Shake, Rattle, and Roll (MXM-120R)


Plot Twist, 2
Play only if you control a Brotherhood character.
<p> To play, replace a face-up resource you
control. <p> Replace target location.
Shakedown (MMK-131C)
Plot Twist, 3
Crime Lords characters you control get +2 ATK
this turn. Characters you control can't attack this
turn.
Shakti, Mage General (MHG-149C)
Character, 1, Doom, 1/2, Range
Whenever a character you control enters a KO'd
pile during the combat phase, target character gets
-2 DEF this turn.
Shaligo, Deep Six (DSM-112C)
Character, 2, Darkseid's Elite, 3/2, Flight
Pay 1 endurance >>> Turn target face-up resource
an opponent controls face down.
Shang Chi, Martial Master (MVL-127R)
Character, 2, Marvel Knights, 4/2
KO an equipment equipped to Shang Chi >>>
Shang Chi can't be stunned this attack.
Shang Chi, Master of Kung Fu (MMK-026U)
Character, 2, Marvel Knights, 2/1
Shang Chi gets +2/+2 while in combat with a
character with neither flight nor range.
Shanna the She-Devil, Shanna O'Hara Plunder
(MTU-018C)
Character, 2, Spider-Friends, 4/3, Concealed
When Shanna the She-Devil enters play, exhaust
her if you don't control another Spider-Friends
character.
Shape Change (DCL-270U, DOR-160U)
Plot Twist, 1
Put the top card of your deck into your KO'd pile.
Target defender you control gets -X/+X this attack,
where X is the cost of that top card.
Shape, Malleable Mutant (MAV-064U)
Character, 2, Squadron Supreme, 6/1
Shape gets -1 ATK for each card in your hand. <p>
Shape gets +1 DEF for each resource you control.
The Shark, Karshon (DJL-099C)
Character, 3, Injustice Gang, 6/5, Flight, Range
Willpower 2 <p> The Shark gets -2/-1 while an
opponent has five or fewer cards in his hand.
The Shark, T. S. Smith (DGL-062C)
Character, 1, Emerald Enemies, 0/1, Flight, Range
Willpower 1 <p> The Shark gets +1 ATK for each
face-up resource you control.
Sharon Carter, Agent 13 * Agent of S.H.I.E.L.D.
(MUN-108C)
Character, 4, S.H.I.E.L.D., 8/7, Concealed, Range
Discard a character card >>> This turn, Sharon
Carter can attack target character as though it were
visible and unprotected, and it loses and can't have
reinforcement.

Sharon Ginsberg, Corrupt Counsel (MMK-210C)


Character, 4, 7/6, Flight
Discard Sharon Ginsberg and another card >>>
Draw a card.
Shathra, Sharon Keller (MTU-153C)
Character, 2, Underworld, 3/2, Concealed, Flight,
Range
When Shathra enters play, draw a card. <p> When
Shathra enters a KO'd pile from play, discard two
cards.
Shatterax, Starforce (MHG-065C)
Character, 5, Kree, 9/8, Flight, Range
Reservist, Press (When you recruit this card, your
next character costs 1 less to recruit this turn for
each press card you recruited this turn, but no less
than 1.) <p> At the start of the combat phase,
characters that came into play under your control
this turn get +2 ATK while in combat with a
character with greater cost this turn.
Shatterstar, Benjamin Russell (MEV-065C)
Character, 5, X-Force, 10/8
Shift <p> When Shatterstar enters play, characters
get -2 DEF this turn.
Shaw Industries (MXM-163U)
Location, 4
While you control exactly one visible character, it
gets +1/+1 and an additional +1/+1 while you
control two or more hidden Hellfire Club
characters.
Shayera Thal <> Hawkwoman, Thanagarian
Enforcer (DJL-020C)
Character, 3, JLA, 5/4, Flight, Range
Ally: Whenever a character you control becomes
powered-up, you may discard a card. If you do,
search your deck for a card named Katar Hol or an
equipment card, reveal it, and put it into your hand.
Shazam, The Sorcerer (DCR-064R)
Character, 7, Shadowpact, 15/16, Range
LoyaltyReveal, Willpower 6 <p> At the start of
the combat phase, if you have played no plot twists
this turn, you may have target opponent's
endurance total become equal to yours. If you do,
you can't play plot twists this turn.
She-Hulk Smash! (MUN-322U)
Plot Twist, 4
Target attacker gets +2 ATK this attack for each
character in target opponent's front row.
She-Hulk, Agent of S.H.I.E.L.D. (MUN-109C)
Character, 5, S.H.I.E.L.D./Avengers, 8/9
Reservist <p> At the start of the combat phase, you
may replace a reservist resource you control. If you
do, put a +1/+1 counter on She-Hulk.
She-Hulk, Gamma Bombshell (MAV-023C)
Character, 5, Avengers, 10/7
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Replace a reservist resource you control >>> SheHulk has invulnerability this attack. Use only once
per turn.

She-Hulk, Green Jeans (MFF-009C, MOR-059C)


Character, 5, Fantastic Four, 8/9
At the start of the combat phase, She-Hulk gets +1
ATK this turn for each front row character target
opponent controls.
She-Hulk, Jennifer Walters (MOR-058U)
Character, 3, Fantastic Four, 4/4
She-Hulk gets +2/+2 while ready.
She-Hulk, Single Green Lawyer (MVL-175C)
Character, 6, Fantastic Four, 13/13
Shelob, Queen of Spiders (MMK-154U)
Character, 1, Underworld, 2/1
Loyalty <p> When Shelob enters play, put the top
four cards of your deck into your KO'd pile. Gain 1
endurance for each character card with concealed
you put into your KO'd pile.
She-Thing, Sharon Ventura (MOR-060C)
Character, 2, Fantastic Four, 3/3
Whenever She-Thing attacks a character, KO all
equipment equipped to that character.
Shi'ar Soldier, Army (MVL-224C)
Character, 2, Shi'ar, 2/2, Range
[Activate] >>> Target [Shi'ar] defender gets +1
DEF this attack for each Shi'ar Soldier in your
support row.
Shield Slash (MUN-046C)
Plot Twist, 3
Target defender gets -3 DEF this attack. <p>
Exhaust a Captain America you control >>> Return
Shield Slash to your hand. Use only if Shield Slash
is in your KO'd pile.
Shift, Knockoff (DWF-100R)
Character, 6, Outsiders, 11/11, Flight, Range
Pay 1 endurance >>> Shift gets +1/-1 this attack.
Then, if his DEF is 0 or less, remove him from this
attack. Use only if Shift is in combat.
Shiloh Norman <> Mister Miracle, Soldier of
Victory (DLS-213R)
Character, 3, New Gods, 4/5, Range
Evasion <p> Vengeance: Whenever Shiloh Norman
becomes stunned while defending, you may
remove target attacker from this attack if you
control another New Gods character.
Shimmer, Selinda Flinders (DOR-126U)
Character, 2, Fearsome Five, 2/2
Activate >>> Target player exhausts X ready
characters he controls, where X is the number of
Fearsome Five characters you control. Use only
during your attack step.
Shinobi Shaw, White King (MXM-147C)
Character, 5, Hellfire Club, 10/9, Concealed
Optional
MutantPhysical
Whenever Shinobi Shaw enters combat, if he is the
only visible character you control, put a +1/+1
counter on him.

Shiva, Army (MEV-196U)


Character, 5, Weapon X, 7/9, Range
Shiva gets +1 ATK for each card named Shiva in
your KO'd pile.
Shock and Awe (DLS-126U)
Plot Twist, 4
To play, exhaust a Darkseid you control. <p> The
controller of target character moves it to his hidden
area.
Shock Troops (DGL-212C)
Plot Twist, 1
Target character you control gets +2/+2 this attack
if it has the same cost as another character you
control.
Shocker, Herman Schultz (MSM-086C)
Character, 4, Sinister Syndicate, 7/6, Range
Activate >>> Target opponent chooses a front row
character he controls and a support row character
he controls. Exhaust those characters. Use only
during your attack step.
Shocker, Vibro-Shock Villain (MAV-144R)
Character, 2, Masters of Evil, 3/2, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Activate, pay up to 3 resource points >>> Stun
target character if its cost is equal to the number of
resource points you paid.
Shrapnel Blast (MXM-078U)
Plot Twist, 2
Target Morlocks attacker or defender you control
gets +4/+4 this attack if you control three or more
stunned characters.
Shriek, Frances Barrison (MSM-087U)
Character, 2, Sinister Syndicate, 2/1, Range
Other characters get +1 ATK.
Shrike, Boone (DCL-215C)
Character, 6, League of Assassins, 13/12
Whenever Shrike stuns a character, all opposing
characters get -1/-1 this turn.
The Shrike, Unique (DOR-117R)
Equipment, 1
Transferable <p> Equip only to a League of
Assassins character. <p> Equipped character gets
+1 ATK for each location you control.
Shrink (MVL-269U, MAV-199U)
Plot Twist, 2
Target attacker gets -2/+2 this attack.
Shrinking Violet <> Emerald Empress, Emerald Vi
(DLS-063C)
Character, 7, Future Foes, 15/17, Range
Reservist <p> While an opponent has no cards in
hand, Shrinking Violet gets +4 ATK and has flight.
<p> Discard a card named Emerald Eye >>>
Target player discards a card. Use only during the
combat phase.

Shrinking Violet <> Leviathan, Salu Digby (DLS020U)


Character, 3, Legionnaires, 4/4, Flight
Reservist <p> Remove a cosmic counter from a
character you control >>> Shrinking Violet gets
+2/+2 this turn. Use only once per turn. <p>
Cosmic

Silver Sable, World's Deadliest Mercenary (MTU185R)


Character, 4, Wild Pack, 7/7, Range
Loyalty <p> Recruit only if you control a character
with an affiliation other than Wild Pack. <p>
Whenever Silver Sable stuns a character, return
that character to its owner's hand.

Silver Surfer, Prodigal Herald (MTU-064U)


Character, 6, Marvel Defenders/Heralds of
Galactus, 13/12, Flight, Range
Substitute <p> Whenever Silver Surfer attacks,
exhaust all other characters you control. <p>
Cosmic: Whenever Silver Surfer stuns a character,
you may return that character to its owner's hand.

Shuma-Gorath, He Who Sleeps but Shall Awake


(MTU-154R)
Character, 7, Underworld, 16/15, Concealed
Optional, Flight, Range
When Shuma-Gorath enters play, you may recover
and ready a stunned character you control.

Silver Sabre, Freedom Force (MXM-105C)


Character, 3, Brotherhood, 5/3
MutantPhysical
Whenever Silver Sabre causes 3 or more
breakthrough while attacking a character, you may
recover and ready Silver Sabre, and he can't cause
breakthrough this turn.

Silver Surfer, Righteous Protector (MHG-020C)


Character, 5, Heralds of Galactus, 9/9, Flight,
Range
Cosmic: Remove a cosmic counter from Silver
Surfer >>> Whenever a character with cost 4 or
less becomes stunned during the combat phase this
turn, return it to its owner's hand.

Silver Samurai, Kenuichio Harada * HYDRA


(MUN-159R)
Character, 3, Crime Lords, 6/3
Substitute <p> Whenever Silver Samurai defends,
you may exhaust target character in the same row
as an attacker.

Silver Surfer, Skyrider of the Spaceways (MHG019U)


Character, 2, Heralds of Galactus, 3/2, Flight,
Range
Cosmic: Activate >>> Search your deck for a card
with cost 4 or greater, reveal it, and put it on the
top of your deck.

Sibling Support (MVL-097C)


Plot Twist, 3
Target [Brotherhood] attacker you control gets +4
ATK while attacking a character without
reinforcement this attack.
Sidney Leach, Human Metal Detector (EHB-015C)
Character, 2, B.P.R.D., 3/2, Range
When Sidney Leach enters play, you may discard a
card. If you do, search your deck for an equipment
card, reveal it, and put it into your hand.
Siege of Darkness (MTU-170C)
Plot Twist, 2
Target attacker gets +2 ATK this attack. If that
character has the Underworld affiliation, look at
the top card of your deck. You may put that card
into your KO'd pile.
Siege Perilous (MSM-112R)
Location, 1
Whenever an X-Men character you control
recovers, put a rebirth counter on Siege Perilous.
<p> Remove three rebirth counters from Siege
Perilous >>> Recover target stunned character. Use
only during the combat phase.
Signal Flare (MVL-198R, MOR-073R)
Plot Twist, 3
Search your deck for a [Fantastic Four] character
card, reveal it, and put it into your hand. If you put
a card into your hand, discard a [Fantastic Four]
character card.
Silent War (MUN-245R)
Plot Twist, 2
Play only if you control Black Bolt. <p> KO target
location unless an opponent pays 5 endurance. If
he does, replace that location instead.
Silver Banshee, Siobhan McDougal (DSM-084C)
Character, 3, Revenge Squad, 5/3, Flight, Range
Cosmic: Activate >>> KO target stunned character.
Silver Sable, Silver Sablinovia (MSM-052C)
Character, 2, Spider-Friends, 2/2, Range
Characters named Wild Pack you control get
+1/+1. <p> Boost 1: When Silver Sable enters play,
search your deck for a card named Wild Pack and
put it into your front row.

Silver Sorceress, Laura Cynthia Neilsen (DJL061C)


Character, 3, JLI, 5/3, Range
Willpower 2 <p> At the start of your attack step, if
you control four or fewer resources, the controller
of target unprotected character moves it to his
hidden area. At the start of the recovery phase this
turn, that character's controller moves it to his
visible area.
Silver Surfer, Earthbound (MTU-065C)
Character, 4, Marvel Defenders, 7/7, Flight, Range
Substitute <p> Cosmic: Whenever Silver Surfer
stuns a character, gain 4 endurance.
Silver Surfer, Harbinger of Oblivion (MHG-021R)
Character, 7, Heralds of Galactus, 16/16, Flight,
Range
LoyaltyReveal <p> Cosmic: Remove three
cosmic counters from characters you control >>>
Remove Silver Surfer from the game. If you do,
players skip the combat phase this turn. Use only
during the build phase.
Silver Surfer, Herald (MCG-028R)
Character, 11, 35/35, Flight, Range
You can't lose endurance.
Silver Surfer, Last Zenn-Lavian (MEX-010R)
Character, 7, Heralds of Galactus, 16/16, Flight,
Range
When Silver Surfer enters play, target player puts
the top card of his deck into his resource row face
down. When Silver Surfer next leaves play, that
player KO's a resource he controls.
Silver Surfer, Norrin Radd (MVL-176R, MSM114R)
Character, 8, Fantastic Four, 19/19, Flight, Range
At the start of the combat phase, you may discard a
[Fantastic Four] character card. If you do, gain the
initiative.

Silver Surfer, The Silver Savage (MUN-257U)


Character, 3, Heralds of Galactus, 5/4, Concealed
Optional, Flight, Range
A character in front of or behind Silver Surfer has
reinforcement. <p> Cosmic: Discard a card >>>
Move Silver Surfer and he gets +1/+1 this turn.
Silver Surfer's Board (MEX-013R)
Equipment, 0, ConcealedOptional
Equip only to Silver Surfer. <p> Exhaust Silver
Surfer's Board >>> Put a cosmic counter on a
cosmic character you control. You may move
equipped character to your hidden or visible area.
Silvermane, Silvio Manfredi (MSM-088C)
Character, 2, Sinister Syndicate, 0/2
Silvermane gets +1 ATK for each resource you
control. <p> Boost 5: When Silvermane enters
play, he gets +1 ATK this turn for each resource
controlled by target opponent.
Sin, Synthia Schmidt * RAID (MUN-160C)
Character, 2, Crime Lords, 3/2, Concealed, Range
Whenever Sin defends, move her to your hidden
area. <p> [Activate], Move Sin from your hidden
area to your visible area >>> Target defender has
reinforcement this attack.
Sinestro Defiant (DGL-073C)
Plot Twist, 1
Target defender you control gets +2 ATK this
attack. If that defender has the Emerald Enemies
affiliation, you may KO a resource you control. If
you do, whenever an attacker or defender becomes
stunned this attack, KO it.
Sinestro, Corrupted by the Ring (DJL-136R)
Character, 5, Secret Society/Emerald Enemies, 8/9,
Flight, Range
Willpower 1 <p> Sinestro costs 2 less to recruit
while an opponent controls six or more resources.
<p> Sinestro gets +1 ATK and +1 willpower for
each face-up resource your opponents control.

Sinestro, Enemy of the Corps (DGL-058R)


Character, 7, Emerald Enemies, 16/14, Flight,
Range
Willpower 6 <p> At the start of the recovery phase,
each opponent with endurance less than the total
willpower of characters you control loses the game.
Sinestro, Green Lantern of Korugar (DGL-024R)
Character, 6, Green Lantern, 12/12, Flight, Range
Willpower 6 <p> Whenever an attacker stuns a
defender you control other than Sinestro, stun that
attacker.
Sinestro, Korugaran Despot (DCL-133C)
Character, 7, Injustice Gang/Anti-Matter, 16/14,
Flight, Range
Your opponents can't use the payment powers of
locations or ongoing plot twists.
Sinestro, Lantern in Exile (DGL-091C)
Character, 6, Anti-Matter, 13/11, Flight, Range
Willpower 5 <p> Activate >>> The controller of
target visible character moves that character to his
hidden area.
Sinestro, Villain Reborn (DCR-137C)
Character, 4, Villains United/Emerald Enemies,
8/6, Flight, Range
Willpower 3 <p> Vengeance: Whenever Sinestro
becomes stunned, your opponents can't play plot
twists this turn.
Sinestro, Yellow Lantern (DCL-185R)
Character, 4, Secret Society/Emerald Enemies, 7/7,
Flight, Range
While Sinestro is in your KO'd pile, characters you
control have flight and range.
Sinister Citadel, Non-Unique (DJL-147U)
Location, 2
KO a character you control >>> Put a +1/+1
counter on target leader character you control. Use
only once per turn. <p> Activate >>> Remove a
+1/+1 counter from a character you control. If you
do, put a +1/+1 counter on target Secret Society
character you control.
Sinister Disciples (MEV-128U)
Plot Twist, 1
Play only if an opponent controls a stunned
character. <p> Search your deck for a Marauders
character card, reveal it, and put it into your hand.
Sinister Salvo (MSM-026U)
Plot Twist, 1
To play, exhaust a Sinister Syndicate character you
control. <p> Target player loses 3 endurance. <p>
Ongoing: Characters you control have range.
Sinister Six (MSM-159U)
Plot Twist, 2
Play only if you control a Sinister Syndicate
character. <p> Ongoing: Affiliated characters you
control, as well as affiliated cards in your deck,
hand, and KO'd pile gain the Sinister Syndicate
affiliation. (This is in addition to other affiliations.)

Sintariis, High Kronamaster (MHG-066R)


Character, 1, Kree, 2/1
Reservist <p> When Sintariis enters play, you may
search your deck for a Kree character card, reveal
it, and put it on the top of your deck.
Siphon Energy (MCG-040R)
Plot Twist, 6
Choose a non-ongoing plot twist in any resource
row not named Siphon Energy. You may play it.
Siryn, Sonic Scream (MEV-027C)
Character, 4, X-Factor/X-Men, 7/8, Flight, Range
Whenever a character's activated ([activate]) power
is used, target opponent loses 1 endurance.
Siryn, Theresa Cassidy (MEV-066C)
Character, 3, X-Force/X-Men, 5/4, Flight, Range
Whenever Siryn attacks a defender, exhaust target
character adjacent to that defender.
Skaar, Son of Hulk (MUN-291U)
Character, 6, 12/12
Skaar gets +2/+2 while there's a card named Hulk
in your KO'd pile.
Skinner, Psychotic Shredder (MMK-155C)
Character, 3, Underworld, 4/2, Concealed
Discard a card >>> Skinner gets +1/+1 this turn.
SKREEEEEEE! (DWF-213C)
Plot Twist, 2
Target character gets -2 DEF while defending this
turn and can be attacked as though it were visible
this turn.
Skreet, Chaos Mite (MUN-213C)
Character, 2, Negative Zone/Underworld, 2/3,
Flight
Whenever Skreet becomes stunned while visible,
move her to your hidden area, and target opponent
loses 4 endurance.
Skrull Soldier, Army (MOR-159C)
Character, 2, Skrull, 2/2, Range
Activate >>> Target attacker gets +1 ATK this
attack for each Skrull Soldier in your support row.
Skymax, Skrullian Skymaster (MAV-065C)
Character, 6, Squadron Supreme, 14/10, Flight,
Range
At the start of your recruit step, if Skymax is in
your KO'd pile, you may return him to your hand.
If you do, discard a card. <p> Skymax can't be
stunned while he is attacking and you have no
cards in hand.
Slaughter Swamp (DJL-148C)
Location, 2
Activate, discard a card >>> Return target
character card from a KO'd pile to its owner's hand.
<p> Whenever you recruit a Secret Society
character with cost 3 or greater, ready Slaughter
Swamp.

Sleeper Agent, Manhunter Sleeper (DGL-128C)


Character, 4, Manhunter, 5/4
Reveal Sleeper Agent >>> If you control a
Manhunter character, put Sleeper Agent face up
into your front row. Use only during your recruit
step and only if Sleeper Agent is in your resource
row.
Sleeper Cells (MUN-323R)
Plot Twist, 5
To play, exhaust three characters you control. <p>
Choose one: Ready target character; or exhaust
target character.
The Sleeper, Doomsday Device * RAID (MUN161R)
Character, 8, Crime Lords, 20/15, Range
Reservist <p> [Crime Lords] characters you
control can attack opponents directly and can't
attack characters.
Sleepwalker, Rick Sheridan (MTU-019R)
Character, 4, Spider-Friends, 8/6, Concealed,
Flight, Range
Discard a card >>> Switch the ATK and DEF of
target attacker you control this attack. Use only
once per turn.
Slig, Deep Six (DSM-113C)
Character, 3, Darkseid's Elite, 4/4
Cosmic: Activate >>> KO target stunned character
if its cost is less than the number of face-down
resources you control.
The Slingers (MMK-203R)
Plot Twist, 2
Ongoing: Discard a card named Spider-Man >>>
Power-up target Spider-Friends attacker or
defender you control.
Slipstream, Qwardian Conglomerate (DGL-092C)
Character, 3, Anti-Matter, 4/3, Concealed
Optional
Slipstream gets +1 ATK while hidden. <p> Pay 3
endurance >>> Ready Slipstream. Use only once
per turn and only if Slipstream is visible.
Slobberknocker (MUN-324C)
Plot Twist, 1
Target character gets +1 ATK this attack. When
that character becomes stunned this attack, if
Slobberknocker is in your resource row, you may
turn Slobberknocker face down at the start of the
recovery phase this turn.
Sluk, Byron Spencer (MMK-065C)
Character, 3, X-Statix, 4/4
KO Sluk >>> Target X-Statix defender can't be
stunned this attack. <p> Boost 1: When Sluk enters
play, he gets +3 ATK this turn.
Slyde, Jalome Beacher (MTU-106C)
Character, 1, Sinister Syndicate, 2/1
Reservist <p> Pay 1 endurance >>> Sinister
Syndicate characters you control with cost 2 or less
can attack hidden characters this turn.

