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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. 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. 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. Adamantium Claws (MVL-037R) Plot Twist, 3 Target Wolverine gets +4 ATK this turn. 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. 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.

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. Advanced Hardware (MOR-174C) Equipment, 1 Equipped character gets +3 ATK, has range, and has "Activate >>> Target player loses 3 endurance." 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. 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. 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. 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. 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. 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. 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.

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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Altered History (DLS-072C) Plot Twist, 3 Recover target stunned Future Foes character you control unless an opponent discards a card. 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. 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. 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. 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. 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. 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. 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. 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. Asteroid M (MVL-085U, MOR-097U) Location, 2 [Activate] >>> Target [Brotherhood] character gets +4 ATK while attacking a character with lesser cost this turn. 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. 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. 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. 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> BoostDiscard a card: Replace a resource you control. Awestruck (DLS-173C) Plot Twist, 1 Attackers get -1 ATK 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. 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. 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.

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. 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. 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. 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. 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. 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. 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. 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. 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.

Bamf! (MSM-109R) Plot Twist, 3 X-Men characters you control can't be stunned while attacking 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. 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. 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. 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 <> Kid Flash, Heir to the Mantle (DLS128U) Character, 2, Teen Titans, 4/1 Substitute <p> Cosmic: Bart Allen can't be stunned while attacking. 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. 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. 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, ConcealedOptional 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. 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. Battle Tactics (MVL-038C) Plot Twist, 2 [X-Men] attackers get +3 ATK while attacking characters this attack.

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. 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. 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. 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 Boy <> Animal Man, Titans Tomorrow West (DLS-131C) Character, 5, Teen Titans, 9/9, Flight Substitute <p> Cosmic: Beast Boy gets +3 ATK. 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. 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. 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. Beast, Dr. Henry McCoy (MOR-003U) Character, 2, X-Men, 2/3 Plot twists cost you 1 less to play. 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. 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 (MAV086C) 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. 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. 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. 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 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. 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) 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. 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.

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. 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 (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. 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.

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, #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. 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. 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. 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. 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.

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.) 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. 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. 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. 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. 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, 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, 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.

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. 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. 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. 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, 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 (DCL-113C, 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. Captive Audience (MEV-265C) Plot Twist, 1 Target character gets +1 ATK this turn. <p> BoostExhaust a character you control: If Captive Audience is in your resource row, turn it face down.

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 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. 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. 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.

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. Chemo, Toxic Waste (DCL-161R) Character, 1, Secret Society, 1/2, Concealed Reservist <p> KO Chemo >>> Replace target faceup nonTeam-up resource. Chen, Amy Chen (MTU-176C) Character, 2, Wild Pack, 3/2, ConcealedOptional, 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. Chilly Reception (DWF-208R) Plot Twist, 1 Play only during your attack step. <p> Exhaust target visible character.

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. 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. 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.

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. 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. Cir-El <> Supergirl, Daughter of Tomorrow (DSM-002C) 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. 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.

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. 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.

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. 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. 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.

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. 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. 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." 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.

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. Concussion Grenade (EHB-021C) Equipment, 0 KO Concussion Grenade >>> Replace target location. Use only during the combat phase. Concussive Force (MEV-034R) Plot Twist, 4 To play, exhaust a Cyclops you control. <p> Target opponent exhausts two ready characters he controls. 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.

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. 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. Conqueror Worm, Ultimate Destroyer (EHB032C) Character, 6, Thule Society, 13/12 Whenever Conqueror Worm stuns a character, put a +1/+1 counter on Conqueror Worm. 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. Construction Site (MVL-240C) Location, 3 [Activate] >>> Replace target face-up resource you control.

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. 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. 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. 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. 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. Damn Nazis, Army (EHB-033C) Character, 1, Thule Society, 1/1, Range When Damn Nazis enters play, it gets +1 ATK this turn. 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. 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. 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. 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.

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." Darkoth, Death Demon (MFF-014C) Character, 6, Doom, 12/11, Range Darkoth gets +2/+2 while exhausted. 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. Dawn Granger <> Dove, Terataya's Chosen (DCL069C) Character, 1, Teen Titans, 2/1, Flight Reservist <p> [Teen Titans] characters you control have flight.

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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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 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. 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. 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. 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. 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. 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.

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. 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. 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. 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. 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. 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. 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.

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. Destiny, Future Sight (MXS-017C) Character, 2, Brotherhood, 2/2 Whenever Destiny stuns a defender, draw a card. 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. 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. 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. 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. 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. 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.