Smallville (DWF-028U)
Location, 3
Protected Team Superman characters you control
get +1/+1 and have range.
Smiles, Everyone! (DSM-142R)
Plot Twist, 2
Play only if you control an Arkham Inmates
character. <p> Whenever target exhausted defender
becomes stunned this turn, KO it.
Smoke Screen (MSM-031C)
Equipment, 1
KO Smoke Screen >>> Target attacker can't be
stunned this attack.
Snapper Carr, Cool Daddy-O (DJL-021U)
Character, 1, JLA, 1/1
Equipped JLA defenders you control have
reinforcement. <p> Activate >>> Power-up target
equipped attacker or defender you control.
Sneak Attack (MVL-046R)
Plot Twist, 3
You may move target [X-Men] character you
control. It can attack protected characters and can't
be stunned while attacking this turn.
SNIKT! (MXM-033R)
Plot Twist, 3
To play, discard an X-Men character card. <p>
Target attacker or defender you control gets +4
ATK this attack.
Sniper Shot (MVL-149R)
Plot Twist, 3
Ongoing: Exhaust a Punisher you control >>> Put
an aim counter on Sniper Shot. Use only once per
phase. <p> Remove three aim counters from Sniper
Shot >>> KO target character.
Sniper, Rich van Burian (MMK-112C)
Character, 2, Crime Lords, 3/1, Concealed, Range
Crime Lords characters you control have range.
Soaring to New Heights (DWF-038C)
Plot Twist, 3
Target Team Superman attacker you control gets
+3 ATK this attack and also gets +3 DEF if you
control Superman.
Solar Powered (DLS-211R)
Plot Twist, 2
Target attacking Superman you control gets +2/+2
this attack. If that character has cosmic, put a
cosmic counter on it.
Solar Tower (DCL-097C)
Location, 1
[Activate] >>> Replace another target resource you
control. Use only if you control a [Teen Titans]
character.
Solaris, Tyrant Sun (DWF-181R)
Character, 8, Revenge Squad, 19/18, Flight, Range
Whenever Solaris stuns an attacker or defender,
you may stun target character with cost less than or
equal to the number of ongoing plot twists you
control.

Sold Out (MMK-132R)


Plot Twist, 2
Play only during the recovery phase. <p> To play,
discard a Crime Lords character card. <p> Move
target character with cost 1 or less an opponent
controls to your front row. (You control that
character.)

Sorcerer's Treasure (DJL-149R)


Plot Twist, 2
To play, discard a Secret Society character card.
<p> Choose a plot twist card in your KO'd pile.
You may play that card from your KO'd pile this
turn. Whenever you do, remove that card from the
game.

Soldiers of New Genesis, Army (DGL-147U)


Character, 1, New Gods, 2/2
Cosmic: Invulnerability.

Sorcerous Suppression (DLS-085C)


Plot Twist, 2
Play only if you control a Future Foes character
and only during the combat phase. <p> Exhaust
target character with cost 3 or less unless an
opponent discards a card.

Solo, James Bourne (MSM-006C)


Character, 2, Spider-Friends, 4/1, Range
To recruit, reveal a Spider-Friends character card
from your hand.
Solomon Grundy, Born on a Monday (DGL-178C)
Character, 5, 10/10
At the start of your recruit step, if Solomon Grundy
is in your KO'd pile, you may return him to your
hand. If you do, discard a card. <p> Boost 2:
Solomon Grundy enters play with five +1/+1
counters on him.
Solomon Grundy, Buried on Sunday (DJL-137R)
Character, 7, Secret Society, 15/15
Solomon Grundy gets +3/+3 while defending
against exactly one character. <p> While you have
no cards in your deck, Solomon Grundy can't leave
play, and if he would become stunned, instead,
move him to your hidden area.
Solomon Grundy, Died on a Saturday (DCL-186R)
Character, 5, Secret Society, 9/9
KO Solomon Grundy >>> Target opponent loses 5
endurance, and you gain 5 endurance.
Something Is Coming (EHB-054U)
Plot Twist, 1
Play only if a player recruited Hellboy this turn and
only if you control a Thule Society character. <p>
Search your deck for a card and put it into your
hand.
Sonar, Dastardly Discord (DGL-059C)
Character, 1, Emerald Enemies, 1/1, Flight, Range
Willpower 1 <p> Activate >>> Target player
exhausts a ready character he controls. Use only
during your attack step.
Sondra Fuller <> Clayface, Mud Pack (DWF146C)
Character, 6, Arkham Inmates, 13/12, Range
You can recruit Sondra Fuller from your KO'd pile.
Sonic Disruption (MAV-159C)
Plot Twist, 1
Target defender you control gets +1 DEF this
attack. If that defender has the Masters of Evil
affiliation, target attacker can't ready this turn.
Sonic Gun (MSM-160U)
Equipment, 0
Whenever equipped character attacks a defender,
exhaust that defender. <p> Equipped character has
"Activate >>> Remove all +1/+1 counters from
target character."

Soul Gem, Unique * Infinity Gem (MHG-181U)


Equipment, 0
Whenever equipped character becomes stunned,
you may return Soul Gem to its owner's hand. <p>
Whenever equipped character stuns a character
with lesser cost, return that stunned character to its
owner's hand.
Soul Slicer (DWF-120U)
Plot Twist, 2
Play only during your recruit step and only if you
control an Outsiders character. <p> Whenever
target character becomes stunned this turn, remove
it from the game.
Soul Survival (MTU-084U)
Plot Twist, 2
Play only if you control a Team-Up. <p> To play,
exhaust a Marvel Defenders character you control.
<p> Whenever target character stuns an attacker or
defender this turn, return that stunned character to
its owner's hand.
Soul World (MHG-182U)
Location, 2
Terraform <p> Activate, pay 4 endurance >>>
Return target character card from your KO'd pile to
your hand. If that card has the Infinity Watch
affiliation, gain 2 endurance.
The Source (DSM-060R)
Location, 3
Replace The Source >>> Replace target plot twist
an opponent controls. Search that opponent's deck,
hand, and KO'd pile for all cards with the same
name as that plot twist and remove them from the
game. Use only if you control a New Gods
character.
South American Sentinel Base (MOR-154U)
Location, 2
Activate >>> Return target Army Sentinel
character card from your KO'd pile to your hand.
Sovereign Superior (MXM-121U)
Plot Twist, 2
To play, discard a Brotherhood character card. <p>
Search your deck for a reservist card, reveal it, and
put it into your hand.

Space Bears, Construct (DGL-179C)


Character, 3, 5/5
Reveal Space Bears, exhaust any number of
characters you control with total willpower 4 or
greater >>> Put Space Bears into your front row.
At the start of the recovery phase this turn, KO
Space Bears. Use only during the combat phase
and only if Space Bears is in your hand.
Space Gem, Unique * Infinity Gem (MHG-183U)
Equipment, 0
Whenever equipped character becomes stunned
during the combat phase, you may return Space
Gem and the equipped character to their owners'
hands.
Spark, Ayla Ranzz (DLS-021C)
Character, 4, Legionnaires, 7/7, Flight, Range
Reservist <p> Remove any number of cosmic
counters from characters you control >>> Target
player loses 1 endurance for each counter you
removed. Use only once per turn. <p> Cosmic
Special Delivery (MXM-186U)
Plot Twist, 2
Target Physical attacker you control can't be
stunned this attack.
Spectral Slaughter, Magic (DCR-076R)
Plot Twist, 4
Play only during your attack step. <p> To play,
discard a Shadowpact character card. <p> Stun all
characters with cost 2 or less. Lose 1 endurance for
each character stunned this way.
The Spectre, Soulless (DCR-182R)
Character, 8, 17/17, Concealed, Flight, Range
Vengeance: Whenever The Spectre becomes
stunned, stun all characters.
Speed Demon, James Sanders (MSM-089C)
Character, 1, Sinister Syndicate, 1/1
Evasion <p> Speed Demon can't be equipped. <p>
Pay 1 endurance >>> Ready Speed Demon. He
can't attack this turn. Use only once per turn.
Speed Demon, Second Chance Speedster (MAV109U)
Character, 3, Thunderbolts, 5/4
Pay 1 endurance >>> Ready Speed Demon. If he is
attacking, he can't be stunned this attack. Use only
if you control five or more resources and only once
per turn.
Speed Demon, Whizzer (MUN-066U)
Character, 1, Thunderbolts/Sinister Syndicate, 1/1
At the start of your recruit step, put a +1/+1
counter on Speed Demon. <p> Speed Demon has
reinforcement while he has two or more +1/+1
counters.
Speed Queen, Female Fury (DLS-110C)
Character, 2, Darkseid's Elite, 3/3
Free >>> Ready Speed Queen. She gets -1 ATK
this turn for each face-up resource your opponents
control, and she can't cause breakthrough this turn.
Use only once per turn.

Speed, Thomas Shepard * Young Avenger (MUN025U)


Character, 1, Avengers, 2/0
Reveal Speed from your hand >>> If you control
an [Avengers] team attacker, put Speed into play
exhausted and team attacking if you haven't
controlled a character named Speed this attack.
<p> Whenever Speed stuns a defender, return
Speed to his owner's hand.
Speedball <> Penance, Painmonger (MUN-067C)
Character, 1, Thunderbolts/S.H.I.E.L.D., 2/1,
Range
Substitute <p> [Activate] >>> Each player loses 3
endurance. If you control four or more resources,
gain 3 endurance.
Speedball <> Penance, Repentant Masochist
(MUN-068R)
Character, 3, Thunderbolts/S.H.I.E.L.D., 7/7,
Range
Substitute <p> Whenever Speedball becomes
stunned, KO him if you control fewer than five
resources.
Speedball Is Dead (MUN-081U)
Plot Twist, 2
To play, stun a [Thunderbolts] character you
control. <p> At the start of the recovery phase this
turn, recover that character and put two +1/+1
counters on it.
Speedball, Robert Baldwin (MTU-020C)
Character, 1, Spider-Friends, 2/0, Flight
Evasion <p> Whenever Speedball becomes
stunned, target character you control can't be
stunned while team attacking this turn.
Spheres of Solitude (MAV-185U)
Plot Twist, 2
Play only if you control a Kang Council character.
<p> Choose an affiliated character an opponent
controls. <p> Ongoing: The chosen character loses
all affiliations during its controller's attack step.
Spider Hunt (MTU-128R)
Plot Twist, 3
If you have played no other plot twists this turn,
KO a resource you control, and Sinister Syndicate
characters you control get +2 ATK this turn.
Spider Senses (MSM-012U)
Plot Twist, 2
Target Spider-Friends defender gets +3 DEF this
attack.
Spider Slayers (MSM-102U)
Plot Twist, 2
Choose a character name. Sinister Syndicate
characters you control get +2 ATK while attacking
a character with that name this turn. <p> Ongoing:
At the start of your resource step, you may pay 4
endurance. If you do, turn Spider Slayers face
down.
Spider-Girl, Daughter of Spider-Man (MUN-269U)
Character, 3, Spider-Friends, 5/4, Range
Evasion <p> Whenever Spider-Girl becomes
stunned, target character loses and can't have flight,
powers, and keywords this turn.

Spider-Man <> The Spider, Earth-15 (MEV-197R)


Character, 1, Weapon X/Spider-Friends, 2/1,
Concealed, Range
Shift <p> Remove a shift counter from Spider-Man
>>> Negate target effect targeting a Weapon X or
[Spider-Friends] character you control.
Spider-Man Robot, Timespinner (MTU-107C)
Character, 3, Sinister Syndicate, 6/1
Reservist <p> Spider-Man Robot can't have
reinforcement. <p> BoostKO a resource you
control: When Spider-Man Robot enters play,
characters opponents control lose and can't have
reinforcement this turn at the start of the combat
phase this turn.
Spider-Man, Alien Symbiote (MSM-053C)
Character, 5, Spider-Friends, 9/9
Evasion <p> If Spider-Man would become
powered-up, instead, you may put a +1/+1 counter
on him. <p> Whenever Spider-Man becomes
stunned by a character an opponent controls,
remove all counters from Spider-Man.
Spider-Man, Cosmic Spider-Man (MSM-054R)
Character, 8, Spider-Friends, 17/17, Flight, Range
Spider-Friends attackers you control can't be
stunned. <p> At the start of the combat phase,
Spider-Man gets +1/+1 this turn for each nonstunned character target opponent controls.
Spider-Man, Friendly Neighborhood Spider-Man
(MSM-007C)
Character, 3, Spider-Friends, 4/5
Attackers can't be stunned while Spider-Man is
team attacking.
Spider-Man, New Fantastic Four (MOR-061R)
Character, 3, Fantastic Four, 3/4
When Spider-Man enters play, put three web
counters on him. <p> Activate, remove a web
counter from Spider-Man >>> Put a -1 ATK
counter on target character.
Spider-Man, New New Avenger (MEX-011R)
Character, 2, Avengers, 3/3, Range
Reservist <p> Reveal Spider-Man from your
resource row, choose an affiliation among
characters you control >>> Crossover [Avengers]
and that affiliation this turn. Use only once per
turn.
Spider-Man, Outlaw (MVL-129C)
Character, 6, Marvel Knights, 12/12, Range
[Activate] >>> Exhaust target character with cost 4
or less.
Spider-Man, Parasitic Host (MTU-023C)
Character, 4, Spider-Friends, 7/7, Concealed
Optional, Range
Substitute <p> Discard two cards >>> The next
time target character would ready this turn, instead,
it remains exhausted. Use only once per turn.

Spider-Man, Peter Parker (MAV-209R)


Character, 4, Spider-Friends, 7/7
Evasion <p> Pay 1 endurance >>> Stunned SpiderFriends characters you control can't be the target of
effects your opponents control this turn. <p>
Characters you control with evasion get +1 DEF
while attacking and +1 ATK while defending.
Spider-Man, Power and Responsibility (MVL177U)
Character, 4, Fantastic Four, 6/8, Range
When Spider-Man enters play, target opponent
exhausts a ready character he controls.
Spider-Man, Secret Avenger (MUN-026R)
Character, 5, Avengers/Spider-Friends, 9/10, Range
Loyalty, Reservist <p> Discard a character card
>>> Target opposing character loses and can't have
powers and keywords this turn. Use only once per
turn.
Spider-Man, Spider-Hulk (MTU-024C)
Character, 4, Spider-Friends, 7/7
Substitute <p> Cosmic: Whenever Spider-Man
attacks, he gets +2/+2 this turn.
Spider-Man, Stark's Protg (MTU-021R)
Character, 7, Spider-Friends/Avengers, 16/16,
Flight, Range
Loyalty <p> Pay X ATK this turn >>> Exhaust
target character with ATK X or less. Use only once
per turn.
Spider-Man, The Amazing Bag-Man (MTU-025C)
Character, 4, Spider-Friends, 7/7, Range
Substitute <p> Whenever Spider-Man becomes
stunned, target opponent exhausts a ready character
he controls.
Spider-Man, The Amazing Spider-Man (MSM008R)
Character, 7, Spider-Friends, 14/16
Discard a Spider-Friends character card >>>
Exhaust target character if it has a cost less than or
equal to the cost of the card you discarded.
Spider-Man, The Sensational Spider-Man (MTU022R)
Character, 4, Spider-Friends, 7/7, Range
Substitute <p> Pay 7 ATK this turn >>> Exhaust
target character with cost 3 or less. Use only if you
control another Spider-Friends character.
Spider-Man, The Spectacular Spider-Man (MMK027C)
Character, 6, Marvel Knights, 12/12
Loyalty <p> Activate >>> Target opponent
exhausts all characters he controls. Use only during
your attack step.
Spider-Man, Ultimates (MUL-003R)
Character, 3, Spider- Friends, 4/5, Range
Characters named Spider-Man you control enter
play with two web counters. <p> Remove X web
counters from characters named Spider-Man you
control >>> Exhaust any number of target
characters with combined cost X or less. Use only
once per turn.

Spider-Man, Unmasked (MUN-110R)


Character, 4, S.H.I.E.L.D./Spider-Friends, 6/9,
Range
Evasion <p> Leader: If an adjacent character
would become stunned during the combat phase,
instead, you may return it to its owner's hand.

Spiral, Freedom Force (MXM-106R)


Character, 6, Brotherhood, 12/13
Whenever Spiral causes 3 or more breakthrough
while attacking a defender, you may stun target
character with cost 5 or less adjacent to that
defender.

Spider-Man, Webhead (MVL-128C)


Character, 3, Marvel Knights, 4/4, Range
[Activate] >>> Exhaust target character with cost 2
or less.

Spiral, Ricochet Rita (MOR-172C)


Character, 4, 7/7
Spiral can attack as though she had flight and
range. <p> When Spiral enters your KO'd pile from
play, you may return another card named Spiral
from your KO'd pile to your hand.

Spider-Man, Zombie (MAA-026R)


Character, 4, Spider-Friends, 7/7, Range
[Activate], KO Spider-Man >>> Target player
exhausts a ready character he controls. At the start
of the recovery phase this turn, return Spider-Man
from his owner's KO'd pile to play under your
control. Use only during the combat phase.
Spider-Mobile, Unique (MTU-040C)
Equipment, 0
Equipped character gains the Spider-Friends
affiliation and can't be the target of effects
opponents control.
Spider-Sense Tingling! (MTU-038C)
Plot Twist, 3
Target Spider-Friends character you control has
evasion this turn until it becomes stunned.
Spider-Signal (MTU-039U)
Plot Twist, 3
Target Spider-Friends attacker or defender you
control gets -2/+2 or +2/-2 this attack.
Spider-Slayer V.X., Arachnid Hunter (MTU-108C)
Character, 2, Sinister Syndicate, 4/3, Flight, Range
Reservist <p> At the start of the combat phase, lose
1 endurance for each resource you control. <p>
BoostKO a resource you control: When SpiderSlayer V.X. enters play, he gets +3 ATK this turn.
Spider-Tracer (MSM-065R)
Plot Twist, 1
Play only if you control a Spider-Friends character
and only during the build phase. <p> Choose a
character an opponent controls. <p> Ongoing: The
chosen character can't be the target of plot twist or
payment effects its controller controls.
The Spike, Angry Young Mutant (MMK-066C)
Character, 4, X-Statix, 10/7, Range
Whenever The Spike becomes stunned, KO him
unless you control two or more other X-Statix
characters.
Spill the Beans (EHB-027C)
Plot Twist, 2
Target attacker or defender gets -1 ATK this attack
and an additional -2 ATK this attack if you control
exactly one character.
Spin Doctoring (MMK-085R)
Plot Twist, 3
To play, discard a card. <p> If you control exactly
one character, recover target stunned X-Statix
character you control. If you do, ready that
character and it can't cause breakthrough this turn.

Spirit of Nabu, Magic (DWF-214U)


Plot Twist, 3
Ongoing: Pay 2 endurance >>> Target character
you control has flight and range this turn. Use only
once per turn.
Spirits of Vengeance (MAV-220R)
Plot Twist, 2
Ongoing: Whenever an Underworld character you
control enters combat, you may put a character
card from your KO'd pile with the same name as
that character on the bottom of your deck. If you
do, that character gets +2 ATK this attack.
Splintering Consciousness (MVL-047U)
Plot Twist, 4
Play only from your resource row and only if you
control Jean Grey. <p> Draw two cards.
Spoiler <> Robin, The Girl Wonder (DSM-133U)
Character, 2, Gotham Knights, 2/2
Evasion <p> Activate >>> Target Gotham Knights
defender gets +X ATK this attack, where X is that
character's cost.
Spoiler, Stephanie Brown (DOR-019U)
Character, 1, Gotham Knights, 1/1
Whenever you draw a card, you may gain 1
endurance.
Spoiler, Wildcard (DBM-009C)
Character, 2, Gotham Knights, 2/2
When Spoiler enters play, draw a card.
Spoor, Acolyte (MXM-107C)
Character, 4, Brotherhood, 7/7
MutantPhysical
Reservist <p> Replace a reservist resource you
control >>> Target attacker you control gets +3/-3
this attack. Use only once per turn.
Spot, Dr. Jonathan Ohnn (MTU-109C)
Character, 4, Sinister Syndicate, 7/7
Reservist <p> BoostDiscard a card: When Spot
enters play, he gets +2 ATK this turn and has flight
this turn.
Squadron City (MAV-080R)
Location, 2
Activate >>> Target Squadron Supreme character
you control gets +3 ATK while attacking this turn.
Whenever that character causes breakthrough this
turn, it can't ready this turn.

Squirrel Girl, Doreen Green (MUN-111U)


Character, 1, S.H.I.E.L.D./Avengers, 1/2
Reservist <p> When Squirrel Girl enters play, you
may put an Army [S.H.I.E.L.D.] character card
with cost 1 or less from your hand into play. <p>
Whenever an Army [S.H.I.E.L.D.] character you
control becomes stunned during the combat phase,
you may return it to its owner's hand.
Staged Attack (DJL-073C)
Plot Twist, 2
Target defender you control gets +1 DEF this
attack. If that defender has the JLI affiliation and
cost 4 or less, it has invulnerability this attack.
Stalwart Defense (DCL-058U)
Plot Twist, 2
Play only during the build phase. <p> Target [JLA]
character you control gets +2 DEF this turn.

Starfinger, Char Burrane (DLS-064R)


Character, 4, Future Foes, 10/8, Range
Reservist <p> When Starfinger enters play, each
opponent may put a character card with cost 3 or
less from his hand into his front row.
Starforce Strike (MHG-083C)
Plot Twist, 3
Target defender you control gets +2 ATK this
attack. If that character has the Kree affiliation, you
may return it to its owner's hand at the start of the
recovery phase this turn.
Stargate (MHG-084R)
Location, 2
Activate, discard a card >>> Return a character
you control with cost 2 or greater to its owner's
hand. If you do, search your deck for a Kree
character card, reveal it, and put it into your hand.
Use only during your recruit step.

The Stamford Incident (MUN-325U)


Plot Twist, 4
Stun each character with cost 1 or less, then discard
a card for each opposing character stunned this
way.

Stargirl, Courtney Whitmore (DCR-023C)


Character, 2, JSA, 3/1, Flight, Range
Stargirl gets +3 DEF while exhausted.

Standoff (DWF-215U)
Plot Twist, 4
Ongoing: Whenever a player plays a non-ongoing
plot twist, he loses 2 endurance.

The Starjammer, Unique (MEV-249R)


Equipment, 1, ConcealedOptional
Shift <p> Characters you control have flight and
range. <p> While The Starjammer is equipped to a
Starjammers character, you can build resources
from any KO'd pile.

Star Boy, Thom Kallor (DLS-022C)


Character, 5, Legionnaires, 9/9, Flight, Range
Discard Star Boy >>> Put a cosmic counter on
target cosmic character you control. Use only
during the recovery phase. <p> CosmicSurge
Star of the Show (MMK-086R)
Plot Twist, 1
To play, discard an X-Statix character card. <p>
Ongoing: While you control exactly one character,
it can't be the target of effects your opponents
control.
Starbolts (DCL-107R)
Plot Twist, 5
Whenever you recruit a Koriand'r this turn, stun
any number of target characters with combined
cost 3 or less.
Star-Crossed (MTU-085C)
Plot Twist, 1
To play, exhaust a Marvel Defenders character you
control. <p> Draw two cards, then put a card from
your hand on the top of your deck.
Stardust, Herald (MCG-029R)
Character, 10, 27/27, Flight, Range
When Stardust enters play, target opponent chooses
a player friendly to him. The chosen player KO's
all characters he controls.
Stardust, Merciless Warrior (MHG-022C)
Character, 4, Heralds of Galactus, 8/6, Flight,
Range
Discard a Heralds of Galactus character card with
cost 4 or greater >>> Power-up target attacker or
defender you control.

Stark Armory (MUN-127R)


Location, 3
At the start of the combat phase, put a tech counter
on Stark Armory. <p> [Activate], Remove X tech
counters >>> Put X +1/+1 counters on target Iron
Man. <p> Remove X +1/+1 counters from an Iron
Man you control >>> Put X tech counters on Stark
Armory.
Stark Tower, Team-Up (MTU-041C)
Location, 2
Terraform <p> To flip, choose two different
affiliations among characters you control. <p>
Crossover those affiliations. <p> Activate >>>
Target Spider-Friends character you control has
flight and range this turn.
Starlings, Army (DGL-060U)
Character, 1, Emerald Enemies, 1/1, Flight
Starlings enters play exhausted. <p> Whenever
Starlings becomes stunned, KO it. <p> Activate,
pay 1 resource point >>> You may discard a card.
If you do, search your deck for up to two cards
named Starlings and put them into your front row.
Star-Lord, Peter Quill (MUN-275R)
Character, 4, United Front/Kree, 6/7, Range
Cosmic: [Activate], Remove a cosmic counter
from Star-Lord >>> Stun target character with cost
4 or less if you control no characters with that cost.
Use only during the combat phase.

Starro the Conqueror, Intergalactic Starfish (DJL165R)


Character, 8, 18/18, Flight
When Starro the Conqueror enters play, put any
number of Army characters with cost 1 from your
hand into your front row. <p> KO X Army
characters you control >>> Move target character
to your front row if its cost is less than X.
Stars and Stripes (MUN-047U)
Plot Twist, 3
Ongoing: Pay X endurance >>> Recover target
stunned Captain America you control with cost X.
State of the Union (DSM-093R)
Plot Twist, 2
Ongoing: Resources you control can't be the target
of plot twist effects your opponents control while
you control a non-stunned Revenge Squad
character.
Stature, Cassandra Lang * Young Avenger (MUN027U)
Character, 4, Avengers, 7/6
[Activate], Remove a +1/+1 counter from Stature
>>> Remove all attackers from this attack. Use
only if Stature is defending. <p> BoostDiscard
an [Avengers] character card: Stature enters play
with a +1/+1 counter.
Stealing the Light (DGL-213C)
Plot Twist, 2
Play only during your attack step. <p> You may
exhaust a character you control. If you do, target
player reveals X cards from his hand, where X is
the willpower of the character you exhausted.
Choose one of the revealed cards. That player
discards that card.
Stealthcraft, Team-Up (MTU-189C)
Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Wild Pack characters you
control have flight.
Steel Girder (MVL-238R)
Equipment, 1, ConcealedOptional
Whenever equipped character stuns a character,
that stunned character can't recover this turn.
Steel Wind, Cyborg Cyclist (MMK-156C)
Character, 2, Underworld, 1/4, Range
Activate >>> Put the top card of your deck into
your KO'd pile.
Steely Resolve (DLS-190R)
Plot Twist, 6
Target defender you control gets +3 DEF this
attack.
Stepford Cuckoos, Weapon 14 (MEV-198U)
Character, 5, Weapon X/X-Men, 9/9, Range
Hunter <p> Characters hunted by you and
characters adjacent to them get -3 DEF.

Steppenwolf, Darkseid's General (DSM-114C)


Character, 5, Darkseid's Elite, 9/8, Range
Cosmic: Pay 3 endurance >>> Characters your
opponents control lose reinforcement this turn. Use
only if you control another Darkseid's Elite
character. <p> Boost 1: When Steppenwolf enters
play, Darkseid's Elite characters get +2 ATK while
attacking this turn.
Stepping Between Worlds, Magic (DCR-077C)
Plot Twist, 3
Play only during the combat phase and only if you
control a Shadowpact character. <p> The controller
of target unequipped, unprotected character moves
it to his hidden area. Lose endurance equal to that
character's cost.
Stick, Leader of the Chaste (MMK-028U)
Character, 3, Marvel Knights, 5/4
Pay 1 endurance >>> Target Marvel Knights
character you control can be the target of plot twist
effects you control as though it had all affiliations
this turn.
Sticky Situation (MSM-066U)
Plot Twist, 2
Remove target Spider-Friends defender you control
from this attack. (When an attack concludes, if
there is no defender, all attackers ready.)
Stilt-Man, Wilbur Day (MMK-113R)
Character, 2, Crime Lords, 3/2
Whenever a character an opponent controls gains
one or more counters or enters play with one or
more counters, if that character is not named StiltMan, put a +1/+1 counter on Stilt-Man. <p> Boost
1: When Stilt-Man enters play, put a +1/+1 counter
on him.
St'nlli, Super-Qwardian (DGL-093C)
Character, 6, Anti-Matter, 12/11, Flight, Range
Willpower 1 <p> When St'nlli enters play, move
each Anti-Matter character you control to your
hidden area, then move any number of Anti-Matter
characters you control to your visible area.

Stopped Cold (DSM-163C)


Plot Twist, 2
Target character gets -1/-1 while attacking this turn
and loses flight this turn.
Storm, Elemental Goddess (MVL-028C)
Character, 6, X-Men, 13/11, Flight, Range
Characters you control have flight. <p> [Activate]
>>> Opposing characters lose flight this turn.
Storm, Gold Leader (MXM-025C)
Character, 6, X-Men, 12/12, Flight, Range
MutantEnergy
Leader: Characters adjacent to Storm have flight.
<p> Whenever a character adjacent to Storm enters
combat with a character with flight, power-up that
adjacent character.

Strange Days (DCL-236R)


Plot Twist, 4
To play, remove X +1/+1 counters from Doom
Patrol characters you control. <p> Your opponents
pay X more to play plot twists this turn.
Strange Love (MTU-171U)
Plot Twist, 3
Play only if you control a Team-Up. <p> To play,
discard a card. <p> Recover target stunned
Underworld character you control.

Storm, Leader of the Morlocks (MXM-064C)


Character, 4, Morlocks, 7/7
Reservist, Evasion <p> Leader: Characters
adjacent to Storm gain the Morlocks affiliation.
<p> During the combat phase, characters adjacent
to Storm have invulnerability unless they are in
combat.

Strange Visitor, Sharon Vance (DSM-019R)


Character, 7, Team Superman, 15/13, Flight, Range
Loyalty <p> Cosmic: Activate, remove Strange
Visitor from the game >>> Remove target
character from the game if its cost is greater than
the number of resources you control. Use only
during the combat phase.

Storm, Ororo Munroe (MOR-025C)


Character, 4, X-Men, 7/6, Flight, Range
Pay 2 endurance >>> Characters your opponents
control lose flight this turn.

Strategic Retreat (MHG-085R)


Plot Twist, 4
Play only from your resource row and only during
the combat phase. <p> Return all Kree characters
you control to their owners' hands.

Storm, Secret Avenger (MUN-028C)


Character, 4, Avengers/Fantastic Four, 7/7, Flight,
Range
Reservist <p> BoostReplace a face-down
resource you control: When Storm enters play,
characters you control have flight, and opposing
characters lose and can't have flight this turn.
Storm, Weather Witch (MOR-026R)
Character, 6, X-Men, 11/12, Flight, Range
Support row characters your opponents control
can't attack. <p> At the start of the combat phase,
you may move any number of characters you
control.

Stolen Power (MAV-160C)


Plot Twist, 3
To play, exhaust a Masters of Evil character you
control. <p> KO target stunned character. Put a
+1/+1 counter on the character you exhausted.

Storm, Wind Control (MXS-009C)


Character, 6, X-Men, 12/12, Flight, Range
Characters you control have flight. (Characters
with flight can attack protected characters.)

Stompa, Female Fury (DLS-111R)


Character, 4, Darkseid's Elite, 6/8, Range
LoyaltyReveal <p> Activate >>> Target a
location an opponent controls. You may put a
character card from your hand face down into that
player's resource row. If you do, KO that location
and he loses endurance equal to that location's cost.

Stormfront-1, Team-Up (MAV-119C)


Location, 1
When you flip Stormfront-1, choose two
affiliations among characters you control. If you
chose Thunderbolts and another affiliation, draw a
card. <p> Characters you control, as well as cards
in your deck, hand, and KO'd pile, with either of
those affiliations have both of them.

Stonewall, Freedom Force (MXM-108U)


Character, 5, Brotherhood, 9/10
MutantPhysical
Whenever Stonewall causes 3 or more
breakthrough while attacking a character,
characters you control get +3 ATK this turn.

Strange Bedfellows, Team-Up (MVL-270U)


Plot Twist, 2
Play only if [Doom] and [X-Men] are affiliations
among characters you control. <p> Draw a card.
<p> Ongoing: Crossover [Doom] and [X-Men].

Straight to the Grave (DCL-202R, DJL-150R)


Plot Twist, 2
Search your deck for a character card and put it
into your KO'd pile. If you control a Secret Society
character, also search your deck for a non-character
card and put it into your KO'd pile.

Strategic Thinking (MEX-020R)


Plot Twist, 2
Whenever a character enters play this turn, put a
+1/+1 counter on it.
Strength of the Grave (MMK-175C)
Plot Twist, 4
To play, put X Underworld character cards from
your KO'd pile on the bottom of your deck. <p>
Choose one: Target character gets +X ATK this
attack; or target character gets +X DEF this attack.
Stretch Out (MVL-199U)
Plot Twist, 2
Target Mr. Fantastic you control gets -4/+4 or +4/-4
this attack.
Strong Guy, Guido Carosella (MEV-028C)
Character, 6, X-Factor/X-Men, 12/12
Whenever you use a character's activated
([activate]) power, put a +1/+1 counter on Strong
Guy.
The Strongest One There Is (MUN-203U)
Plot Twist, 4
To play, stun a defending Hulk you control with
cost X or more. <p> KO target attacker with cost
X.
Stryfe, X-Cutioner (MVL-233C)
Character, 7, 15/15, Flight, Range
Other characters get -3 DEF.

Stryker's Island (DWF-204R)


Location, 3
Activate >>> Target attacker you control gets +1
ATK this attack for each different cost among faceup resources you control.
Sturmer, War Dog (DGL-148R)
Character, 3, New Gods, 4/7
Discard Sturmer and another card >>> Search your
deck for a New Gods character card with cost 6 or
greater, reveal it, and put it into your hand. <p>
Sturmer can't attack unless he team attacks.
Sublime, Director of Weapon Plus (MEV-200R)
Character, 1, Weapon X, 0/1, Concealed
Hunter <p> Discard a Weapon X character card,
KO Sublime >>> Move target stunned hunted
character with cost 3 or less to your front row.
Sublime, The Beast Almighty (MEV-199R)
Character, 4, Weapon X, 7/7
Shift <p> [Activate] >>> Move target character
with cost 2 or less to your front row. Use only if
Sublime entered play this turn and you control
another Weapon X character.
Sub-Mariner, Ally of Doom (MOR-121R)
Character, 7, Doom, 15/16, Flight
Recruit only if you control Dr. Doom. <p>
Whenever Sub-Mariner attacks a support row
character, ready Sub-Mariner.
Sub-Mariner, Atlantean Monarch (MFF-019C)
Character, 5, Doom, 9/9, Flight
When Sub-Mariner enters play, if you have the
initiative, you may exhaust target character an
opponent controls.
Sub-Mariner, Illuminati (MHG-150C)
Character, 4, Doom, 7/7, Flight
At the start of the combat phase, look at the top
three cards of your deck. Put one of those cards on
the top of your deck and the rest into your KO'd
pile.
Sub-Mariner, King of Atlantis (MTU-067C)
Character, 3, Marvel Defenders/Fantastic Four, 6/4,
Flight
Substitute <p> Whenever Sub-Mariner attacks,
exhaust all other characters you control.
Sub-Mariner, Namor (MXM-213U)
Character, 5, Avengers, 9/9, Flight
Reservist <p> Leader: Characters adjacent to SubMariner get +1 ATK. <p> Whenever a character
adjacent to Sub-Mariner stuns a character during
the combat phase, you may replace a resource you
control.
Sub-Mariner, Neptune's Fist (MTU-066C)
Character, 6, Marvel Defenders, 12/11, Flight
Substitute <p> Sub-Mariner gets +1/+1 for each
exhausted Marvel Defenders character you control.

Sub-Mariner, Protector of the Time Gem (MUN235U)


Character, 3, Infinity Watch/Atlantis, 4/5,
Concealed, Flight
Exhaust two different members of the Illuminati
you control >>> Put a card from your KO'd pile on
top of your deck. Use only once per turn. (The
members of the Illuminati are Black Bolt, Dr.
Strange, Iron Man, Mr. Fantastic, Professor X, and
Sub-Mariner.)
Sub-Mariner, The Avenging Son (MUN-249U)
Character, 5, Atlantis/Marvel Defenders, 9/8, Flight
BoostExhaust X other characters you control:
Sub-Mariner enters play with X +1/+1 counters.
Sub-Mariner, Ultimates (MUL-023R)
Character, 5, Atlantis, 10/8
When Sub-Mariner enters play, if you control
another Atlantis or Ultimates character, each player
removes his KO'd pile from the game and gains 1
endurance for each card removed this way.
Sub-Mariner, Uncertain Ally (MVL-178U)
Character, 5, Fantastic Four, 9/8, Flight
When Sub-Mariner enters play, you may discard a
character card. If you do, return target card from
your KO'd pile to your hand.
Substitute Heroes (DLS-191C)
Plot Twist, 2
Target substitute attacker you control gets +X ATK
this attack, where X is the cost of a character that
left play while under your control this turn. That
attacker can't cause breakthrough this attack.
The Substructure (MHG-127C)
Location, 2
Terraform <p> Activate >>> Replace a face-down
resource you control. If you replaced an Inhumans
character card, you may put that card from your
KO'd pile into your hand and then discard a card.
Subterranea, Ultimates (MUL-006U)
Location, 2
Flip only if you control an Ultimates character <p>
[Activate] >>> Each player removes the top card
of his deck from the game, and each gains
endurance equal to the lowest cost among cards
removed this way.
Subterranean Sanctuary (MXM-079R)
Location, 3
Whenever a character with cost 3 or greater attacks
you directly, gain endurance equal to the number of
stunned Morlocks characters you control.
Sucker Punch (MSM-161U)
Plot Twist, 1
Characters you control can't be stunned while
attacking exhausted defenders this turn.
Sue Dibny, Charismatic Coordinator (DJL-062C)
Character, 1, JLI, 1/1
When Sue Dibny enters play, you may search your
deck for a JLA or JLI character card with cost 2,
reveal it, and put it into your hand.

Suffocation (MTU-129C)
Plot Twist, 2
Play only if you control a Sinister Syndicate
character. <p> The controller of target character an
opponent controls moves it to a different position
in his front row or exhausts it.
Sugar Man, Age of Apocalypse (MAA-008U)
Character, 3, Horsemen of Apocalypse, 5/5, Range
Remove two character cards in your KO'd pile
from the game >>> Put a +1/+1 counter on Sugar
Man. Use only once per turn. <p> Pay 1 endurance
>>> KO target character you control.
Suicide Slums (DSM-094U)
Location, 2
Activate >>> Target Revenge Squad character you
control gets +2 ATK this attack. Whenever that
character becomes stunned this attack, KO it.
Suicide, Chris Daniels (MMK-157C)
Character, 3, Underworld, 4/5
When Suicide enters a KO'd pile from play, you
may discard two Underworld character cards. If
you do, put Suicide into your front row and he can't
attack this phase.
Sun Boy, Dirk Morgna (DLS-023C)
Character, 6, Legionnaires, 14/10, Flight, Range
Reservist, Cosmic <p> Boost 1: When Sun Boy
enters play, whenever a character becomes stunned
this turn, its controller loses additional endurance
equal to its cost.
Sunburst (DCL-153R)
Plot Twist, 2
To play, exhaust an Injustice Gang character you
control. <p> Ongoing: At the start of the recovery
phase, each player returns a stunned character he
controls to its owner's hand.
Sunder, Callisto's Enforcer (MXM-065C)
Character, 5, Morlocks, 14/7
MutantPhysical
Sunder can't have reinforcement. <p> Pay 1
resource point >>> Sunder gets +5 DEF this turn.
Use only once per turn.
The Sun-Eater (DLS-087R)
Plot Twist, 3
Play only if you control a Future Foes character.
<p> Ongoing: Players can't flip locations or play
plot twists while they have no cards in hand.
Sunfire, Age of Apocalypse (MAA-002R)
Character, 3, X-Men, 5/4, Flight, Range
At the start of the recovery phase, stun each
character with DEF 1 or less.
Sunfire, Famine (MEV-113R)
Character, 5, Marauders/Horsemen of Apocalypse,
8/10, Concealed, Flight, Range
Shift <p> While Sunfire is shifted, at the start of
the combat phase, you may exhaust target character
with cost less than the number of counters on
Sunfire.
Sunfire, Rising Sun (MVL-029C)
Character, 2, X-Men, 0/0, Flight, Range
Sunfire gets +1/+1 for each resource you control.

Sunfire, Shiro Yoshida (MSM-107R)


Character, 5, X-Men, 8/7, Flight, Range
Activate, discard an X-Men character card >>>
Stun any number of target characters with
combined cost 3 or less.
Super Genius (MHG-166C)
Plot Twist, 1
Play only from your resource row. <p> Draw a
card. If you don't control Dr. Doom, discard a card.
Super Hero Showdown (MXM-201C)
Plot Twist, 2
Target attacker or defender you control with two or
more affiliations gets +2 DEF this attack.
Super Skrull, Engineered Super-Soldier (MOR160R)
Character, 6, Skrull, 10/10, Flight, Range
Whenever Super Skrull attacks, you may discard a
card. If you do, Super Skrull gets +3/+3 this attack,
ready all front row Army Skrull characters you
control, and each opponent loses 3 endurance. <p>
Whenever Super Skrull defends, you may discard
up to X cards, where X is the number of attackers.
For each card you discarded, Super Skrull gets
+3/+3 this attack, and each opponent loses 3
endurance. If you discarded, ready all front row
Army Skrull characters you control.
Super Skrull, Kl'rt (MTU-217R)
Character, 6, Skrull, 11/11, Flight, Range
Super Skrull gets +3 DEF while he has two or
more affiliations. <p> He gets +3 ATK while he
has three or more affiliations. <p> He has
"Activate >>> Target opponent loses 6 endurance"
while he has four or more affiliations.
Super Skrull, Noble Sacrifice (MUN-276U)
Character, 6, United Front/Skrull, 14/11, Flight,
Range
Cosmic: Invulnerability
Super Skrull, World Champion (MEV-252R)
Character, 5, Skrull, 9/9, Flight, Range
Super Skrull has the affiliations of each opposing
character. <p> Discard a card >>> Choose one:
Super Skrull has energize, evasion, or
invulnerability this turn. Use only once per turn.
<p> [Activate] >>> Choose one: Target player
discards a card; target player replaces a face-up
resource; or target player loses 3 endurance. Use
only during the combat phase.
Super Speed (DSM-033U)
Plot Twist, 3
Remove a cosmic counter from target Team
Superman character with cost 5 or less you control.
If you do, ready that character and that character
can't cause breakthrough this turn.
Super Strength (DSM-164C)
Plot Twist, 3
Target attacker you control gets +2 ATK this attack.
You may remove a cosmic counter from that
attacker. If you do, it gets +2 DEF this attack.

Superboy, Earth Prime (DCR-171R)


Character, 5, Crisis/Team Superman, 10/8, Flight,
Range
Cosmic: Whenever Superboy becomes stunned,
gain 3 endurance and target opponent loses 3
endurance.
Superboy, Yellow Sun Armor (DLS-170U)
Character, 7, Crisis, 17/16, Flight, Range
Whenever a character with cost 6 or less becomes
stunned, KO that character.
Supercycle (DSM-058U)
Equipment, 1
Equipped character has invulnerability while it has
a cosmic counter. <p> New Gods characters you
control get +1/+1 and have flight.
Superhuman Registration Act, Team-Up (MUN326R)
Plot Twist, 3
Ongoing: Character cards you own gain the ProRegistration affiliation and lose and can't gain the
Anti-Registration affiliation. <p> Play with the top
card of your deck revealed. <p> You can recruit a
character card revealed this way if you haven't
recruited a card with that name this turn.
Superman Robots, Army (DSM-025C)
Character, 3, Team Superman, 4/4, Flight, Range
Resources you control can't be the target of plot
twist effects your opponents control. <p> Boost 1:
When Superman Robots enters play, characters
named Superman Robots get +1/+1 this turn for
each Superman Robots you control.
Superman, Avatar of Peace (DJL-022R)
Character, 7, JLA/Team Superman, 17/16, Flight,
Range
Ally: Whenever a protected character you control
becomes powered-up, it has invulnerability this
attack. <p> Leader: Characters adjacent to
Superman have flight.
Superman, Big Blue Boy Scout (DOR-020R)
Character, 8, Gotham Knights, 20/20, Flight,
Range
Recruit only if you control Batman. <p> Superman
can't be stunned while ready.
Superman, Blue (DSM-020R)
Character, 5, Team Superman, 9/8, Flight, Range
Cosmic: Activate, remove a cosmic counter from
Superman >>> Stun target character if its cost is
less than or equal to the number of cosmic Team
Superman characters you control.
Superman, Bulletproof (DWF-022R)
Character, 9, Team Superman, 22/22, Flight, Range
Superman can't be stunned.
Superman, Clark Kent (DSM-021C)
Character, 4, Team Superman, 7/7, Flight, Range
Cosmic: Activate >>> Remove target Team
Superman defender you control from this attack.
Superman becomes a defender.

Superman, Deterrent Force (DWF-020R)


Character, 7, Team Superman, 16/16, Flight, Range
Loyalty <p> Cosmic: Activate >>> Target
character can't attack this turn.
Superman, Earth 2 (DCR-024C)
Character, 6, JSA, 13/12, Flight, Range
Ally: Whenever an exhausted character you control
becomes powered-up while in combat with a
character with greater cost, that exhausted
character gets an additional +1/+1 this attack. <p>
Boost 1: When Superman enters play, put two
+1/+1 counters on each Earth 2 character you
control.
Superman, False Son (DSM-115R)
Character, 7, Darkseid's Elite, 16/14, Flight, Range
Whenever a front row defender an opponent
controls becomes stunned, KO it.
Superman, Founding Member (DCL-029R)
Character, 7, JLA/Team Superman, 16/16, Flight,
Range
Loyalty <p> Characters get -2 ATK while attacking
Superman.
Superman, Kal-El (DSM-022U)
Character, 6, Team Superman, 13/12, Flight, Range
Pay 2 endurance >>> Move Superman. <p>
Cosmic: A defender protected by Superman has
reinforcement and invulnerability.
Superman, Last Son of Krypton (DWF-021R)
Character, Team Superman, 7/7, Flight, Range
LoyaltyReveal <p> To recruit, pay 4 resource
points. <p> (Superman's cost is not odd; even; or
greater than, less than, or equal to any value. You
don't lose endurance as he becomes stunned.)
Superman, Man of Steel (DSM-023R)
Character, 8, Team Superman, 20/20, Flight, Range
Cosmic: Discard a Team Superman character card
>>> Target defender you control has
invulnerability this attack.
Superman, Man of Tomorrow (DWF-019C)
Character, 5, Team Superman, 9/9, Flight, Range
Superman has invulnerability during your first
attack and defense each turn.
Superman, Metropolis Marvel (DCL-028R)
Character, 5, JLA/Team Superman, 8/8, Flight,
Range
Loyalty <p> Superman gets +1/+1 for each
opposing character.
Superman, Red (DSM-024C)
Character, 3, Team Superman, 4/3, Flight, Range
Pay 1 endurance >>> Cards named Superman are
not unique this turn. <p> Cosmic: Superman gets
+4 ATK while attacking from your front row.
Superman, Returned (DGL-142U)
Character, 5, Team Superman, 9/8, Flight, Range
Activate >>> Target character has invulnerability
this turn. Use only during the build phase.

Superman/Batman Robot, Supa-Mecha-Bat (DCX023U)


Character, 0, Team Superman/Gotham Knights,
0/0, Flight, Range
Dual Loyalty <p> Boost X: Superman/Batman
Robot enters play with two +1/+1 counters for each
resource point you paid for X.
Supermanhunter, Kryptonite Armor (DGL-129C)
Character, 6, Manhunter, 13/11, Flight, Range
Pay 3 endurance >>> Remove any number of
counters from target character an opponent
controls.
Supernova (MSM-118U)
Plot Twist, 3
To play, discard two cards or a Fantastic Four
character card. <p> Target character you control
gets +6/-6 and can't cause breakthrough this attack.
Supernova, Daniel Carter (DCL-241R)
Character, 6, 13/12, Flight, Range
Supernova can team attack, reinforce, be
reinforced, and be targeted as though he had all
affiliations.
Supersize (MVL-220C)
Plot Twist, 3
Target character you control gets +1/+1 this attack.
If it's Dr. Doom, instead, it gets +2/+2 this attack.
Super-Town (DCX-007U)
Location, 3
Cosmic New Gods characters you control also
have cosmicsurge.
Superwoman, Crime Syndicate (DGL-094C)
Character, 6, Anti-Matter, 12/8, Concealed
Optional, Flight, Range
Superwoman has invulnerability while visible.
Superwoman, Earth 3 (DCL-134C)
Character, 2, Injustice Gang/Anti-Matter, 2/2,
Concealed, Flight
Superwoman gets +3 ATK while you don't have the
initiative.
Supply Line (MAV-081U)
Plot Twist, 2
Play only if you control a Squadron Supreme
character. <p> Target attacker or defender you
control gets +3 DEF this attack if you have no
cards in hand.
Supporting Role (MMK-087C)
Plot Twist, 1
Target X-Statix character gets +1 DEF this attack
for each character you control with cost greater
than that X-Statix character.
Supreme Intelligence, Kree Collective (MHG067R)
Character, 8, Kree, 17/17, Concealed
When Supreme Intelligence enters play, if you
control no face-up resources, reveal any number of
Kree character cards with different names from
your resource row. Put each revealed card into your
front row if you don't control a non-Army character
with the same name as that card.