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. 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. 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 <> 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.

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. Doom-Bot II, Army (MVL-203C) Character, 2, Doom, 2/3, Flight, Range [Activate] >>> Target [Doom] character gets +1/+1 this attack. 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. 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. 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, 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. 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. 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, Demented Dwarf (DCL-169C) Character, 3, Secret Society, 4/5 [Activate] >>> KO target character with cost 1 or less. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Fantasticar (MOR-070R) Equipment, 1 Characters you control have flight. <p> Fantastic Four characters you control get +1/+1. Fantasticar 2.0 (MVL-184R) Equipment, 1, ConcealedOptional Characters you control have range. <p> [Fantastic Four] characters you control get +1/+1. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Frickin' Frog Monsters, Army (EHB-034C) Character, 3, Thule Society, 5/4 Frickin' Frog Monsters gets +1/+1 while attacking an exhausted defender. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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.

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. 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. 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. 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. Glass Jaw (DJL-178C) Plot Twist, 1 Target character gets -3 DEF while defending this turn. Whenever that character defends this turn, exhaust it. 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. 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. 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. 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. 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]. 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. Green Goblin, Director of the Thunderbolts (MUN-057C) 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 (DJL105R) 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. 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. 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. 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.

Have a Blast! (DCL-259R, DOR-153R) Plot Twist, 3 To play, discard a card. <p> Replace target location or ongoing plot twist. 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 (DCR176C) 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 (MAV095C) 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. Hepzibah, Mephitisoid (MEV-056U) Character, 5, X-Force/Starjammers, 9/9, ConcealedOptional 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. 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 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. 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. 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]. 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. 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. 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. 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. 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. 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. 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. 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. 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.

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. 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. 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. 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. 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. 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. 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.

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. 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. 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. 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. 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. 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. Hulk Smash! (MUN-201R) Plot Twist, 3 Target attacking Hulk gets +8 ATK this attack. 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, Bird of Prey (DBM-008U) Character, 4, Gotham Knights, 6/7, Range Huntress gets +3 ATK while attacking. 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.

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. 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. 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. 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.

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. 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. 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. 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. 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. 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.

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. Illyana Rasputin <> Magik, Queen of Limbo (MTU-140C) Character, 5, Underworld/X-Men, 9/9, ConcealedOptional, 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 (DCL-239R, 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. 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. 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.)

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. 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. 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. Infestation (DJL-106U) Plot Twist, 2 Injustice Gang team attackers you control get +1/+1 this attack for each other team attacker 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. Intergang, Army (DSM-072U) Character, 1, Revenge Squad, 0/0, Range Exhaust a location you control >>> Characters named Intergang get +1/+1 this attack. 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. 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, ConcealedOptional 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, 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. Invisible Woman, Protector (MFF-004C) Character, 3, Fantastic Four, 4/4 Invisible Woman has reinforcement while defending. 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. 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.) 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. 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. 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. Ishmael Gregor <> Sabbac, Malevolent Marvel (DCR-135C) Character, 2, Villains United, 2/2 Vengeance: Whenever Ishmael Gregor becomes stunned, target opponent loses 3 endurance. 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.

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. 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. 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. 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. 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. 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. 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. 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. Jemm, Son of Saturn (DCL-119U) Character, 4, Injustice Gang, 9/8, Concealed, Range Reservist <p> To recruit, discard a character card with concealed. 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. 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.) 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 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. 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. Jimmy Olsen, Superman's Pal (DSM-008U) Character, 1, Team Superman, 1/1 A Team Superman character protecting Jimmy Olsen gets +1/+1. 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. 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. 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. 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, 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. 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.

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. 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.) 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. 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. 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. Jubilee, Mallrat (MVL-018C) Character, 1, X-Men, 1/1, Range Whenever Jubilee attacks, target player loses 2 endurance. 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 <> 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. 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. 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 * 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 * 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 * 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 * 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 * 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. 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. 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. 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.

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. 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 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. 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.

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. 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. 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. Katar Hol <> Hawkman, Death from Above (DCL018C) Character, 3, JLA, 4/5, Flight, Range Whenever another character you control defends, power-up that character. 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. 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. 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. 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.

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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Kristoff Von Doom, Ticking Time Bomb (MFF017C) Character, 1, Doom, 2/1 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. 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.

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. 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. 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. 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.