Supreme Sanction, Team-Up (MAV-189C)


Plot Twist, 2
Play only if you control an Avengers character and
a Squadron Supreme character. <p> Ongoing:
Characters you control, as well as cards in your
deck, hand, and KO'd pile, with either the Avengers
or Squadron Supreme affiliation have both
affiliations. <p> Revealed character cards in your
resource row have reservist.
Supremor, Starforce (MHG-068C)
Character, 6, Kree, 14/14
Reservist, Press (When you recruit this card, your
next character costs 1 less to recruit this turn for
each press card you recruited this turn, but no less
than 1.) <p> When Supremor enters play, return a
character you control to its owner's hand.
Surprise Attack (MOR-215C)
Plot Twist, 0
Target player loses 3 endurance. If that player
controls no support row characters, instead, that
player loses 5 endurance.
Surrounded (MSM-162C)
Plot Twist, 2
Target attacker you control gets +1/+1 this attack
for each character you recruited this turn.
Surtur's Anvil (MTU-172U)
Location, 2
Terraform <p> Activate, put a character card from
your KO'd pile on the bottom of your deck >>>
Power-up target Underworld attacker or defender
you control.
Surveillance Pawn, Army (DCR-102C)
Character, 1, Checkmate, 2/1, Concealed
Backup: Activate >>> Non-Army characters you
control get +1 ATK this turn. Use only during the
build phase.
Survival of the Fittest, Age of Apocalypse (MAA018U)
Plot Twist, 1
Ongoing: At the start of the recovery phase, put a
+1/+1 counter on each non-stunned character you
control, then KO all stunned characters you
control.
Swan Dive (MMK-042U)
Plot Twist, 2
Play only during your attack step. <p> To play,
stun a Marvel Knights character you control. <p>
Stun any number of target characters your
opponents control if their combined cost is less
than that of the character you stunned.
Swarm Bots, Army (MVL-212C)
Character, 1, Doom, 1/1, Flight
KO Swarm Bots >>> Put a +1/+1 counter on target
Dr. Doom.
Swarm of Annihilus (MUN-220R)
Plot Twist, 5
Play only if you control Annihilus. <p> Stun target
character with cost less than or equal to the number
of Negative Zone locations in play.

Swarm, Fritz von Meyer (MTU-110U)


Character, 2, Sinister Syndicate, 1/2, Flight, Range
Reservist <p> Swarm gets +1 ATK for each
resource you control.
Sweeping Up, Construct (DGL-214C)
Plot Twist, 2
To play, exhaust a character you control with
willpower 1 or greater. <p> Return target stunned
character to its owner's hand. Look at the top X
cards of your deck, where X is the willpower of the
character you exhausted. Put any number of those
cards on the bottom of your deck and the rest on
the top of your deck in any order.
Swift Escape (MVL-271U, MOR-216U)
Plot Twist, 3
Return target character you control to its owner's
hand.
Swing into Action (MMK-202R)
Plot Twist, 2
To play, exhaust any number of Spider-Friends
characters you control. <p> Plot twists cost your
opponents X more to play this turn, where X is the
number of characters you exhausted.
Swing Line (DBM-027C)
Plot Twist, 2
Target character you control gets +2 ATK while
attacking this turn and has flight and range this
turn.
Swiss Headquarters (DCX-019U)
Location, 2
[Activate], Exhaust a non-Army Checkmate
character you control >>> Recover target Army
Checkmate character you control at the start of the
recovery phase this turn.
Switching Sides (MUN-048U)
Plot Twist, 4
To play, exhaust an [Avengers] character you
control. <p> Move target stunned character to your
front row. It gains the [Avengers] affiliation.
Swordsman, Andreas von Strucker (MUN-069C)
Character, 2, Thunderbolts/S.H.I.E.L.D., 3/2
Substitute <p> [Activate] >>> Target character gets
-3 DEF this turn. Use only if you control four or
more resources.
Sworn Enemies (MHG-204C)
Plot Twist, 2
Target attacker you control gets +2 ATK this attack
and an additional +2 ATK this attack if it shares an
affiliation with a defender.
Syphonn, Energy Leech (MHG-211R)
Character, 4, Negative Zone, 8/8, Range
At the start of the combat phase, if Negative Zone
is not in play, stun a non-stunned character you
control. <p> Cosmic: Whenever a character an
opponent controls becomes stunned, gain 2
endurance.
System Failure (MAV-200R)
Plot Twist, 2
Remove target attacker from this attack if its ATK
is greater than twice its printed ATK.

Systematic Torture (DCR-154C)


Plot Twist, 2
To play, exhaust a Villains United character you
control. <p> KO target stunned character. If you
do, that character's controller loses 3 endurance.
T. O. Morrow, Thomas Oscar Morrow (DJL-166U)
Character, 3, 2/6
Pay 1 resource point >>> You may pay 1 resource
point rather than pay the recruit cost of non-Army
character cards with cost 2 this turn.
Taa II (MHG-039R)
Location, 3
Terraform <p> Activate, remove a cosmic counter
from a Heralds of Galactus attacker or defender
you control >>> That character gets +2 DEF this
attack.
Tabitha Smith, Boom Boom (MEV-067C)
Character, 1, X-Force, 2/1, Range
[Activate] >>> Target player loses 3 endurance.
Use only if you've played a plot twist this turn.
Tabitha Smith, Meltdown (MEV-068C)
Character, 3, X-Force, 4/5, Range
Whenever you play a plot twist while Tabitha
Smith is in combat, you may discard a card. If you
do, target opponent loses 3 endurance.
Tabitha Smith, ZOMG! (MUN-267U)
Character, 5, Nextwave, 10/8, Range
Reservist <p> At the start of the combat phase,
steal a +1/+1 counter from target character and put
it on Tabitha Smith. (She now owns that counter.)
Tag Team (DCL-271C, DOR-161C)
Plot Twist, 2
Target defender with reinforcement gets +2/+2 this
attack.
Taking Aim (DWF-064R)
Plot Twist, 1
To play, discard up to four cards. <p> Target
Gotham Knights attacker or defender you control
gets +2 ATK this attack for each card you
discarded.
Taking Out the Trash (DWF-121U)
Plot Twist, 2
Target Outsiders character you control gets +3 ATK
while in combat with a character with greater cost
this turn.
Taking Up the Mantle (DCR-040C)
Plot Twist, 1
To play, remove a JSA character card in your KO'd
pile from the game and choose a character you
control. <p> Put a +1/+1 counter on the chosen
character. <p> Ongoing: The chosen character
gains the identities of the card you removed.
Takion <> Highfather, Josh Saunders (DSM-051R)
Character, 6, New Gods, 11/13, Range
Activate, discard a New Gods character card >>>
Each player puts the top card of his deck into his
resource row. Use only during the recovery phase.

Talia, Beloved Betrayer (DCR-138U)


Character, 2, Villains United/League of Assassins,
3/3
Vengeance: Whenever Talia becomes stunned,
target stunned character can't be KO'd during the
recovery phase this turn.

Tamaran (DOR-059U)
Location, 1
Activate, put the top card of your deck into your
KO'd pile >>> Power-up target Teen Titans
attacker or defender you control. (A powered-up
character gets +1/+1 this attack.)

Talia, Beloved Daughter (DBM-020C)


Character, 2, League of Assassins, 2/2
When Talia enters play, you may search your deck
for a card named Ra's al Ghul, reveal it, and put it
on the top of your deck.

Tamaranian Garden (DLS-164R)


Location, 1
Terraform <p> Activate, pay 1 resource point,
discard a card >>> Search your deck for a
substitute Teen Titans character card, reveal it, and
put it into your hand.

Talia, Daughter of Madness (DCR-139R)


Character, 5, Villains United/League of Assassins,
9/9
Whenever you discard a character card with cost 2
or less, if it is the first card you have discarded this
turn, you may put it from your KO'd pile into your
front row if you don't control a character with the
same name as that card.

Tania Belinskya <> Red Guardian, Cold Warrior


(MTU-068C)
Character, 2, Marvel Defenders, 1/4, Range
Substitute <p> Backup: Activate >>> Target
character you control gets +4 ATK this turn and has
range this turn. Use only during the build phase.

Talia, Daughter of the Demon's Head (DOR-107R)


Character, 2, League of Assassins, 1/3
Activate >>> Reveal the top two cards of your
deck. Put all revealed location cards into your hand
and the rest on the bottom of your deck. If you put
one or more cards into your hand, discard a card.

Tar Baby, Adhesive Ally (MXM-066C)


Character, 2, Morlocks, 3/3
MutantPhysical
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Whenever Tar Baby becomes stunned,
you may remove target card in a KO'd pile from
the game.

Talia, Heir Apparent (DCL-216C)


Character, 4, League of Assassins, 8/6
Whenever Talia becomes stunned, you may replace
a location you control. If you do, recover her at the
start of the recovery phase this turn.
Talia, LexCorp CEO (DSM-085U)
Character, 1, Revenge Squad, 1/1
Exhaust a location you control >>> Draw a card,
then put a card from your hand on the bottom of
your deck. Use only if you control another
Revenge Squad character.
Talisman, Elizabeth Twoyoungmen * Omega Flight
(MUN-226C)
Character, 2, Alpha Flight, 1/4, Range
When Talisman enters play, rally for a plot twist
card.
Talla Ron, Lunatic Legion (MHG-069C)
Character, 1, Kree, 1/1, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Talla Ron gets +1 ATK for each face-down
resource your opponents control.
The Tallus (MEV-161C)
Equipment, 1, ConcealedOptional
Shift <p> Equipped character gets +2/+2. <p>
While The Tallus is equipped to Blink, whenever a
character enters play under your control, rally for
an Exiles character card.
Tally Man, Tax Time (DWF-147R)
Character, 2, Arkham Inmates, 2/3, Range
Whenever Tally Man is discarded, you may
remove him from the game and exhaust an Arkham
Inmates character you control. If you do, KO target
stunned character.

Target Acquired (DCR-116C)


Plot Twist, 3
Exhaust any number of locations you control.
Target Checkmate attacker or defender you control
gets +2 ATK this attack and an additional +1 ATK
this attack for each location you exhausted.
Target Practice (MTU-042C)
Plot Twist, 2
Target Spider-Friends attacker or defender you
control gets +1 DEF this attack. If that character is
named Spider-Man, instead, it gets +2 DEF this
attack.
Tarik the Mute, Legion of Super Villains (DLS065C)
Character, 2, Future Foes, 7/7
LoyaltyReveal <p> Tarik the Mute gets -1/-1 for
each card in your opponents' hands.
Tarnax IV (MEX-015R)
Location, 2
[Activate], Discard a card >>> Target character
gets +1 ATK this attack for each affiliation it has.
Tarot, Hellion (MXM-148C)
Character, 3, Hellfire Club, 5/4
MutantMental
Reservist <p> At the start of the combat phase,
reveal the top card of your deck. If it is a Mental
card, put it into your hand.
Taskmaster, Mnemonic Assassin (MHG-215U)
Character, 6, Crime Lords, 12/12, Range
At the start of the combat phase, you may choose a
character an opponent controls. If you do,
Taskmaster's ATK and DEF become equal to that
character's printed ATK and DEF this phase.

Taskmaster, Super Hero Trainer (MUN-070C)


Character, 3, Thunderbolts/S.H.I.E.L.D., 4/4,
Range
Substitute <p> When Taskmaster enters play, put a
+1/+1 counter on him for each resource you control
more than three. <p> [Activate], Remove a counter
from Taskmaster >>> Put a +1/+1 counter on target
character.
Tasmanian Devil, Hugh Dawkins (DJL-063C)
Character, 5, JLI, 7/7
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Tasmanian Devil gets +1 ATK for each resource
your opponents control.
Tattooed Man, Abel Tarrant (DGL-061U)
Character, 2, Emerald Enemies, 6/6, Range
Willpower 2 <p> Tattooed Man gets -1/-1 for each
resource you control.
Tattooed Man, Art Imitates Life (DCL-135R)
Character, 1, Injustice Gang, 1/1
When you recruit Tattooed Man, you may put an
Injustice Gang character card with cost 1 or less
from your hand into play.
Tattooed Man, Living Ink (DJL-100C)
Character, 5, Injustice Gang/Emerald Enemies, 7/7,
Range
Willpower 2 <p> Tattooed Man enters play with
two +1/+1 counters on him. <p> Remove any
number of +1/+1 counters from Tattooed Man >>>
For each counter you removed, search your deck
for an Army character card with cost 1 and put it
into your front row. Use only once per turn.
Team Spirit (MMK-219U)
Plot Twist, 1
If you control four or more stunned characters,
recover a stunned character you control. Then, if
you still control four or more stunned characters,
recover another stunned character you control.
Team Tactics (MOR-217C)
Plot Twist, 2
To play, exhaust a character you control. <p>
Target attacker gets +X ATK this attack if it shares
an affiliation with the character you exhausted,
where X is the ATK of the character you exhausted.
Team X-change (MMK-188R)
Plot Twist, 2
Play only if you control an X-Men character and an
X-Statix character. <p> Search your deck for a card
named Professor X, reveal it, and put it into your
hand. <p> Ongoing: Characters you control with
either the X-Men or X-Statix affiliation have both
affiliations.
Teamwork (MXM-202U)
Plot Twist, 1
You may discard a card. If you do, search your
deck for a Team-Up card, reveal it, and put it into
your hand. <p> Ongoing: Team-Up resources you
control can't be the target of plot twist effects your
opponents control.

Tech Upgrade (MOR-218C)


Plot Twist, 2
To play, exhaust a character you control. <p>
Search your deck for an equipment card, reveal it,
and put it into your hand.

Teleport Tube (DJL-036R)


Plot Twist, 2
Play only if you control a JLA attacker. <p>
Remove all attackers you control from this attack
and ready them.

Technarx, Cyborg General (MHG-151C)


Character, 3, Doom, 5/3, Range
At the start of the recovery phase, if Technarx is in
your KO'd pile, you may KO a Doom character
you control with cost 2 or greater. If you do, put
Technarx from your KO'd pile into your front row
exhausted if you don't control a Technarx.

Teleportation Ring, Unique (MTU-086C)


Equipment, 0
Equipped character gets +2 DEF while exhausted
and gains the Marvel Defenders affiliation.

Technocrat, Geoffrey Barron (DWF-101C)


Character, 1, Outsiders, 1/2, Flight, Range
Whenever Technocrat team attacks, draw a card.
Techno-Organic Virus (MEV-084R)
Plot Twist, 3
Draw cards equal to the cost of a Cable you
control, then reveal your hand and discard all non
plot twist cards.
Ted Grant <> Wildcat, Golden Age Pugilist (DCR025C)
Character, 3, JSA, 4/4
Ted Grant gets +3 ATK while exhausted.
Ted Grant <> Wildcat, Nine Lives (DWF-075C)
Character, 4, Birds of Prey/JSA, 7/7, Concealed
Optional
Activate >>> Target attacker or defender you
control gets +3/-3 this attack. You may move Ted
Grant to your hidden or visible area.
Ted Kord <> Blue Beetle, Heir of the Scarab (DJL064C)
Character, 1, JLI, 2/1, Range
Activate, discard a card >>> Search your deck for
a card named Booster Gold or an equipment card,
reveal it, and put it into your hand.
Teen Supremes (DCX-006C)
Plot Twist, 2
To play, exhaust X [Teen Titans] characters you
control. <p> Ready target character with cost X or
less.
Teen Titans Go! (DCL-108C, DOR-060C)
Plot Twist, 2
Ready all [Teen Titans] characters that have
become team attackers this turn. They can't cause
breakthrough this turn.
Telepathic Link (DCL-059R)
Plot Twist, 5
To play, exhaust a Martian Manhunter you control.
<p> Remove target [JLA] defender from this
attack, and another target non-stunned character
you control becomes a defender.
Telepathic Suppression (MVL-048R)
Plot Twist, 2
Play only if you control Jean Grey. <p> Target
character can't be the target of effects this attack.

Tempo, Heather Tucker (MEV-114C)


Character, 1, Marauders/Brotherhood, 2/0
Reservist <p> Whenever Tempo stuns a character,
that character can't ready this turn.
Tempus Fugit (DLS-086U)
Plot Twist, 2
Target Future Foes attacker or defender gets +1
DEF this attack and an additional +2 DEF this
attack unless an opponent discards a card.
Tempus, Menace out of Time (MAV-180C)
Character, 6, Kang Council, 13/11, Concealed
Optional, Range
Activate >>> Move any number of Kang Council
characters you control to your hidden area. <p>
While you control exactly one visible character, it
gets +1/+1.
Tenebrous, Of the Darkness (MUN-292R)
Character, 9, 25/25, Flight, Range
At the start of the combat phase, each player's
endurance total becomes 0.
Terminal Velocity (DCL-060R)
Plot Twist, 3
Target character with identity The Flash can attack
directly on his next attack this turn.
Termination Sequence (MSM-137R)
Plot Twist, 2
Play only during your attack step. <p> KO a nonstunned Army Sentinel character you control. If
you do, KO target character if its cost is less than
the cost of the character you KO'd.
Terra, Earth Mover (DCL-242R)
Character, 6, 13/10, Range
Pay 1 resource point >>> KO target resource at the
start of the combat phase this turn. Use only once
per turn.
Terra, Little Sis (DWF-102R)
Character, 2, Outsiders/Teen Titans, 3/2, Range
Substitute <p> Activate >>> Target attacker you
control can't be stunned this attack.
Terra, Tara Markov (DOR-052R)
Character, 4, Teen Titans, 6/7, Range
Loyalty <p> Activate >>> Replace a location you
control. If you do, stun target character with cost 3
or less.

Terra, Titans Tomorrow East (DLS-150U)


Character, 3, Teen Titans, 4/5, Range
Substitute <p> Cosmic: Activate >>> KO a
location you control. If you do, look at the top four
cards of your deck. Put one of them face down into
your resource row and the rest on the bottom of
your deck.

Thanagarian Invasion (DCR-200C)


Plot Twist, 1
Characters you control with cost 2 or greater get +1
ATK while attacking this turn and have flight this
turn. <p> Ongoing: Pay 1 resource point >>>
Target character you control gets +3 ATK this turn.
Use only once per turn.

Terragenesis (MHG-123U)
Plot Twist, 3
Ongoing: Whenever a cosmic Inhumans character
you control recovers, you may discard a card. If
you do, put a cosmic counter on that character.

Thank Granny Goodness (DCX-009R)


Plot Twist, 2
Play only if you control a Darkseid's Elite
character. <p> Turn all resources target opponent
controls face down.

Terra-Man, Toby Manning (DWF-182C)


Character, 2, Revenge Squad, 2/2, Flight, Range
Terra-Man gets +1/+1 for each ongoing plot twist
you control.

Thanos, Alpha and Omega (MHG-208R)


Character, 8, 20/20, Flight, Range
Cosmic: Whenever Thanos attacks, each opponent
KO's half the characters he controls, rounded
down.

Terrax, Harbinger of Ruin (MHG-024R)


Character, 6, Heralds of Galactus, 11/13, Flight,
Range
Cosmic: Replace a location you control >>> Target
opponent stuns a non-stunned character he controls
with cost 4 or less. Use only once per turn.
Terrax, Herald (MCG-030C)
Character, 7, 15/17, Flight, Range
Whenever Terrax becomes team attacked, you may
stun target character with cost 5 or less.
Terrax, The Tamer (MHG-023R)
Character, 4, Heralds of Galactus, 6/8, Flight,
Range
Cosmic: Activate, replace a location you control
>>> Target opponent stuns a non-stunned character
he controls with cost 3 or less.
Terrax, Tyros (MSM-128R)
Character, 8, Doom, 19/19, Flight, Range
At the start of the combat phase, each player
replaces all locations he controls. Then, KO all
characters with cost less than or equal to the
number of locations replaced.
Terror Incognita (DLS-042R)
Plot Twist, 5
To play, remove three cosmic counters from
Legionnaires characters you control. <p> Target
player loses 5 endurance. Then, if that player has 0
or less endurance, he loses the game.
Terry Sloane <> Mr. Terrific, Golden Age Gold
Medalist (DCR-026C)
Character, 1, JSA, 1/1, ConcealedOptional
Exhausted characters you control get +1/+1 while
in combat with a character with greater cost.
Thanagar (DCR-199C)
Location, 3
You can't flip Thanagar if you control Rann. <p>
Affiliated characters you control gain the Thanagar
affiliation. <p> Activate >>> Target attacker or
defender you control gets +1 DEF this attack.

Thanos, Courting Death (MTU-155R)


Character, 5, Underworld, 9/9, Range
LoyaltyReveal <p> Cosmic: Whenever a
character with cost 4 or less becomes stunned, KO
it.
Thanos, Protector of the Reality Gem (MHG176R)
Character, 6, Infinity Watch, 12/13, Flight, Range
Cosmic: Free >>> This turn, characters your
opponents control must attack if able. Use only
once per turn.
Thanos, The Mad Titan (MUN-214R)
Character, 3, Negative Zone/Underworld, 5/4,
Range
[Activate] >>> Put target character or location card
from your KO'd pile face down into your resource
row. If you do, KO a resource you control. Use
only once per turn.
Tharok, Fatal Five (DLS-066C)
Character, 3, Future Foes, 6/6, Range
Whenever Tharok stuns a character an opponent
controls, recover that character. This power triggers
only once per turn. <p> Boost 1: When Tharok
enters play, whenever a character an opponent
controls recovers during the combat phase this
turn, it gets -2 DEF this turn.
There Is No Escape (DCX-012U)
Plot Twist, 4
Ongoing: Whenever an Army Manhunter character
you control becomes stunned, you may put a copy
of that card from your resource row into your front
row.
Thermite, Sam Yurimoto (MAV-066C)
Character, 1, Squadron Supreme, 2/1, Range
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
If Thermite would cause breakthrough, instead,
each player discards a card.
Thing, Ben Grimm (MOR-062C)
Character, 3, Fantastic Four, 5/5
KO an equipment with cost X equipped to Thing
>>> Stun target character with cost less than or
equal to X.

Thing, Conscientious Objector (MUN-112R)


Character, 6, S.H.I.E.L.D./Fantastic Four, 15/15
Thing can't attack. <p> A character protected by
Thing can't be attacked.
Thing, Heavy Hitter (MVL-180R, MOR-063R)
Character, 5, Fantastic Four, 11/11
Loyalty (Recruit Thing only if you control a
character that shares an affiliation with him.)
Thing, Idol O'Millions (MVL-179C)
Character, 3, Fantastic Four, 6/5
Thing, Rockhead (MHG-112C)
Character, 4, Inhumans/Fantastic Four, 6/8
CosmicSurge: Thing gets +3/+1. (This character
does not come into play with a cosmic counter. At
the start of the recovery phase each turn, put a
cosmic counter on this character.)
Thing, Strongman (MFF-010C)
Character, 6, Fantastic Four, 14/12
Thing, The Ever-Lovin' Blue-Eyed Thing (MVL181U, MOR-064U)
Character, 7, Fantastic Four, 16/16
When Thing enters play, if you control another
[Fantastic Four] character, return each opposing
character with cost 3 or less to its owner's hand.
Thing, Ultimates (MUL-033C)
Character, 4, Fantastic Four, 7/7
Remove the top ten cards in your deck from the
game >>> Target Ultimates character has
invulnerability this attack.
Thinking Outside the Box (MSM-163R)
Plot Twist, 1
Ongoing: You draw cards from the bottom of your
deck instead of the top.
This Bores Me (MCG-041C)
Plot Twist, 7
Negate target plot twist or payment effect.
Thomas Manning, B.P.R.D. Director (EHB-016C)
Character, 3, B.P.R.D., 4/5
Leader: Equipped B.P.R.D. attackers adjacent to
Thomas Manning can't be stunned.
Thor, Cyborg Clone (MUN-113R)
Character, 7, S.H.I.E.L.D., 17/14, Flight, Range
Discard your hand >>> Target player loses X
endurance and you draw X cards, where X is the
number of [S.H.I.E.L.D.] character cards you
discarded this way. Use only once per turn.
Thor, Donald Blake (MUN-247R)
Character, 8, Asgardians, 20/19, Flight, Range
Whenever Thor stuns an opposing character, you
may discard your hand. If you do, stun each
character with cost equal to the cost of a card
discarded this way.
Thor, God of Thunder (MAV-024R)
Character, 8, Avengers, 20/20, Flight, Range
Leader: Each Avengers character adjacent to Thor
gets +X ATK, where X is that character's cost.

Thor, Odinson (MAV-025R)


Character, 4, Avengers, 8/7, Flight, Range
To recruit, reveal an Avengers character card from
your hand or resource row. <p> Whenever Thor
causes breakthrough to a player, put the top card of
your deck into your KO'd pile. That player loses
endurance equal to that card's cost.
Thor, Ultimates (MUL-018R)
Character, 7, S.H.I.E.L.D., 17/14, Flight, Range
[Activate] >>> Target opponent chooses your deck
or the removed from game zone. He loses 1
endurance for each card you own in that zone.
Thornn, Feral Hunter (MSM-121U)
Character, 1, Brotherhood, 1/1
Discard a card >>> Thornn gets +2 ATK this
attack. Use only once per turn.
Thornn, Lucia Callasantos (MXM-068R)
Character, 3, Morlocks, 7/2
MutantPhysical
Thornn can't have reinforcement. <p> Discard a
Physical card >>> Whenever Thornn stuns a
defender with cost 5 or greater this turn, KO that
character.
Thou Art No Thor! (MUN-049R)
Plot Twist, 4
Play only if you control an [Avengers] character.
<p> KO target stunned character with cost 5 or
more.
Threat Neutralized (DCR-117U)
Plot Twist, 1
Target Checkmate character you control gets +1/+1
this turn. <p> Ongoing: If a card would enter a
KO'd pile from play, instead, remove it from the
game.
Three-Card Monte (MEV-129R)
Plot Twist, 3
Play only if you control Gambit. <p> To play,
discard X random cards. <p> Stun target character
with cost X.
Three-Ton Boulder (MVL-239R)
Equipment, 3, ConcealedOptional
Equipped character has "[Activate], KO Three-Ton
Boulder >>> Stun target character with cost 3 or
less."
Thuggee, Army (DOR-108C)
Character, 1, League of Assassins, 1/1, Range
Whenever Thuggee attacks, target player loses 1
endurance.
Thunder Jet (MAV-120C)
Equipment, 0
Equipped character gets +2 ATK and has flight.
<p> While equipped character has the
Thunderbolts affiliation, whenever it attacks a
character, you may exhaust that character.
Thunder, Anissa Pierce (DWF-103C)
Character, 1, Outsiders, 2/1, Range
Other characters team attacking with Thunder have
invulnerability.

Thunder, Gan Williams (DOR-139U)


Character, 3, 4/4
Whenever Thunder stuns a defender, exhaust all
other characters in the same row as that defender.
Thunder, Heavy Duty (DWF-104C)
Character, 4, Outsiders, 8/6, Range
Thunder gets +2 ATK while in combat with a
character with greater cost.
Thunderball, Wrecking Crew (MAV-146C)
Character, 5, Masters of Evil, 10/9
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
At the start of the combat phase, if you recruited no
characters this turn, Thunderball gets +3/+3 this
turn and has invulnerability this turn.
Thunderbolt, Yz (DCR-028R)
Character, 5, JSA, 9/8, Flight, Range
Reservist <p> Activate, discard two JSA character
cards or a card named Jakeem Williams >>>
Search your deck for a card and put it into your
hand. Use only once per turn.
Thunderbolts Mountain (MUN-075R)
Location, 3
Terraform <p> [Activate] >>> Put the top card of
your deck face down into your resource row. At the
start of the recovery phase this turn, KO a resource
you control. Use only if you control a
[Thunderbolts] character and only during the
combat phase.
Thunderbolts Plaza (MAV-121R)
Location, 3
Activate >>> Target Thunderbolts attacker or
defender you control gets +3 ATK this attack.
Target opponent may ready a character or location
he controls.
Thunderous Onslaught (DGL-109C)
Plot Twist, 1
Target attacker you control gets +2 ATK this attack.
If that attacker is hidden and has the Anti-Matter
affiliation, you may move it to your visible area. If
you do, it can't be stunned this attack.
Tibetan Monks, Army (MOR-122C)
Character, 1, Doom, 1/1
Activate >>> Target Dr. Doom gets +2/+2 this
attack.
Tied Down (DWF-216C)
Plot Twist, 2
Target defender gets -3 ATK this attack and an
additional -1 ATK for each other Tied Down in
your resource row and KO'd pile.
Tiger Shark, Todd Arliss (MAV-147C)
Character, 3, Masters of Evil, 6/3
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.) <p>
Pay 1 resource point >>> Tiger Shark gets +2/+2
this turn. Use only once per turn.

Tigra, Greer Grant Nelson (MUN-114C)


Character, 3, S.H.I.E.L.D./Avengers, 6/3
Reservist <p> When Tigra enters play, target
character loses and can't have reinforcement this
turn.
Tim Drake <> Batman, Titans Tomorrow West
(DLS-152U)
Character, 5, Teen Titans, 9/10
Substitute <p> Whenever a character you control
that came into play this turn stuns a character, you
may replace target face-up non-Team-Up resource.
Tim Drake <> Robin, Flying Solo (DWF-052C)
Character, 4, Gotham Knights/Teen Titans, 6/8,
Range
Substitute <p> Discard a card >>> Target defender
in your support row has reinforcement this attack.
Tim Drake <> Robin, Leader of the Pack (DCL089R)
Character, 4, Teen Titans, 8/6, Range
Team attackers you control get +2/+2.
Tim Drake <> Robin, Protg (DBM-010C)
Character, 3, Gotham Knights, 4/3
Activate >>> Target Gotham Knights character you
control gets +3 ATK this attack.
Tim Drake <> Robin, Sidekick No More (DLS153C)
Character, 3, Teen Titans, 5/5
Cosmic: Whenever Tim Drake stuns a character,
put a cosmic counter on target cosmic character
you control.
Tim Drake <> Robin, The Boy Wonder (DOR021C)
Character, 2, Gotham Knights, 3/2
Activate >>> Target Gotham Knights attacker gets
+X ATK this attack, where X is its cost.
Tim Drake <> Robin, Titan in Command (DCL088U)
Character, 2, Teen Titans/Gotham Knights, 3/3,
Range
Whenever Tim Drake team attacks, you may reveal
the top card of your deck. If it's a plot twist card,
put it into your hand.
Tim Drake <> Robin, Young Detective (DOR053C)
Character, 2, Teen Titans, 2/3
If a team attacker you control would become
stunned, instead, you may choose another team
attacker you control. If you do, stun the chosen
character. <p> Boost 2: When Tim Drake enters
play, Teen Titans characters you control can't be
stunned while attacking this turn.
Timber Wolf, Brin Londo (DLS-024C)
Character, 2, Legionnaires, 4/1, Flight
CosmicSurge <p> Boost 1: When Timber Wolf
enters play, gain 2 resource points. Spend these
resource points only to recruit cosmic character
cards.

Time Breach (MXM-034R)


Plot Twist, 2
To play, exhaust an X-Men character you control.
<p> Search your deck for up to two X-Men
character cards with combined cost 3 or less, reveal
them, and put them into your hand. Discard a card.
Time Gem, Unique * Infinity Gem (MHG-185R)
Equipment, 0
Whenever equipped character becomes stunned,
you may return Time Gem to its owner's hand. <p>
Whenever a player plays a non-ongoing plot twist,
return Time Gem to its owner's hand. If you do,
discard a card and negate that plot twist's effect.
The Time Keepers (MAV-186C)
Plot Twist, 1
Target defender you control gets +1 DEF this
attack and an additional +1 DEF this attack if it is
named Kang.
Time Platform, Unique (MSM-164R)
Equipment, 2
Transferable <p> KO Time Platform >>> Negate
target effect from a non-ongoing plot twist.
Time Thief (MHG-169R)
Plot Twist, 3
Play only if you control Dr. Doom or Kang. <p>
Search an opponent's deck for a card and remove it
from the game.
Time Trapper, Temporal Manipulator (DLS-069R)
Character, 3, Future Foes, 5/5, Concealed
Optional
Reservist <p> While Time Trapper is visible,
whenever an opponent searches a deck, he discards
a card.
Timebreakers, Army (MEV-159C)
Character, 1, Exiles, 1/2, Concealed
Shift <p> Whenever Timebreakers becomes
stunned, you may KO it. If you do, put a shift
counter on a shifted card you own.
Timebroker, Keeper of the Panoptichron (MEV160U)
Character, 1, Exiles/Weapon X, 1/1, Concealed
Shift <p> Remove a shift counter from Timebroker
>>> Shift into play target shifted card you own
with shift counters equal to its cost and less than or
equal to the number of resources you control. Use
only during the combat phase.
Tinkerer, Phineas Mason (MSM-091R)
Character, 1, Sinister Syndicate, 1/1
At the start of the recovery phase, if you control
more non-stunned characters than each opponent,
put a +1/+1 counter on target character you control.
Titania, Big Bad Bully (MFF-020C)
Character, 3, Doom, 4/4
Titania gets +1 ATK for each character in your
front row.
Titania, Mary MacPherran (MOR-123C)
Character, 4, Doom, 7/8
Whenever Titania becomes the target of a plot twist
effect, she gets +1 ATK this turn.

Titania, Temper Tantrum (MHG-152C)


Character, 4, Doom, 7/6
KO a resource you control or a character you
control >>> Titania gets +2/+2 this turn. Use only
once per turn.
Titania, Vengeful Vixen (MAV-148C)
Character, 5, Masters of Evil, 10/8
When you recruit Titania, if you control a Masters
of Evil character, gain 1 resource point. Spend this
resource point only to pay the cost of a payment
power.
Titanium Sword (MMK-043U)
Equipment, 1
Titanium Sword costs 1 less to recruit while you
control a Marvel Knights character. <p> Whenever
equipped character stuns a character, that stunned
character's controller loses 3 endurance.
Titannus, Alien Conqueror (MHG-190C)
Character, 7, Skrull, 14/14, Flight, Range
Cosmic: Whenever Titannus enters combat, he gets
+1/+1 this attack for each affiliation he has.

T-Jet, Unique * Tamaranian Fighter (DLS-168U)


Equipment, 2
T-Jet costs 1 less to recruit for each Teen Titans
character that came into play under your control
this turn. <p> Characters you control get +1/+1 and
have flight.
T-Jet, Unique * Titans Transport (DCL-094R)
Equipment, 0
Equipped [Teen Titans] characters you control get
+1 ATK and have flight and range.
To Me, My X-Men! (MVL-049R)
Plot Twist, 4
Play only if you control four or more exhausted,
non-stunned [X-Men] characters. <p> Ready target
character.
Toad, Court Jester (MVL-081C)
Character, 1, Brotherhood, 2/1
Whenever Toad becomes stunned, you may return
him to his owner's hand.

Titans Communicator (DLS-165C)


Equipment, 0
Equipped character gets +1 DEF, has range, and
gains the Teen Titans affiliation. That character
gets an additional +1 DEF if it has cosmic.

Toad, Hopalong (MXM-109C)


Character, 1, Brotherhood, 1/2
MutantPhysical
Evasion <p> Discard a Physical card >>> Toad
gets +2 ATK this turn and has flight this turn. If
Toad would become stunned this turn, instead, you
may return him to his owner's hand.

Titans Memorial (DLS-166U)


Location, 1
Terraform <p> Activate >>> Put a cosmic counter
on target cosmic character you control. Use only if
a Teen Titans character left play while under your
control this turn.

Toad, Leaping Lackey (MXS-025C)


Character, 4, Brotherhood, 7/7
Pay 2 endurance >>> Toad gets +2 ATK while
attacking this turn and has flight this turn. Use only
once per turn. (Characters with flight can attack
protected characters.)

Titans of Tomorrow (DLS-193U)


Plot Twist, 2
Play only during the build phase. <p> Choose a
cost and affiliation among characters you control.
Search your deck for a substitute character card
with that cost and affiliation, reveal it, and put it
into your hand.

Toad, Mortimer Toynbee (MOR-095C)


Character, 2, Brotherhood, 3/2
If Toad would become stunned, instead, you may
return him to his owner's hand.

Titans Tower (DCL-098U, DOR-061U)


Location, 2
[Activate], Discard a [Teen Titans] character card
with cost X >>> Target [Teen Titans] attacker or
defender you control gets +X ATK this attack.
Titans, Together! (DLS-167R)
Plot Twist, 2
To play, exhaust any number of Teen Titans
characters you control with cosmic counters. <p>
Target Teen Titans defender you control gets +2
DEF this attack for each character you exhausted.
T-Jet, Unique (DOR-062U)
Equipment, 1
Transferable <p> Characters you control have
flight. <p> Whenever a Teen Titans character you
control becomes powered-up, that character gets
+1/+1 this attack. (This is in addition to all other
modifiers from becoming powered-up.)

Token Resistance (DJL-193C)


Plot Twist, 2
Ongoing: Exhaust a character you control that is
protecting a character >>> Target character gets -1
ATK this turn.
Tom Thumb, Thomas Thompson (MAV-067C)
Character, 2, Squadron Supreme, 2/3, Concealed
Optional
Equipped characters you control get +1/+1 while
Tom Thumb is visible. <p> Discard an equipment
card >>> Power-up target attacker or defender you
control. Use only if Tom Thumb is hidden.
Tomar Re, Green Lantern of Xudar (DGL-025U)
Character, 3, Green Lantern, 3/6, Flight, Range
Willpower 2 <p> Discard two cards >>> Search
your deck for a Construct card, reveal it, and put it
into your hand. Use only once per turn.
Tomar Tu, Green Lantern of Xudar (DGL-026C)
Character, 2, Green Lantern, 3/2, Flight, Range
Willpower 2 <p> A character protected by Tomar
Tu can't be attacked.

Tombstone, Lonnie Lincoln (MSM-092R)


Character, 1, Sinister Syndicate, 3/4
At the start of the your recruit step, KO Tombstone
unless you discard a Sinister Syndicate character
card.
Tommy, Runaway (MXM-069C)
Character, 1, Morlocks, 2/1
MutantPhysical
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> Tommy costs 1 less to recruit while you
control a stunned character.
Tomorrow Woman, Trojan Telepath (DJL-167R)
Character, 2, 4/3, Flight
When Tomorrow Woman enters play, you may
move her to target opponent's front row. <p>
Cosmic: At the start of the combat phase, discard a
card.

Total Recall, Team-Up (DCL-273U)


Plot Twist, 2
Play only if Doom Patrol and [Teen Titans] are
affiliations among characters you control. <p> Put
a +1/+1 counter on a character you control. <p>
Ongoing: Crossover Doom Patrol and [Teen
Titans].
Tower of Babel (DCL-227R, DOR-118R)
Plot Twist, 1
Play only if you control a League of Assassins
character. <p> During each player's attack step this
turn, characters that player controls that don't have
the League of Assassins affiliation lose all
affiliations.
Toxin, Patrick Mulligan (MXM-206U)
Character, 3, Spider-Friends, 4/5
Evasion <p> Whenever Toxin becomes stunned
during the combat phase, target opponent loses 2
endurance for each stunned character he controls.

Trapped in the Sciencells (DGL-216U)


Plot Twist, 3
Ongoing: At the start of the recovery phase, each
player loses 1 endurance for each face-down
resource he controls.
Trapster, Peter Petruski (MTU-111C)
Character, 2, Sinister Syndicate, 3/1, Range
Reservist <p> Whenever Trapster stuns a character,
that character's controller may pay 3 endurance. If
he doesn't, that character can't ready this turn.
Trevor Fitzroy, White Rook (MXM-149R)
Character, 5, Hellfire Club, 9/9, Concealed
Optional
MutantEnergy
At the start of your attack step, you may discard a
Mental card. If you do, the controller of target
unprotected character moves that character to his
hidden area.

Tonaja, The Responsible One (MHG-113C)


Character, 3, Inhumans, 4/4, Concealed
CosmicSurge: Tonaja gets +4 ATK and has
flight. (This character does not come into play with
a cosmic counter. At the start of the recovery phase
each turn, put a cosmic counter on this character.)

Toy Soldiers (DSM-095U)


Plot Twist, 2
Ongoing: Revenge Squad attackers you control get
+1/+1 while you control more characters than each
other player.

Too Ordinary (DCX-021R)


Plot Twist, 2
To play, remove two cosmic counters from
characters you control. <p> Target character
attacking a Legionnaires character you control can't
cause breakthrough or ready this turn.

Tragic Loss (MSM-067U)


Plot Twist, 3
To play, KO a stunned character you control. <p>
Choose one: Target Spider-Friends defender gets
+5 ATK this attack; or target Spider-Friends
defender gets +5 DEF this attack.

Trial by Fire (DJL-194C)


Plot Twist, 1
Target attacker you control gets +2 ATK this attack
and an additional +2 ATK this attack if you control
four or fewer resources.

Tooth and Claw (MXS-031C)


Plot Twist, 1
Target attacker or defender you control gets +2/-2
this attack.

Training Day, Team-Up (DWF-217C)


Plot Twist, 2
Ongoing: Free >>> Choose two different
affiliations among characters you control.
Crossover those affiliations this turn. Use only
once per turn.

Trial by Jury (MTU-043R)


Plot Twist, 3
Negate target plot twist or non-activated payment
effect an opponent controls targeting a SpiderFriends character you control. If that character is
named Spider-Man, it gets +2 DEF this turn.

Training Theatre (MMK-088U)


Location, 2
X-Statix characters you control get +1/+1 while
you control four or more characters.

Trial by Sword (DBM-028C)


Plot Twist, 1
Target character you control gets +2/+2 while in
combat with a character with greater cost this turn.

Torch and Thing (MVL-200C)


Plot Twist, 2
Target [Fantastic Four] attacker gets +2 ATK or
can't be stunned this attack.

Traitor to the Cause (DCR-118C)


Plot Twist, 3
To play, stun a front row character you control.
<p> Recover target stunned Checkmate character
you control.

Tricked-Out Sports Car (DCR-202C)


Equipment, 1
You may exhaust a location you control rather than
pay Tricked-Out Sports Car's recruit cost. <p>
Equipped character gets +2/+1 and has flight and
range.

Torture Chamber (MUN-255U)


Location, 2
[Activate], KO a character you control >>> Target
player loses 2 endurance. <p> At the start of the
recovery phase, if you control Dr. Doom, ready
Torture Chamber.

Transformation (MTU-173C)
Plot Twist, 3
Move target Underworld character you control
with concealed to your hidden or visible area. That
character gets +2 ATK while you control a stunned
character this turn.

Trickshot (MXS-014C)
Plot Twist, 2
Target X-Men attacker or defender you control gets
+2 ATK this attack if it is in your front row or +3
ATK this attack if it is in your support row.

Total Anarchy (DCL-272R, DOR-163R)


Plot Twist, 1
Ongoing: Whenever a character with cost 3 or less
becomes stunned, KO that character.

Transmutation, Magic (DCR-201R)


Plot Twist, 3
To play, pay 3 endurance. <p> Replace target nonTeam-Up location or non-Team-Up ongoing plot
twist.

Trigon, The Terrible (DOR-140R)


Character, 9, 20/20, Range
At the start of the combat phase, move all locations
to your resource row. <p> Trigon gets +1/+1 for
each location you control.

Topkick, Parademon Drill Instructor (DSM-116U)


Character, 3, Darkseid's Elite, 4/3
Whenever another Darkseid's Elite character enters
play, each opponent loses 1 endurance. <p> Boost
1: When Topkick enters play, return up to three
Army Darkseid's Elite character cards from your
KO'd pile to your hand.

Triad, Non-Unique * Luornu Durgo (DLS-025U)


Character, 1, Legionnaires, 1/1, Flight
When Triad enters play, you may discard a card. If
you do, search your deck for up to two cards
named Triad, reveal them, and put them into your
hand. <p> A deck can have no more than three
cards named Triad. <p> Cosmic

Tri-Sentinel, Super Sentinel (MSM-135R)


Character, 7, Sentinel, 13/13, Flight, Range
Whenever an Army Sentinel character you control
becomes stunned, target opponent loses endurance
equal to that character's cost. <p> Boost 1: When
Tri-Sentinel enters play, return all Army Sentinel
character cards in your KO'd pile to your hand.
The Triskelion, Ultimates (MUL-021R)
Location, 2
Flip only if you control an Ultimates character. <p>
If a card would enter your KO'd pile, instead,
remove it from the game. <p> [Activate], Remove
your hand from the game >>> Return target card
you own from the removed from game zone to
your hand.
Triton, Aquatic Ambassador (MHG-114R)
Character, 4, Inhumans, 7/7
CosmicSurge: Pay 3 endurance >>> Return
target card from your KO'd pile to your hand. Use
only once per turn.
Trok, Deep Six (DSM-117C)
Character, 4, Darkseid's Elite, 6/6
Trok gets +1 ATK for each face-down resource
your opponents control.
Trouble with Clones (MEV-215R)
Plot Twist, 5
Play only during your recruit step. <p> To play,
KO a Deadpool you control. <p> Gain resource
points equal to that character's cost. Spend these
points only to recruit characters named Deadpool.
Trouble With Dinosaurs (MUN-327R)
Plot Twist, 4
Target attacker gets +8 ATK this attack and -1 ATK
for each character you control.
True Name, Magic (DCR-080C)
Plot Twist, 1
Play only during the build phase and only if you
control a Shadowpact character. <p> Lose 5
endurance. <p> Ongoing: At the start of the combat
phase, you may replace True Name. If you do, gain
5 endurance.
Truth and Justice, Team-Up (DWF-218C)
Plot Twist, 2
To play, choose two different affiliations among
characters you control. <p> Ongoing: Crossover
those affiliations. <p> Discard another card named
Truth and Justice >>> Power-up target attacker or
defender you control.
Truth, Justice, and Peace (DCL-061R)
Plot Twist, 4
To play, discard a [JLA] character card. <p>
Recover a stunned character with the same name
and version as that card. Put a +1/+1 counter on
that character.
Tryks, Army (MMK-158C)
Character, 1, Underworld, 1/1, Flight
Discard Tryks >>> Target character gets -1 ATK
this attack.