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. Looker, Emily Briggs (DWF-096C) Character, 2, Outsiders, 2/3, Range Exhausted Outsiders defenders you control have reinforcement. 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. 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. 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. Mandroid Prototype (MVL-236R) Equipment, 2, ConcealedOptional Equipped character gets +3/+3 for each opposing character in combat with it.

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 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 Manhunter Lantern, Power Ring Thief (DGL121C) Character, 6, Manhunter, 13/12, Flight, Range Willpower 4 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 Science (DGL-132C) Plot Twist, 2 To play, exhaust two Manhunter characters you control. <p> Draw two cards. 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 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. 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.

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. 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. 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. 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 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.

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. 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. Monkey Business (MVL-259R) Plot Twist, 2 The controller of target support row character moves it to his front row. 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 TeamUp 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. 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. 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.

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. 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.) 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. 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. 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. Morph, Exile (MVL-020U) Character, 3, X-Men, 2/6, Flight [Activate] >>> At the start of the recovery phase this turn, recover Morph. 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. 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. 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 (DCR219R) 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 (MVL173R) 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.

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. 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. 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 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. 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.

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. 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. 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. 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. 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.

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. 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. Phantom Zone Projector (DSM-160U) Equipment, 0 Equipped character has "Activate >>> Remove target stunned character from the game. Use only during the recovery phase." 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 non-character 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. 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. 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. 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 (MAV-107C) 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 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 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 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. 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. 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 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 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. 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. 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. Punisher, Vigilante (MSM-005U) Character, 4, Spider-Friends, 7/5, Range Activate, discard a Spider-Friends character card >>> KO target stunned character. 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. 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. Puppet Master, Overprotective Father (MVL211R) 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. 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.

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. 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. Pyro, St. John Allerdyce (MVL-070C, MOR087C) Character, 2, Brotherhood, 2/2, Range [Activate] >>> Target player loses 3 endurance. 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 AntiMatter 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 (MUN-065U) 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.

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. 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. 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. 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.

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. 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. Raza Longknife, Space Pirate (MEV-248C) Character, 2, Starjammers, 3/1 Whenever Raza Longknife attacks, opposing characters get -2 DEF this turn. 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. 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. 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. 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. 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. 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. 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.

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. 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. 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. 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. 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. 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.

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. 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. 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. 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. 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 (DJL-192C) 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, Earth-295 * Team Leader (MEV194C) Character, 7, Weapon X/Exiles, 17/14 Shift <p> Remove three shift counters from Sabretooth >>> KO target stunned character. 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. Sabretooth, Feral Rage (MVL-076R, MOR-091R) Character, 4, Brotherhood, 11/7 To recruit, discard a [Brotherhood] character card. 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. 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.

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. 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. 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. 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. 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. 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. 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.) 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.) 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. 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 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. 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. 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. 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. 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, 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. Scarlet Witch, Magneto's Daughter (MXS-024C) Character, 3, Brotherhood, 5/3, Range When Scarlet Witch enters play, target opponent loses 3 endurance. 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. 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. 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. 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. 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.

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. 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. 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. 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. 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. 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.

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 (MOR141U) 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. 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 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 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. 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 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 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 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 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, 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. 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 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. Silver Surfer, The Silver Savage (MUN-257U) Character, 3, Heralds of Galactus, 5/4, ConcealedOptional, 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.) Soldiers of New Genesis, Army (DGL-147U) Character, 1, New Gods, 2/2 Cosmic: Invulnerability. 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." 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. 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. 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 (MUN269U) 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. Spider-Man, Webhead (MVL-128C) Character, 3, Marvel Knights, 4/4, Range [Activate] >>> Exhaust target character with cost 2 or less. 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. 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. 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. 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. 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. Standoff (DWF-215U) Plot Twist, 4 Ongoing: Whenever a player plays a non-ongoing plot twist, he loses 2 endurance. 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.

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. Stargirl, Courtney Whitmore (DCR-023C) Character, 2, JSA, 3/1, Flight, Range Stargirl gets +3 DEF while exhausted. 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. 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. 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. 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. 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. 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. 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.

Storm, Ororo Munroe (MOR-025C) Character, 4, X-Men, 7/6, Flight, Range Pay 2 endurance >>> Characters your opponents control lose flight this turn. 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. 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.) 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. 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. 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]. 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. 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. 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.

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.

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. 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. 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. 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. 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.)

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. 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. 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. 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. 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.

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 nonplot 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. 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. Teleportation Ring, Unique (MTU-086C) Equipment, 0 Equipped character gets +2 DEF while exhausted and gains the Marvel Defenders affiliation. 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) Cha