T-Spheres (DCR-042C)
Equipment, 1, ConcealedOptional
T-Spheres costs 1 less to recruit while you control a
JSA character. <p> Equipped character gets +3/+3
while in combat with a character with greater cost.
Turnabout (MVL-050C, MXM-035C)
Plot Twist, 2
Target [X-Men] character you control gets +3/+3
while in combat with an opposing character with
greater cost this turn.
The T-Wagon (MUN-073U)
Equipment, 0
Exhaust The T-Wagon >>> Target [Thunderbolts]
attacker or defender gets +2 ATK this attack, or +4
ATK if it's ready.
Twin Firearms (DCL-243U, DOR-164U)
Equipment, 1
Equipped character gets +4 ATK while in a front
row. <p> Equipped character gets +2 ATK and has
range while in a support row.
Twist of Fate (MSM-013U)
Plot Twist, 1
To play, discard a Spider-Friends character card.
<p> Reveal the top four cards of your deck. Put a
revealed character card into your hand and the rest
on the bottom of your deck.
Two Worlds, Team-Up (MAV-041C)
Plot Twist, 2
Choose two affiliations among characters you
control. If you chose Avengers and another
affiliation and you control another face-up resource
named Two Worlds, draw a card. <p> Ongoing:
Characters you control, as well as cards in your
deck, hand, and KO'd pile, with either of those
affiliations have both of them.
Two-Face, Harvey Dent (DOR-084U)
Character, 2, Arkham Inmates, 2/2, Range
Activate >>> Flip a coin. If you win the flip, KO
target stunned character.
Two-Face, Heads or Tails (DWF-148C)
Character, 6, Arkham Inmates/Gotham Knights,
12/12, Range
Activate >>> Exhaust target character with cost 4
or less.
Two-Face, Jekyll and Hyde (DWF-053C)
Character, 3, Gotham Knights/Arkham Inmates,
4/4, Range
Discard a card >>> If that card's cost is odd, TwoFace gets +2/+2 this turn. Use only once per turn.
Two-Face, Split Personality (DGL-166R)
Character, 7, Arkham Inmates, 16/16, Range
If you would mulligan, instead, you may reveal
Two-Face from your hand. If you do, put any
number of cards from your hand on the top of your
deck, then mulligan. <p> At the start of your attack
step, choose even or odd cost. Exhaust each
character your opponents control with the chosen
kind of cost.

Typhoid Mary, Mary Walker (MMK-117R)


Character, 6, Crime Lords, 12/10, Range
Discard a Crime Lords character card >>> KO a
resource you control. If you do, KO target location.
Use only during the combat phase and only once
per turn.
Tyrant, The Original Herald (MHG-027U)
Character, 8, Heralds of Galactus, 19/19, Flight,
Range
Remove a cosmic counter from another character
you control >>> Put a cosmic counter on Tyrant.
<p> CosmicSurge: Remove a cosmic counter
from Tyrant >>> Target player removes a character
he controls from the game. Use only once per turn
and only during the combat phase.
U.S. Army Ranger, Army (EHB-017C)
Character, 1, B.P.R.D., 1/1, Range
Activate >>> Target attacker you control gets +2
DEF this attack.
Uatu the Watcher, He Who Watches (MVL-182U)
Character, 1, Fantastic Four, 0/1, Concealed,
Flight, Range
Your opponents play with their hands revealed.
Ubu Encampment (DBM-024U)
Location, 2
Activate, exhaust a League of Assassins character
you control >>> Reveal the top card of your deck.
If that card is a League of Assassins character card
with cost 3 or greater, put that card into your hand.
Otherwise, put it on the bottom of your deck.
Ubu, One of Many (DBM-021C)
Character, 5, League of Assassins, 9/8
Ubu gets +1/+1 while protecting a League of
Assassins character and an additional +1/+1 if that
character is named Ra's al Ghul. (Stunned
characters are not protected.)
Ubu, Ra's al Ghul's Bodyguard (DCL-217C, DOR109C)
Character, 3, League of Assassins, 5/6
Loyalty <p> A character protected by Ubu can't be
attacked.
U-Go-Girl, Edie Sawyer (MMK-067U)
Character, 6, X-Statix, 11/13, Flight
Discard an X-Statix character card >>> Change the
target of target plot twist effect targeting exactly
one character. (The new target must be legal.)
U-Go-Girl, Tele-Girl (MEV-069C)
Character, 3, X-Force/X-Statix, 4/5, Flight
Whenever you play a plot twist while U-Go-Girl is
in combat, she gets +1 DEF this attack.
U-Go-Girl, Tragic Teleporter (MMK-068U)
Character, 4, X-Statix, 7/7, Flight
When U-Go-Girl enters play, you may return an XStatix character you control to its owner's hand. If
you do, return target character with cost 2 or less to
its owner's hand.

Ultimate Human, Ultimates (MUL-015C)


Plot Twist, 3
Ongoing: At the start of the combat phase, each
player chooses a character he controls. When a
chosen character becomes stunned while in combat
with another chosen character this turn, remove it
from the game.
Ultimate Nullifier (MHG-042R)
Equipment, 2
You may discard a Heralds of Galactus character
card rather than pay Ultimate Nullifier's recruit
cost. <p> Remove Ultimate Nullifier from the
game >>> Negate target effect an opponent
controls. Use only during the combat phase.
Ultimate Nullifier, One-Way Trip (MEX-014R)
Equipment, 1, ConcealedOptional
Equipped character has "[Activate] >>> Negate
target opposing payment or triggered effect."
Ultimate Sacrifice (MSM-113R)
Plot Twist, 2
Play only during the recovery phase. <p> To play,
KO an X-Men character you control. <p> Recover
each stunned X-Men character you control.
Ultimaton, Weapon 15 (MEV-201C)
Character, 7, Weapon X, 16/15, Flight, Range
Hunter <p> Ultimaton can't be stunned by hunted
characters.
Ultimus, Starforce (MHG-070C)
Character, 4, Kree, 7/7, Flight, Range
Press (When you recruit this card, your next
character costs 1 less to recruit this turn for each
press card you recruited this turn, but no less than
1.)
Ultra Boy, Jo Nah (DLS-026U)
Character, 5, Legionnaires, 9/6, Flight
Remove a cosmic counter from a character you
control >>> Ultra Boy gets +2 ATK this turn or has
invulnerability this turn. Use only once per turn.
<p> Cosmic
Ultra-Humanite, Evolutionary Antecedent (DJL138C)
Character, 7, Secret Society, 16/14
Willpower 4 <p> Whenever Ultra-Humanite stuns
a character with cost less than or equal to his
willpower, you may move that character to your
front row. <p> Leader: Attackers adjacent to UltraHumanite get +1 ATK for each non-Army
character you control.
Ultra-Humanite, Metahuman Manipulator (DCR220R)
Character, 8, Secret Society, 19/18
Vengeance: Whenever Ultra-Humanite becomes
stunned, you may KO him. If you do, move target
character to your front row.
Ultraman, Crime Syndicate (DGL-095C)
Character, 7, Anti-Matter, 15/13, Concealed
Optional, Flight, Range
An Anti-Matter character protected by Ultraman
can't be attacked. <p> Whenever Ultraman stuns a
defender, KO that defender.

Ultraman, Despot of Kandor (DWF-183C)


Character, 3, Revenge Squad/Anti-Matter, 5/4,
ConcealedOptional, Flight, Range
Cosmic: Characters your opponents control get -1
DEF.
Ultraman, Earth 3 (DCL-136C)
Character, 4, Injustice Gang/Anti-Matter, 7/7,
Concealed, Flight, Range
While you don't have the initiative, you don't take
stun endurance loss from attackers you control
becoming stunned.
Ultron <> Crimson Cowl, Dark Disguise (MAV149U)
Character, 5, Masters of Evil, 9/8, Flight, Range
Leader: Defenders lose and can't have
reinforcement while an attacker is adjacent to
Ultron.
Ultron <> Ultron 11, Army (MHG-153C)
Character, 5, Doom/Masters of Evil, 9/8, Flight,
Range
When Ultron enters your KO'd pile from play, you
may remove four other cards in your KO'd pile
from the game. If you do, put Ultron from your
KO'd pile into your front row at the start of the
next phase.
Ultron <> Ultron 5, Ultimate Evil (MAV-150R)
Character, 8, Masters of Evil, 20/19, Flight, Range
When you recruit Ultron, gain 5 resource points.
Spend these resource points only to pay the costs
of payment powers. <p> If Ultron would become
stunned, instead, you may discard a card. If you do,
lose 8 endurance and exhaust Ultron.
Ultron, Army * Ultron 13 (MVL-213C)
Character, 4, Doom, 7/7, Flight, Range
Discard an Army card >>> Power-up Ultron. <p>
Discard Ultron >>> Power-up target Army
character you control.
Ultron, Ultron Prime (MUN-268R)
Character, 5, Phalanx, 9/9, Flight, Range
At the start of the combat phase, put a +1/+1
counter on target opposing character. <p> Ultron
can't be stunned while in combat with an opposing
character with one or more +1/+1 counters.
Umar, Sorceress Sublime (MTU-156R)
Character, 3, Underworld, 4/6, Flight, Range
When Umar enters a KO'd pile from play, discard
your hand. <p> Activate, reveal an Underworld
character card from your hand >>> Look at the top
two cards of your deck. Put one into your hand and
the other into your KO'd pile.
Umbra, Tasmia Mallor (DLS-027C)
Character, 4, Legionnaires, 6/8, Concealed
Optional, Flight
Whenever a character enters play in your visible
area, you may remove a cosmic counter from a
character you control. If you do, move that visible
character to your hidden area. <p> CosmicSurge

UN Building, Team-Up (DJL-195C)


Location, 2
When you flip UN Building, choose three different
affiliations among characters you control. <p> If
you chose three different affiliations, characters
you control, as well as cards in your deck, hand,
and KO'd pile that have any of those affiliations
have all of them.
UN General Assembly (DJL-074R)
Plot Twist, 2
You may exhaust a JLI character you control. If
you do, search your deck for a character card with
two or more affiliations, reveal it, and put it into
your hand.
UN Recognition (DJL-075C)
Plot Twist, 2
Target JLI defender you control gets +3 ATK this
attack. Whenever an attacker becomes stunned this
attack, gain 3 endurance.
Uncertain Legacy (MUN-328R)
Plot Twist, 3
Search your deck for a character card with the
same name as a character you control, reveal it,
and put it into your hand.
Undead Legions (MTU-174R)
Plot Twist, 4
Play only during the build phase and only if all
characters you control have the Underworld
affiliation. <p> Discard any number of cards.
Recover and ready that number of stunned
characters you control.
Under Siege (MAV-162R)
Plot Twist, 3
Play only during your attack step. <p> To play,
exhaust a Masters of Evil character you control.
<p> Exchange the positions of target face-down
resource you control and target resource an
opponent controls.
Underground Complex (DGL-141U)
Location, 2
Remove two Army Manhunter character cards in
your KO'd pile from the game >>> Return an Army
Manhunter character card from your KO'd pile to
your hand.
Underground Laboratory (MUN-168R)
Location, 3
Exhaust a [Crime Lords] defender you control with
reinforcement >>> Draw a card.
Underground Movement, Team-Up (MUN-329R)
Plot Twist, 3
Ongoing: Character cards you own gain the AntiRegistration affiliation and lose and can't gain the
Pro-Registration affiliation. <p> Whenever a
visible character you control enters combat, you
may move it to your hidden area.
Underground Resistance (MVL-087R)
Location, 3
[Activate], Discard a [Brotherhood] character card
>>> Look at the top three cards of your deck. Put
one into your hand and the rest on the bottom of
your deck.

Underground Sentinel Base (MOR-155R)


Location, 5
Activate >>> You may reveal a face-down Army
character card with the printed Sentinel affiliation
from your resource row and move it face up to
your front or support row. Use only during your
recruit step.
The Underworld Star (DOR-127U)
Plot Twist, 1
To play, discard a Fearsome Five character card.
<p> Search your deck for a Fearsome Five
character card, reveal it, and put it into your hand.
Undisclosed Location, Non-Unique (MUN-237U)
Location, 3
Terraform <p> [Activate] >>> Target member of
the Illuminati has reinforcement this attack. (The
members of the Illuminati are Black Bolt, Dr.
Strange, Iron Man, Mr. Fantastic, Professor X, and
Sub-Mariner.) <p> At the start of the recovery
phase, replace Undisclosed Location.
Unexpected Assault (MXS-032C)
Plot Twist, 3
Target character you control gets +2 ATK while
attacking this turn and has flight this turn.
(Characters with flight can attack protected
characters.)
Unexpected Mutation (MSM-068U)
Plot Twist, 1
Put the top card of your deck into your KO'd pile.
Target Spider-Friends attacker you control gets
+X/-X this attack, where X is the cost of the card
you put into your KO'd pile.
Unfair Advantage (MAV-163C)
Plot Twist, 3
Play only during your recruit step and only if you
control a Masters of Evil character. <p> If you
have played no other plot twists this turn, gain 1
resource point. Spend this resource point only to
pay the cost of a payment power. <p> You can't
play plot twists this turn. <p> If Unfair Advantage
is in your resource row, turn it face down.
Unhinged from Time (MEV-171R)
Plot Twist, 3
To play, exhaust two Exiles characters you control
each with cost X. <p> Draw X cards.
The Uni-Power (MHG-207C)
Plot Twist, 2
Target character you control has flight and range
this turn and can attack hidden characters this turn.
When that character attacks for the first time this
turn, power-up that character.
United Planets HQ, Team-Up (DLS-194C)
Location, 2
Terraform <p> Activate >>> Choose two different
affiliations among characters you control.
Crossover those affiliations this turn.
United We Stand (MAV-201C)
Plot Twist, 1
Target non-leader character you control has
"Leader: Defenders adjacent to this character get
+2 ATK" this turn.

Universal Weapon (MHG-088C)


Equipment, 3
Universal Weapon costs 1 less to recruit for each
Kree character you recruited this turn. <p>
Equipped character gets +3/+3.
Universo, Vidar (DLS-070R)
Character, 7, Future Foes, 16/15, Range
Reservist, Willpower 5 <p> Whenever Universo
causes breakthrough while attacking a defender,
stun a character adjacent to that defender.
Unlikely Allies (MOR-219U)
Plot Twist, 2
Play only if you control a Doom character and an
X-Men character. <p> Draw a card. <p> Ongoing:
Characters you control, as well as cards in your
deck, hand, and KO'd pile, with either the Doom or
X-Men affiliation have both affiliations.

Unthinkable (MHG-170R)
Plot Twist, 3
Target Doom attacker or defender you control gets
+4 ATK this attack or +2 DEF this attack. At the
start of the recovery phase this turn, KO that
character.
Untouchable (MMK-134R)
Plot Twist, 2
Play only if you control a Crime Lords character.
<p> Ongoing: At the start of the combat phase,
each player chooses a character. The chosen
characters can't be the target of plot twist, payment,
or triggered effects this turn.
Unus, Angelo Unuscione (MVL-082U, MOR096U)
Character, 2, Brotherhood, 2/2
[Activate] >>> Unus gets +2 DEF this attack.

Unmasked (MSM-165U)
Plot Twist, 1
Characters can't become powered-up this turn. <p>
Ongoing: At the start of your resource step you
may pay 2 endurance. If you do, turn Unmasked
face down.

Unuscione, Acolyte (MXM-110U)


Character, 4, Brotherhood, 6/8
MutantMental
Reservist <p> Activate, discard an Energy card
>>> Exhaust target character with cost 3 or less.
Draw a card.

Unnatural Selection (DCL-203U)


Plot Twist, 2
To play, exhaust a Secret Society character you
control. <p> KO target stunned character with cost
X. Each player puts the top X cards of his deck into
his KO'd pile.

Unuscione, Carmella Unuscione (MEV-115U)


Character, 2, Marauders/Brotherhood, 3/2, Range
Reservist <p> Unuscione gets +2/+2 while an
opponent controls a stunned character.

Unravel Reality (DLS-127U)


Plot Twist, 3
To play, discard a substitute card. <p> Ongoing:
Whenever you substitute a Darkseid's Elite
character into play, the controller of target face-up
non-Team-Up resource loses endurance equal to its
cost. You may replace that resource.
Unregistered Combatants (MUN-082R)
Plot Twist, 3
Play only if you control a [Thunderbolts] character.
<p> Target defender gets -4/-4 this attack and then
gets +1/+1 for each character adjacent to it.
Unstable Ground (MVL-243R)
Location, 2
When Unstable Ground enters a KO'd pile from
play, target player loses 4 endurance.
Unstable Molecular Suit (MVL-186C)
Equipment, 0, ConcealedOptional
Equip only to a [Fantastic Four] character. <p>
Equipped character gets +2 DEF.
Unstable Molecules (MOR-220C)
Equipment, 0
Equipped character gets +1 DEF. <p> KO Unstable
Molecules >>> Equipped character gets +3 DEF
this turn.
Unstoppable (MVL-099R)
Plot Twist, 4
Whenever target Juggernaut stuns a front row
defender this attack, stun the character behind that
defender.

Up, Up, and Away (DSM-165C)


Plot Twist, 2
Target character gets +1/+1 while attacking this
turn and has flight this turn.
Uppercut, Construct (DGL-217C)
Plot Twist, 1
Target attacker you control gets +X ATK this
attack, where X is its willpower. That attacker can't
cause breakthrough this attack.
Uprising (MMK-135U)
Plot Twist, 2
Crime Lords characters you control get +2 ATK
while in combat with a character with greater cost
this turn.
USS Argus (DOR-063R)
Location, 3
You can't draw cards during the draw phase. <p>
Activate >>> Look at the top four cards of your
deck. Put one of them into your hand and the rest
on the bottom of your deck. Use only during the
build phase and only if you control a Teen Titans
character.
Usual Suspects (DWF-158U)
Plot Twist, 2
Search your deck for two different Arkham Inmates
character cards with the same cost, reveal them,
and put them into your hand. Discard two cards at
random.

Utility Belt (DOR-031U)


Equipment, 0
Equip only to a Gotham Knights character. <p>
Equipped character can attack as though it had
flight and range and has "Activate >>> Negate
target payment effect."
Utopia Isle (MAV-082U)
Location, 2
To flip, exhaust two Squadron Supreme characters
you control. <p> Whenever an attacker causes
breakthrough while attacking a character, that
attacker's controller loses 3 endurance.
Valentina Vostok <> Negative Woman, Bishop
(DCR-103C)
Character, 4, Checkmate, 8/6, Concealed, Range
Backup: Activate >>> Characters your opponents
control get -3 DEF while Valentina Vostok remains
exhausted this turn. Use only during the build
phase.
Valeria Richards, Child of Light and Darkness
(MVL-183U)
Character, 1, Fantastic Four, 0/1
[Activate] >>> Gain 4 endurance if you control Dr.
Doom, Invisible Woman, or Mr. Fantastic.
Valeria Richards, Daughter of Doom (MMK-193R)
Character, 1, Fantastic Four, 0/1
Pay 1 endurance >>> Move Valeria Richards to
your hidden area. Use only if you control Dr.
Doom. <p> Activate >>> Draw a card. Use only if
Valeria Richards has the Doom affiliation and only
if you control Dr. Doom.
Valeria Von Doom, Heir to Latveria (MHG-154C)
Character, 1, Doom/Fantastic Four, 1/1, Range
You may discard a card rather than pay Valeria Von
Doom's recruit cost. <p> You are considered to
control Dr. Doom. <p> Whenever you play a plot
twist from your resource row, draw a card and then
discard a card.
Valerie Cooper, Government Liaison (MEV-029U)
Character, 1, X-Factor, 1/2, Range
When Valerie Cooper enters play, rally for a card
with an activated ([activate]) power.
Validus, Fatal Five (DLS-071C)
Character, 5, Future Foes, 12/10
Whenever Validus stuns a character an opponent
controls, recover that character. This power triggers
only once per turn. <p> Boost 1: When Validus
enters play, whenever a character an opponent
controls recovers during the combat phase this
turn, its controller loses endurance equal to its cost.
Valkyra, Valkyrie of New Genesis (DJL-214U)
Character, 5, New Gods, 10/8, Range
Cosmic: Valkyra gets +2 DEF. <p> Leader: Cosmic
attackers adjacent to Valkyra get +3 DEF.
Vandal Savage, Cro-Magnon Man (DCL-137R)
Character, 8, Injustice Gang, 18/18
Loyalty <p> At the start of the recovery phase, you
may remove Vandal Savage from the game. If you
do, your endurance becomes 1.

Vanessa Fisk, Mob Matron (MMK-118C)


Character, 1, Crime Lords, 1/1, Concealed
Discard Vanessa Fisk >>> Characters you control
get +1 ATK while hidden this turn.
Varnae, First Vampire (MMK-159R)
Character, 7, Underworld, 15/13, Flight
Activate >>> Target attacker gets -15 DEF this
attack, and Varnae can't be stunned this attack. Use
only if you have three or more Underworld
character cards in your KO'd pile.
Vartox, Hero of Tynola (DWF-023U)
Character, 4, Team Superman, 7/7, Flight, Range
Cosmic: Free >>> Remove target defender you
control from this attack, and Vartox becomes a
defender. Use only once per turn.
The Vault (MTU-130U)
Location, 1
Activate >>> Reveal the top X cards of your deck
and lose X endurance, where X is the number of
resources you control. Put a revealed Sinister
Syndicate character card into your hand and the
rest on the bottom of your deck.
Vengeance, Michael Badilino (MMK-160C)
Character, 5, Underworld, 7/9, Concealed, Range
Pay 1 endurance >>> Remove target character card
in an opponent's KO'd pile from the game. If you
do, Vengeance gets +7 ATK while attacking a
character with the same name as that card this turn.
Use only once per turn.
Vengeance, Spirit of Vengeance (MVL-131C)
Character, 5, Marvel Knights, 9/7, Range
Loyalty <p> Whenever Vengeance becomes
stunned, target opponent loses 5 endurance.
Venom, "Mac" Gargan (MEX-012R)
Character, 3, Thunderbolts, 2/4
Whenever Venom enters combat with an opponent
or a character an opponent controls, he gets +1
ATK this attack for each card in that player's hand.
Venom, Alien Symbiote (MSM-093R)
Character, 4, Sinister Syndicate, 7/7
Evasion <p> When Venom enters play, you may
KO a Sinister Syndicate character you control. If
you do, put X +1/+1 counters on Venom, where X
is the cost of the character you KO'd.
Venom, Brain-Eater (MUN-072C)
Character, 7, Thunderbolts/S.H.I.E.L.D., 17/14
[Activate] >>> KO target stunned character and
gain endurance equal to its cost.
Venom, Eddie Brock (MSM-021U)
Character, 6, Sinister Syndicate, 12/12
Whenever Venom stuns a character, KO that
character unless its controller pays 6 endurance.
Venom, Faithless Monster (MUN-071U)
Character, 4, Thunderbolts/S.H.I.E.L.D., 9/5
[Activate] >>> KO target stunned character. <p>
Whenever Venom attacks, if no other character you
control has attacked this turn, you may ready him.
If you do, he can't attack this turn.

Venom, Lethal Protector (MTU-026C)


Character, 5, Spider-Friends, 10/9
Evasion <p> At the start of your attack step, you
may exhaust target visible character with cost 4 or
less.
Venom, Mac Gargan (MTU-112C)
Character, 3, Sinister Syndicate, 7/4
At the start of the combat phase, lose 1 endurance
for each resource you control. <p> BoostKO a
character you control: When Venom enters play, he
gets +3/+3 this turn.
Venom, The Hunger (MTU-113C)
Character, 7, Sinister Syndicate, 16/15
BoostKO a Sinister Syndicate character you
control: When Venom enters play, he gets +3/+3
this turn.
Ventriloquist <> Scarface, Arnold Wesker (DOR085R)
Character, 1, Arkham Inmates, 0/1, Range
Ventriloquist gets +2 ATK while in your front row.
<p> Activate >>> Front row Arkham Inmates
characters get +1 ATK while attacking this turn.
Use only if Ventriloquist is in your support row.
Venus Dee Milo, Dee Milo (MMK-069R)
Character, 6, X-Statix, 10/13, Flight, Range
Pay 5 endurance, return Venus Dee Milo to her
owner's hand >>> Return target character with cost
5 or less to its owner's hand. Use only if you
control another X-Statix character.
Venus Dee Milo, Telegenic Teleporter (MMK070U)
Character, 3, X-Statix, 3/5, Concealed, Flight,
Range
Activate >>> Return target X-Statix character you
control to its owner's hand.
Vermin, Sewer Rat (MAV-212U)
Character, 2, Sinister Syndicate, 3/2
When you recruit Vermin, you may search your
deck for a card named Vermin, reveal it, and put it
into your hand. <p> Whenever Vermin becomes
stunned, you may KO him. If you do, you may put
a card named Vermin from your hand into your
front row exhausted.
Vertigo, Mutate (MEV-116C)
Character, 1, Marauders, 1/2
Exhausted opposing characters get -2 ATK.
Vic Stone <> Cyborg 2.0, Titans Tomorrow East
(DLS-155U)
Character, 3, Teen Titans, 5/4, Range
Substitute <p> Cosmic: Whenever two or more
cosmic team attackers you control stun a defender,
you may stun target character with cost 3 or less.
This power triggers only once per turn.
Vic Stone <> Cyborg, Human Machine (DOR054C)
Character, 4, Teen Titans, 6/6, Range
Boost X: When Vic Stone enters play, search your
deck for an equipment card with cost X or less and
equip it to him.

Vic Stone <> Cyborg, Mechanized Mentor (DCL090C)


Character, 3, Teen Titans, 5/4, Range
Whenever Vic Stone stuns a defender with cost 4
or less while team attacking, return that defender to
its owner's hand.
Vic Stone <> Cyborg, Titans Veteran (DLS-154C)
Character, 5, Teen Titans, 9/8, Range
Substitute <p> Cosmic: Attackers you control get
+1/+1. <p> Boost 2: When Vic Stone enters play, if
you don't control Beast Boy, search your deck for a
card named Beast Boy with version Party Animal
and put it into your front row.
Vic Stone <> Cyborg, Titans Warhorse (DCL091U)
Character, 6, Teen Titans, 13/12, Range
Vic Stone can be equipped with any number of
equipment.
Vicarious Living (DJL-196U)
Plot Twist, 3
To play, discard a character card. <p> Search your
deck for a character card with cost equal to the cost
of the card you discarded, reveal it, and put it into
your hand.
Victor Mancha, Son of Ultron (MEV-225R)
Character, 3, Runaways, 5/4, Flight, Range
Whenever an opponent loses endurance, you may
also have him put that many cards from the top of
his deck into his KO'd pile.
Victor Von Doom II, Doomed Heir (MFF-021C)
Character, 4, Doom, 7/6, Flight, Range
When Victor Von Doom II enters play, search your
deck for a card named Dr. Doom, reveal it, and put
it into your hand.
Victor Von Doom II, Son of Doom (MOR-124U)
Character, 5, Doom, 8/8, Flight, Range
You are considered to control Dr. Doom. <p> At
the start of the combat phase, an opponent chooses
one of the following: Victor Von Doom II gets +2
ATK this turn; or Victor Von Doom II gets +2 DEF
this turn; or that opponent loses 5 endurance.
Viper, Madame Hydra * HYDRA (MUN-162U)
Character, 2, Crime Lords/Hellfire Club, 3/3,
Concealed, Range
Viper can attack hidden characters and can't attack
visible characters. <p> Viper can attack an
opponent directly while he controls no characters
she can attack.
Viper, White Warrior Princess (MXM-150C)
Character, 2, Hellfire Club, 2/2, Concealed
Optional
Visible characters you control get +1 ATK.
Virman Vundabar, Military Leader of Apokolips
(DGL-156U)
Character, 4, Darkseid's Elite, 6/8
Activate >>> Exhaust target character if its cost is
less than the number of face-down resources its
controller controls.

Vision, Earth-10101 (MEV-202C)


Character, 3, Weapon X/Avengers, 4/5, Flight,
Range
Shift <p> Remove a shift counter from Vision, put
him into your KO'd pile >>> Draw two cards.
Vision, Synthetic Humanoid (MAV-026C)
Character, 6, Avengers, 13/11, Concealed
Optional, Flight, Range
Pay 1 endurance >>> Negate target effect from a
non-ongoing plot twist. Use only if Vision is in
combat.
Vision, Young Avenger (MUN-029R)
Character, 4, Avengers, 8/6, Flight, Range
While Vision is team attacking with exactly one
other character, team attacks can cause
breakthrough.
Vivisector, Beast Within (MEV-070R)
Character, 2, X-Force/X-Statix, 3/3
Whenever you play a plot twist while Vivisector is
in combat, you may return him to his owner's hand.
If you do, remove all attackers and defenders from
this attack.
Vivisector, Lunatic Lycanthrope (MMK-071C)
Character, 5, X-Statix, 10/8
Boost 1: When Vivisector enters play, if you
control another X-Statix character, you may
exhaust target character. Return Vivisector to his
owner's hand.
Vivisector, Myles Alfred (MMK-072C)
Character, 2, X-Statix, 2/2
Boost 1: When Vivisector enters play, if you
control another X-Statix character, target opponent
loses 5 endurance. Return Vivisector to his owner's
hand.
Vixen, Mari Jiwe McCabe (DWF-076C)
Character, 4, Birds of Prey/JLA, 9/6, Concealed
Optional
Substitute <p> Vixen gets -3/+3 while visible.
Vixen, Tantu Totem (DCL-030C)
Character, 1, JLA, 2/2
Reservist (You may recruit this card from your
resource row. If you do, you may put a card from
your hand face down into your resource row.)
Vocal Minority (MEV-044C)
Plot Twist, 2
Target X-Factor attacker gets +3 ATK this attack.
<p> BoostDiscard up to two cards: That attacker
gets an additional +2 ATK for each card discarded
this way.
The Void, Robert Reynolds (MTU-220R)
Character, 8, Negative Zone, 17/17, Flight, Range
Pay 1 DEF this turn >>> Target character gets -1
DEF this turn. Then, if Negative Zone is in play
and that character's DEF is 0 or less, stun it.
Volcana, Marsha Rosenberg (MOR-125U)
Character, 3, Doom, 3/3, Range
Recruit only if you control Dr. Doom. <p> Activate
>>> Target player loses endurance equal to the
number of face-up resources you control.

Volcana, Raging Inferno (MFF-022C)


Character, 4, Doom, 7/6, Range
Activate >>> Target player loses 3 endurance.
Volcanic Base (MSM-125R)
Location, 1
At the start of the recovery phase, if you have no
cards in hand, draw a card. If you control a
Brotherhood character, draw an additional card,
then discard a card.
Vulcan, Gabriel Summers (MEV-253R)
Character, 9, Shi'ar/X-Men, 25/25, Flight, Range
Shift <p> While Vulcan is shifted with nine
counters, at the start of the recovery phase, each
player KO's a resource he controls.
Vulture, Adrian Toomes (MSM-022C)
Character, 1, Sinister Syndicate, 2/1, Flight
To recruit, reveal a Sinister Syndicate character
card from your hand. <p> Whenever Vulture
causes breakthrough, gain that much endurance.
Vulture, Aerial Stalker (MTU-114C)
Character, 1, Sinister Syndicate, 4/1, Flight
Loyalty
V-Wing, Unique (MAV-122U)
Equipment, 0
Transferable <p> Characters you control have
flight and, while ready, get +1 ATK. <p> Discard
V-Wing >>> Target Thunderbolts character you
control gets +3 DEF while in combat with a
character with greater cost this turn.
Vykin, Forever People (DSM-052U)
Character, 2, New Gods, 2/3, Range
Pay 1 endurance >>> Other characters with cost 2
or less can't ready this turn. Use only during the
recovery phase.
Wake the Dead (MMK-178U)
Plot Twist, 1
Search your deck for an Underworld character card
with the same name as a character in play or a
character card in your KO'd pile, reveal it, and put
it into your hand.
Wake the Devil (EHB-055C)
Plot Twist, 1
Look at the top three cards of your deck. Put any
number of those cards on the bottom of your deck
and the rest on the top of your deck in any order. If
you control a Thule Society character, draw a card.
Waking the Ancestors (MHG-128C)
Plot Twist, 1
To play, exhaust an Inhumans character you
control. <p> Target character can't ready this turn.
Walk Through Walls (MAV-042R)
Plot Twist, 4
Play only during your recruit step. <p> Discard a
card. Move target Avengers character you control
to your hidden area. That character can't be the
target of effects your opponents control this turn.
At the start of the recovery phase this turn, move
that character to your visible area.

Wall of Will, Construct (DJL-037C)


Plot Twist, 2
Exhaust target JLA defender you control. If you do,
lose 3 endurance and that defender gets +X DEF
this attack, where X is its willpower.

War Without End (DJL-208R)


Plot Twist, 2
To play, exhaust a Manhunter character you
control. <p> Recover each character you control
with the same cost as that of the character you
exhausted.

The Watchtower (DCL-042R, DJL-038R)


Location, 2
[Activate], Discard a card >>> Reveal the top four
cards of your deck. Put a revealed [JLA] character
card into your hand and the rest on the bottom of
your deck.

Wally West <> Kid Flash, Fastest Teen Alive


(DSM-137R)
Character, 2, Teen Titans, 3/2
Pay 1 endurance >>> Ready Wally West. He can't
cause breakthrough this turn. Use only once per
turn and only if Wally West was powered-up this
turn.

Warbound to the End (MUN-204R)


Plot Twist, 3
To play, discard a character card. <p> Search your
deck for a card named Hulk. If you control Hulk,
you may search for any [Warbound] character card
instead. Reveal that card and put it into your hand.

Wave of Destruction (MUN-221R)


Plot Twist, 5
Play only if you control Annihilus. <p> To play,
pay X endurance. <p> Replace X target face-up
resources.

Wally West <> The Flash, Keystone Cop (DCL031C)


Character, 5, JLA/Speed Force, 10/8
Free >>> Wally West can attack hidden and
protected characters this turn.

Warp Shards (MEV-172R)


Plot Twist, 1
Play only if you control Blink and only during your
attack step. <p> Remove target character from the
game shifted with shift counters equal to its cost.

Wally West <> The Flash, The Fastest Man Alive


(DLS-218R)
Character, 5, JLA/Speed Force, 9/5
Loyalty <p> Backup: Activate >>> Stun target
character with DEF less than or equal to Wally
West's printed ATK. If that character's ATK is
greater than or equal to Wally West's printed DEF,
stun Wally West. Use only during the build phase.

Warskrull, Skrull Infiltrator (MHG-191U)


Character, 2, Skrull, 3/2
Reveal and KO Warskrull >>> Search your deck
for a card named Act of Defiance, reveal it, and put
it face down into your resource row. Use only if
Warskrull is in your resource row.

War Machine, Director of the Initiative (MUN115C)


Character, 6, S.H.I.E.L.D./Avengers, 12/12, Flight,
Range
Reservist <p> Characters get -1/-1 while attacking
War Machine.
War of Attrition (MAV-202R)
Plot Twist, 2
Replace target face-up resource an opponent
controls. That opponent may replace a face-up
resource you control.
War of the Programs (MEV-216C)
Plot Twist, 1
Target hunted defender gets -4 DEF this attack.
War On Humanity (MOR-106U)
Plot Twist, 1
Ongoing: At the start of the recovery phase, each
opponent loses 1 endurance for each non-stunned
Brotherhood character you control.
War Room (MEV-262R)
Location, 1
Exhaust a character you control >>> Put a strategy
counter on War Room. <p> [Activate], Remove X
strategy counters >>> Target character gets +X
ATK this attack.
War Wagon (MMK-044C)
Equipment, 1
War Wagon costs 1 less to recruit while you control
a Marvel Knights character. <p> Equipped
character has "Activate >>> KO target stunned
character. Its controller loses endurance equal to
that character's cost."

Warworld (DSM-096R)
Location, 3
Flip only if you control a Revenge Squad character.
<p> If an attacker would cause breakthrough while
attacking a defender, instead, that defender's
controller loses endurance equal to that attacker's
cost.
Washout, John Lopez (MEV-203U)
Character, 3, Weapon X, 0/0, Range
Washout enters play with five +1/+1 counters. <p>
Whenever Washout becomes stunned, remove a
+1/+1 counter. If you do, recover him.
Wasp, Janet Van Dyne-Pym (MAV-027C)
Character, 2, Avengers, 2/3, ConcealedOptional,
Flight, Range
Leader: Team attackers adjacent to Wasp can't be
stunned.
Wasp, Mighty Avenger (MUN-116U)
Character, 2, S.H.I.E.L.D./Avengers, 3/2, Flight,
Range
Whenever Wasp defends, return her to her owner's
hand and remove all attackers from this attack.
Wasp, Ultimates (MUL-024C)
Character, 1, S.H.I.E.L.D., 1/2, Concealed, Flight,
Range
[Activate], Remove the top five cards of your deck
from the game >>> Target player loses 3
endurance.
Watch the Birdie! (DCR-203C)
Plot Twist, 2
The controller of target character moves it to his
visible area. That character gets -3 ATK while
defending this turn.

Wave of Sentinels (MSM-138R)


Plot Twist, 3
Army Sentinel characters you control get +3/+3
while attacking a character that has already been
attacked this turn.
Wayne Enterprises (DOR-032R)
Location, 1
Flip only if you control a Gotham Knights
character. <p> At the start of your formation step,
you may transfer target equipment you control to
an unequipped character you control. <p> Activate
>>> Target equipped Gotham Knights character
gets +1/+1 this attack.
Wayne Manor (DOR-033U)
Location, 1
Exhaust a Gotham Knights character you control
>>> Gain 1 endurance.
We Are Legion (DLS-043U)
Plot Twist, 2
Play only if no defender became stunned while
under an opponent's control this turn. <p> Put a
cosmic counter on each cosmic Legionnaires
attacker.
We Can Rebuild Him (MEV-217U)
Plot Twist, 2
To play, discard a card. <p> Remove target
Weapon X character card in your KO'd pile from
the game shifted with one shift counter.
We Had a Team-Up, Team-Up (MTU-206C)
Plot Twist, 2
To play, choose a name and one or more affiliations
among characters you control. <p> Ongoing:
Characters you control with that name and
character cards you own with that name gain those
affiliations.
Weapon of Choice (MMK-220R)
Plot Twist, 2
To play, discard two cards. <p> Search your deck
for two character cards with different names, each
with cost equal to the number of resources you
control. Reveal them. Target opponent chooses
one. Shuffle that one back into your deck and put
the other one into your hand.
Weapon Omega, Michael Pointer * Omega Flight
(MUN-227R)
Character, 6, Alpha Flight, 12/12, Flight, Range
Whenever an opponent plays a plot twist from his
hand, remove it from the game. (This doesn't
negate it.) <p> You may play cards removed this
way.

Weapon Plus Satellite (MEV-206U)


Location, 2
Flip only if you control a Weapon X character. <p>
[Activate] >>> Target opposing character becomes
hunted by you. (All other characters are no longer
hunted by you.)
Weapon Upgrade (DCL-095R)
Equipment, 0
Equip only to Vic Stone. <p> Equipped character
gets +3 ATK. <p> Whenever equipped character
stuns a character, its controller loses additional
endurance equal to its cost.
Weaponers of Qward, Army (DGL-096C)
Character, 2, Anti-Matter, 2/2, Concealed, Range
Activate >>> Target character gets -1 DEF this
turn.
Weapons Lab (EHB-028C)
Location, 3
To flip, discard a B.P.R.D. character card. <p>
Activate >>> Reveal the top three cards of your
deck. Put a revealed equipment card into your hand
and the rest on the bottom of your deck. <p> Each
character you control can be equipped with up to
two equipment.
Weather Wizard, Mark Mardon (DCR-143C)
Character, 2, Villains United, 2/3, Flight, Range
Vengeance: Whenever Weather Wizard becomes
stunned, characters you control get +1/+1 this turn
and have flight this turn.
Web Shooters (MMK-204R)
Equipment, 1
Web Shooters costs 1 less to recruit onto SpiderMan. <p> Equipped character has "Activate >>>
Target character gets -2 ATK this attack."
Wendell Vaughn <> Quasar, Protector of the
Universe (MTU-069C)
Character, 6, Marvel Defenders/Avengers, 13/12,
Flight, Range
Substitute <p> Backup: Activate >>> Target
character you control gets +4/+4 while attacking
this turn. Use only during the build phase.
Werewolf by Night, Jack Russell (MMK-161C)
Character, 2, Underworld, 2/2, Concealed
At the start of the combat phase, Werewolf by
Night gets +1/+1 this turn if you have the initiative.
Otherwise, put the top card of your deck into your
KO'd pile.
Wesley Dodds <> The Sandman, Golden Age
Gunman (DCR-029U)
Character, 2, JSA, 2/3
Reservist <p> At the start of the combat phase, if
you have the initiative, target player exhausts a
ready character he controls. That character can't
ready this turn.
What Are Friends For? (MTU-207C)
Plot Twist, 1
Target attacker gets -5 DEF this attack.

What If?, Team-Up (MUN-330C)


Plot Twist, 2
To play, choose an affiliation among opposing
characters. <p> Ongoing: Affiliated characters you
control gain that affiliation.
Wheel of Misfortune (DJL-197U)
Plot Twist, 2
Negate target power-up effect. You may power-up
an unaffiliated attacker or defender you control.
Wheel of Plagues, Unique (DOR-119R)
Equipment, 1
Equip only to a League of Assassins character. <p>
At the start of the recovery phase, each player who
controls one or more characters with a plague
counter discards a card. <p> Equipped character
has "Activate, pay 5 endurance >>> Put a plague
counter on target character."
Wheels of Vengeance (MVL-138R)
Equipment, 0, ConcealedOptional
Equip only to Ghost Rider. <p> Pay 1 endurance
>>> Move equipped character to your hidden or
visible area. He has reinforcement and characters
lose and can't have reinforcement while defending
against him this turn.
Whirlwind, David Cannon (MAV-151U)
Character, 4, Masters of Evil, 8/6, Flight, Range
Pay X resource points >>> Exhaust target character
if its cost is less than X.
Whisper A'Daire, Cold-Blooded Manipulator
(DOR-110C)
Character, 5, League of Assassins, 8/9
Whenever Whisper A'Daire causes breakthrough to
a player, that player chooses a card from his hand
and puts it on the top of his deck. If you control
seven or more resources, instead, that player puts
all cards in his hand on the top of his deck in any
order.
Whisper A'Daire, Serpent-Tongued Seductress
(DBM-022C)
Character, 1, League of Assassins, 2/1
Whisper A'Daire gets +1/+1 while you control
Kyle Abbot.
White Lotus, Supermen of America (DWF-024C)
Character, 1, Team Superman, 2/1
At the start of the combat phase, you may move
White Lotus to your hidden or visible area.
White Martian, Earth 3 (DCL-138C)
Character, 5, Injustice Gang/Anti-Matter, 10/8,
Concealed, Flight, Range
Other Injustice Gang characters you control get +2
ATK while you don't have the initiative.
The White Rider (MEV-241U)
Plot Twist, 2
Play The White Rider only if you haven't played
another card named The White Rider this game.
<p> To play, exhaust a character you control with
version Pestilence. <p> Target player loses
endurance equal to half the combined cost of
stunned characters in play, rounded up.

White Tiger, Angela Del Toro (MVL-132C)


Character, 2, Marvel Knights, 2/2
Pay 3 endurance >>> White Tiger gets +2/+2 this
attack. Use only once per turn.
White Tiger, Hector Ayala (MAV-210U)
Character, 5, Spider-Friends, 9/10
Evasion (Stun this character >>> Recover this
character at the start of the recovery phase this
turn.) <p> White Tiger has invulnerability while
defending against exactly one attacker.
Whizzer, Stanley Stewart (MAV-068U)
Character, 5, Squadron Supreme, 9/9
Pay 2 endurance >>> Ready Whizzer. Use only
once per turn and only if you have no cards in
hand.
Wiccan, William Kaplan * Young Avenger (MUN030U)
Character, 2, Avengers, 2/3, Range
Discard a character card >>> Target attacker can't
be stunned this attack. Use only if Wiccan is
attacking.
Wild Child, Age of Apocalypse (MAA-012U)
Character, 1, X-Men, 4/0
At the start of the combat phase, exhaust Wild
Child if you don't control another character with
ATK 4 or greater.
Wild Child, Kyle Gibney (MEV-030C)
Character, 1, X-Factor/Weapon X, 2/1, Concealed
Other characters attacking with Wild Child get +1
ATK.
Wild Pack Recruit, Army (MTU-186U)
Character, 1, Wild Pack, 1/1, Range
Wild Pack Recruit can't be stunned while team
attacking.
Wild Pack, Army (MSM-055C)
Character, 1, Spider-Friends, 1/1, Range
Wild Pack gets +1 ATK while team attacking.
Wild Ride (MVL-150R, MMK-045R)
Plot Twist, 1
Search your deck for a [Marvel Knights] character
card, reveal it, and put it into your hand. Lose
endurance equal to its cost.
Wild Sentinel, Army (MOR-145C)
Character, 1, Sentinel, 1/1, Range
When Wild Sentinel enters play, it gets +1 ATK
this turn.
Wildebeest, Army (DOR-141C)
Character, 2, 2/1
Wildebeest can team attack with characters named
Wildebeest. <p> Activate >>> Gain 1 resource
point. Spend this resource point only to recruit a
card named Wildebeest. Use only during your
recruit step.
Wildfire, Drake Burroughs (DLS-028C)
Character, 4, Legionnaires, 8/6, Flight, Range
Reservist <p> Whenever a cosmic character you
control recovers, put a cosmic counter on it. <p>
CosmicSurge

Will O' The Wisp, Jackson Arvad (MSM-056R)


Character, 4, Spider-Friends, 7/7, Flight
Evasion <p> Whenever Will O' The Wisp recovers,
put a +1/+1 counter on him.
William Stryker, Fundamentalist (MEV-234R)
Character, 2, Purifiers, 2/2, Concealed, Range
At the start of the combat phase, return target card
named The Purifiers from your KO'd pile to your
hand or to play.
Willworld (DGL-218R)
Location, 1
Activate >>> Reveal the top two cards of your
deck. Put all revealed character cards with
willpower 1 or greater into your hand and the rest
on the bottom of your deck. Discard a card for each
card you put into your hand.
Windstorm (MAV-203C)
Plot Twist, 2
Target character with cost 2 or greater you control
has flight this turn. That character gets +2 ATK
while attacking this turn and an additional +2 ATK
while attacking this turn if you control another
character with the same cost as that character.
Win-Lose Deal (MAV-123U)
Plot Twist, 1
To play, exhaust a Thunderbolts character you
control. <p> Draw two cards. Each opponent may
draw two cards.
Winslow Schott <> Toyman, Child's Play (DWF184C)
Character, 1, Revenge Squad, 2/1
Vengeance: Whenever Winslow Schott becomes
stunned, you may put target card from a KO'd pile
on the top of its owner's deck.
Winslow Schott <> Toyman, Crooked Craftsman
(DSM-086U)
Character, 1, Revenge Squad, 1/1
Whenever Winslow Schott attacks, you may reveal
a face-down resource you control. If you revealed a
Revenge Squad character card, replace that card
and Winslow Schott gets +1 ATK this attack. <p>
Whenever Winslow Schott defends, for each
attacker, you may reveal a face-down resource you
control. For each Revenge Squad character card
you revealed, Winslow Schott gets +1 ATK this
attack and replace that card.
Witch Woman, Linda Littletrees (MXM-211U)
Character, 4, Underworld, 7/8, Range
Remove two character cards in your KO'd pile
from the game >>> Target opponent can't play
more than one plot twist during the combat phase
this turn.
Witchfire, Rebecca Carstairs (DCR-066C)
Character, 4, Shadowpact, 8/6, Flight, Range
Willpower 3 <p> Whenever Witchfire stuns a
character and you have 25 or less endurance, gain
endurance equal to that character's cost.

Witching Hour (MMK-179R)


Plot Twist, 7
To play, pay 2 resource points. <p> Choose any
number of Underworld character cards in your
KO'd pile each with cost 2 or less. During your
recruit step this turn, while each of those cards is in
your KO'd pile, you may recruit it, and it has "Pay
2 endurance >>> Put this card into your front row.
Then, if it's unique, put each other unique character
you control with this card's name into its owner's
KO'd pile."
With Prejudice (DJL-151C)
Plot Twist, 3
Reveal the top four cards of your deck. Target
character you control gets +1 ATK this turn for
each Secret Society character card you revealed.
Put all revealed character cards into your KO'd pile
and the rest on the bottom of your deck.
The Wizard, William Zard (DJL-139C)
Character, 2, Secret Society, 2/3, Range
Willpower 1 <p> Leader: Exhaust a character
adjacent to The Wizard >>> Target player puts the
top card of his deck into his KO'd pile. Use only
during the combat phase.
Wolfsbane, Rahne Sinclair (MEV-031C)
Character, 3, X-Factor/X-Force, 6/3
Energize (Whenever Wolfsbane defends, ready
her.) <p> [Activate] >>> Target X-Factor or XForce character gets +4 ATK this turn.
Wolverine Squad (MEV-173R)
Plot Twist, 2
Ongoing: Exiles character cards you control are not
unique with cards with the same name but different
version. <p> If a Wolverine you control would
become stunned, instead, you may stun another
Wolverine you control.
Wolverine, Adamantium Claws (MXS-010C)
Character, 5, X-Men, 10/9
Pay 2 endurance >>> Wolverine gets +3/-3 this
attack. Use only once per turn.
Wolverine, Age of Apocalypse (MAA-009R)
Character, 4, X-Men, 8/5
Discard another Wolverine card >>> When
Wolverine next becomes stunned this turn, recover
him and put a +1/+1 counter on him. Use only once
per turn.
Wolverine, Agent of S.H.I.E.L.D. * HYDRA
(MUN-117U)
Character, 3, S.H.I.E.L.D./Crime Lords, 6/6,
Concealed
Reservist <p> To recruit, return a [Crime Lords] or
[S.H.I.E.L.D.] character you control to its owner's
hand. <p> Wolverine can attack players directly.
Wolverine, Berserker Rage (MOR-027R)
Character, 7, X-Men, 15/13
Whenever Wolverine stuns a character with cost 4
or less, ready Wolverine.

Wolverine, Bloodlust (MVL-032U)


Character, 7, X-Men, 17/16
Stun Wolverine >>> Stun all opposing attackers
and defenders. Use only if Wolverine is in combat
and only if you recruited another Wolverine this
game.
Wolverine, Bub (MVL-031R)
Character, 5, X-Men, 10/8
Whenever Wolverine enters combat, you may
discard a card named Wolverine. If you do,
Wolverine gets +3 ATK this turn.
Wolverine, Canucklehead (MTU-027C)
Character, 6, Spider-Friends, 13/12
MutantPhysical
Reservist <p> While you control Spider-Man,
Wolverine can't be stunned while attacking.
Wolverine, Covert Predator (MVL-133C)
Character, 4, Marvel Knights, 8/7, Concealed
Pay 2 endurance >>> Wolverine can attack hidden
characters this turn.
Wolverine, James Howlett (MOR-028U)
Character, 5, X-Men, 8/8
If Wolverine is in your front row and would
become stunned, instead, you may discard an XMen character card. If you do, exhaust Wolverine
and move him to your support row.
Wolverine, Logan (MVL-030C, MOR-029C)
Character, 3, X-Men, 6/6
To recruit, reveal an [X-Men] character card from
your hand.
Wolverine, New Fantastic Four (MOR-065R)
Character, 4, Fantastic Four, 8/6
Whenever Wolverine attacks a character that has
already been attacked this turn, Wolverine gets +5
ATK this attack.
Wolverine, Patch (MXM-189R)
Character, 4, 8/8
MutantPhysical
Discard an unaffiliated character card >>>
Wolverine gets +3 ATK this turn. Use only once
per turn.
Wolverine, Secret Avenger (MUN-031R)
Character, 5, Avengers/X-Men, 10/8, Concealed
Reservist <p> Wolverine can attack hidden
characters. <p> Whenever Wolverine stuns an
opposing character, ready him if there are no nonstunned opposing characters.
Wolverine, Skrunucklehead (MHG-192C)
Character, 3, Skrull/X-Men, 5/4
MutantPhysical
Wolverine gains the affiliations of each character in
play. <p> CosmicSurge: Wolverine gets +5 ATK.
Wolverine, The Best at What He Does (MXM026C)
Character, 5, X-Men, 11/7
MutantPhysical
Whenever Wolverine becomes stunned, recover
him at the start of the recovery phase this turn.

Wolverine, Ultimates (MUL-027C)


Character, 3, X-Men, 6/4
Remove the top ten cards in your deck from the
game >>> When Wolverine next becomes stunned
this turn, recover him. Use only once per turn.
Wolverine, Unleashed (MEV-204C)
Character, 6, Weapon X/X-Force, 12/12, Concealed
Hunter <p> Characters hunted by you lose and
can't have reinforcement, and can be attacked as
though they were visible and unprotected.
Wolverine, Weapon 10 (MUN-279U)
Character, 4, Weapon X, 8/7, Concealed
Reservist <p> When Wolverine enters play, choose
a name. <p> [Activate], Return Wolverine to his
owner's hand >>> Target character with that name
gets -X DEF this turn, where X is its DEF.
Wonder Man, Mighty Avenger (MUN-118R)
Character, 5, S.H.I.E.L.D./Avengers, 10/8, Flight,
Range
Reservist <p> If Wonder Man would cause an
amount of breakthrough, instead, you may stun a
character with DEF less than or equal to that
amount.
Wonder Man, Simon Williams (MAV-028U)
Character, 6, Avengers, 12/12, Flight, Range
Reservist <p> When Wonder Man enters play,
reveal up to five face-down resources you control.
You may stun target character if its cost is less than
the number of reservist cards you revealed.
Wonder Woman, Ambassador of Peace (DCL032R)
Character, 4, JLA, 8/7, Flight
Discard a card >>> Change the target of an
opposing effect with exactly one target. (The new
target must be legal.)
Wonder Woman, Avatar of Truth (DJL-024R)
Character, 4, JLA, 8/7, Flight
Willpower 3 <p> Cosmic: At the start of the
combat phase, each opponent names a plot twist.
Each opponent can't play plot twists this phase
with names different from the name he chose.
Wonder Woman, Deflection Diva (DWF-025R)
Character, 5, Team Superman, 9/9, Flight
Cosmic: Whenever Wonder Woman defends, you
may exhaust her. If you do, remove all defenders
from this attack and another target Team Superman
character you control becomes a defender.
Wonder Woman, Earth 2 (DCR-030C)
Character, 5, JSA, 10/9
Willpower 3 <p> Earth 2 defenders you control
have reinforcement.
Wonder Woman, Founding Member (DCL-033C)
Character, 7, JLA, 17/14, Flight
Your opponents can't play plot twists or use
payment powers during your attack step.

Wonder Woman, Princess Diana (DJL-023C)


Character, 7, JLA, 16/15, Flight
Willpower 4 <p> Leader: Whenever a character
adjacent to Wonder Woman enters combat, if this is
the first time that character has entered combat this
turn, power-up that character.
Wong, Mystical Manservant (MTU-070R)
Character, 1, Marvel Defenders, 1/1
Wong enters play exhausted. <p> Backup:
Activate, return Wong to his owner's hand >>>
Search your deck for a Marvel Defenders character
card, reveal it, and put it into your hand. Use only
during the build phase.
The World (MEV-207R)
Location, 4
KO all resources you control >>> Gain 1 resource
point. Spend this point only to recruit a character
with the printed Weapon X affiliation. Use only
during your recruit step.
World War Hulk, Team-Up (MUN-205C)
Plot Twist, 2
Play only if you control Hulk or a [Warbound]
character. <p> To play, choose an affiliation other
than [Warbound]. <p> Ongoing: Crossover
[Warbound] and that affiliation.
World War III (DJL-112R)
Plot Twist, 3
Play only during your attack step. <p> KO any
number of non-stunned Injustice Gang characters
you control, then KO any number of characters
with combined cost less than the number of
characters you KO'd.
Worldeater Apparatus (MHG-043U)
Location, 2
Exhaust any number of characters you control with
combined cost 4 or greater >>> Gain 3 endurance.
Use only if you control a Heralds of Galactus
character.
World's Finest (DOR-165C)
Plot Twist, 2
Choose two different affiliations among characters
you control. <p> Ongoing: Characters you control,
as well as cards in your deck, hand, and KO'd pile,
with either of those affiliations have both of them.
World's Greatest Heroes, Team-Up (DJL-154C)
Plot Twist, 2
Play only if you control a JLA character and a JLI
character. <p> Draw a card. <p> Ongoing:
Characters you control, as well as cards in your
deck, hand, and KO'd pile, with either the JLA or
JLI affiliation have both affiliations. <p> World's
Greatest Heroes can't be the target of effects your
opponents control.
World's Worstest, Team-Up (DWF-198C)
Plot Twist, 2
Play only if you control a Revenge Squad
character. <p> Ongoing: Affiliated character cards
gain the Revenge Squad affiliation.

Worldship (MHG-044U)
Location, 1
To flip, reveal a Heralds of Galactus character card
with cost 4 or greater from your hand. <p>
Whenever a character with cost 3 or less becomes
stunned during the combat phase, return that
character to its owner's hand.
Worthington Industries, X-Corp (MXM-036R)
Location, 2
Activate >>> Reveal the top three cards of your
deck. You may put one revealed X-Men character
card into your hand. Put the rest on the bottom of
your deck. If you put a card into your hand, discard
a card.
The Wrecker, Wrecking Crew (MAV-145C)
Character, 6, Masters of Evil, 13/12
Reservist <p> Other Wrecking Crew characters
you control get +1/+1. <p> Pay 1 resource point
>>> Wrecking Crew characters you control get +2
ATK and can attack hidden characters this turn.
Use only once per turn.
The Wrecking Crew (MAV-161C)
Plot Twist, 2
Target Masters of Evil attacker you control gets +2
ATK this attack. Non-Army characters you control
that share a cost or version with that attacker and
that are adjacent to it get +2 ATK while attacking
this turn.
The Wrong Stuff, Team-Up (MUN-083C)
Plot Twist, 2
Play only if you control a [Thunderbolts] character.
<p> To play, discard a character card. <p>
Ongoing: Crossover [Thunderbolts] and the printed
affiliations of the card you discarded.
Wundagore Citadel (MXM-123C)
Location, 2
Activate >>> If target Brotherhood character you
control would cause breakthrough this turn,
instead, it causes 3 additional breakthrough.
Wyatt Wingfoot, Keewazi Adventurer (MSM115U)
Character, 1, Fantastic Four, 1/1
Activate, return Wyatt Wingfoot to his owner's
hand >>> Target defender you control has
reinforcement this attack. <p> Discard Wyatt
Wingfoot >>> Target Fantastic Four character gets
+1 DEF this attack.
Wylde, Charlie Wylde (DWF-105C)
Character, 2, Outsiders, 3/2
Whenever Wylde team attacks, target player loses 1
endurance for each attacker.
The "X" Factor (MEV-045C)
Plot Twist, 3
Target X-Factor character you control gets +2 ATK
this attack, or +5 ATK if it's ready.
X-23, Genetic Miracle (MEV-072R)
Character, 4, X-Force/X-Men, 8/6, Concealed
Loyalty <p> Whenever you play a plot twist while
X-23 is in combat, whenever she stuns a character
this attack, KO that character.

X-23, Laura Howlett (MEV-071C)


Character, 2, X-Force/Weapon X, 6/2, Concealed
X-23 enters play exhausted.
X-23, Laura Kinney (MXM-190R)
Character, 3, 8/4
MutantPhysical
To recruit, discard two cards. <p> X-23 gains the
X-Men affiliation while you control another XMen character.
Xallarap, Anti-Green Lantern Corps (DGL-097C)
Character, 3, Anti-Matter, 9/9, Concealed, Flight,
Range
To recruit, reveal an Anti-Matter character card
from your hand. <p> Willpower 3 <p> At the start
of the recovery phase, KO Xallarap.
Xavier Institute For Higher Learning (MXS-015U)
Location, 3
Activate (Exhaust this location) >>> Target X-Men
attacker or defender you control gets +1/+1 this
attack.
Xavier's Dream (MOR-037R)
Plot Twist, 5
Ongoing: At the start of the recovery phase, if there
are no stunned characters in play, you may discard
an X-Men character card. If you do, put a dream
counter on Xavier's Dream. Then, if there are three
or more dream counters on Xavier's Dream, you
win the game.
Xavier's Institute of Higher Learning (MVL-036R)
Location, 3
[Activate] >>> Draw a card. Use only during the
recovery phase and only if you control a nonstunned [X-Men] character.
Xavier's School, For Gifted Youngsters (MOR038U)
Location, 1
Activate >>> Ready target X-Men character you
control with cost 3 or less. That character can't
attack this turn.
Xavin, Super Skrull (MEV-226R)
Character, 5, Runaways/Skrull, 9/8, Flight, Range
Energize <p> [Activate] >>> Put the top three
cards of target player's deck into his KO'd pile. <p>
[Activate] >>> Target player loses 3 endurance.
<p> [Activate] >>> Another target character you
control gets +3 DEF this turn.
X-Babies Attack (MEV-275C)
Plot Twist, 2
Target attacker you control gets +1 ATK this attack
for each ready character you control.
X-Corp: Amsterdam, X-Corp (MXM-037C)
Location, 3
Activate >>> Target X-Men character you control
gets +1 DEF this attack. <p> Activate >>> KO XCorp: Amsterdam. If you do, search your deck for
a Team-Up card, reveal it, and put it face down into
your resource row. Use only if you control an XMen character.

X-Corp: Hong Kong, X-Corp (MXM-038C)


Location, 2
Activate >>> Target X-Men character you control
and all other characters you control with the same
cost as that character get +1 ATK this turn.
X-Corp: Paris, X-Corp (MXM-039C)
Location, 1
Activate >>> Look at the top X cards of your deck,
where X is the number of X-Corp locations you
control. Put any number of those cards on the
bottom of your deck and the rest on the top of your
deck in any order.
X-Corporation (MOR-039U)
Location, 2
Activate, discard a card >>> Gain 2 endurance. If
the discarded card was an X-Men character card,
instead, gain 4 endurance.
X-Factor Investigations (MEV-033R)
Location, 2
To flip, discard an X-Factor character card. <p>
When you flip X-Factor Investigations, remove the
top three cards of an opponent's deck from the
game. <p> [Activate] >>> Negate target effect
from a non-ongoing plot twist with the same name
as a card removed this way.
X-Force Reborn (MEV-085C)
Plot Twist, 2
Recover target stunned X-Force character you
control. Lose endurance equal to twice its cost.
X-Gene Decoded (MEV-130R)
Plot Twist, 3
To play, exhaust a Mr. Sinister you control. <p>
Reveal the top four cards of an opponent's deck.
Remove all revealed non-character cards from the
game. Search that deck for all cards with the same
name as a card removed this way, then remove
them from the game.
X-Man, Nate Grey (MVL-033C)
Character, 7, X-Men, 15/15, Flight, Range
When X-Man enters play, draw cards until you
have five cards in hand.
X-Men Assemble!, Age of Apocalypse (MAA003U)
Plot Twist, 1
Ongoing: Whenever an [X-Men] character you
control recovers, put a +1/+1 counter on it.
X-Men Don't Kill (MEV-086C)
Plot Twist, 3
Play only if you control an X-Force character. <p>
The next time target character would ready this
turn, instead, it remains exhausted.
X-Men United, Team-Up (MXM-040C)
Plot Twist, 2
Play only if you control an X-Men character. <p>
To play, choose an affiliation among characters you
control. <p> Ongoing: Crossover X-Men and the
chosen affiliation. <p> Replace X-Men United >>>
Target defender you control has reinforcement this
attack.

Xorn, Champion of Mutantkind (MVL-083R)


Character, 8, Brotherhood, 20/20, Flight, Range
Loyalty <p> At the start of the combat phase, each
opponent moves all characters he controls to his
front row. <p> [Activate] >>> Each opponent
moves all characters he controls to his support row.
Xorn, Shen Xorn (MXM-027C)
Character, 3, X-Men, 4/5, Range
MutantEnergy
Free >>> Recover target stunned character you
control. Use only once per turn and only during the
recovery phase.
Xorn's Takeover (MVL-100R)
Plot Twist, 4
Ongoing: At the start of the recovery phase, if all
characters are stunned or there are no characters in
play, you may discard a [Brotherhood] character
card. If you do, put a despair counter on Xorn's
Takeover. Then, if there are three despair counters
on Xorn's Takeover, you win the game.
X-Ray Vision (DSM-034R)
Plot Twist, 3
Ongoing: Each opponent plays with the top card of
his deck revealed while you control a Team
Superman character. <p> Exhaust two support row
Team Superman characters you control >>> Each
opponent puts the top card of his deck into his
KO'd pile.
XS, Jenni Ognats (DLS-029C)
Character, 3, Legionnaires/Speed Force, 4/5, Flight
Remove a cosmic counter from a character you
control >>> Ready XS. Use only once per turn.
<p> CosmicSurge
X-Statix Caf (MMK-089C)
Location, 4
While you control exactly one character and it has
the X-Statix affiliation, it gets +2/+2.
X-Statix HQ (MMK-090R)
Location, 1
Activate, KO a non-stunned X-Statix character you
control >>> Gain endurance equal to that
character's cost. Draw a card, then discard a card.
X-Treme Maneuver (MXM-041U)
Plot Twist, 2
Play only during your attack step. <p> To play,
exhaust two X-Men characters you control. <p>
Exhaust target character. That character can't ready
this turn, and its controller loses endurance equal to
its cost.
Yancy Street (MOR-075U)
Location, 1
Stunned characters you control can't be the target
of effects your opponents control. <p> Whenever a
character you control named Thing becomes
stunned, search your deck for a card named Thing,
reveal it, and put it into your hand.

Yelena Belova <> Black Widow, Agent of


S.H.I.E.L.D. * HYDRA (MUN-119R)
Character, 2, S.H.I.E.L.D./Crime Lords, 2/2,
Concealed, Range
Return Yelena Belova to her owner's hand >>> KO
target stunned character. Use only during the
recovery phase.
Yelena Belova <> Black Widow, Enemy Agent
(MMK-029R)
Character, 4, Marvel Knights, 6/6, Concealed,
Range
Yelena Belova can't team attack. <p> Whenever
Yelena Belova stuns an exhausted defender, KO
that defender.
Yellow Impurity (DGL-219C)
Plot Twist, 2
Target character gets -2 willpower this turn and -2
DEF while defending this turn.
Yellow Power Ring (DGL-110U)
Equipment, 0
Transferable (At the start of your formation step,
you may transfer this equipment to a character you
control.) <p> Equipped character gets +2
willpower and gains the Anti-Matter affiliation.
Yellowjacket, Rita DeMara (MAV-152C)
Character, 1, Masters of Evil, 1/2, Concealed
Optional, Flight, Range
Reservist <p> Boost 1: When Yellowjacket enters
play, search your deck for a Masters of Evil
character card with cost 2 or less, reveal it, and put
it into your hand. Gain 1 resource point.
Yokal, The Atrocious (DGL-098U)
Character, 3, Anti-Matter, 5/2, Concealed, Range
Activate, move Yokal from your hidden area to
your visible area >>> Yokal has reinforcement
while defending this turn.
You Dare?, Epic (MCG-042U)
Plot Twist, 4
To play, exhaust a Galactus you control. <p>
Whenever target defender becomes stunned this
attack, stun all characters that stunned it.
Young Avengers (MUN-050C)
Plot Twist, 3
[Avengers] characters you control get +2 ATK
while attacking characters this attack. If you
control an attacking leader, attackers you control
can't be stunned this attack.
You're Under Arrest! (MUN-137R)
Plot Twist, 2
Play only if you control a [S.H.I.E.L.D.] character.
<p> Negate target activated effect from a character.
<p> BoostReturn a character you control to its
owner's hand: The character whose effect was
negated can't ready this turn.
Youth of Tomorrow, Team-Up (DLS-044C)
Plot Twist, 2
Play only if you control a Legionnaires character
and a Teen Titans character. <p> Remove a cosmic
counter from a character you control. Put a cosmic
counter on a cosmic character you control. <p>
Ongoing: Crossover Legionnaires and Teen Titans.

Zabu, Constant Companion (MTU-028C)


Character, 1, Spider-Friends, 3/2, Concealed
When Zabu enters play, exhaust him if you don't
control another Spider-Friends character.
Zarathos, Demon of Fire (MTU-157C)
Character, 3, Underworld, 6/6, Flight, Range
When Zarathos enters play, return a character you
control to its owner's hand. Zarathos gains that
character's affiliations.
Zarathos, Spirit of Vengeance (MMK-162C)
Character, 5, Underworld, 10/11, Flight, Range
To recruit, return an Underworld character you
control to its owner's hand.
Zatanna, Magical Manipulator (DCR-067C)
Character, 3, Shadowpact, 4/5, Range
Willpower 2 <p> Whenever you play a Magic plot
twist, you may pay 3 endurance. If you do, draw a
card.
Zatanna, Showstopper (DCR-068C)
Character, 6, Shadowpact, 12/13, Range
Willpower 5 <p> Pay 3 endurance >>> If you
control another Shadowpact character, draw a card.
Zatanna, Sucoh Sucop! (DCL-034C)
Character, 2, JLA, 2/3, Range
When Zatanna enters play, draw a card for each
opposing character, then discard that many cards.
Zatanna, Zatanna Zatara (DJL-025R)
Character, 5, JLA, 9/9, Range
Willpower 5 <p> When Zatanna enters play, you
may put a cosmic counter on target cosmic
character you control. <p> Cosmic: Whenever
Zatanna enters combat, power-up Zatanna.
Zatara, Teen Magician (DCL-092U)
Character, 4, Teen Titans, 7/7, Range
Reservist <p> Whenever a character you control
enters combat, you may replace a resource you
control with the same name as that character. If you
do, put a +1/+1 counter on that character.
Zauriel, Guardian Angel (DJL-026C)
Character, 3, JLA, 3/5, Flight, Range
Willpower 3 <p> Activate, return Zauriel to its
owner's hand >>> Recover target stunned character
you control. <p> Cosmic: Zauriel gets +2 ATK.
Zazzala <> Queen Bee, H.I.V.E. Monarch (DCL139R)
Character, 2, Injustice Gang, 2/2
Zazzala gets +2/+2 while an opponent has more
cards in hand than you.
Zazzala <> Queen Bee, Mistress of the Hive
(DCR-144C)
Character, 3, Villains United/Injustice Gang, 5/4,
ConcealedOptional
Whenever a character leaves play during the
combat phase, target opponent loses 2 endurance.
(This power triggers if Zazzala leaves play
stunned.)

Zazzala <> Queen Bee, Royal Genetrix (DJL101C)


Character, 2, Injustice Gang, 2/3, Concealed
Optional, Range
At the start of the recovery phase, you may put an
Army character card with cost 1 from your hand
into your front row. <p> Leader: Army team
attackers with cost 1 adjacent to Zazzala can't be
stunned.
Zeitgeist, Axel Cluney (MMK-073C)
Character, 6, X-Statix, 12/12, Range
Cosmic: Activate >>> Remove a cosmic counter
from Zeitgeist. If you do, stun target character. Use
only during the combat phase and only if you
control no other characters.
Zero Hour (DGL-220R)
Plot Twist, 9
Play only during the combat phase. <p> Each
opponent loses X endurance, where X is the total
willpower of characters you control.
The Zeus, Unique (MUN-074R)
Equipment, 1
The Zeus costs 1 less if you control five or more
resources. <p> [Thunderbolts] characters you
control get +1/+1 and have flight and range.
Zodiak, Norman Harrison (MMK-163C)
Character, 2, Underworld, 3/2, Range
Zodiak can team attack as though he had all
affiliations. <p> Boost 3: When Zodiak enters play,
he gets +1/+1 this turn for each card in your hand.
Zorba, Deposed Leader of Latveria (MAV-207R)
Character, 3, Doom, 5/4
Other Doom characters you control get +1 ATK
while you don't control Dr. Doom.
Zzzax Attax! (MTU-087C)
Plot Twist, 2
Target attacker gets +2 ATK this attack. If that
character has the Marvel Defenders affiliation, look
at the top card of your deck. You may put it on the
bottom of your deck.

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